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Creating algorithmic art using p5.js with seeded randomness and interactive parameter exploration. Use when users request creating art using code, generative art, algorithmic art, flow fields, or particle systems.

Install Skill

1Download skill
2Enable skills in Claude

Open claude.ai/settings/capabilities and find the "Skills" section

3Upload to Claude

Click "Upload skill" and select the downloaded ZIP file

Note: Please verify skill by going through its instructions before using it.

SKILL.md

name algorithmic-art
description Creating algorithmic art using p5.js with seeded randomness and interactive parameter exploration. Use when users request creating art using code, generative art, algorithmic art, flow fields, or particle systems.
source anthropics/skills
license Apache-2.0

Algorithmic Art

Create generative art with code using p5.js, featuring seeded randomness for reproducibility.

Core Concepts

Seeded Randomness

// Use seed for reproducible results
function setup() {
  randomSeed(42);
  noiseSeed(42);
}

Noise Functions

// Perlin noise for organic patterns
let x = noise(frameCount * 0.01) * width;
let y = noise(frameCount * 0.01 + 1000) * height;

Common Patterns

Flow Fields

let cols, rows, scale = 20;
let particles = [];
let flowfield;

function setup() {
  createCanvas(800, 800);
  cols = floor(width / scale);
  rows = floor(height / scale);
  flowfield = new Array(cols * rows);

  for (let i = 0; i < 1000; i++) {
    particles.push(new Particle());
  }
}

function draw() {
  let yoff = 0;
  for (let y = 0; y < rows; y++) {
    let xoff = 0;
    for (let x = 0; x < cols; x++) {
      let angle = noise(xoff, yoff) * TWO_PI * 2;
      let v = p5.Vector.fromAngle(angle);
      flowfield[x + y * cols] = v;
      xoff += 0.1;
    }
    yoff += 0.1;
  }

  particles.forEach(p => {
    p.follow(flowfield);
    p.update();
    p.show();
  });
}

Recursive Trees

function branch(len) {
  line(0, 0, 0, -len);
  translate(0, -len);

  if (len > 4) {
    push();
    rotate(PI / 6);
    branch(len * 0.67);
    pop();

    push();
    rotate(-PI / 6);
    branch(len * 0.67);
    pop();
  }
}

Particle Systems

class Particle {
  constructor() {
    this.pos = createVector(random(width), random(height));
    this.vel = createVector(0, 0);
    this.acc = createVector(0, 0);
    this.maxSpeed = 4;
  }

  follow(flowfield) {
    let x = floor(this.pos.x / scale);
    let y = floor(this.pos.y / scale);
    let force = flowfield[x + y * cols];
    this.acc.add(force);
  }

  update() {
    this.vel.add(this.acc);
    this.vel.limit(this.maxSpeed);
    this.pos.add(this.vel);
    this.acc.mult(0);
  }

  show() {
    stroke(255, 5);
    point(this.pos.x, this.pos.y);
  }
}

Color Palettes

// Define palette
const palette = ['#264653', '#2a9d8f', '#e9c46a', '#f4a261', '#e76f51'];

// Random from palette
fill(random(palette));

Best Practices

  • Use noLoop() for static pieces, save with save('art.png')
  • Experiment with blend modes: blendMode(ADD)
  • Layer transparency for depth
  • Use frameCount for animation