Backgrounds
Flock Field
ProA murmuration of hundreds of boids wheeling as one — separation, alignment, and cohesion resolved every frame through a spatial hash for the crowd, banking toward or scattering from your cursor, smeared into long trails of amethyst and cyan as the flock folds across the dark.
Install
Props
What It Demonstrates
- Loop
- An animation that repeats, a set number of times or infinitely.
- Idle animation
- Subtle motion that plays while an element is just sitting there, waiting to be interacted with.
- Hover effect
- Visual change when the cursor moves over an element.
- Follow-through
- Parts of an element keep moving and settle slightly after the main motion stops, adding weight.
Related Components
Light Rays
Volumetric god-rays from a configurable origin, optionally following the mouse.
World Map ASCII
A dot-matrix world map whose particles scatter from the cursor.
Constellation
A constellation network. Drifting particles link by proximity, chase and flee the cursor, and glow.
Turing
Gray-Scott reaction-diffusion on the GPU. Two reagents, four terms, and coral, labyrinths and colonies that settle and stop all fall out of the arithmetic. A background that grows rather than loops, and never reaches the same frame twice.
Quicksilver
Molten chrome. Every other shader background emits light. This one reflects a studio that does not exist, built out of the surface normal: sharp softbox edges, a conductor's Fresnel wash, thin-film iridescence, and a wake that keeps moving where you dragged.
Mycelium
A slime mould foraging in the dark. Every other field here is a differential equation on a grid. This one is a population: up to a million agents, each carrying a position and a heading, sampling the trail ahead of itself, turning toward whatever smells strongest and laying down more of it as it goes. The veins, the junctions and the slow reorganisation are nowhere in the code.