generative-art-algorithms
Generative Art Algorithms
Create art through code, mathematics, and emergence.
Core Philosophy
Generative Art Principles
- Rules create emergence - Simple rules yield complex results
- Controlled randomness - Seeded random for reproducibility
- Parameter exploration - Same algorithm, infinite variations
- Happy accidents - Bugs as features
The Creative Coding Loop
Idea → Algorithm → Parameters → Render → Evaluate → Iterate
↑ │
└───────────────────────────────────────────────────┘
Noise Functions
Perlin/Simplex Noise
Smooth, continuous random values perfect for organic motion.
// p5.js example
function draw() {
for (let x = 0; x < width; x++) {
for (let y = 0; y < height; y++) {
let n = noise(x * 0.01, y * 0.01, frameCount * 0.01);
stroke(n * 255);
point(x, y);
}
}
}
Noise Parameters
| Parameter | Effect |
|---|---|
| Scale (frequency) | Zoom level of noise (smaller = more detail) |
| Octaves | Layers of detail |
| Amplitude | Height of values |
| Time offset | Animate through noise space |
Noise Applications
- Terrain generation
- Texture synthesis
- Organic movement
- Flow fields
- Cloud/smoke effects
Flow Fields
Basic Flow Field
// Generate angle at each grid point from noise
function setup() {
createCanvas(800, 800);
let resolution = 20;
let cols = width / resolution;
let rows = height / resolution;
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
let angle = noise(x * 0.1, y * 0.1) * TWO_PI * 2;
// Draw vector
push();
translate(x * resolution, y * resolution);
rotate(angle);
stroke(0);
line(0, 0, resolution * 0.8, 0);
pop();
}
}
}
Particles in Flow Field
class Particle {
constructor() {
this.pos = createVector(random(width), random(height));
this.vel = createVector(0, 0);
this.acc = createVector(0, 0);
this.maxSpeed = 2;
this.prevPos = this.pos.copy();
}
follow(flowField, resolution) {
let x = floor(this.pos.x / resolution);
let y = floor(this.pos.y / resolution);
let index = x + y * floor(width / resolution);
let force = flowField[index];
this.applyForce(force);
}
applyForce(force) {
this.acc.add(force);
}
update() {
this.vel.add(this.acc);
this.vel.limit(this.maxSpeed);
this.prevPos = this.pos.copy();
this.pos.add(this.vel);
this.acc.mult(0);
}
edges() {
if (this.pos.x > width) { this.pos.x = 0; this.prevPos.x = 0; }
if (this.pos.x < 0) { this.pos.x = width; this.prevPos.x = width; }
if (this.pos.y > width) { this.pos.y = 0; this.prevPos.y = 0; }
if (this.pos.y < 0) { this.pos.y = height; this.prevPos.y = height; }
}
show() {
stroke(0, 10);
strokeWeight(1);
line(this.pos.x, this.pos.y, this.prevPos.x, this.prevPos.y);
}
}
L-Systems
Grammar Structure
Axiom: Starting string
Rules: Replacement rules
Angle: Turning angle
Iterations: Recursion depth
Classic L-Systems
Fractal Tree:
Axiom: F
Rules: F → FF+[+F-F-F]-[-F+F+F]
Angle: 25°
Koch Snowflake:
Axiom: F
Rules: F → F+F--F+F
Angle: 60°
Sierpinski Triangle:
Axiom: F-G-G
Rules: F → F-G+F+G-F, G → GG
Angle: 120°
L-System Rendering
// Interpret string as drawing commands
function render(sentence) {
for (let char of sentence) {
switch(char) {
case 'F':
line(0, 0, 0, -len);
translate(0, -len);
break;
case '+':
rotate(angle);
break;
case '-':
rotate(-angle);
break;
case '[':
push();
break;
case ']':
pop();
break;
}
}
}
Fractals
Mandelbrot Set
function mandelbrot(x, y, maxIter) {
let real = x;
let imag = y;
for (let i = 0; i < maxIter; i++) {
let tempReal = real * real - imag * imag + x;
imag = 2 * real * imag + y;
real = tempReal;
if (real * real + imag * imag > 4) {
return i;
}
}
return maxIter;
}
Julia Set
Same iteration, different starting point:
function julia(x, y, cx, cy, maxIter) {
let real = x;
let imag = y;
for (let i = 0; i < maxIter; i++) {
let tempReal = real * real - imag * imag + cx;
imag = 2 * real * imag + cy;
real = tempReal;
if (real * real + imag * imag > 4) {
return i;
}
}
return maxIter;
}
Recursive Subdivision
function subdivide(x, y, w, h, depth) {
if (depth === 0 || w < 2 || h < 2) {
rect(x, y, w, h);
return;
}
let splitH = random() > 0.5;
if (splitH) {
let split = random(0.3, 0.7) * w;
subdivide(x, y, split, h, depth - 1);
subdivide(x + split, y, w - split, h, depth - 1);
} else {
let split = random(0.3, 0.7) * h;
subdivide(x, y, w, split, depth - 1);
subdivide(x, y + split, w, h - split, depth - 1);
}
}
Particle Systems
Basic Particle
class Particle {
constructor(x, y) {
this.pos = createVector(x, y);
this.vel = p5.Vector.random2D().mult(random(1, 3));
this.acc = createVector(0, 0);
this.lifespan = 255;
this.size = random(5, 15);
}
applyForce(force) {
this.acc.add(force);
}
update() {
this.vel.add(this.acc);
this.pos.add(this.vel);
this.acc.mult(0);
this.lifespan -= 2;
}
isDead() {
return this.lifespan <= 0;
}
show() {
noStroke();
fill(255, this.lifespan);
ellipse(this.pos.x, this.pos.y, this.size);
}
}
Forces
// Gravity
let gravity = createVector(0, 0.1);
particle.applyForce(gravity);
// Attraction to point
function attract(target, particle, strength) {
let force = p5.Vector.sub(target, particle.pos);
let distance = constrain(force.mag(), 5, 25);
force.normalize();
