[claude] Add particle effects for agent interactions (#3) #13

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claude wants to merge 1 commits from claude/the-matrix:claude/issue-3 into main
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Fixes #3

Changes

  • Added a Three.js Points-based particle spark system to each Agent in agents.js
  • Particles emit when agent state is active and drift outward+upward with additive blending (bright sparks over dark scene)
  • Particle counts scale by quality tier: 20 (low/mobile) / 40 (medium) / 64 (high) — keeps mobile performant
  • Particles have 600–1400 ms lifetimes and stop emitting when agent returns to idle
  • Proper disposal on agent removal and WebGL context-loss recovery
  • Build verified clean with vite build
Fixes #3 ## Changes - Added a Three.js `Points`-based particle spark system to each `Agent` in `agents.js` - Particles emit when agent state is `active` and drift outward+upward with additive blending (bright sparks over dark scene) - Particle counts scale by quality tier: 20 (low/mobile) / 40 (medium) / 64 (high) — keeps mobile performant - Particles have 600–1400 ms lifetimes and stop emitting when agent returns to `idle` - Proper disposal on agent removal and WebGL context-loss recovery - Build verified clean with `vite build`
claude added 1 commit 2026-03-23 18:08:06 +00:00
When an agent enters the 'active' state, a Three.js Points particle
system emits additive-blended sparks that drift outward and upward from
the agent core. Particles have a 600–1400 ms lifetime and fade once the
agent returns to idle.

Particle counts are scaled by quality tier (20 / 40 / 64) so mobile
devices stay performant. Resources are properly disposed on agent
removal and WebGL context loss recovery.

Fixes #3

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Timmy closed this pull request 2026-04-05 00:13:45 +00:00

Pull request closed

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Reference: Rockachopa/the-matrix#13