globe-particles — Claude Code skill: what it does, how to install
Renders a 3D particle globe with a luminous spherical core and an orbital disc using WebGL and Three.js. Useful for data visualizations and dark themes.
npx skills add MengTo/Skills --skill globe-particles -a claude-codeWhat globe-particles does
The skill adds a self-contained 3D particle globe to your frontend. It limits rendering to a .globe-particles-shell element and a canvas without disturbing surrounding layout structure or existing page transitions.
Inside, custom vertex and fragment shaders power a THREE.ShaderMaterial attached to procedural THREE.BufferGeometry. By default, the geometry creates 2600 points for the central sphere and 1300 points for the orbital ring, blending depth falloff with subtle sine-based breathing.
Your project must have Three.js installed, as the implementation directly imports its WebGL renderer and vector math. The palette keeps the core bright white while pulling accent highlights directly from your --brand-accent CSS property.
What it helps with
- Render a 3D particle globe with an orbital ring in Three.js
- Add glowing WebGL points without altering page layout
- Inherit particle accent colors from a design CSS variable
- Implement point shaders with atmospheric falloff and depth
Example prompts for the agent
- Create a 3D particle globe visualization using Three.js and custom shaders
- Add a luminous globe-particles canvas to the page with a purple accent
- Generate particle geometry for a spherical core and an orbital ring
How to install globe-particles
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill globe-particles -a claude-code2Manually: put the files in place
~/.claude/skills/globe-particles/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/globe-particles/
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill globe-particles -a codex2Manually: put the files in place
.agents/skills/globe-particles/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill globe-particles -a cursor2Manually: put the files in place
.cursor/skills/globe-particles/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install MengTo/Skills globe-particles2Manually: put the files in place
.github/skills/globe-particles/SKILL.md1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill globe-particles -a gemini-cli2Platform CLI
gemini skills install https://github.com/MengTo/Skills --path agent-skills/web-design/globe-particlesManually: put the files in place
.devin/skills/globe-particles/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add MengTo/Skills --skill globe-particles -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about globe-particles
How to install globe-particles in Claude Code?
Run npx skills add MengTo/Skills --skill globe-particles -a claude-code in your terminal.
What does globe-particles do?
It provides canvas markup, GLSL point shaders, and Three.js geometry routines to render a glowing 3D particle sphere and disc.
What dependencies does globe-particles need?
It requires Three.js in your project to handle scene setup, THREE.WebGLRenderer, and buffer geometries.
Source text
SKILL.md · MIT
---
name: globe-particles
description: Create a globe-like 3D particle visualization with a dense luminous spherical core and thinner orbital ring or flattened disc. Use when a design needs a premium planetary, orbital, synthesized data-globe effect rendered with real WebGL/Three.js particles, not generic starfields or full page layout changes.
---
# Globe Particles
## Scope
- Apply only to a globe-like 3D particle visualization.
- Do not change full page layout, copy, or unrelated motion systems.
- Use for planetary, orbital, infrastructure, or synthesized data-globe effects.
- Keep the core neutral or white-hot and derive ring/glow accents from the design's primary color.
## Visual Target
- Dense spherical core of luminous points.
- Thinner outer orbital ring or flattened disc around the sphere.
- Clear globe silhouette with tilt, depth, and layered particle density.
- Dark atmospheric background, restrained glow, clean structure, and subtle sci-fi depth.
- Premium and cinematic, not playful or noisy.
## HTML And CSS
```html
<div class="globe-particles-shell">
<canvas class="globe-particles-canvas" data-globe-particles></canvas>
</div>
```
```css
.globe-particles-shell {
position: relative;
width: min(100%, 760px);
aspect-ratio: 1 / 1;
}
.globe-particles-canvas {
position: absolute;
inset: 0;
width: 100%;
height: 100%;
display: block;
pointer-events: none;
}
```
## Particle Shader
Use circular shader points so particles stay crisp and luminous.
