Fluid simulation · muse-spark-1.3
Output generated Cost / run $0.1736 Runtime 120.6s
Prompt for this run
Build an interactive 2D fluid-and-dye simulation on a full-screen canvas. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. No third-party libraries are provided. Required behavior: - Maintain a velocity field and a colored dye field. Advect dye through the moving fluid so it forms persistent swirling flow; a collection of independent fading particles is not sufficient. - Dragging injects dye and momentum in the drag direction. Momentum and dye remain visible after the pointer is released and gradually dissipate. Approximate fluid behavior is acceptable; choose the numerical method and Canvas 2D or WebGL implementation. - Seed the initial scene with a small amount of colored dye and motion so the simulation is visible on load. - Provide a color selector, Pause/Resume, and Clear. Clear removes dye and resets velocity; the next drag can start a new flow. - Bound simulation resolution and work per frame so controls remain responsive at a 1200 by 800 viewport. Verify: Drag through the canvas and sample the flow after release. Check that dye follows the drag, continues swirling, and responds to a second drag in another direction. Use Clear, then drag again to check that a fresh flow can start.
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
METRICS
Transcript · 34 messages
Build an interactive 2D fluid-and-dye simulation on a full-screen canvas. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. No third-party libraries are provided. Required behavior: - Maintain a velocity field and a colored dye field. Advect dye through the moving fluid so it forms persistent swirling flow; a collection of independent fading particles is not sufficient. - Dragging injects dye and momentum in the drag direction. Momentum and dye remain visible after the pointer is released and gradually dissipate. Approximate fluid behavior is acceptable; choose the numerical method and Canvas 2D or WebGL implementation. - Seed the initial scene with a small amount of colored dye and motion so the simulation is visible on load. - Provide a color selector, Pause/Resume, and Clear. Clear removes dye and resets velocity; the next drag can start a new flow. - Bound simulation resolution and work per frame so controls remain responsive at a 1200 by 800 viewport. Verify: Drag through the canvas and sample the flow after release. Check that dye follows the drag, continues swirling, and responds to a second drag in another direction. Use Clear, then drag again to check that a fresh flow can start.
thinking
Evaluating Canvas2D semi-Lagrangian versus WebGL for a self-contained fluid solver with performance and simplicity tradeoffs.Selecting 144x96 Float32Array grid and Jacobi pressure solve to bound per-frame work for the fluid solver.Extending the solver with vorticity confinement, dissipation, and pointer-driven splats while fixing the grid size.
Building a real swirling fluid-and-dye solver — writing the full app now.
index.html (14635 bytes)Successfully wrote to index.html
thinking
Fluid sim written — now verifying drags, swirl persistence, and Clear in the browser.
{"action":"reload"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"◉ Fluid & Dye\nINK\nSWIRL\nFADE\n⏸ Pause\n✕ Clear\nDrag to stir & paint — momentum keeps swirling after release · double-click for a burst","images":"attached"}
thinking
Diagnosing pixelated canvas rendering by checking drawImage smoothing and DPR scaling issues with small source to large destination.
Initial render shows harsh square edges around blobs — fixing the splat falloff, then testing drags.
{"edits":[{"newText":" var R=Math.ceil(rad*2.2);\n var x0=Math.max(1,Math.floor(sx-R)), x1=Math.min(SIM_W-2,Math.ceil(sx+R));\n var y0=MaSuccessfully replaced 1 block(s) in index.html.
thinking
{"edits":[{"newText":" if(d2>r2*4.84) continue;\n var fall=Math.exp(-d2*3*inv);","oldText":" if(d2>r2*4) continue;\n varSuccessfully replaced 1 block(s) in index.html.
{"action":"reload"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","error: r2 is not defined"],"dom":"◉ Fluid & Dye\nINK\nSWIRL\nFADE\n⏸ Pause\n✕ Clear\nDrag to stir & paint — momentum keeps swirling after release · double-click for a burst","images":"attached"}
thinking
Broke the splat radius in that edit — fixing it.
{"limit":30,"offset":58,"path":"index.html"}<div class="grp"><button id="pause">⏸ Pause</button><button id="clear">✕ Clear</button></div> </div></div> <div id="hint">Drag to stir & paint — momentum keeps swirling after release · double-click for a burst</div> <div id="stats"></div> <script> (function(){ "use strict"; // ---- Simulation grid (fixed, bounded work) ---- var SIM_W = 160, SIM_H = 100; var N = SIM_W*SIM_H; var u=new Float32Array(N), v=new Float32Array(N); var u0=new Float32Array(N), v0=new Float32Array(N); var r=new Float32Array(N), g=new Float32Array(N), b=new Float32Array(N); var r0=new Float32Array(N), g0=new Float32Array(N), b0=new Float32Array(N); var p=new Float32Array(N), div=new Float32Array(N); var curl=new Float32Array(N); var PRESSURE_ITERS = 22; var vortStrength = 2.2; // vorticity confinement var dyeDecay = 0.10; // per second var velDecay = 0.45; // per second var SPLAT_RADIUS = 4.2; function idx(x,y){return x+y*SIM_W;} function sampleF(f,x,y){ if(x<0)x=0; if(x>SIM_W-1.001)x=SIM_W-1.001; if(y<0)y=0; if(y>SIM_H-1.001)y=SIM_H-1.001; var x0=x|0, y0=y|0, x1=x0+1, y1=y0+1; var sx=x-x0, sy=y-y0; var i00=y0*SIM_W+x0, i10=i00+1, i01=i00+SIM_W, i11=i01+1; [309 more lines in file. Use offset=88 to continue.]
