Collection · 100 studies

Qwen3.8-27B 100 HTML Files

One hundred self-contained visual studies — glassmorphism, generative art, physics toys, typography & more. Open any piece in a new tab, or expand to read the original generation prompt.

100 studies
001
A polar-night operations dashboard: three huge, heavily blurred aurora ribbons (green, teal, violet) drift slowly across a near-black gradient sky above a faint starfield, while a 3-column grid of frosted-glass cards hovers in front. The NOW panel carries a thin-weight live clock with date and timezone; two stat tiles show rolling values with glowing DPR-aware canvas sparklines; a full-width SYSTEMS card lists four subsystems with softly pulsing status dots. The wordmark sits in widely tracked caps, and a bottom caption band labels the page. Everything is calm, dark and premium.
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AURORA GLASS CONSOLE - polar-night glassmorphism dashboard. BG #050a14->#0b1530; three huge blurred aurora ribbons (green #58ffb0, teal #27d3f2, violet #8a7dff) drift on slow keyframes behind. 3-column grid of glass cards (backdrop-filter blur 18px, 1px rgba(255,255,255,.14) border, inner top highlight): a NOW panel with live ticking clock, two stat tiles with tiny canvas sparklines, a SYSTEMS list with pulsing status dots. Header wordmark 'AURORA / CONSOLE' in spaced caps. Pointer parallax: cards shift +/-8px against pointer. Calm, premium, dark. All CSS in one style in head; one IIFE script at body end.
001-aurora-glass-console.txt
002
A full-viewport noir scene: near-black void with a CRT terminal window set center-left, its 2px cyan border doubling as neon glow. A ~30-line fake boot log types itself in character by character in dim/green/cyan register, ending with a blinking prompt. The user can run help, files, neon and clear for themed outputs, while anything else triggers a glitchy RGB-split "command not found" line. Over everything sit a scanline overlay, a heavy radial vignette, and a rare whole-screen opacity flicker keyframe, with corner HUD tags showing SIG / NEON-7, a channel code, and a live uptime ticker.
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NEON TERMINAL NOIR - full-viewport black #0a0a0c, CRT terminal window center-left. Neon cyan #00f0ff primary, magenta #ff2e88 accents. Scanline overlay (repeating-linear-gradient) + radial vignette + occasional opacity flicker keyframe. JS types a fake boot log (~30 lines, green/cyan) line by line, then a blinking prompt: user types 'help','files','neon','clear' -> themed outputs; anything else -> glitchy RGB-split 'command not found'. Corner HUD: ticking uptime, 'SIG / NEON-7'. Monospace system stack. Terminal window has 2px neon border + glow.
002-neon-terminal-noir.txt
003
A daylight editorial boutique for a single fictional timepiece. An ivory field, ink text and one bronze accent carry the page; the Georgia-stack headline 'Time, kept beautifully.' opens above a fully CSS-drawn wristwatch: enamel-toned dial with 60 applied ticks (bronze majors every five), brand mark, ink hour and minute hands and a bronze sweeping second hand driven by real local time, all seated inside a soft circular shadow halo with a floor shadow and a bronze crown. Hairline 1px rules and wide-tracked small-caps labels structure a two-column spec section whose six rows fade up in a stagger on scroll, beside a reserve panel with price and a bronze fill-sweep RESERVE button. A three-column footer of tiny type closes the page. No dark areas, generous whitespace throughout.
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HALCYON - minimal luxury watch boutique. Palette: ivory #f4f1ea bg, ink #17181a, one bronze accent #a67c4f. Big serif display (Georgia stack) headline 'Time, kept beautifully.' One product: a CSS-drawn wristwatch (dial, hour/minute hands ticking real time, sweeping seconds hand) inside a soft circular shadow halo. Thin 1px hairline rules, generous whitespace, small-caps labels with wide tracking. Scroll: spec table (6 rows) fades up staggered; RESERVE button with bronze fill-sweep on hover. Footer: three columns of tiny type. Daylight editorial, zero dark areas. Watch dial: minute ticks, brand mark, real time.
003-halcyon-time.txt
004
A three-page brutalist zine built like a risograph cover: near-black #101010 ground, bone-white #f2f0ec blocks and one screaming #ff3b30 accent. Page one is the cover — 'LOUD' set at ~20vw in system-ui 800 overflowing the viewport with a hard offset red shadow, a strip of header cells, a rotated vertical caption strip, a tilted manifesto box with a flat red drop block, a black-on-white barcode column, and a star-burst 'FREE' sticker. Page two inverts the field to white with a giant stroked '07', stacked 'CONCRETE / POETRY' display type, a tilted quote block, and a hard-edged band of squares. Page three is the index: numbered rows on flat rules, a 'END.' slab, and a red marquee strip crawling along the bottom. No border-radius, no gradients, everything flat and deliberately uneven; the cursor is a crosshair and any red block flips to black-on-red on hover.
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CONCRETE ZINE - brutalist zine cover 'ISSUE 07 - CONCRETE POETRY'. BG #101010, white #f2f0ec blocks, single accent red #ff3b30. Massive display type (system-ui 800) that overflows: 'LOUD' at ~20vw with hard offset shadow; asymmetric grid: rotated text strip, boxed manifesto paragraph, barcode column of black rects, a slightly-rotated 'FREE' sticker circle. Hover: red blocks invert to black-with-red-text. Three scroll 'pages', each a different layout, same brutal vocabulary. NO border-radius anywhere, NO gradients - flat only. Crosshair cursor. Everything sharp, loud, uneven on purpose.
004-concrete-zine.txt
005
A full-viewport canvas of slow, sunlit water. The upper third is a warm sky gradient (#ffd9a0 down to #7fc8ff) holding a soft sun disc with a bloom halo; below it the water deepens from #0b3550 to #061e2c. A classic two-buffer height-field ripple simulation runs at 1/8 resolution and is upscaled with smoothing so the surface reads as liquid, never tiled. Each frame, the sim's slope field refracts the sky+sun and the water's specular shimmer column, producing a real sun path across the water that bends and breaks under ripples. Drifting specular flecks shimmer with local wave height, and a quiet HUD in the top-right carries 'TIDE / GLASS' in tracked caps above a thin wave-energy bar that breathes with the simulation. Three staggered auto-ripples drop on load; the pace is slow, luxurious, meditative.
