Install
$ agentstack add skill-mateaix-mateclaw-p5js ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ● Network access Used
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
p5.js Production Pipeline
When to use
Use when users request: p5.js sketches, creative coding, generative art, interactive visualizations, canvas animations, browser-based visual art, data viz, shader effects, or any p5.js project.
What's inside
Production pipeline for interactive and generative visual art using p5.js. Creates browser-based sketches, generative art, data visualizations, interactive experiences, 3D scenes, audio-reactive visuals, and motion graphics — exported as HTML, PNG, GIF, MP4, or SVG. Covers: 2D/3D rendering, noise and particle systems, flow fields, shaders (GLSL), pixel manipulation, kinetic typography, WebGL scenes, audio analysis, mouse/keyboard interaction, and headless high-res export.
Creative Standard
This is visual art rendered in the browser. The canvas is the medium; the algorithm is the brush.
Before writing a single line of code, articulate the creative concept. What does this piece communicate? What makes the viewer stop scrolling? What separates this from a code tutorial example? The user's prompt is a starting point — interpret it with creative ambition.
First-render excellence is non-negotiable. The output must be visually striking on first load. If it looks like a p5.js tutorial exercise, a default configuration, or "AI-generated creative coding," it is wrong. Rethink before shipping.
Go beyond the reference vocabulary. The noise functions, particle systems, color palettes, and shader effects in the references are a starting vocabulary. For every project, combine, layer, and invent. The catalog is a palette of paints — you write the painting.
Be proactively creative. If the user asks for "a particle system," deliver a particle system with emergent flocking behavior, trailing ghost echoes, palette-shifted depth fog, and a background noise field that breathes. Include at least one visual detail the user didn't ask for but will appreciate.
Dense, layered, considered. Every frame should reward viewing. Never flat white backgrounds. Always compositional hierarchy. Always intentional color. Always micro-detail that only appears on close inspection.
Cohesive aesthetic over feature count. All elements must serve a unified visual language — shared color temperature, consistent stroke weight vocabulary, harmonious motion speeds. A sketch with ten unrelated effects is worse than one with three that belong together.
Modes
| Mode | Input | Output | Reference | |------|-------|--------|-----------| | Generative art | Seed / parameters | Procedural visual composition (still or animated) | references/visual-effects.md | | Data visualization | Dataset / API | Interactive charts, graphs, custom data displays | references/interaction.md | | Interactive experience | None (user drives) | Mouse/keyboard/touch-driven sketch | references/interaction.md | | Animation / motion graphics | Timeline / storyboard | Timed sequences, kinetic typography, transitions | references/animation.md | | 3D scene | Concept description | WebGL geometry, lighting, camera, materials | references/webgl-and-3d.md | | Image processing | Image file(s) | Pixel manipulation, filters, mosaic, pointillism | references/visual-effects.md § Pixel Manipulation | | Audio-reactive | Audio file / mic | Sound-driven generative visuals | references/interaction.md § Audio Input |
Stack
Single self-contained HTML file per project. No build step required.
| Layer | Tool | Purpose | |-------|------|---------| | Core | p5.js 1.11.3 (CDN) | Canvas rendering, math, transforms, event handling | | 3D | p5.js WebGL mode | 3D geometry, camera, lighting, GLSL shaders | | Audio | p5.sound.js (CDN) | FFT analysis, amplitude, mic input, oscillators | | Export | Built-in saveCanvas() / saveGif() / saveFrames() | PNG, GIF, frame sequence output | | Capture | CCapture.js (optional) | Deterministic framerate video capture (WebM, GIF) | | Headless | Puppeteer + Node.js (optional) | Automated high-res rendering, MP4 via ffmpeg | | SVG | p5.js-svg 1.6.0 (optional) | Vector output for print — requires p5.js 1.x | | Natural media | p5.brush (optional) | Watercolor, charcoal, pen — requires p5.js 2.x + WEBGL | | Texture | p5.grain (optional) | Film grain, texture overlays | | Fonts | Google Fonts / loadFont() | Custom typography via OTF/TTF/WOFF2 |
Version Note
p5.js 1.x (1.11.3) is the default — stable, well-documented, broadest library compatibility. Use this unless a project requires 2.x features.
p5.js 2.x (2.2+) adds: async setup() replacing preload(), OKLCH/OKLAB color modes, splineVertex(), shader .modify() API, variable fonts, textToContours(), pointer events. Required for p5.brush. See references/core-api.md § p5.js 2.0.
Pipeline
Every project follows the same 6-stage path:
CONCEPT → DESIGN → CODE → PREVIEW → EXPORT → VERIFY
- CONCEPT — Articulate the creative vision: mood, color world, motion vocabulary, what makes this unique
- DESIGN — Choose mode, canvas size, interaction model, color system, export format. Map concept to technical decisions
- CODE — Write single HTML file with inline p5.js. Structure: globals →
preload()→setup()→draw()→ helpers → classes → event handlers - PREVIEW — Open in browser, verify visual quality. Test at target resolution. Check performance
- EXPORT — Capture output:
saveCanvas()for PNG,saveGif()for GIF,saveFrames()+ ffmpeg for MP4, Puppeteer for headless batch - VERIFY — Does the output match the concept? Is it visually striking at the intended display size? Would you frame it?