```js
const globeParticleVertex = `
attribute float a_size;
attribute float a_layer;
uniform float u_time;
uniform float u_pointSize;
varying float v_layer;
varying float v_depth;
varying float v_falloff;
void main() {
vec3 pos = position;
float breathe = 1.0 + sin(u_time * 0.65 + a_layer * 4.0) * 0.012;
pos *= breathe;
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
gl_PointSize = u_pointSize * a_size * (1.0 / max(0.18, -mvPosition.z));
gl_Position = projectionMatrix * mvPosition;
v_layer = a_layer;
v_depth = smoothstep(-1.8, 1.8, pos.z);
v_falloff = smoothstep(2.45, 0.25, length(pos));
}
`;
const globeParticleFragment = `
precision highp float;
uniform vec3 u_coreColor;
uniform vec3 u_accentColor;
varying float v_layer;
varying float v_depth;
varying float v_falloff;
void main() {
vec2 uv = gl_PointCoord - 0.5;
float d = length(uv);
float alpha = smoothstep(0.5, 0.0, d);
alpha *= alpha;
vec3 color = mix(u_coreColor, u_accentColor, smoothstep(0.35, 1.0, v_layer));
color += vec3(1.0) * v_depth * 0.08;
color = mix(color * 0.42, color, clamp(v_falloff + v_layer * 0.28, 0.0, 1.0));
alpha *= mix(0.52, 1.0, clamp(v_falloff + v_layer * 0.24, 0.0, 1.0));
gl_FragColor = vec4(color, alpha);
}
`;
```
## Three.js Recipe
```js
import * as THREE from "three";
function hexToRgb01(hex) {
const clean = hex.replace("#", "").trim();
const value = clean.length === 3
? clean.split("").map((char) => char + char).join("")
: clean;
return new THREE.Color(
parseInt(value.slice(0, 2), 16) / 255,
parseInt(value.slice(2, 4), 16) / 255,
parseInt(value.slice(4, 6), 16) / 255
);
}
function buildGlobeParticleGeometry(options = {}) {
const sphereCount = options.sphereCount || 2600;
const ringCount = options.ringCount || 1300;
const radius = options.radius || 1.35;
const ringRadius = options.ringRadius || 2.05;
const ringThickness = options.ringThickness || 0.12;
const total = sphereCount + ringCount;
const positions = new Float32Array(total * 3);
const sizes = new Float32Array(total);
const layers = new Float32Array(total);
for (let i = 0; i < sphereCount; i++) {
const z = Math.random() * 2 - 1;
const theta = Math.random() * Math.PI * 2;
const r = radius * (0.58 + Math.pow(Math.random(), 0.42) * 0.42);
const root = Math.sqrt(1 - z * z);
const index = i * 3;
positions[index] = Math.cos(theta) * root * r;
positions[index + 1] = Math.sin(theta) * root * r;
positions[index + 2] = z * r;
sizes[i] = 0.72 + Math.random() * 0.72;
layers[i] = Math.random() * 0.28;
}
for (let i = 0; i < ringCount; i++) {
const pointIndex = sphereCount + i;
const angle = Math.random() * Math.PI * 2;
const r = ringRadius + (Math.random() - 0.5) * ringThickness;
const y = (Math.random() - 0.5) * ringThickness * 0.58;
const index = pointIndex * 3;
positions[index] = Math.cos(angle) * r;
positions[index + 1] = y;
positions[index + 2] = Math.sin(angle) * r;
sizes[pointIndex] = 0.62 + Math.random() * 0.58;
layers[pointIndex] = 0.72 + Math.random() * 0.28;
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
geometry.setAttribute("a_size", new THREE.BufferAttribute(sizes, 1));
geometry.setAttribute("a_layer", new THREE.BufferAttribute(layers, 1));
return geometry;
}
function initGlobeParticles(canvas, options = {}) {
if (!canvas) return () => {};
const renderer = new THREE.WebGLRenderer({
canvas,
antialias: true,
alpha: true,
});
renderer.setClearColor(0x000000, 0);
renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, options.maxDpr || 1.6));
renderer.outputColorSpace = THREE.SRGBColorSpace;
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(38, 1, 0.1, 100);
camera.position.set(0, 0, options.cameraDistance || 5.6);
const accent = options.accentColor
? new THREE.Color(options.accentColor)
: hexToRgb01(getComputedStyle(document.documentElement).getPropertyValue("--brand-accent").trim() || "#8b5cf6");
const geometry = buildGlobeParticleGeometry(options);
const material = new THREE.ShaderMaterial({