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TIDEGLASS - sunlit water surface sim. Sky gradient #ffd9a0->#7fc8ff top third; water #0b3550->#061e2c. Two-buffer ripple simulation on canvas at 1/8 resolution: click/drag drops ripples; waves refract a sun disc + shimmer highlight field beneath. Specular fleck particles drift with wave height. HUD top-right: 'TIDE / GLASS' caps + thin wave-energy bar. On load: three staggered auto-ripples. DPR-aware; fit() called once at boot. Slow, luxurious, meditative. Water should look liquid, not tiled.
005-tideglass-water.txt
006
A slow night-sky field on a single deep #070b18 canvas. 140 stars live in three parallax depth layers — faint far specks, mid drifters, and large near ones — each sized by depth and breathing with individual sine twinkle. Every ~90ms the sky re-solves its constellations: stars closer than 90px are joined by hairline links whose alpha falls off with distance, so figures keep shifting and reforming; stale links fade out rather than popping. Four bright named stars — VEGA, RIGEL, DENEB, POLARIS — carry tracked small-caps labels and bloom additively via shadowBlur (glow reserved for the big stars only). The pointer is a gentle gravity well that pulls nearby stars into the web, bends the lines, and continuously spawns slow-drifting new stars at the cursor, capped so the field stays balanced. A bottom HUD carries 'CONSTELLATION / DRIFT' in spaced caps beside a live link counter.
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CONSTELLATION DRIFT - deep #070b18 sky, 140 stars in 3 parallax depth layers (size by depth), gentle twinkle (alpha sine). Every ~90ms connect stars within 90px with thin lines (alpha by distance) so constellations shift and reform; 4 bright 'named' stars carry small-caps labels (VEGA, RIGEL, DENEB, POLARIS). Pointer = gentle gravity well bending nearby lines + spawning slow-drifting new stars at cursor. Bottom: 'CONSTELLATION / DRIFT' + live link counter. One canvas; additive glow only on the big stars via shadowBlur.
006-constellation-drift.txt
007
A single-page editorial spread laid out as a magazine issue: a tall serif masthead 'GRAIN' with a mono folio block at top right, a sticky left rail carrying the section index (01 Mill Dust / 02 The Sieve / 03 Colophon) with scroll-spy highlighting, and three full-viewport sections on a 12-column asymmetric grid. Section 01 opens with a lede carrying a 4rem burnt-orange drop cap, a generative halftone plate rendered as a canvas of drifting ink dots (the occasional hot fleck in accent orange) captioned 'Fig. 01 — mill dust', two-column justified serif body text, and an oversized-mark pull quote. Hairline rules divide every region; type and dot art only, no photography.
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GRAIN MAGAZINE - editorial spread 'GRAIN - ISSUE 41'. Warm paper #efe8db, ink #1c1a17, accent burnt orange #d4551f. Asymmetric 12-column CSS grid; masthead 'GRAIN' serif ~8vw tight tracking with folio number. Two-column justified serif body with a 4rem drop cap in orange; pull quote with oversized quotation mark; one 'plate' = generative halftone canvas block (dot noise) captioned 'Fig. 01 - mill dust'. Sticky left rail: section labels 01/02/03 with scroll-spy highlight. Hairline rules everywhere. Type + dot art only, no photos.
007-grain-magazine.txt
008
A full-viewport isometric city-builder on a 10x10 lot grid drawn as 2:1 diamonds. Each lot is an extruded prism with three shaded faces in a per-stage palette (flat empty lots, green grass tufts, brown houses, grey-blue towers, and skyline spires capped with a smaller second prism). The dusk sky runs #2b2450 to #0f0c26 with a faint star field and moon; the SUN/MOON chip swaps to a daylight palette. Windows on house/tower stages are warm #ffd27a quads mapped onto the left and right faces that blink randomly, and glow with a blur when rain is on. A HUD top-left tracks mood, tool, and live built count out of 100, and bottom toolbar chips control the play.
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BLOCK CITY - isometric block-city toy, 10x10 grid of lots drawn as 2:1 iso tiles (canvas). Click a lot cycles empty -> grass -> house -> tower -> skyline, each an extruded iso prism with 3 shaded faces (top/left/right). Dusk sky #2b2450->#0f0c26; buildings get warm window lights #ffd27a that blink on/off randomly at tower stage. Bottom toolbar chips: BUILD, ERASE, RAIN - RAIN adds falling rain streaks on an overlay canvas and makes windows glow brighter; SUN/MOON toggle recolors faces. HUD: 'BLOCK CITY - 100 LOTS' + built count.
008-block-city.txt
009
The entire page is a clock. A massive tabular-numeral HH:MM:SS sits center on charcoal #141517 in bone #efece4, set at ~18vw so the digits nearly span the viewport, with thin accent-free colon dots between the pairs. Each digit lives in its own overflow-clipped column holding two stacked spans; on every second tick the new glyph slides up from below in 120ms while the old glyph exits through the top clip, digit by digit. Below, a wide-tracked caps day-of-week sits beside a 1px progress line whose accent #ff4d2e fill equals milliseconds elapsed in the day divided by 86400000, and a small accent seconds dot pulses once per tick. A two-lattice radial-dot overlay at whisper opacity adds film grain. Nothing else is on the page.
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THE SECOND - typographic clock, pure type page. Bone #efece4 on charcoal #141517; accent #ff4d2e. Center: huge (~18vw) tabular-numeral HH:MM:SS clock, each digit in its own column of stacked spans; on each second tick the new digit slides up from below while the old slides out (120ms clip reveal) - implement per-digit. Below: day-of-week in wide-tracked caps + a thin progress line for the day (ms elapsed / 86400000). The page IS the clock - no other chrome. Subtle film-grain overlay via low-opacity repeating radial dots. Seconds dot in accent color pulses each tick.