Creative Direction
Aesthetic Dimensions
| Dimension | Options | Reference | |-----------|---------|-----------| | Color system | HSB/HSL, RGB, named palettes, procedural harmony, gradient interpolation | references/color-systems.md | | Noise vocabulary | Perlin noise, simplex, fractal (octaved), domain warping, curl noise | references/visual-effects.md § Noise | | Particle systems | Physics-based, flocking, trail-drawing, attractor-driven, flow-field following | references/visual-effects.md § Particles | | Shape language | Geometric primitives, custom vertices, bezier curves, SVG paths | references/shapes-and-geometry.md | | Motion style | Eased, spring-based, noise-driven, physics sim, lerped, stepped | references/animation.md | | Typography | System fonts, loaded OTF, textToPoints() particle text, kinetic | references/typography.md | | Shader effects | GLSL fragment/vertex, filter shaders, post-processing, feedback loops | references/webgl-and-3d.md § Shaders | | Composition | Grid, radial, golden ratio, rule of thirds, organic scatter, tiled | references/core-api.md § Composition | | Interaction model | Mouse follow, click spawn, drag, keyboard state, scroll-driven, mic input | references/interaction.md | | Blend modes | BLEND, ADD, MULTIPLY, SCREEN, DIFFERENCE, EXCLUSION, OVERLAY | references/color-systems.md § Blend Modes | | Layering | createGraphics() offscreen buffers, alpha compositing, masking | references/core-api.md § Offscreen Buffers | | Texture | Perlin surface, stippling, hatching, halftone, pixel sorting | references/visual-effects.md § Texture Generation |
Per-Project Variation Rules
Never use default configurations. For every project:
- Custom color palette — never raw
fill(255, 0, 0). Always a designed palette with 3-7 colors - Custom stroke weight vocabulary — thin accents (0.5), medium structure (1-2), bold emphasis (3-5)
- Background treatment — never plain
background(0)orbackground(255). Always textured, gradient, or layered - Motion variety — different speeds for different elements. Primary at 1x, secondary at 0.3x, ambient at 0.1x
- At least one invented element — a custom particle behavior, a novel noise application, a unique interaction response
Project-Specific Invention
For every project, invent at least one of:
- A custom color palette matching the mood (not a preset)
- A novel noise field combination (e.g., curl noise + domain warp + feedback)
- A unique particle behavior (custom forces, custom trails, custom spawning)
- An interaction mechanic the user didn't request but that elevates the piece
- A compositional technique that creates visual hierarchy
Parameter Design Philosophy
Parameters should emerge from the algorithm, not from a generic menu. Ask: "What properties of this system should be tunable?"
Good parameters expose the algorithm's character:
- Quantities — how many particles, branches, cells (controls density)
- Scales — noise frequency, element size, spacing (controls texture)
- Rates — speed, growth rate, decay (controls energy)
- Thresholds — when does behavior change? (controls drama)
- Ratios — proportions, balance between forces (controls harmony)
Bad parameters are generic controls unrelated to the algorithm:
- "color1", "color2", "size" — meaningless without context
- Toggle switches for unrelated effects
- Parameters that only change cosmetics, not behavior
Every parameter should change how the algorithm thinks, not just how it looks. A "turbulence" parameter that changes noise octaves is good. A "particle size" slider that only changes ellipse() radius is shallow.
Workflow
Step 1: Creative Vision
Before any code, articulate:
- Mood / atmosphere: What should the viewer feel? Contemplative? Energized? Unsettled? Playful?
- Visual story: What happens over time (or on interaction)? Build? Decay? Transform? Oscillate?
- Color world: Warm/cool? Monochrome? Complementary? What's the dominant hue? The accent?
- Shape language: Organic curves? Sharp geometry? Dots? Lines? Mixed?
- Motion vocabulary: Slow drift? Explosive burst? Breathing pulse? Mechanical precision?
- What makes THIS different: What is the one thing that makes this sketch unique?
Map the user's prompt to aesthetic choices. "Relaxing generative background" demands different everything from "glitch data visualization."
Step 2: Technical Design
- Mode — which of the 7 modes from the table above
- Canvas size — landscape 1920x1080, portrait 1080x1920, square 1080x1080, or responsive
windowWidth/windowHeight - Renderer —
P2D(default) orWEBGL(for 3D, shaders, advanced blend modes) - Frame rate — 60fps (interactive), 30fps (ambient animation), or
noLoop()(static generative) - Export target — browser display, PNG still, GIF loop, MP4 video, SVG vector
- Interaction model — passive (no input), mouse-driven, keyboard-driven, audio-reactive, scroll-driven
- Viewer UI — for interactive generative art, start from
templates/viewer.htmlwhich provides seed navigation, parameter sliders, and download. For simple sketches or video export, use bare HTML
Step 3: Code the Sketch
For interactive generative art (seed exploration, parameter tuning): start from templates/viewer.html. Read the template first, keep the fixed sections (seed nav, actions), replace the algorithm and parameter controls. This gives the user seed prev/next/random/jump, parameter sliders with live update, and PNG download — all wired up.
