Boids flocking · muse-glimmer-30b
Create a full-screen flocking simulation of boids using separation, alignment, and cohesion, drawn as oriented triangles that steer smoothly and flee from the mouse cursor.
transcript · 6 messages
Create a full-screen flocking simulation of boids using separation, alignment, and cohesion, drawn as oriented triangles that steer smoothly and flee from the mouse cursor.
thinking
Create a full-screen flocking simulation of boids using separation, alignment, and cohesion, drawn as oriented triangles that steer smoothly and flee from the mouse cursor. We need single-page web app, write it ALL into one self-contained file named index.html in current directory: CSS in <style>, JS in <script>, inline — do not create separate .css/.js files. Use NO external resources, CDNs or network requests: artifact runs fully sandboxed with no network. End with index.html present. Current working directory /tmp/ws We need to create index.html. Implement boids. Full-screen canvas. Oriented triangles. Steer smoothly. Flee from mouse cursor. No external resources. Let's build file. Need to ensure full screen, resize handling. Boids parameters: maxSpeed, maxForce, perception radii for separation/alignment/cohesion, flee radius. Draw oriented triangles: point towards velocity. Flee from mouse cursor: if mouse within flee radius, steer away. Maybe add UI controls? Could be simple. Implementation plan: HTML structure: <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Boids</title> <style> ... </style> </head> <body> <canvas id="c"></canvas> <script> ... </script> </body> </html> CSS: body margin0, overflow hidden, background black, canvas display block. JS: canvas full window. Resize listener. Boid class with position x,y, velocity vx,vy, acceleration ax,ay. Update: apply forces, limit speed, wrap around edges? Typically wrap. Could bounce. Let's do wrap for full screen. Steering: seek? No. Separation: steer away from close neighbors. Alignment: match velocity. Cohesion: steer towards center of mass. Implementation typical Craig Reynolds. Flee from mouse: if distance < fleeDist, steer away. Smooth steering: acceleration accumulates, then update velocity, limit. Draw triangle: calculate angle = atan2(vy,vx). Draw path. Performance: maybe 150 boids. Add mouse tracking. Add optional trail? Could be nice but okay. No external resources. Make self-contained. Write file. Let's create with write tool.
/tmp/ws/index.html (5509 bytes)Successfully wrote 5509 bytes to /tmp/ws/index.html
thinking
File written. Might want to ensure present. Could verify read.
{"command":"ls -l /tmp/ws/index.html"}-rw-r--r--. 1 node node 5511 Aug 13 01:24 /tmp/ws/index.html
thinking
We have file. Provide summary.
Created a self-contained full-screen boids simulation at **/tmp/ws/index.html**. Features: - Separation / Alignment / Cohesion with smooth steering - Oriented triangles drawn toward velocity with speed-based glow - Full-screen canvas, edge wrapping, resize aware - Mouse cursor repels boids within a flee radius - Click to spawn boids, HUD shows count - No external resources — CSS and JS inlined Open the file in a browser to interact.
TAKE IT TO CODE
A single self-contained HTML file — copy it and open in any browser, or reuse the prompt with your own pi-agent run.
RUN
EVALUATION
Boids flock into swirling clusters with glowing trails, animates continuously and reacts to click by dispersing.
Vision grade · anthropic/claude-sonnet-5
MEASUREMENTS
Raw readings from the capture, not a verdict — the grade above is the only judgement. Percentages are how much of the screen changed; the measure under-reports sparse motion on a dark background.