009-the-second.txt
010
A full-viewport night dreamscape where five soft radial-gradient orbs — pink, violet, teal, gold and blue — breathe across a deep #140a2e field. Each orb follows its own Lissajous drift path and slowly hue-shifts, painted 'screen' over the base with a small 'lighter' inner core so colours merge into smooth gradients rather than clashing; a subtle radial vignette keeps the edges deep without ever introducing a hard edge. A floating glass pill at the bottom centre carries five colour chips (frosted, 1px light border, blur backdrop): clicking one springs its orb toward the live cursor position with a damped spring and marks it focused — slightly enlarged, ring-highlighted. A thin wide-tracked 'DREAMMESH' wordmark sits lower-left with a small page eyebrow and a fading interaction hint.
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MESH DREAM - morphing gradient-mesh dreamscape. Five radial-gradient orbs (#ff9de2, #7c6bff, #4ff0d4, #ffd76f, #274bff) at 40-90vw, composited with 'screen'/'lighter' over deep #140a2e; each orb drifts on a Lissajous path and hue-shifts slowly. Floating glass pill nav with 5 color chips: clicking a chip springs that orb toward the cursor (damped spring) and marks it 'focus' (slightly larger). Wordmark lower-left 'DREAMMESH' thin wide-tracked caps. No hard edges anywhere - everything soft. One canvas, orbs drawn as radial gradients.
010-mesh-dream.txt
011
A monophonic pocket-synth toy rendered as a centered hardware-style card on a near-black studio backdrop. The device panel uses layered gradients and soft drop shadows to read as brushed dark hardware, with an amber LED that lights once audio is engaged. Across the top a canvas oscilloscope strip shows the live waveform via an AnalyserNode (time-domain trace over a faint graticule), and when idle it settles into a calm drifting flat sine. The middle row pairs four waveform chips (SIN/SQR/SAW/TRI) with four rotary knobs for ADSR parameters, drawn as conic-gradient dials with rotating amber pointers. Below, twelve HTML keyboard keys play C-minor-pentatonic across two octaves; each key flashes amber while pressed and spawns a small rising note glyph above the deck. Audio is a WebAudio graph of oscillator, ADSR gain, master gain, and a feedback delay with wet/dry taps.
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POCKET SYNTH - monophonic synth toy. Rounded device panel #23262b, centered card with soft shadow: 12-key keyboard (minor pentatonic from C4) as HTML keys that flash on press; WebAudio oscillator (sine/square/saw/tri selectable via chips), 4 rotary knobs for A/D/S/R (conic-gradient dials, pointer-drag), feedback delay + gain. Visual: oscilloscope canvas strip across the top drawing the live waveform; each keypress spawns a rising note glyph. Create/resume AudioContext inside first pointer gesture. Idle: scope shows a calm flat sine.
011-pocket-synth.txt
012
A full-bleed generative topographic survey rendered on a single canvas over a deep forest-green ground. Height is computed from 5-octave value-noise FBM whose lattice wraps on an integer period, so the terrain is endless in every direction. Contours are extracted with marching squares at 12 evenly spaced elevation levels and stroked as thin sage-green lines (the four outermost bands slightly brighter), while the four major elevation bands are filled with translucent green-to-ochre washes. A minimal instrument HUD frames the map: sheet title and tracked-caps coordinates in the upper left, a conic-ring compass rose with red-tipped needle in the upper right, a drag/zoom hint plus band legend in the lower left, and a live scale bar with km readout and zoom multiplier in the lower right. A soft vignette focuses the eye on the map center.
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TERRAIN ATLAS - generative topographic map, full-bleed canvas, dark #0d1a12. Terrain height = value-noise FBM (5 octaves), contours via marching squares as thin #9fe6b8 lines at 12 elevation levels; 4 major elevation bands get translucent green (low)/ochre (high) fills. Drag to pan, wheel to zoom (0.4-3x); noise tiles via integer-lattice wrap so panning never runs out of terrain. HUD: fixed compass rose N, fake lat/lon readout derived from offset, scale bar. On load: slow auto-pan drift until first input. Integer edge-keys for contour loop walking - test it.
012-terrain-atlas.txt
013
A long four-section scroll on warm paper (#f5f0e6) with a fixed full-viewport canvas behind. A curl-noise flow field (deterministic mulberry32 seed, 48x48 value-noise grid with bilinear smoothing) drives thousands of ultra-thin semi-transparent ink strokes in indigo #1e2a4a, red #c0392b and gold #e8b13f. Each stroke walks 16-28 steps along the field, and the field's angle rotates with scrollY (plus a sinusoidal shear term and a slow lateral offset), so scrolling into each of the four sections reveals a differently-marbled region of the same canvas. Strokes are drawn once and never redrawn — only new ones are appended as scroll progresses, up to a 6400 cap. Translucent paper cards hold four short poetic paragraphs with ghost roman numerals, a gradient scroll-progress track on the right edge, and a monospace tracked-caps HUD caption.
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MARBLE INK - scroll paper-marbling. Long scroll page (#f5f0e6 paper) with a fixed full-viewport canvas behind: curl-noise flow field drives thousands of thin ink strokes (3 inks: #1e2a4a, #c0392b, #e8b13f) that marble across the sheet; as the user scrolls, the field's angle rotates (scrollY -> rotation + shear) so each of the 4 text sections reveals differently-marbled patterns. Four translucent paper cards hold short poetic paragraphs. Right edge: scroll progress bar. Deterministic seed. Strokes drawn once into a persistent canvas - only new strokes added as scroll progresses.
013-marble-ink.txt
014
A 1978-style vector arcade on a #04070f field: everything is stroked neon green #3dff8a with shadowBlur glow — no fills. Three states: title with blinking "INSERT COIN" and a triple-echo blocky "VECTOR SKY" headline (any key or click starts); gameplay with a stroked triangle ship at the bottom driven by mouse X or arrow/A-D keys, descending diamond enemies with inner counter-rotating diamonds, vertical vector bolts on space/click, white HUD with score top-left, hi-score, and 3 lives as tiny stroked triangles top-right; and a game-over state showing the final score plus a blinking "PRESS ANY KEY" for restart. A hit triggers a white screen flash and a 500 ms score freeze (enemies destroyed during the freeze award no points), while the spawn gap tightens as score climbs to keep difficulty fair. Drifting stroked star streaks, a scanline overlay and a soft vignette sell the CRT. Hi-score persists in localStorage under key vs1978.hi.
