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.
Packaged view
This page reorganizes the original catalog entry around fit, installability, and workflow context first. The original raw source lives below.
Install command
npx @skill-hub/cli install moizibnyousaf-ai-agent-skills-algorithmic-art
Repository
Skill path: skills/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.
Open repositoryBest for
Primary workflow: Ship Full Stack.
Technical facets: Full Stack.
Target audience: everyone.
License: Apache-2.0.
Original source
Catalog source: SkillHub Club.
Repository owner: MoizIbnYousaf.
This is still a mirrored public skill entry. Review the repository before installing into production workflows.
What it helps with
- Install algorithmic-art into Claude Code, Codex CLI, Gemini CLI, or OpenCode workflows
- Review https://github.com/MoizIbnYousaf/Ai-Agent-Skills before adding algorithmic-art to shared team environments
- Use algorithmic-art for development workflows
Works across
Favorites: 0.
Sub-skills: 0.
Aggregator: No.
Original source / Raw 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
```javascript
// Use seed for reproducible results
function setup() {
randomSeed(42);
noiseSeed(42);
}
```
### Noise Functions
```javascript
// Perlin noise for organic patterns
let x = noise(frameCount * 0.01) * width;
let y = noise(frameCount * 0.01 + 1000) * height;
```
## Common Patterns
### Flow Fields
```javascript
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
```javascript
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
```javascript
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
```javascript
// 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