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jwuthri-cloudjwuthri-cloud/Tracely-ai/.agents/skills/canvas-generative/SKILL.md

canvas-generative

Skill1.2k starsChanged 20 days agoMITView on GitHub

Algorithmic and generative art with Canvas 2D - particles, flow fields, noise, fractals, L-systems.

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 2 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Every canvas must be sharp on Retina/HiDPI displays.

    line 17
  2. Very specific:

    Always scale input coordinates (divide by a noiseScale factor) -- raw pixel coords produce visual noise

    line 82
  3. Distinctive:

    Use octaves (fractal Brownian motion) for detail: sum multiple noise calls at increasing frequency and decreasing amplitude

    line 83

≈ “Common” is an estimate: at least 1 in 5 of the 308,232 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Canvas Generative

Algorithmic and generative art with Canvas 2D. Concise rules here. Deep-dive and reference implementations in references/.


Canvas 2D Setup

DPR-Aware Sizing

Every canvas must be sharp on Retina/HiDPI displays. Set the buffer size to the physical pixel size, scale down with CSS.

function setupCanvas(canvas, width, height) {
  const dpr = window.devicePixelRatio || 1;
  canvas.width = width * dpr;
  canvas.height = height * dpr;
  canvas.style.width = `${width}px`;
  canvas.style.height = `${height}px`;
  const ctx = canvas.getContext('2d');
  ctx.scale(dpr, dpr);
  return ctx;
}

Resize Handler

function handleResize(canvas, ctx, draw) {
  const ro = new ResizeObserver(([entry]) => {
    const { width, height } = entry.contentRect;
    const dpr = window.devicePixelRatio || 1;
    canvas.width = width * dpr;
    canvas.height = height * dpr;
    ctx.scale(dpr, dpr);
    draw(); // re-render after resize
  });
  ro.observe(canvas.parentElement);
  return () => ro.disconnect();
}

Animation Loop (RAF)

let animId;
let prevTime = 0;

function loop(time) {
  const dt = Math.min((time - prevTime) / 1000, 0.1); // cap delta to avoid spiral of death
  prevTime = time;

  update(dt);
  render(ctx);

  animId = requestAnimationFrame(loop);
}

// Start
animId = requestAnimationFrame(loop);
// Stop
cancelAnimationFrame(animId);

Noise

TypeCharacteristicsBest For
PerlinSmooth, grid-aligned bias, cheaperTerrain, clouds, gentle organic textures
SimplexNo grid artifacts, better gradients, slightly costlierFlow fields, organic motion, seamless tiling
Worley (Cellular)Distance-to-nearest-point, cell-likeVoronoi patterns, caustics, cracks, cell textures

Usage rules:

  • Always scale input coordinates (divide by a noiseScale factor) -- raw pixel coords produce visual noise
  • Use octaves (fractal Brownian motion) for detail: sum multiple noise calls at increasing frequency and decreasing amplitude
  • Seed your noise for reproducibility
// fBm pattern
function fbm(x, y, octaves = 4, lacunarity = 2, gain = 0.5) {
  let value = 0, amplitude = 1, frequency = 1, maxAmp = 0;
  for (let i = 0; i < octaves; i++) {
    value += amplitude * noise2D(x * frequency, y * frequency);
    maxAmp += amplitude;
    amplitude *= gain;
    frequency *= lacunarity;
  }
  return value / maxAmp; // normalize to [-1, 1]
}

Particle Systems

Pool Pattern (No GC Pressure)

Pre-allocate a fixed array. Never new or splice at runtime.

const POOL_SIZE = 10000;
const particles = new Array(POOL_SIZE);
let aliveCount = 0;

// Init pool
for (let i = 0; i < POOL_SIZE; i++) {
  particles[i] = { x: 0, y: 0, vx: 0, vy: 0, life: 0, maxLife: 0, active: false };
}

function spawn(x, y) {
  if (aliveCount >= POOL_SIZE) return;
  const p = particles[aliveCount++];
  p.x = x; p.y = y;
  p.vx = (Math.random() - 0.5) * 2;
  p.vy = (Math.random() - 0.5) * 2;
  p.life = 0; p.maxLife = 60 + Math.random() * 60;
  p.active = true;
}

function update() {
  for (let i = aliveCount - 1; i >= 0; i--) {
    const p = particles[i];
    p.x += p.vx; p.y += p.vy;
    p.life++;
    if (p.life >= p.maxLife) {
      // Swap with last alive, shrink pool
      particles[i] = particles[--aliveCount];
      particles[aliveCount] = p;
      p.active = false;
    }
  }
}

Flow Fields

Grid of angle vectors that steer particles. The classic generative recipe.