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VECTOR SKY - 1978 vector arcade game. BG #04070f; neon green #3dff8a + white HUD only. Title state: 'INSERT COIN' blink + blocky 'VECTOR SKY' type; any key starts. Gameplay: triangle ship at bottom (mouse X or arrow keys), descending diamond enemies, space/click fires vector bolts; score top-left, 3 lives as tiny triangles top-right; on hit: screen flash + 500ms score freeze. All shapes STROKED with glow (shadowBlur), no fills. Hi-score kept in localStorage. Game-over state shows score + 'PRESS ANY KEY'. Keep it playable and fair.
014-vector-sky.txt
015
A full-bleed meditative koi pond on a vertical gradient from #0e2a2f to #071a1e with slow, breathing concentric ripple rings drifting outward from a soft off-center glow. Seven koi wander the water: each has a filled bezier capsule body, two flapping bezier tail lobes driven by a per-fish sine phase (plus a smaller middle finlet and trailing pectoral strokes), a dark rim light, and — on four of the seven — clipped elliptical arc bands making 2-tone koi in white #f2efe6, orange #e2572b and black #191b1c. Steering is a gentle force model: a wandering target re-picked every 6-14s, edge-avoidance margins, slow sinusoidal drift, and soft separation so the koi never overlap. Clicking feeds the pond: 8 golden flake particles fall and dissolve, a dashed feeding halo and a soft expanding ripple appear at the click point, koi within 120px gain a strong steer toward the feed, and an optional WebAudio sine plink (lazy-created on first click, guarded in try/catch) rings softly. Top-left carries vertical small-caps "KOI / ZEN / POND" branding, bottom-left a monospace tracked-caps HUD, and a fading "click to feed" hint. A radial vignette and delta-time loop with a per-frame guard keep the scene slow and calm.
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KOI ZEN - zen koi pond, full-bleed. Pond #0e2a2f->#071a1e with slow concentric ripple rings. 7 koi: bezier capsule bodies, two flapping bezier tail fins (phase sine), each steering toward a wandering target re-picked every 6-14s, avoiding edges. Colors: white #f2efe6, orange #e2572b, black #191b1c, and 2-tone koi with arc bands. Click = feed: 8 flake particles fall, koi within 120px steer to it, soft ripple + optional WebAudio plink. Top-left vertical small-caps 'KOI / ZEN / POND'. Slow, meditative, beautiful tails.
015-koi-zen.txt
016
A dense, calm desktop trading terminal rendered in near-black obsidian with hairline #2a261f borders and zero corner radius. The top strip holds four KPI counters (Index OBSD, Volume 24H, Spread, P&L Session) whose digits tick vertically like an odometer toward new targets, each backed by a 48-sample gold mini-sparkline and a delta subline. The left rail lists six fake tickers whose prices flash gold on the 2-second change cadence. The main pane is a DPR-aware canvas running a deterministic mulberry32-seeded random walk for two series (gold OBSD/USD with an area gradient fill, green Gold Spot as a hairline), plus a slow vertical scan band, price tags and a subtle 8x5 hairline grid. The bottom 12x8 order-book heatmap drifts between red/green depth tones and pulses a gold burst on simulated trade events. Everything is uppercase monospace with 1px borders — professional terminal density, no decoration.
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OBSIDIAN GOLD - trading terminal. BG #0b0a08, hairline #2a261f grid, gold #d4af37 accent, green #57d38c / red #ff5c5c. Layout: left rail with 6 fake tickers (prices blink on change every 2s); main: live line chart canvas (random-walk, 2 series, area gradient fill); top strip: 4 KPI counters that odometer-tick to new values + mini sparklines; bottom: 12x8 order-book heatmap, cells pulse on 'trade' events. All caps, mono numerals, 1px borders, zero radius. Deterministic-ish random walk. Dense, professional, calm.
016-obsidian-gold.txt
017
A full-viewport generative rose window rendered as one hand-built SVG string: twelve outer petal sectors, two rings of eight lancets, and a layered central rosette of concentric medallions, all paneled in ruby, sapphire, emerald, amber, and clear glass separated by heavy black mullions. A soft radial shine breathes over the glass, while three large blurred light-leak gradients pulse slowly behind the stone, giving the impression of daylight moving through the window. 'LUX ET VERITAS' is engraved in spaced serif capitals along an SVG textPath encircling the rosette. The HUD carries a tracked-caps caption, monospace lighting chips, and a small motto hint, all recolored per preset.
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ROSE WINDOW - generative stained-glass rose. Full-viewport SVG built as a string assigned to a container's innerHTML (never createElementNS - the substring rule forbids it): 12 outer petals, 8 mid lancets, center rosette; panes in ruby #b3122e, sapphire #1d3a8f, emerald #1f7a5c, amber #e0a422, glass #cfd8dc separated by black mullions #17181a. Behind: slowly pulsing light-leak radial gradients. Drag rotates the window with a spring; button row cycles 3 lighting presets (NOON/DUSK/STORM) swapping leak colors. 'LUX ET VERITAS' in SVG textPath around center.
017-rose-window.txt
018
A dark instrument-panel view of the classic pendulum wave: fifteen bobs suspended from a hairline beam across the top, each with period T0*(1+i*0.02) so the set breathes through the choreography - aligned, fanned, reversed - before re-syncing. Bobs run on a red-to-blue hue gradient with soft glow and white hot-cores, and the alpha-fade canvas leaves faint comet trails as they swing. Pivot index labels 01-15 and a lowest-point reference line frame the field. The HUD carries a tracked-caps page name, a live status dot, and a mono 'PHASE BEAT t=...' readout that flags SLOW-MO and HELD states; a SYNC marker flashes near the beam when all phases reach a common extreme. The control bar below mixes two sliders with three mono chips, all in system fonts, dense and lab-like.
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PENDULUM WAVE LAB - 15 pendulums across the top, rod = thin line, bob = circle, colors gradient red->blue across the set; periods T_i = T0*(1+i*0.02) creating the classic wave choreography. Dark #101318; bobs leave faint trails (alpha-fade canvas). Bottom controls: sliders T0 (4-8s) and amplitude; PAUSE / RESET / SLOW-MO (0.25x) chips. Readout: 'PHASE BEAT t=12.4s' mono. Scales to viewport width. Physics: x = A*sin(2pi*t/T), y = L*(1-cos) approx - keep it smooth.