let magnitude = strength / (distance * distance);
force.mult(magnitude);
return force;
}
// Repulsion
function repel(target, particle, strength) {
return attract(target, particle, -strength);
}
Color Algorithms
Palette Generation
// Complementary
function complementary(hue) {
return [(hue + 180) % 360];
}
// Triadic
function triadic(hue) {
return [(hue + 120) % 360, (hue + 240) % 360];
}
// Analogous
function analogous(hue, spread = 30) {
return [(hue - spread + 360) % 360, (hue + spread) % 360];
}
// Split complementary
function splitComplementary(hue) {
return [(hue + 150) % 360, (hue + 210) % 360];
}
Color Interpolation
// Lerp between colors
function lerpColor(c1, c2, t) {
colorMode(HSB);
return color(
lerp(hue(c1), hue(c2), t),
lerp(saturation(c1), saturation(c2), t),
lerp(brightness(c1), brightness(c2), t)
);
}
// Palette from noise
function noiseColor(t, palette) {
let n = noise(t) * (palette.length - 1);
let i = floor(n);
let f = n - i;
return lerpColor(palette[i], palette[i + 1], f);
}
Pattern Algorithms
Truchet Tiles
function truchetTile(x, y, size, type) {
push();
translate(x, y);
if (type === 0) {
arc(0, 0, size, size, 0, HALF_PI);
arc(size, size, size, size, PI, PI + HALF_PI);
} else {
arc(size, 0, size, size, HALF_PI, PI);
arc(0, size, size, size, PI + HALF_PI, TWO_PI);
}
pop();
}
Voronoi
// Simple Voronoi via distance check
function voronoi(points) {
for (let x = 0; x < width; x++) {
for (let y = 0; y < height; y++) {
let closest = 0;
let minDist = Infinity;
for (let i = 0; i < points.length; i++) {
let d = dist(x, y, points[i].x, points[i].y);
if (d < minDist) {
minDist = d;
closest = i;
}
}
stroke(points[closest].color);
point(x, y);
}
}
}
Seeded Randomness
// Use seed for reproducibility
let seed = 12345;
randomSeed(seed);
noiseSeed(seed);
// Or generate from string
function hashCode(str) {
let hash = 0;
for (let i = 0; i < str.length; i++) {
hash = ((hash << 5) - hash) + str.charCodeAt(i);
hash = hash & hash;
}
return hash;
}
randomSeed(hashCode("my-artwork-2024"));
Creative Coding Tools
| Tool | Language | Best For |
|---|---|---|
| p5.js | JavaScript | Beginners, web |
| Processing | Java | Desktop, print |
| Three.js | JavaScript | 3D, WebGL |
| TouchDesigner | Visual | Real-time, AV |
| Hydra | JavaScript | Live visuals |
| Shadertoy | GLSL | GPU shaders |
| Nannou | Rust | Performance |
Related Skills
Complementary Skills (Use Together)
- algorithmic-art - Complete workflow for creating interactive p5.js generative art
- canvas-design - Canvas API patterns for custom rendering
- theme-factory - Design color palettes and visual themes
Alternative Skills (Similar Purpose)
- three-js-interactive-builder - For 3D generative art with Three.js
Prerequisite Skills (Learn First)
- None required - includes foundational creative coding patterns
References
references/noise-recipes.md- Noise function patternsreferences/color-palettes.md- Curated color schemesreferences/shader-patterns.md- GLSL snippets
More from 4444j99/a-i--skills
creative-writing-craft
Craft compelling fiction and creative nonfiction with attention to structure, voice, prose style, and revision. Supports short stories, novel chapters, essays, and hybrid forms. Triggers on creative writing, fiction writing, story craft, prose style, or literary technique requests.
182skill-creator
Guide for creating effective skills. This skill should be used when users want to create a new skill (or update an existing skill) that extends Claude's capabilities with specialized knowledge, workflows, or tool integrations.
15freelance-client-ops
Manage freelance and client work professionally—proposals, contracts, scope management, invoicing, and client communication. Covers the business side of creative work. Triggers on freelance, client work, proposals, contracts, pricing, or project scope requests.
14generative-music-composer
Creates algorithmic music composition systems using procedural generation, Markov chains, L-systems, and neural approaches for ambient, adaptive, and experimental music.
12interfaith-sacred-geometry
Generate sacred geometry patterns with interfaith symbolism for spiritual visualizations and art. Use when creating visual representations that honor multiple religious traditions, designing meditation aids, building soul journey visualizations, or producing art that bridges sacred traditions through geometric harmony. Triggers on sacred geometry requests, interfaith symbol design, spiritual visualization projects, or multi-tradition sacred art.
8three-js-interactive-builder
Scaffold and build interactive 3D visualizations using Three.js with emphasis on algorithmic art, sacred geometry, temporal animations, and modular architecture. Use when creating WebGL visualizations, generative art pieces, interactive 3D experiences, particle systems, flow fields, or projects like gravitational spirals, temporal perspective pieces, or illuminated visual narratives. Triggers on requests for Three.js projects, 3D web graphics, algorithmic visualizations, or sacred geometry renders.
6