Shipping something I'm genuinely proud of: Partico Vertex Cloud System that Let you turn Images , Strings and Numbers to a 3d particles object
What makes it unique 🦄 :
This isn't your typical "particles floating in space" component. It's a full 3D particle engine built from the ground up for Framer canvas-rendered, physics-driven, and tuned to run smooth even with 12,000 particles on screen.
🎯 True 3D, not faked depth : real perspective projection with focal length control, depth fog, and Blinn-Phong shading (yes, actual specular highlights on particles). Rotate it and light responds correctly from every angle.
🌀 20 morph transitions : including Blackhole, Liquid, Origami, and Stardust. Sequence mode lets particles reform from text → image → text with per-item easing, stagger, and color overrides. Nothing about the transition library is generic.
✨ 10 cursor interaction modes : beyond simple repel/attract, there's Aurora, Magnetic, Gravity, Shockwave, and Ripple each with its own force field behavior, not just a renamed copy of the same math.
🖼 Text AND image sampling : sample any font (weight, style, letter-spacing all respected) or any image, with luminance-driven depth so brighter pixels sit closer to camera.
⚙ Built for performance, not just looks : flat spatial hashing for particle connections (no per-frame allocations), insertion sort for near-sorted depth data, an RGBA string cache, and a font-loading pipeline that actually waits for the right weight/style before sampling.
This one went through serious iteration ; fixing subtle bugs like Framer's font control returning an object instead of a string, and getting film grain to composite correctly via offscreen canvas blending. The kind of detail that doesn't show up in a screenshot but shows up the moment you actually use it.
Would love to hear what you build with it. 🔥
Shipping something I'm genuinely proud of: Partico Vertex Cloud System that Let you turn Images , Strings and Numbers to a 3d particles object
What makes it unique 🦄 :
This isn't your typical "particles floating in space" component. It's a full 3D particle engine built from the ground up for Framer canvas-rendered, physics-driven, and tuned to run smooth even with 12,000 particles on screen.
🎯 True 3D, not faked depth : real perspective projection with focal length control, depth fog, and Blinn-Phong shading (yes, actual specular highlights on particles). Rotate it and light responds correctly from every angle.
🌀 20 morph transitions : including Blackhole, Liquid, Origami, and Stardust. Sequence mode lets particles reform from text → image → text with per-item easing, stagger, and color overrides. Nothing about the transition library is generic.
✨ 10 cursor interaction modes : beyond simple repel/attract, there's Aurora, Magnetic, Gravity, Shockwave, and Ripple each with its own force field behavior, not just a renamed copy of the same math.
🖼 Text AND image sampling : sample any font (weight, style, letter-spacing all respected) or any image, with luminance-driven depth so brighter pixels sit closer to camera.
⚙ Built for performance, not just looks : flat spatial hashing for particle connections (no per-frame allocations), insertion sort for near-sorted depth data, an RGBA string cache, and a font-loading pipeline that actually waits for the right weight/style before sampling.
This one went through serious iteration ; fixing subtle bugs like Framer's font control returning an object instead of a string, and getting film grain to composite correctly via offscreen canvas blending. The kind of detail that doesn't show up in a screenshot but shows up the moment you actually use it.
Would love to hear what you build with it. 🔥