  1. Build grid: Divide canvas into cells, compute an angle per cell (from noise)
  2. Lookup: Particle position maps to grid cell, retrieve angle
  3. Steer: Apply angle as velocity, accumulate over frames
const cols = Math.ceil(width / cellSize);
const rows = Math.ceil(height / cellSize);
const field = new Float32Array(cols * rows);

// Fill with noise-based angles
for (let y = 0; y < rows; y++) {
  for (let x = 0; x < cols; x++) {
    field[y * cols + x] = noise2D(x * 0.05, y * 0.05) * Math.PI * 2;
  }
}

// Particle follow
function followField(p) {
  const col = Math.floor(p.x / cellSize);
  const row = Math.floor(p.y / cellSize);
  if (col >= 0 && col < cols && row >= 0 && row < rows) {
    const angle = field[row * cols + col];
    p.vx += Math.cos(angle) * force;
    p.vy += Math.sin(angle) * force;
  }
  // Damping to prevent runaway velocity
  p.vx *= 0.98;
  p.vy *= 0.98;
}

Fractals & L-Systems

An L-system encodes recursive structure as string rewriting + turtle graphics.

ComponentRole
AxiomStarting string (e.g. "F")
RulesProduction rules (e.g. "F" -> "F[+F]F[-F]F")
AngleTurtle turn angle per +/-
IterationsHow many times to apply rules
function lsystem(axiom, rules, iterations) {
  let current = axiom;
  for (let i = 0; i < iterations; i++) {
    current = current.split('').map(c => rules[c] || c).join('');
  }
  return current;
}

function drawLSystem(ctx, commands, len, angle) {
  const stack = [];
  for (const c of commands) {
    switch (c) {
      case 'F': ctx.lineTo(ctx._x += Math.cos(ctx._a) * len, ctx._y += Math.sin(ctx._a) * len); break;
      case '+': ctx._a += angle; break;
      case '-': ctx._a -= angle; break;
      case '[': stack.push({ x: ctx._x, y: ctx._y, a: ctx._a }); break;
      case ']': { const s = stack.pop(); ctx._x = s.x; ctx._y = s.y; ctx._a = s.a; ctx.moveTo(s.x, s.y); } break;
    }
  }
}

Double Buffer Pattern

Render to an offscreen canvas, then blit to the visible one. Eliminates flicker and enables trail effects.

const offscreen = document.createElement('canvas');
offscreen.width = canvas.width;
offscreen.height = canvas.height;
const offCtx = offscreen.getContext('2d');

function render() {
  // Draw to offscreen
  offCtx.fillStyle = 'rgba(0, 0, 0, 0.05)'; // trail fade
  offCtx.fillRect(0, 0, offscreen.width, offscreen.height);
  drawParticles(offCtx);

  // Blit to screen
  ctx.drawImage(offscreen, 0, 0);
}

Do Not

1. Never clearRect every frame for trail effects

Clearing destroys the trail. Use a semi-transparent fill instead.

// BAD -- kills trails
ctx.clearRect(0, 0, w, h);

// GOOD -- fades previous frame
ctx.fillStyle = 'rgba(0, 0, 0, 0.02)';
ctx.fillRect(0, 0, w, h);

2. Never getImageData in the animation loop

getImageData reads back from GPU -- extremely slow. Avoid unless absolutely required (e.g. one-time color sampling).

// BAD -- 60fps GPU readback
function loop() {
  const data = ctx.getImageData(0, 0, w, h); // blocks rendering pipeline
  processPixels(data);
  requestAnimationFrame(loop);
}

// GOOD -- sample once, cache
const colorMap = ctx.getImageData(0, 0, w, h);
function getColor(x, y) {
  const i = (y * w + x) * 4;
  return [colorMap.data[i], colorMap.data[i+1], colorMap.data[i+2]];
}

3. Always respect DPR for sharpness

A canvas without DPR scaling looks blurry on Retina displays. See setup section above.

// BAD
canvas.width = 800;
canvas.height = 600;

// GOOD
const dpr = window.devicePixelRatio || 1;
canvas.width = 800 * dpr;
canvas.height = 600 * dpr;
canvas.style.width = '800px';
canvas.style.height = '600px';
ctx.scale(dpr, dpr);

4. Never allocate in the hot loop

No new, no object spread, no array creation inside update() or render(). Pre-allocate everything.

// BAD
function update() {
  particles.forEach(p => {
    const force = { x: Math.cos(a), y: Math.sin(a) }; // new object every frame per particle
    p.vx += force.x;
  });
}

// GOOD
let fx = 0, fy = 0; // reuse
function update() {
  for (let i = 0; i < aliveCount; i++) {
    fx = Math.cos(a); fy = Math.sin(a);
    particles[i].vx += fx;
  }
}

Quick Reference: Loading Sub-skills

NeedLoad
Noise implementations, particle pool, flow field, L-system, attractorsreferences/algorithms.md
Timing and easing for animated transitions../motion-principles/SKILL.md
3D generative (shaders, GPU particles)../threejs-r3f/SKILL.md

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Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.