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AI/MLplurigrid

algorithmic-art

Creating algorithmic art using p5.js with seeded randomness and interactive parameter exploration. Use when users request creating art using code, generative art, algorithmic art, flow fields, or particle systems.

Stars
23
Source
plurigrid/asi
Updated
2026-04-26
Slug
plurigrid--asi--algorithmic-art
View on GitHubRaw SKILL.md

// install — copy + paste into any project

mkdir -p .claude/skills && curl -fsSL https://raw.githubusercontent.com/plurigrid/asi/HEAD/ies/music-topos/.agents/skills/algorithmic-art/SKILL.md -o .claude/skills/algorithmic-art.md

Drops the SKILL.md into .claude/skills/algorithmic-art.md. Works with Claude Code, Cursor, and any agent that loads SKILL.md files from .claude/skills/.

Algorithmic Art

Create generative art with code using p5.js, featuring seeded randomness for reproducibility.

Core Concepts

Seeded Randomness

// Use seed for reproducible results
function setup() {
  randomSeed(42);
  noiseSeed(42);
}

Noise Functions

// Perlin noise for organic patterns
let x = noise(frameCount * 0.01) * width;
let y = noise(frameCount * 0.01 + 1000) * height;

Common Patterns

Flow Fields

let cols, rows, scale = 20;
let particles = [];
let flowfield;

function setup() {
  createCanvas(800, 800);
  cols = floor(width / scale);
  rows = floor(height / scale);
  flowfield = new Array(cols * rows);

  for (let i = 0; i < 1000; i++) {
    particles.push(new Particle());
  }
}

function draw() {
  let yoff = 0;
  for (let y = 0; y < rows; y++) {
    let xoff = 0;
    for (let x = 0; x < cols; x++) {
      let angle = noise(xoff, yoff) * TWO_PI * 2;
      let v = p5.Vector.fromAngle(angle);
      flowfield[x + y * cols] = v;
      xoff += 0.1;
    }
    yoff += 0.1;
  }

  particles.forEach(p => {
    p.follow(flowfield);
    p.update();
    p.show();
  });
}

Recursive Trees

function branch(len) {
  line(0, 0, 0, -len);
  translate(0, -len);

  if (len > 4) {
    push();
    rotate(PI / 6);
    branch(len * 0.67);
    pop();

    push();
    rotate(-PI / 6);
    branch(len * 0.67);
    pop();
  }
}

Particle Systems

class Particle {
  constructor() {
    this.pos = createVector(random(width), random(height));
    this.vel = createVector(0, 0);
    this.acc = createVector(0, 0);
    this.maxSpeed = 4;
  }

  follow(flowfield) {
    let x = floor(this.pos.x / scale);
    let y = floor(this.pos.y / scale);
    let force = flowfield[x + y * cols];
    this.acc.add(force);
  }

  update() {
    this.vel.add(this.acc);
    this.vel.limit(this.maxSpeed);
    this.pos.add(this.vel);
    this.acc.mult(0);
  }

  show() {
    stroke(255, 5);
    point(this.pos.x, this.pos.y);
  }
}

Color Palettes

// Define palette
const palette = ['#264653', '#2a9d8f', '#e9c46a', '#f4a261', '#e76f51'];

// Random from palette
fill(random(palette));

Best Practices

  • Use noLoop() for static pieces, save with save('art.png')
  • Experiment with blend modes: blendMode(ADD)
  • Layer transparency for depth
  • Use frameCount for animation