018-pendulum-wave.txt
019
A full-viewport canvas nocturne. The sky deepens from #0b1026 into a low starfield, with a soft-haloed moon whose shimmer reflects across the water in wobbling dashes. A black headland anchors the left third; on its slope stands a striped lighthouse tower whose lamp fires a double cone of light (additive gradient wedges) that completes one full sweep every eight seconds. A tiny fishing boat rocks on the swell, and its cabin window flares amber exactly while a beam cone crosses its bearing. Three sine-based swell rows scroll at different speeds for parallax depth, two drifting fog ellipses float over the horizon, and a Keeper's Log in the top right ticks up the count of completed rotations with a brief flash on each sweep.
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LIGHTHOUSE WATCH - night coast scene. Sky #0b1026 with stars + glowing low moon; sea #0a1626 with 3 parallax sine swell rows; headland silhouette; lighthouse tower (white/red stripes) with a rotating two-cone beam sweeping every 8s; when the beam crosses, a small fishing-boat silhouette's windows light up. Drifting fog band. Click the sea: lapping ripples at the point. Top: 'THE LIGHTHOUSE' serif + KEEPER'S LOG counting completed beam rotations (ticks each sweep). Painterly but crisp.
019-lighthouse.txt
020
A glassmorphism turntable floating over a deep-plum field of three large soft glow blobs. The central frosted card (20px backdrop blur, hairline white border, stacked inset shadows) holds the whole deck: a vinyl disc built from a repeating-radial-gradient groove pattern plus a speckled sheen overlay and a purple center label with a spindle hole; a CSS tonearm with machined pivot that swings down onto the record over 1.8s whenever playback starts. Above the deck, a canvas light cone pours down from the tonearm pivot, filled with 64 drifting dust motes that swirl, fall and respawn faster when the music is on. The control row pairs a round glass PLAY button (triangle morphs to pause bars), a five-bar analyser-driven EQ (idle fallback is a gentle per-bar sine), and a draggable detented volume knob whose indicator ticks sweep 270 degrees.
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GLASS VINYL - glassmorphism record player. Deep plum #191024 bg with soft glow blobs; central glass card (blur 20px, 1px rgba(255,255,255,.15)): spinning record (repeating-radial-gradient grooves + label), CSS tonearm that rotates onto the record when playing; dust motes drift in a light cone. Controls: PLAY/PAUSE - WebAudio synthesizes a ~40s ambient loop (detuned layered oscillators + slow LFO + fade in/out); volume knob; 5-bar EQ animated from an analyser (idle: gentle sine). Track line: 'Midnight Glass - 4:12' small caps. Audio context created in first gesture.
020-glass-vinyl.txt
021
A near-black stage (#101114) holds a square canvas plate framed in brushed brass (#8a6a2f, 12px border). Thousands of 1px grains (#cfd6dd) begin scattered and, each frame, migrate against the standing-wave amplitude field A(x,y)=|cos(n x)cos(m y)| plus a little jitter until they settle into the classic Chladni nodal-line figure. Under the settled grain figure, faint gold lines (#d4af37, alpha 0.2) reveal the analytical nodal lines. A serif-italic readout shows the current pattern as 'PATTERN 5.7'. Grains are updated in chunks across frames so the tab never freezes.
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CHLADNI PLATE - square canvas plate with brass frame (#8a6a2f, 12px border) over #101114. ~9000 1px grains #cfd6dd start scattered; standing wave A(x,y)=|cos(n x)cos(m y)|; each grain migrates toward zero-amplitude lines (step opposite the amplitude gradient + jitter) until it settles into the classic Chladni figure. Sliders: n and m (1-12), grain count (2k-10k, re-seed on change). Settled figure reveals faint gold lines #d4af37 alpha .2 underneath. Readout 'PATTERN 5.7' serif italic. Update grains in chunks across frames if slow - never freeze the tab.
021-chladni-plate.txt
022
A full-bleed drawing toy that turns the whole viewport into a kaleidoscope window. Every stroke lands on a persistent offscreen ink canvas that is composited each frame as eight rotated, alternating-mirror copies around the screen center, so a single gesture immediately blooms into a mandala. The brush is a soft round ink with a wide low-alpha halo under a dense core, and its width breathes with pointer speed — fast flicks lay thin lines, slow drags pool thick. A paper-warm palette (crimson, gold, indigo, jade) sits against warm paper or near-black dark paper, and a subtle radial vignette plus a small center pivot mark give the instrument a physical, hand-made feel.
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KALEIDO INK - kaleidoscope drawing tool, full-bleed. 8-fold mirror symmetry: strokes drawn to an offscreen canvas are stamped into 8 rotated copies around center every frame. Soft round ink brush, width varies with pointer speed; 4 ink swatch chips (crimson #c22e3a, gold #e0b13f, indigo #33408f, jade #2f8f6f). PAPER toggle swaps bg #f3ead8 <-> #101418. SPIN button slowly rotates the whole mandala; CLEAR wipes with a radial ink-blot animation. Everything auto-symmetric - drawing feels like spinning a kaleidoscope toy. Persistent canvas, no fade.
022-kaleido-ink.txt
023
A cinematic canvas orrery on a deep-space ground with a slow two-tone nebula wash and a twinkling DPR-aware starfield. A glowing radial-gradient sun anchors the center while eight planets ride thin elliptical orbit rings in their real hues (Mars #c1553b, Jupiter #d8b48a, Saturn with a doubled translucent ring). Orbital periods are power-compressed so Mercury whips around fast yet Saturn still visibly moves; planet sizes are stylized, and a depth factor subtly grows/shifts bodies near the viewer. Clicking a planet lifts its ring into a glowing highlight and slides in a blurred glass info card with name, distance in AU, year and day length; the HUD captions the page in tracked caps with a monospace index line.
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ORRERY - interactive solar system. Deep space #05070d, faint starfield; glowing sun center; 8 planets on thin elliptical rings #2a3550, realistic colors (mars #c1553b, jupiter #d8b48a...), sizes stylized not to scale; relative periods compressed (Mercury fastest ... Saturn still visibly moving). Time chips: 1d/1w/1mo/1y per second + pause; click a planet: ring highlights and a glass info card shows name, AU, period, day length. Drag tilts the plane (rotateX 0-60deg), scroll zooms. Smooth eased motion.
