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- R3f Gamedev
- Weapon Trail
weapon-trail_skill
- TypeScript
26
GitHub Stars
1
Bundled Files
2 months ago
Catalog Refreshed
4 months ago
First Indexed
Readme & install
Copy the install command, review bundled files from the catalogue, and read any extended description pulled from the listing source.
Installation
Preview and clipboard use veilstrat where the catalogue uses aiagentskills.
npx veilstrat add skill verekia/r3f-gamedev --skill weapon-trail- SKILL.md1.4 KB
Overview
This skill creates a ribbon trail effect that follows a weapon's movement in React Three Fiber. It builds a custom BufferGeometry to store a history of weapon point positions and renders a textured ribbon that fades with age. The result is a performant, configurable visual trailing effect ideal for melee weapons or fast-moving objects.
How this skill works
The component records world-space positions for defined trail points (for example base and tip) into a ring buffer each frame. A BufferGeometry is constructed with segments representing historical snapshots and points per segment for each trail point; UVs encode position along the ribbon and age for gradient alpha mapping. Each frame the vertex positions are updated and marked with positions.needsUpdate = true, and the trail can be enabled/disabled with a fade-out animation.
When to use it
- Add visual impact to melee swings, sword arcs, or magic staffs.
- Show movement direction and speed for fast-moving props.
- Add lingering energy ribbons to projectiles or abilities.
- Debug and visualize motion paths during gameplay tuning.
Best practices
- Define 2–4 trail points per weapon (e.g., base and tip) for stable ribbons.
- Keep history length and segment count balanced for performance vs smoothness.
- Use an alpha map texture and proper UVs to fade older segments smoothly.
- Convert local to world positions each frame with localToWorld() for accuracy.
- Disable and gracefully fade the trail instead of instantly removing geometry.
Example use cases
- Sword swing: two points at base and tip produce a continuous ribbon following the blade.
- Staff or wand: a single tip point creates a flowing magic trail.
- Dual-wielded weapons: separate trails per weapon group with shared material.
- Projectile tail: short history and high fade for fast bullets or fireballs.
FAQ
Usually 2 points (base and tip) give a clean ribbon. Use more if your weapon has complex geometry that needs tighter tracing.
How do I control the fade length and smoothness?
Adjust the number of segments (history length) for temporal duration and sample spacing for smoothness. Use an alpha map texture and UVs where v encodes age to control per-segment transparency.