vertexShader: globeParticleVertex,
fragmentShader: globeParticleFragment,
transparent: true,
depthWrite: false,
blending: THREE.AdditiveBlending,
uniforms: {
u_time: { value: 0 },
u_pointSize: { value: options.pointSize || 18 },
u_coreColor: { value: new THREE.Color(options.coreColor || 0xf8fafc) },
u_accentColor: { value: accent },
},
});
const particles = new THREE.Points(geometry, material);
particles.rotation.x = options.tiltX ?? -0.42;
particles.rotation.z = options.tiltZ ?? 0.22;
scene.add(particles);
const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
const pointer = new THREE.Vector2(0, 0);
let rafId = 0;
function resize() {
const width = Math.max(1, canvas.clientWidth);
const height = Math.max(1, canvas.clientHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, options.maxDpr || 1.6));
renderer.setSize(width, height, false);
camera.aspect = width / height;
camera.updateProjectionMatrix();
}
function handlePointerMove(event) {
const rect = canvas.getBoundingClientRect();
pointer.x = ((event.clientX - rect.left) / rect.width - 0.5) * 2;
pointer.y = ((event.clientY - rect.top) / rect.height - 0.5) * 2;
}
function render(time = 0) {
const t = time * 0.001;
material.uniforms.u_time.value = t;
const mouseStrength = options.mouseStrength ?? 0.08;
const breath = reduceMotion ? 0 : Math.sin(t * 0.55) * 0.045;
particles.rotation.y = t * (options.rotationSpeed || 0.12);
particles.rotation.x = (options.tiltX ?? -0.42) + pointer.y * mouseStrength;
particles.rotation.z = (options.tiltZ ?? 0.22) + pointer.x * mouseStrength;
particles.scale.setScalar(1 + breath);
renderer.render(scene, camera);
if (!reduceMotion) rafId = requestAnimationFrame(render);
}
function handleResize() {
cancelAnimationFrame(rafId);
resize();
render();
}
resize();
render();
window.addEventListener("resize", handleResize);
window.addEventListener("pointermove", handlePointerMove);
return () => {
cancelAnimationFrame(rafId);
window.removeEventListener("resize", handleResize);
window.removeEventListener("pointermove", handlePointerMove);
geometry.dispose();
material.dispose();
renderer.dispose();
};
}
const cleanupGlobe = initGlobeParticles(document.querySelector("[data-globe-particles]"), {
sphereCount: 2600,
ringCount: 1300,
accentColor: "#8b5cf6",
radius: 1.35,
ringRadius: 2.05,
rotationSpeed: 0.12,
mouseStrength: 0.08,
});
```
## Tuning Knobs
- Density: tune `sphereCount` and `ringCount` separately.
- Scale: tune `radius`, `ringRadius`, `ringThickness`, and `cameraDistance`.
- Color: keep `coreColor` neutral; derive `accentColor` from the brand primary.
- Motion: tune `rotationSpeed`, `tiltX`, `tiltZ`, `mouseStrength`, and breathing amplitude.
- Glow: tune `pointSize`, additive blending, and particle count so the shape stays crisp.
- Performance: lower particle counts or cap `maxDpr` before changing the visual structure.
## Taste Rules
- The silhouette must read as a globe, not a loose starfield.
- The ring should feel orbital and tilted, not like a flat decorative underline.
- Use restrained glow; let density and depth create the premium feel.
- Keep mouse response gentle so the object drifts rather than swings.
- Put the globe over a dark background or inside a dark atmospheric shell.
## Avoid
- Generic starfield noise with no spherical structure.
- Oversized particles or bloom that destroys the globe silhouette.
- Hardcoded accent colors when the design has a clear primary color.
- Wild cursor interaction or fast spinning.
- Dense fog that turns the object into a blurry blob.
## Quick Checks
- Sphere and ring are distinct particle populations.
- Core reads mostly neutral or white-hot.
- Accent color appears on ring, highlights, or glow.
- Tilt reveals the ring and globe depth.
- Reduced motion renders a still or near-still object.
- Geometry, material, renderer, listeners, and RAF are cleaned up.
© MengTo · MIT · MengTo/Skills