particles

Builds GPU particle effects in ignifx from .particles.json documents evaluated on the GPU.

Updated Sep 5, 2026
One-click install
npx skills add https://github.com/astrum-forge/ignifx --skill particles-astrum-forge
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: particles
Source: https://github.com/astrum-forge/ignifx/tree/main/packages/particles/skills/particles
Command: npx skills add https://github.com/astrum-forge/ignifx --skill particles-astrum-forge

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires @ignifx/core.

What problem does it solve? Creating visual effects like fire, smoke, sparks, rain, and explosions in an ignifx game requires authoring particle behavior and rendering it efficiently on the GPU; this Skill provides the document format, presets, and APIs to declare and play those effects without writing shader code. ## Core Features & Use Cases - Declarative effect documents: Author effects as .particles.json files or in-code objects with modules for emission, shape, forces, lifetime curves, and rendering, validated with precise error codes. - Nine built-in presets: Start from fire, smoke, sparks, explosion, dust, sparkle, rain, snow, or leaves via particleDefinition(name, overrides) and merge overrides key by key. - Deterministic stateless simulation: CPU-written spawn records are evaluated on the GPU from closed formulas, giving exact pause, seeded reproducibility, free fast-forward via simulate(), and headless testing support. - Use Case: Add a campfire to a scene by loading the fire preset into a ParticleSystem component with prewarm enabled, then tune capacity and quality scale for a settings screen. ## Quick Start Ask the AI to add a looping campfire particle effect to an entity in your ignifx project using the fire preset from @ignifx/particles.

Frequently Asked Questions about particles

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add a particle effect to an ignifx game?▼

Register the particles extension when creating the app, then add a ParticleSystem component to an entity with a definition from particleDefinition() or a loaded .particles.json asset. Presets like fire, smoke, and explosion give a complete document you can override key by key.

How do I create a one-shot explosion that cleans itself up?▼

Create an entity with a ParticleSystem playing the explosion preset, then connect to its onStopped signal to destroy the entity. onStopped fires once when a non-looping document finishes its cycle and its last particle has died.

Does @ignifx/particles support particle collision or sub-emitters?▼

No. Particles are stateless and computed from closed formulas of their age, so collision and sub-emitters cannot be expressed. Instead, play a second ParticleSystem at a point your own code decides, or drive a Rigidbody for pieces that must collide.

Why is my particle effect drawing nothing or thinning out?▼

Common causes are capacity too small for the emission rate (check droppedCount), the maxParticles budget clamping the system (error IGX-1702), or emitting before the definition asset has loaded (IGX-1705). Set capacity to at least rateOverTime times the longest lifetime.

Can I use ignifx particles for 2D sprite games?▼

Yes, use @ignifx/particles-2d, which reads the same .particles.json documents and draws them as sprites. The core @ignifx/particles package targets 3D rendering with billboard, stretched, and mesh renderer modes.