From genjutsu
Generates algorithmic and generative art using Canvas 2D: particles, flow fields, noise, fractals, L-systems. Includes DPR-aware setup, animation loops, noise functions, and particle pool patterns.
How this skill is triggered — by the user, by Claude, or both
Slash command
/genjutsu:canvas-generativeThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
> Algorithmic and generative art with Canvas 2D.
Algorithmic and generative art with Canvas 2D. Concise rules here. Deep-dive and reference implementations in
references/.
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;
}
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();
}
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);
| Type | Characteristics | Best For |
|---|---|---|
| Perlin | Smooth, grid-aligned bias, cheaper | Terrain, clouds, gentle organic textures |
| Simplex | No grid artifacts, better gradients, slightly costlier | Flow fields, organic motion, seamless tiling |
| Worley (Cellular) | Distance-to-nearest-point, cell-like | Voronoi patterns, caustics, cracks, cell textures |
Usage rules:
noiseScale factor) -- raw pixel coords produce visual noise// 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]
}
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;
}
}
}
Grid of angle vectors that steer particles. The classic generative recipe.
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;
}
An L-system encodes recursive structure as string rewriting + turtle graphics.
| Component | Role |
|---|---|
| Axiom | Starting string (e.g. "F") |
| Rules | Production rules (e.g. "F" -> "F[+F]F[-F]F") |
| Angle | Turtle turn angle per +/- |
| Iterations | How 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;
}
}
}
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);
}
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);
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]];
}
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);
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;
}
}
| Need | Load |
|---|---|
| Noise implementations, particle pool, flow field, L-system, attractors | references/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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