This is your go-to for rendering massive particle counts without tanking performance. It covers the full spectrum from simple Points geometry with bufferAttributes (good for 10k-500k particles) up to custom shaders with per-particle attributes like color, size, and velocity for when you need millions of particles or fine-grained control. The examples are practical: spherical distributions, textured sprites, animated systems with velocity and phase offsets. If you're building star fields, weather effects, or abstract visualizations, the shader approach with attributes is where the real power is. The comparison table between Points, instanced meshes, and custom shaders saves you from guessing which technique fits your particle count.
npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill particles-gpu