Asi algorithmic-art

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
source · Clone the upstream repo
git clone https://github.com/plurigrid/asi
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/plurigrid/asi "$T" && mkdir -p ~/.claude/skills && cp -r "$T/ies/music-topos/.claude-marketplaces/topos-skills/plugins/topos-skills/skills/algorithmic-art" ~/.claude/skills/plurigrid-asi-algorithmic-art-1dfc85 && rm -rf "$T"
manifest: ies/music-topos/.claude-marketplaces/topos-skills/plugins/topos-skills/skills/algorithmic-art/SKILL.md
source content

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