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Create GPU particle field

create_gpu_particle_field

Build a GPU particle field with up to 262k points, using GPU simulation of position and velocity with noise, gravity, and curl forces. Optionally drive reactivity from audio or motion.

Instructions

Build a high-count GPU particle / point field: position and velocity are simulated entirely on the GPU in two RGBA32float feedback-TOP loops (velocity integrates forces — noise/curl/gravity; position integrates velocity), then a Geometry COMP instances a tiny dot once per texel, reading XYZ from the position texture. Reaches counts (side², up to 512²≈262k) well beyond the CPU create_particle_system, flowing as curl-noise streams. Exposes PointSize and Zoom knobs. Optional reactivity energises the field live: 'audio' drives it from mic/line RMS, 'motion' from camera frame-difference energy (both bound to the velocity shader's uReact uniform).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
sideNoEdge of the square particle buffer; the field is side×side particles (count = side², e.g. 256 → 65 536). Each particle is one texel of the RGBA32float position/velocity buffers.
forcesNoIn-shader forces added to velocity each frame: 'noise' (per-particle random drift), 'gravity' (constant -Y pull), 'curl' (divergence-free swirling).
reactivityNoOptional external push that energises the field live, bound to the velocity shader's uReact uniform. 'none' (default) is fully self-contained. 'audio' drives it from mic/line RMS (Audio Device In → Analyze), 'motion' from camera frame-difference energy (Video Device In → mono → cache/difference → average). Either may pop a one-time macOS device-permission dialog — click Allow.none
point_sizeNoRadius of each instanced dot (the sphere/circle SOP scale).
expose_controlsNoExpose live PointSize and Zoom (camera distance) knobs on the system container.
parent_pathNo/project1
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

The description adds behavioral context beyond annotations: GPU simulation process, feedback loops, instancing, and optional reactivity that may pop device permission dialogs. No contradiction with annotations.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is detailed but efficient, front-loading main functionality and then explaining parameters. Each sentence adds value, though slightly longer than minimal.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given complexity and no output schema, the description is quite complete: covers GPU simulation process, feedback loops, instancing, parameters, and reactivity. Provides sufficient context for agent understanding.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is high (83%). The description adds meaning by explaining how parameters like side affect particle count and how reactivity binds to uReact uniform, augmenting schema definitions.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states it builds a high-count GPU particle/point field with position and velocity simulated on GPU using feedback loops and a Geometry COMP. It distinguishes from CPU create_particle_system sibling by noting higher counts and GPU simulation.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description explains when to use this tool (high particle counts, GPU simulation) and contrasts with CPU create_particle_system. It does not explicitly state when not to use, but context is clear.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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