@ Nick.Kinney4

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This visualization uses Fractional Brownian Motion (FBM) and Simplex Noise to simulate a probability density surface. The shader warps the coordinate domain based on mouse proximity and features a pixelated shockwave on click.

Written in pure WebGL with zero external dependencies.

A 2D particle system with ambient curl-noise drift. Active touches become inverse-square gravity wells; particles accelerate toward them and integrate Verlet-style. A low-alpha overlay each frame creates the comet-trail effect.

Particle count is tunable on desktop. The render loop uses inlined Math.* calls and packed typed arrays to hold 60 fps at 2.4k particles.

Two text rivers flow vertically. An ASCII bitmap of the J.A.R.V.I.S. avatar is measured per-row to extract obstacle spans; the typographic engine reflows each line of prose to skirt those spans, producing real text geometry that wraps around the head silhouette.

Driven by @chenglou/pretext — a 15 KB DOM-free text layout primitive.

A faithful port of @yuruyurau's 280-character p5.js sketch (#つぶやきProcessing). Each frame draws 20k parametric points in polar coordinates, with two interleaved passes (m=0 and m=9) to produce the double-bell silhouette.

Time advances π/45 per frame; k, e, and d are derived from the loop index, then a piecewise branch on k²<19 separates the bell from the tentacles. Centroid drifts toward active touches.

A faithful port of @YoheiNishitsuji's #つぶやきGLSL one-liner. The outer loop walks 18 ray-march steps; the inner loop folds 3D space 13 times via the recurrence p = vec3(0, 3.5, 3) - abs(abs(p)*e - vec3(3, 1.8, 3)), accumulating scale s per iteration.

The result is a slowly rotating glow inside a fold-fractal cavity. Hue tracks 1/depth; saturation tracks particle x; intensity tracks accumulated scale.

A toy graph of 12 nodes (6 candidate roots + 6 leaf themes) re-centers around whichever root you pick. BFS computes shortest-path distance from the chosen root; nodes animate to a radial layout where ring index = distance. Same fact base, different worldview.

The visual point is the feel of a paradigm shift, not a real query against a live graph.

20,000 particles obey a JavaScript function body that runs once per particle per frame. The default sketch is a log-spiral disc galaxy — two arms, time-warped, indexed by particle id, with bulge and dust scatter. Drag to orbit.

Powered by Three.js and additive-blended THREE.Points. Iframe-loaded lazily on first activation so the bundle isn't pulled until you pick this mode.

This is the embedded preview. Open the full sandbox to paste your own function body, switch presets (Lorenz attractor, breathing tesseract, wave interference), or copy the AI prompt template.

AI prompt design by particles.casberry.in. Source at github.com/SaguaroDev/public-demos.

Shader inspired by brooklyn.sh Blog