{"limit":30,"offset":88,"path":"index.html"}var a=f[i00]+(f[i10]-f[i00])*sx; var c=f[i01]+(f[i11]-f[i01])*sx; return a+(c-a)*sy; } // Gaussian splat: velocity += (dx,dy)*falloff, dye += color*falloff function splat(sx,sy,dx,dy,cr,cg,cb,rad){ rad = rad||SPLAT_RADIUS; var R=Math.ceil(rad*2.2); var x0=Math.max(1,Math.floor(sx-R)), x1=Math.min(SIM_W-2,Math.ceil(sx+R)); var y0=Math.max(1,Math.floor(sy-R)), y1=Math.min(SIM_H-2,Math.ceil(sy+R)); var inv=r2>0?1/r2:0; for(var y=y0;y<=y1;y++){ for(var x=x0;x<=x1;x++){ var ddx=x-sx, ddy=y-sy; var d2=ddx*ddx+ddy*ddy; if(d2>r2*4.84) continue; var fall=Math.exp(-d2*3*inv); var i=y*SIM_W+x; u[i]+=dx*fall; v[i]+=dy*fall; r[i]+=cr*fall; g[i]+=cg*fall; b[i]+=cb*fall; } } } function advectVelocity(dt){ u0.set(u); v0.set(v); var diss=Math.exp(-velDecay*dt); for(var y=0;y<SIM_H;y++){ var row=y*SIM_W; [279 more lines in file. Use offset=118 to continue.]
{"edits":[{"newText":" rad = rad||SPLAT_RADIUS;\n var r2=rad*rad;\n var R=Math.ceil(rad*2.2);","oldText":" rad = rad||SPLAT_RADIUS;\n vSuccessfully replaced 1 block(s) in index.html.
{"action":"reload"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"◉ Fluid & Dye\nINK\nSWIRL\nFADE\n⏸ Pause\n✕ Clear\nDrag to stir & paint — momentum keeps swirling after release · double-click for a burst","images":"attached"}
thinking
Seed looks smooth now — testing that drags inject swirling dye that persists.
{"action":"drag","toX":900,"toY":400,"x":300,"y":400}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"◉ Fluid & Dye\nINK\nSWIRL\nFADE\n⏸ Pause\n✕ Clear\nDrag to stir & paint — momentum keeps swirling after release · double-click for a burst\n56 fps · 160×100 grid","images":"attached"}
thinking
First drag paints a bright streak and the seeded blobs are curling — now checking a second drag and Clear.
{"action":"drag","toX":600,"toY":650,"x":600,"y":200}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"◉ Fluid & Dye\nINK\nSWIRL\nFADE\n⏸ Pause\n✕ Clear\nDrag to stir & paint — momentum keeps swirling after release · double-click for a burst\n43 fps · 160×100 grid","images":"attached"}
thinking
{"action":"click","x":918,"y":37}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"◉ Fluid & Dye\nINK\nSWIRL\nFADE\n⏸ Pause\n✕ Clear\nDrag to stir & paint — momentum keeps swirling after release · double-click for a burst\n54 fps · 160×100 grid","images":"attached"}
thinking
Clear wipes the canvas — confirming a fresh flow can start.
{"action":"drag","toX":850,"toY":500,"x":350,"y":300}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"◉ Fluid & Dye\nINK\nSWIRL\nFADE\n⏸ Pause\n✕ Clear\nDrag to stir & paint — momentum keeps swirling after release · double-click for a burst\n51 fps · 160×100 grid","images":"attached"}
thinking
{"action":"click","x":835,"y":37}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"◉ Fluid & Dye\nINK\nSWIRL\nFADE\n▶ Resume\n✕ Clear\nDrag to stir & paint — momentum keeps swirling after release · double-click for a burst\n38 fps · 160×100 grid","images":"attached"}
thinking
Pause freezes the flow correctly — resuming and confirming the final file.
{"action":"click","x":837,"y":36}{"command":"ls -la index.html && grep -c \"外部\\|http\" index.html; echo ---; grep -o \"SIM_W = [0-9]*\" index.html"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"◉ Fluid & Dye\nINK\nSWIRL\nFADE\n⏸ Pause\n✕ Clear\nDrag to stir & paint — momentum keeps swirling after release · double-click for a burst\n38 fps · 160×100 grid","images":"attached"}
-rw-r--r-- 1 node node 14701 Oct 9 06:43 index.html 0 --- SIM_W = 160
thinking
Done — `index.html` is saved (14.7 KB, fully self-contained, zero network requests). **What it is:** a Stam-style stable-fluid solver on a fixed 160×100 grid (velocity + RGB dye fields, semi-Lagrangian advection, 22-iteration pressure projection, vorticity confinement for persistent swirl, exponential velocity/dye decay). Dye is rendered from a small offscreen buffer upscaled with smoothing, so per-frame work is bounded (~16k cells) and the UI stays responsive. **Actually checked in-browser (1200×800):** - Load: seeded colored blobs with motion visible, no console errors, ~50+ fps. - Horizontal drag: paints a dye streak following the pointer; seeded blobs deform into spiral curls (advection + swirl, not fading particles). - Second vertical drag: new streak appears and visibly distorts the first (velocity coupling), dye keeps evolving after release. - Clear: wipes dye and velocity to black; fresh diagonal drag starts a new flow cleanly. - Pause/Resume: freezes mid-swirl curls, resumes on click; color picker + swatches, Swirl/Fade sliders present. **Remaining unverified:** long-term dissipation rate (decays over seconds by design, not timed precisely), touch-pointer behavior on mobile, and performance on slower machines beyond the ~38–56 fps seen here.