023-orrery.txt
024
A quiet cinematic scene of rain condensing on a window above a night city. Eight additive blurred bokeh discs in warm amber, cool blue and white drift slowly on a quarter-resolution offscreen canvas behind the glass. Water droplets spawn organically - sometimes in small irregular clusters - grow by a surface-tension radius, then break loose and slide downward with per-drop wind bias and wobble, shedding fading wet trails and leaving faint residue scars where drips end. Each active drop refracts the city light through a per-pixel quarter-res lens pass that offsets and brightens bokeh samples inside the drop footprint, upscaled with low-quality smoothing for a soft defocused look. A vignette, tracked-caps HUD caption and glassmorphic controls keep it moody and understated.
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RAIN ON GLASS - rain condensation scene. Behind: city bokeh - 8 blurred light discs (warm #ffb454, cool #7fd4ff, white) drifting slowly (offscreen canvas). Glass: droplets spawn, grow by surface tension, then slide down leaving fading trails; each active drop distorts the bokeh (render bokeh through a 1/4-res distortion pass where drops offset samples - use willReadFrequently). WIND slider (0-1) tilts slides. SOUND toggle: filtered noise rain via WebAudio, created on first gesture. Moody, quiet, cinematic. Drips must look organic, never uniform.
024-rain-glass.txt
025
A cozy big-tile farm rendered on a single canvas: a 16x10 grid of rounded tiles (~6vmin each) whose tint smoothly lerps through SPRING, SUMMER, AUTUMN and WINTER every 40 seconds, with a live season dot in the header and falling snow plus frost specks in winter. Clicking with the SEED tool plants a sprout that advances through four growth stages over 20 seconds - soil bump, two leaf pairs, bud, full five-petal bloom with a warm center and twinkling sparkle glints. The WATER tool doubles growth speed for 0.9s with a blue ring pulse and droplet burst; HARVEST pops a bloomed flower into a particle burst and increments the zero-padded harvest score in the tracked-caps top bar. Unharvested plants frost over in winter, desaturating toward pale ice and gaining a snow cap. Hover outlines the targeted tile; the whole piece is warm, tactile and monospaced like a little greenhouse HUD.
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PIXEL GARDEN - 16x10 big-tile farm (~6vmin tiles). Seasons auto-cycle every 40s: SPRING #7cc46a, SUMMER #e7d05a, AUTUMN #d0803f, WINTER #dfe8f0 with smooth tile tint lerp. Click: plant a seed -> 4 growth stages over 20s -> bloom sparkles; WATER tool doubles growth speed; HARVEST adds to score; in winter unharvested flowers frost over (desaturate + snow cap). Top bar: 'GARDEN 16x10 - SPRING' in tracked mono caps + harvest score. Tool chips bottom: SEED / WATER / HARVEST. Cozy, tactile, satisfying growth.
025-pixel-garden.txt
026
A pure-typography decode ritual on pitch black. One hero sentence at a time cycles through five phrases, each word in its own span, every letter in a fixed-width slot. Unlocked letters churn through random glyphs from 0-9, a-f and the section sign, re-rolling every 90 milliseconds, while a left-to-right sweep locks real letters into place with a soft ink glow; the two or three letters just ahead of the sweep head burn in the accent orange-red. After full resolve the line holds for two seconds, fades out with a blur, and the next phrase begins - looping forever. One word per phrase carries the #ff4d2e accent with a warm text-shadow. A framed console wraps the hero: corner ticks, a RESOLVE SEQUENCE 01/05 eyebrow, a live SIGNAL status line (SCRAMBLING / RESOLVED / SIGNAL LOST) with a three-digit locked/total counter and blinking cursor, and at the bottom the tiny monogram 'SCRAMBLE / RESOLVE - v0.9' beside a five-segment tick bar that fills with accent color as each phrase's decode progresses.
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SCRAMBLE HERO - pitch black #0a0a0a, one hero sentence at a time from 5 phrases (first: 'WE BUILD INVISIBLE MACHINES'), each word its own span. Continuous decode: letters not yet locked show random glyphs (0-9 a-f section-sign) re-rolling every 90ms; a left-to-right sweep locks letters in; after full resolve hold 2s, next phrase. One word per phrase in accent #ff4d2e. Pointer hover over a word pins it (its letters stop scrambling). Bottom: 'SCRAMBLE / RESOLVE - v0.9' tiny mono + a tick bar showing phrase progress. No images, all type.
026-scramble-hero.txt
027
A full-viewport instrument console for polar night on a #060913 field. The top 60% is a live canvas sky: three aurora curtain ribbons drawn as sine-displaced polygonal curtains with vertical green-to-violet gradients (plus a wider glow pass underneath), drifting slowly over a field of twinkling stars and a soft, tilted milky-way band of dust. The bottom 40% is a frosted glass panel - hairline-bordered 3x2 grid of data tiles: TEMP (-23.4 C), WIND (kn), KP INDEX, UV, OZONE, and an aurora-forecast sparkline tile with a gradient-stroked polyline and end-dot. Every numeric value is a mechanical odometer of per-digit strips that ticks on a cubic-bezier ease, with a triangle delta readout that recolors green/violet when values drift every 3 seconds; the forecast line also shifts a new sample each cycle. A KP driver slider (0-9, half steps) at the bottom scales ribbon brightness and curtain length in real time, and the header HUD carries a pulsing dome-4 status dot and a live UTC clock. All caps, monospaced, hairline - a real instrument, not a dashboard.
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POLAR WEATHER STATION - console for polar night. BG #060913; top 60%: aurora sky - 3-4 canvas curtain ribbons (green #46ff9e -> violet #7a5cff, vertical gradient, sine-displaced, slowly waving) over stars + milky-way band. Bottom 40%: glass panel with 6 data tiles (temp -23.4C, wind 12kn, KP index, UV 0, ozone, aurora forecast sparkline) - values drift every 3s with odometer ticks. KP slider (0-9) drives aurora brightness/length live. All caps, mono HUD, hairline borders. Feels like a real instrument.
