Pagenue v0.6.0
skills/particle-globe-hero/SKILL.md7 sectionsProprietary

Particle globe hero

The agent loads it when

An interactive hero section built around a WebGL particle globe that gathers on load, spins, leans toward the cursor and scatters particles away from the mouse. On scroll it pins, glides to the centre and flies the camera through the shell into a starfield while a second headline appears. Ships ready-to-copy TypeScript (no three.js, about 10 KB), React/Next.js wrappers, Astro/vanilla wiring, CSS, and the Lenis + GSAP ScrollTrigger setup, with lazy-loading, reduced-motion and touch handling built in. Use this whenever the user asks for a globe hero, a particle effect, particles that scatter with the mouse, scrolling into a globe, an interactive 3D or WebGL hero, or a starfield or fly-through scroll moment, even if they don't name the skill.

npx @codesudee/web-skills -s particle-globe-hero
Download .zip

Try it

01 · The hero

Gather, scatter, fly through

This runs the skill's own engine.ts. The particles gather when the stage scrolls into view. Move your pointer over the globe to part them. On a real page, scrolling pins the stage and drives the fly-through. Here the slider stands in for the scroll.

  1. 0–16%Copy and art fade out
  2. 0–30%Globe glides to the centre
  3. 30–70%Camera flies through the shell
  4. 62–100%Second headline arrives
02 · Knobs

Brand it so it isn't a copy

These are the GlobeHeroOptions from the skill. Colours and the cursor scatter are baked into the shader, so changing them rebuilds the globe, which takes a few milliseconds.

Particle globe hero

A portable copy of a hero from a live production landing page. Everything in assets/ is that site’s production code with its own content taken out, so copy it rather than rewriting it. It already covers the lazy-loading, reduced-motion, touch and resize edge cases that hand-written versions usually miss.

What it does

  1. Entrance: 16k particles (8k on phones) start blown outward and gather into a slowly turning globe in 1.8 s.
  2. Cursor scatter (mouse/trackpad only): particles within about 110 px of the pointer slide away and brighten. The globe yaws and pitches slightly toward the cursor. All of this happens in the vertex shader, so it costs nothing on the CPU.
  3. Scroll fly-through (screens ≥ 48rem wide and ≥ 35rem tall, motion allowed): the stage pins for 160svh. The copy fades up and out, the globe glides to the centre, optional satellites appear inside it, the camera flies through the shell into a starfield, and a second headline fades in. Spin speeds up with scroll velocity.
  4. Everywhere else (phones, short screens): the turning, cursor-free globe with normal scrolling.
  5. Reduced motion: one still, assembled globe, redrawn only on resize. No JS: plain stacked copy.

6 more sections

  • Files
  • Applying it to a project
  • Knobs (GlobeHeroOptions)
  • Content inside the globe
  • Rules that keep it fast and accessible
  • Gotchas

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