Individual skill

fire-smoke-skill-vfx

Build the effects of a fire skill as one visual language in Three.js. Flames that read as fire, not as orange fog or cones: ray-marched flame volumes whose turbulence rises with buoyancy (slow at the root, accelerating and stretching as it climbs) instead of scrolling, a temperature ramp from a white-hot core a little above the fuel through yellow and orange to deep red tips, broad brighter licks inside, walls of fire broken into clumps of separate tongues of very different heights with notches between them and licks that detach and go out, a fire whirl wound in helical sheets with a waist and a blue root; charcoal smoke drawn premultiplied over the frame and lit only by the fire (cauliflower billows for a burst, a thin streaked curtain off a grass-fire front, fibrous wisps off small fires, ragged hot cracks inside a burst's smoke); embers and sparks that drift on a curl field, cool from white through orange to red and fall as ash; heat haze as refraction; firelight shared with the world; a world-space heat map that makes the ground's needles smoulder as hairlines and its pockets breathe; and gentle ink impact frames limited to three flashes a second. Use for fire or flame skills, fireballs, fire waves or breath, rings of fire, fire tornadoes or whirls, burning ground, wildfire fronts, smoke columns, embers, smouldering aftermath, "fire and smoke", "realistic fire", "flame thrower", "inferno", "burning field" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 burned-ground floor with failure-mode switches.

agent-skills/game-combat/fire-smoke-skill-vfx/SKILL.md

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# Fire and Smoke Skill VFX

Use this for the effect half of a fire skill: what the hand holds, what it throws, what burns and what the fire leaves. Reach for a sibling instead in these cases:

- **Lightning, an energy orb, black afterimage smoke and air bursts:** `lightning-energy-skill-vfx`. This skill reuses its clock, composite, impact frames and flash limiter.
- **Readable, budgeted gameplay effects in general** (telegraphs, status, cleanup rules): `create-game-vfx`. Its readability rules still apply here.
- **Scoring a skill out of 10, or polishing the caster's body and timing:** `game-dev-combat-skill-polish`.

Source: a brief for elemental skill pages built to the Black Lightning demo's bar, with the notes its owner gave on that demo ("not as in-your-face", "more fine lines", "smooth transitions", "a more realistic floor", "no sliding textures", "more detail in the smoke"). There is no character: the flame is held by an implied hand at chest height. Then two rounds of a dream loop against GPT Image edits of the page's own frames (see [references/scorecard.md](references/scorecard.md)).

Verified stack: Three.js r170, WebGL2, GLSL `ShaderMaterial`s, HalfFloat render targets, a 96³ baked noise texture, and a hand-written bloom and composite. No post-processing library. The demo's floor is Poly Haven's [Burned Ground 01](https://polyhaven.com/a/burned_ground_01) by Rob Tuytel (CC0), its 1k colour, normal and AO/roughness maps in `demo/assets/ground/`, embedded by `demo/build.mjs` as data URIs so the page opens from disk.

## The mechanism
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