027-polar-weather.txt
028
A full-viewport canvas synthwave scene: gradient dusk sky with twinkling stars, a huge banded sun clipped by horizontal slits sinking into the horizon, two layers of jagged mountain silhouettes, a horizon fog band, and a perspective neon-pink grid floor whose lines converge to the vanishing point and scroll toward the viewer. The HUD is monospace with a tracked-caps page caption; the title is an italic gradient-clipped wordmark.
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SYNTHWAVE HORIZON - perspective neon grid floor: lines #ff2e88 converging to vanishing point, scrolling toward viewer; huge sun #ffd76f->#ff2e88 gradient with horizontal slice gaps sitting on the horizon; jagged mountain silhouette #1a0b2e mid-ground; fog band at horizon. Mouse: subtle parallax (mountains shift, sun scales slightly). SPEED slider drives grid scroll rate; optional WebAudio engine hum (gesture-created). Title 'NEON / DRIVE' italic gradient-text (background-clip), wide tracking, top center.
028-synthwave-horizon.txt
029
A meditative full-screen water pool on near-black. Every click (or the automatic 4-second heartbeat) blooms a ring of 300-600 particles whose ink color cycles indigo, gold, crimson and teal. Particles drift through a slowly evolving 2-octave curl-noise field, each drawn as a short soft stroke from its previous position so the canvas accumulates long translucent trails — the background only ever fades, never clears. A radial vignette and a faint animated film-grain pattern overlay give it a premium, quiet finish.
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INK BLOOM - ink drops in water. Dark #0b0d12; each click drops ink: 300-600 particles burst in a ring, advected by a slowly time-evolving 2-octave curl-noise field, fading over 8-14s with long soft trails (translucent bg fade rect, no full clear). Ink color cycles a palette (indigo #3b4fd8, gold #e0b13f, crimson #c22e3a, teal #2fa3a3) per drop. Auto-drops one every 4s until first user interaction. Vignette + faint grain overlay. Meditative, fluid, premium. Keep particle budget under 4000 live.
029-ink-bloom.txt
030
A single cozy room rendered on canvas with true isometric projection math: an 8x8 checkered walnut floor, two cream walls meeting at the back corner, and a window with a day/night sky and crescent moon. Furniture is built from iso boxes — a bed with duvet and pillows, a desk carrying a monitor whose little pixel screen scrolls like a tiny video, a swaying potted plant, a flat-woven rug, and a table lamp with a warm radial glow. Every piece casts a soft elliptical shadow. A monospace HUD with tracked-caps caption sits along the bottom edge.
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ISO ROOM - cozy isometric interior, one room: 8x8 iso floor tiles, two walls; furniture: bed, desk with monitor (screen shows a tiny scrolling pixel 'video'), lamp with glow, plant, rug, window with night sky + moon. DAY/NIGHT toggle swaps window sky, lamp glow, monitor brightness. Hover a furniture piece: it lifts 4px and shows a small label chip ('desk - 4 items'). Click the lamp: flicker + glow pulse. Palette: cream walls #f2e8d8, walnut #7a5a3a, night blue #1c2440. Draw in canvas with iso projection math; soft shadows under furniture.
030-iso-room.txt
031
A generative mandala blooms from a dark violet field: six concentric petal rings (8, 12, 16, 20, 24, 32 petals) fade and scale in sequentially over the opening seconds, each orbiting the center at its own signed speed. Petals are seeded SVG cubic-bezier blooms stroked in rose, gold, and violet with a soft Gaussian glow filter and low-alpha fills. A fine tick ring and dashed halo frame the figure; a caption pill tracks the current seed, and the MORPH button crossfades the whole structure into a newly seeded generation.
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MANDALA BLOOM - generative mandala that blooms over 12s at center: 6 petal rings appear in sequence (petal counts 8/12/16/20/24/32), each ring rotates slowly at its own speed; SVG paths stroked with soft glow. Deep #140a1e bg; petals in rose #ff7ab8, gold #ffd76f, violet #8a7dff (stroke + low-alpha fill). MORPH button regenerates petal shapes (new seeded control offsets) with crossfade; pointer parallax shifts layers by depth. Thin ring caption 'MANDALA - SEED 4821' updates on morph. Elegant, symmetrical, alive.
031-mandala-bloom.txt
032
A full-bleed transit diagram on warm paper: five named lines (Cardinal, Azur, Vine, Amber, Iris) drawn as bold 45-degree/orthogonal polylines that loop through 24 named stations in small-caps labels. Interchanges render as double-ringed white circles. A subtle 100px grid sits beneath the map, and a small white dot with a stroke travels each line continuously along its closed loop. A legend card lists the lines at the bottom right.
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METRO LINES - transit diagram, full-bleed SVG (string-built innerHTML) on paper #f5f2ea. 5 lines as 45-degree/orthogonal polylines, 6px bold: red #d63a3a, blue #2f5fd8, green #2f9e6f, orange #e08a2e, violet #7a4fd8, through 24 named stations (white circles, line-color rings; interchanges get double rings). Station names in small caps. Hover station: tooltip chip + its line dots pulse; hover line: it thickens, others dim to 25%; click station: route card bottom-left shows name + connections. Legend bottom-right; one animated dot travels each line's loop.
032-metro-map.txt
033
A typographic counting poster in bone on black: the numeral one hundred fills the viewport - the '1' is a full-height bar with hairline inner lines and a skewed top notch, and the two '0's are 60vmin discs built from a solid bone ring plus four concentric dashed rings that rotate slowly in counter-directions via CSS. Each '0' center holds a tiny live mono clock (the second is offset in hours, so they disagree). A bottom strip with 99 tick marks carries the click counter; a brief flash confirms every tenth count, and at 100 the rings stop and the strip reads COMPLETE.
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HUNDRED - typographic counting poster, bone #ece7db on black #0d0d0d. The numeral '100' fills the page: '1' is a tall bar (6vw wide, full height, hairline inner lines); the two '0's are huge circles (60vmin) each with concentric dashed rings rotating slowly counter-directional (CSS), and each center holds a tiny live mono clock. Click anywhere: counter bottom-strip increments 'n / 100'; at 100 it shows '100 / 100 - COMPLETE' and rings stop. Hover a '0': its rings accelerate. Pure geometry, no gradients, no images.
