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Flow-field particles · solar-pro4

Using the pre-provided p5.min.js (global p5, instance or global mode), create a full-screen flow-field particle animation: thousands of particles advected by Perlin-noise vectors, leaving fading trails, with colors shifting over time.

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user

Using the pre-provided p5.min.js (global p5, instance or global mode), create a full-screen flow-field particle animation: thousands of particles advected by Perlin-noise vectors, leaving fading trails, with colors shifting over time.

assistant
thinking
The user wants me to create a full-screen flow-field particle animation using p5.js. Let me build this step by step:

1. Load p5.min.js from the local file
2. Create a canvas that fills the screen
3. Implement a particle system with thousands of particles
4. Use Perlin noise to create a flow field
5. Particles leave fading trails
6. Colors shift over time

Let me write the complete index.html file.
write /tmp/ws/index.html (3022 bytes)
toolResult

Successfully wrote 3022 bytes to /tmp/ws/index.html

assistant
thinking
**Planning full implementation steps**

I see that index.html has been written with my adjustments, so there's not much left to do. I’m ready to provide a concise summary of the quantity.

index.html is ready in /tmp/ws. Open it in a browser (or serve it locally) to see the animation. What’s in the file: - **p5.js** loaded from the local `p5.min.js` in global mode. - **Full-screen canvas** that resizes with the window. - **8,000 particles** advected by a 3D Perlin-noise flow field (`noise(x·zoom, y·zoom, t)`), with `t` slowly incremented each frame so the field evolves. - **Fading trails** via `background(0, 0, 0, lowAlpha)` each frame instead of clearing to solid black. - **Colours shift over time**: - Each particle has its own hue that drifts. - A global time-based hue offset is added per frame for slow colour evolution. - Saturation and brightness are noise-modulated per particle for organic variation. - HSB mode with alpha variation on each particle. - **Particles respawn** when they drift outside the canvas (with a margin), picking a new random position/hue/life, so the field stays dense. Tweakable knobs (top of the script): - `NUM_PARTICLES` — particle count. - `ZOOM` — noise-space scale (smaller = smoother, larger = more chaotic). - `DT` — advection speed. - `SPIN_SPEED` — how fast the noise field rotates over time. - `COLOR_SPEED` — hue drift rate. - `TRAIL_ALPHA` — lower = longer trails. No external assets or network requests; it runs fully offline from the single `index.html` plus the local `p5.min.js`.

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

modelsolar-pro4
vendorUpstage
harnesspi-agent
generated2026-08-13

EVALUATION

4/5 working

Flow-field particle trails form evolving curved lines on black; continuous self-animation, no clear input reactivity.

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.

idle motion2.7%
on click7.8%
on drag7.1%
on wheel5.6%
on enter + space4.4%
on arrow keys4.2%
on w/a/s/d4.2%
frame spread7.4 / 255
console errors0
js errors none

METRICS

runtime27.1s
tokens in4.2k
tokens out1.5k
cached1.1k
cost / run$0.0003