create_particle_flock
Build a boids-style GPU particle flock: position and velocity are simulated entirely on the GPU in two RGBA32float feedback-TOP loops, where the velocity shader implements the three classic boids rules — separation, alignment, cohesion — by scanning a stencil of neighbouring texels in the agent t...
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What create_particle_flock does on tdmcp — TouchDesigner MCP server
AI agents invoke create_particle_flock to trigger actions in tdmcp — TouchDesigner MCP server. What it does depends on the arguments the agent supplies, and its effects often reach beyond the immediate call: builds kicked off, notifications sent, workflows started.
Why create_particle_flock is rated High
This tool executes GPU shader programs, creates feedback loops, and instantiates new components within TouchDesigner. It triggers complex GPU computations and modifies the project structure by creating nodes/components, which constitutes executing external operations with significant side effects. It goes beyond simple write (data creation) into active execution of shader code and system-level graph manipulation.
From the tool's definition 'Build a boids-style GPU particle flock... simulated entirely on the GPU in two RGBA32float feedback-TOP loops, where the velocity shader implements... Creates a new baseCOMP under'
Attacks that exploit this kind of access
The rule that runs create_particle_flock safely
PolicyLayer is an MCP gateway: it sits between your AI agents and tdmcp — TouchDesigner MCP server, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For create_particle_flock, this is the rule to start with:
create_particle_flock stays usable, but rate-capped: a runaway agent can't fire it dozens of times a minute. Everything else on the server is denied unless you say otherwise.
The button opens the PolicyLayer dashboard: create your workspace, connect tdmcp — TouchDesigner MCP server, apply this rule, and every create_particle_flock call is checked against it from then on.
Questions about create_particle_flock
Build a boids-style GPU particle flock: position and velocity are simulated entirely on the GPU in two RGBA32float feedback-TOP loops, where the velocity shader implements the three classic boids rules — separation, alignment, cohesion — by scanning a stencil of neighbouring texels in the agent texture (each texel is one agent), then renormalising toward a cruise speed. Positions drive TOP-instancing of a tiny dot once per agent. Creates a new baseCOMP under. It is categorised as a Execute tool in the tdmcp — TouchDesigner MCP server MCP Server, which means it can trigger actions or run processes. Use rate limits and argument validation.
Register the tdmcp — TouchDesigner MCP server MCP server in PolicyLayer and add a rule for create_particle_flock: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches tdmcp — TouchDesigner MCP server. Nothing to install.
create_particle_flock is a Execute tool with high risk. Execute tools should be rate-limited and have argument validation enabled.
Yes. Add a rate_limit block to the create_particle_flock rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.
Set action: deny in the PolicyLayer policy for create_particle_flock. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.
create_particle_flock is provided by the tdmcp — TouchDesigner MCP server MCP server (@dpantani/tdmcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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