For animations, video export, or simple sketches: use bare HTML:
Single HTML file. Structure:
Project Name
p5.disableFriendlyErrors = true;
html, body { margin: 0; padding: 0; overflow: hidden; }
canvas { display: block; }
// === Configuration ===
const CONFIG = {
seed: 42,
// ... project-specific params
};
// === Color Palette ===
const PALETTE = {
bg: '#0a0a0f',
primary: '#e8d5b7',
// ...
};
// === Global State ===
let particles = [];
// === Preload (fonts, images, data) ===
function preload() {
// font = loadFont('...');
}
// === Setup ===
function setup() {
createCanvas(1920, 1080);
randomSeed(CONFIG.seed);
noiseSeed(CONFIG.seed);
colorMode(HSB, 360, 100, 100, 100);
// Initialize state...
}
// === Draw Loop ===
function draw() {
// Render frame...
}
// === Helper Functions ===
// ...
// === Classes ===
class Particle {
// ...
}
// === Event Handlers ===
function mousePressed() { /* ... */ }
function keyPressed() { /* ... */ }
function windowResized() { resizeCanvas(windowWidth, windowHeight); }
Key implementation patterns:
- Seeded randomness: Always
randomSeed()+noiseSeed()for reproducibility - Color mode: Use
colorMode(HSB, 360, 100, 100, 100)for intuitive color control - State separation: CONFIG for parameters, PALETTE for colors, globals for mutable state
- Class-based entities: Particles, agents, shapes as classes with
update()+display()methods - Offscreen buffers:
createGraphics()for layered composition, trails, masks
Step 4: Preview & Iterate
- Open HTML file directly in browser — no server needed for basic sketches
- For
loadImage()/loadFont()from local files: usescripts/serve.shorpython3 -m http.server - Chrome DevTools Performance tab to verify 60fps
- Test at target export resolution, not just the window size
- Adjust parameters until the visual matches the concept from Step 1
Step 5: Export
| Format | Method | Command | |--------|--------|---------| | PNG | saveCanvas('output', 'png') in keyPressed() | Press 's' to save | | High-res PNG | Puppeteer headless capture | node scripts/export-frames.js sketch.html --width 3840 --height 2160 --frames 1 | | GIF | saveGif('output', 5) — captures N seconds | Press 'g' to save | | Frame sequence | saveFrames('frame', 'png', 10, 30) — 10s at 30fps | Then ffmpeg -i frame-%04d.png -c:v libx264 output.mp4 | | MP4 | Puppeteer frame capture + ffmpeg | bash scripts/render.sh sketch.html output.mp4 --duration 30 --fps 30 | | SVG | createCanvas(w, h, SVG) with p5.js-svg | save('output.svg') |
Step 6: Quality Verification
- Does it match the vision? Compare output to the creative concept. If it looks generic, go back to Step 1
- Resolution check: Is it sharp at the target display size? No aliasing artifacts?
- Performance check: Does it hold 60fps in browser? (30fps minimum for animations)
- Color check: Do the colors work together? Test on both light and dark monitors
- Edge cases: What happens at canvas edges? On resize? After running for 10 minutes?
Critical Implementation Notes
Performance — Disable FES First
The Friendly Error System (FES) adds up to 10x overhead. Disable it in every production sketch:
p5.disableFriendlyErrors = true; // BEFORE setup()
function setup() {
pixelDensity(1); // prevent 2x-4x overdraw on retina
createCanvas(1920, 1080);
}
In hot loops (particles, pixel ops), use Math.* instead of p5 wrappers — measurably faster:
// In draw() or update() hot paths:
let a = Math.sin(t); // not sin(t)
let r = Math.sqrt(dx*dx+dy*dy); // not dist() — or better: skip sqrt, compare magSq
let v = Math.random(); // not random() — when seed not needed
let m = Math.min(a, b); // not min(a, b)
Never console.log() inside draw(). Never manipulate DOM in draw(). See references/troubleshooting.md § Performance.
Seeded Randomness — Always
Every generative sketch must be reproducible. Same seed, same output.
function setup() {
randomSeed(CONFIG.seed);
noiseSeed(CONFIG.seed);
// All random() and noise() calls now deterministic
}
Never use Math.random() for generative content — only for performance-critical non-visual code. Always random() for visual elements. If you need a random seed: CONFIG.seed = floor(random(99999)).
Generative Art Platform Support (fxhash / Art Blocks)
For generative art platforms, replace p5's PRNG with the platform's deterministic ra
…
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: mateaix
- Source: mateaix/mateclaw
- License: Apache-2.0
- Homepage: https://claw.mate.vip
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.