webgl-particle-galaxy
A real-time particle galaxy — tens of thousands of additive-blended GPU points spiraling around a bright core, their orbits solved entirely in the vertex shader (from gl_VertexID), so the whole cloud draws in one call. Rendered as a single self-contained `index.html`. Use when the brief asks for a "particle field", "particle galaxy", "point cloud", "instanced points", "starfield", "GPU particles", or a swirling generative point system. OpenDesign serves this in powered-preview mode so the GPU stack actually runs.
DeepseekModel
官方收录技能
质量 优秀 · 90
v1.0.0
获取
https://deepseekmodel.com/api/download.php?id=nexu-io-open-design-plugins-official-examples-webgl-particle-galaxy-skill-md&format=skill
下载 .skill
标准格式,含 system_prompt 与 model_config,导入任意 Agent 框架即可使用
.skill 文件中 system_prompt 字段的实际内容。
name webgl-particle-galaxy description A real-time particle galaxy — tens of thousands of additive-blended GPU points spiraling around a bright core, their orbits solved entirely in the vertex shader (from gl_VertexID), so the whole cloud draws in one call. Rendered as a single self-contained `index.html`. Use when the brief asks for a "particle field", "particle galaxy", "point cloud", "instanced points", "starfield", "GPU particles", or a swirling generative point system. OpenDesign serves this in powered-preview mode so the GPU stack actually runs. triggers ["particle","particles","particle galaxy","point cloud","instanced points","starfield","gpu particles","粒子","粒子星系"] od {"mode":"prototype","platform":"web","scenario":"design","preview":{"type":"html","entry":"index.html","reload":"debounce-100"},"design_system":{"requires":false,"sections":["color","typography"]},"craft":{"requires":["animation-discipline"]}} Particle Galaxy Skill Produce a single self-contained index.html that renders a real-time particle system full-screen, with a clean typographic overlay on top. The signature move: compute each particle's position on the GPU so the CPU never loops over particles. Why this is a powered artifact OpenDesign detects getContext('webgl2') and renders this file in powered preview — a cross-origin-isolated iframe with allow-same-origin . The full GPU pipeline is available; you do not need to work around the opaque sandbox. Resource map webgl-particle-galaxy/ ├── SKILL.md ← you're reading this └── example.html ← a working 50,000-point WebGL2 galaxy (READ FIRST) Workflow Step 0 — Read the reference Read example.html end to end. Note the shape: no vertex buffer — the vertex shader reads gl_VertexID , hashes it into a stable per-particle seed, and derives a log-spiral orbit with an inner-fast rotation curve. Points are drawn with gl.drawArrays(gl.POINTS, 0, N) in one call, additive-blended ( blendFunc(ONE, ONE) with premultiplied color) so overlapping points glow. Step 1 — Pick the motion Choose a field the vertex shader can express cheaply from gl_VertexID + uTime : Spiral galaxy (default): log-spiral arms, rotation curve speed ≈ k / (r + ε) , thin disk. Attractor / flow : curl or a strange-attractor step baked as a closed-form function of time. Explosion / reform : interpolate between a seeded start and a target shape on a looping clock. Step 2 — Build index.html One file, zero external requests. Bind a VAO even with no attributes (some drivers require it). Point size in the vertex shader ( gl_PointSize ), clamped and DPR-aware; soft round sprites via gl_PointCoord + a gaussian falloff in the fragment shader. Additive blending on a dark clear color; premultiply the fragment color so blendFunc(ONE, ONE) reads as glow, not double-exposure. Compile shaders with error logging ( getShaderInfoLog / getProgramInfoLog ) so a typo fails loudly. Step 3 — Overlay + brand Map the accent colors to the active DESIGN.md when one is present; otherwise a restrained dark palette with one vivid accent (the reference uses lime #63fe13 for the arms and a white-blue core). Headline ≤ 15ch plus one supporting line. Never bury the particles behind the text. Step 4 — Self-review (P0) Renders continuously at ~60fps; the FPS badge updates. Tens of thousands of points in a single draw call (no per-particle CPU loop). No WebGL console errors; program links cleanly. Resizes crisply on window resize (no stretching / blur). Degrades to a message (not a blank page) if webgl2 is unavailable.
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下载的 .skill 包内含以下字段。
| 字段 | 说明 |
|---|---|
| format | 格式标识(skill/v1) |
| skill_id | 技能唯一 ID |
| name | 技能名称 |
| version | 版本号 |
| description | 技能描述 |
| category | 所属分类(数组) |
| trigger_words | 触发词列表 |
| tags | 标签列表 |
| source | 来源标识 |
| source_url | 来源链接(本页地址) |
| exported_at | 导出时间(每次下载生成) |
| system_prompt | 系统提示词正文 |
| model_config | 模型参数:provider / model / temperature / max_tokens / top_p |
| examples | 示例 |
| install_guide | 各平台导入说明(Coze / Dify / Claude / 自定义框架) |