06 — Shader Flow
The flow field, lifted off the CPU. Where piece 01 simulates thousands of Perlin-driven particles in p5, this runs the noise field directly on the GPU as a fragment shader — every pixel samples a domain-warped simplex field and is tinted along the same blue→magenta gradient the particle vein follows. Same philosophy, no particle budget. Move your mouse to disturb the field.
01 — Flow Fields
Three depth layers of particles follow a Perlin noise velocity field. Foreground: bright magenta, fast. Background: deep blue, slow. Move your mouse to attract them. Color shifts blue → magenta with age. A second layer remembers where the flow runs hardest: the busiest channels slowly bloom into luminous veins while the rest fades. That accumulation is the focal point the field itself keeps missing.
02 — Orbital
Twenty bodies orbit under mutual gravitational attraction. No central mass — they find their own structure. Close encounters scatter bodies into new orbits. Trails show history. What you see emerges from physics, not from design.
03 — Recursive Bloom
A tree grows from the bottom. Branches extend and split over time. Leaves appear at tips. Colors shift through seasons: spring green → summer deep → autumn amber → winter bare. Click to plant a new seed.
04 — Fractal Tree
A recursive fractal tree. Each branch splits into two, each smaller by the golden ratio. Every level is a different color. The whole canvas fills with self-similar structure. Deterministic — same seed, same tree. Move your mouse to change the branch angle.
05 — Particle Life
Particles of different species attract and repel each other based on simple rules. Red likes blue, blue likes green, green likes red — but each also dislikes its own kind. From these local rules, global structure emerges: clusters, orbits, waves. It's alive.