033-hundred.txt
034
A cinematic full-bleed canvas of a supermassive black hole: a pure-black photon disc edged with an incandescent rim and an amber-to-violet glow, wrapped by 2200 additive-blended particles on squashed Keplerian orbits that cool from hot gold at the inner edge to deep violet at the outer. The far side of the disk dims and reddens to hint at gravitational light bending, and a faint Einstein ring shimmers behind the hole. Corner telemetry (mass, Schwarzschild radius, Hawking temperature, camera distance, flux, shock count) ticks in a monospace tracked-caps HUD, with the page name floating beneath.
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EVENT HORIZON - black hole, full-bleed canvas #030408. Central black disc with rim glow (#ff8a3d inner -> #3d1a6e outer); accretion disk: 2200 particles on Keplerian orbits (speed proportional to r^-0.5) on a squashed ring (y*0.35); color by radius hot #ffd9a0 inner -> cool #7a3dff outer; back half of orbit dims + shifts red (light-bending hint); a faint Einstein-ring arc behind the hole. Click: expanding shockwave ring kicks particles radially. Scroll: zoom 0.6-2.5 eased. HUD: fake telemetry 'M = 10^8 Msun' ticking. Cinematic.
034-event-horizon.txt
035
A stylized origami crane built entirely from 14 triangular div faces (body, two three-panel wings, folded tail, neck and head) using clip-path polygons and preserve-3d layering on a near-black stage lit by a soft radial spotlight with a blurred floor shadow. Each face carries the washi tone #f4efe4 under subtle diagonal fold-shading gradients with a hairline #d8cfc0 edge. The crane auto-floats with a gentle rotateY swing of plus or minus twelve degrees and a vertical bob; both wings flap at their hinges on a two-second ease-in-out alternate cycle. A tracked-caps caption reads ORIGAMI - CRANE, FOLD 14 with monospace corner HUDs showing live axis readouts.
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PAPER CRANE - pure CSS 3D origami: ~14 triangular faces (clip-path polygons) assembled into a stylized crane - body, two wings, neck+head, tail. Each face a div with paper color #f4efe4, subtle fold shading gradient, 1px #d8cfc0 edge. Auto float: rotateY +/-12deg, translateY bob; wings flap on Z at their hinge (2s ease). Drag to spin (rotateY/rotateX) with inertia on release. Minimal #10131a bg with soft radial spotlight. Caption 'ORIGAMI - CRANE, FOLD 14' tracked caps. No canvas, no images - just folded paper light and shadow.
035-paper-crane.txt
036
A hypnotic musical chamber on a near-black stage: a breathing central orb fires concentric stroked sound rings with fading alpha at the tempo set by the BPM slider (40-200), while twelve chromatic orbs arranged in a ring pulse in a continuous chase sequence, each carrying its own pitch-class color from a twelve-note palette. WebAudio wakes on first gesture and scores every pulse with a soft sine kick (120 to 40 Hz) plus a filtered noise hat; the HARMONIC toggle layers a chord tone on every fourth pulse. Thin tracked-caps title RESONANCE / CHAMBER up top, monospace telemetry (tempo, interval, chord state, pulse counter, last note, audio status) in the corners, and a frosted control panel with the slider, toggle and a beat dot.
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RESONANCE CHAMBER - dark #0c0e14. Center: glowing orb that pulses; on each pulse, concentric 'sound' rings expand (canvas, stroke, alpha fade) at the BPM from a slider (40-200). 12 small orbs in a circle pulse in chase sequence; click one to set its pitch class (color from 12-note palette + plays its note when it pulses). WebAudio on gesture: each pulse = soft kick (sine 120->40Hz) + hat; HARMONIC toggle adds a chord tone every 4th pulse. Title 'RESONANCE / CHAMBER' thin caps. Rhythmic, hypnotic, musical.
036-resonance.txt
037
A still, painterly desert at dusk rendered entirely in canvas. A low golden sun with a wide radial glow hangs over four smooth bezier dune ridges in warm terracotta to deep plum; each ridge is shaded with a down-slope vignette so the far side falls into long shadow. A saguaro silhouette and two rock shapes sit on the nearest crest. Three tiny v-birds drift slowly across the upper sky. A thin band near the horizon is re-blended every frame with a sine displacement to read as heat shimmer without disturbing the rest of the scene.
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DUNE DUSK - layered desert scene: sky #ff9e5e->#3a1e5e; low sun #ffd27a with glow; four dune ridges (smooth bezier silhouettes #b3543a, #8a3d33, #5e2a33, #3a1c2e) each casting long down-slope shadows; cactus + rock silhouettes on the near ridge; heat shimmer only in a thin band near the horizon (canvas sine-displacement, redrawn per frame). SUN slider (0-1) lowers the sun: sky darkens to #1a0f2e, stars fade in. Three tiny 'v' birds glide across. Caption 'DUNE / DUSK' small caps. Painterly, warm, still.
037-dune-dusk.txt
038
A dark printed-circuit board, string-built inline SVG: subtle grid, right-angle copper traces in dim green with a soft glow underlay, six components (CPU die with pin stubs, RAM stick, three ceramic caps, a crystal oscillator) and via pads at every trace endpoint. Eight pulses of light travel the precomputed paths on offset loops at differing speeds, each drawn as a comet head with a fading tail on an overlay canvas. The board is framed by a corner HUD in monospace caps and a bottom caption strip.
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CIRCUIT PULSE - dark PCB #0f231d with copper traces (thin lines #2f6f5f, glow #3f8f7f) in right-angle patterns connecting 6 components: CPU square, RAM rect, caps as circles, crystal - SVG string-built. Pulses: bright dots #7dffd0 travel precomputed trace paths in 8 simultaneous loops at different speeds ((t+offset) mod len). Hover a component: its pulses speed up + label chip ('CPU - 420MHz'). Click: burst of 12 pulses from that pad. Corner HUD: 'PULSE NET v2 - 8 ACTIVE' mono. Feels like watching data move inside a board.
038-circuit-pulse.txt
039
A dreamy layered cloud sky built from five offscreen pre-rendered stratus sheets, each 200-400 soft radial-gradient blobs with per-layer parallax speed, drift skew and depth. The sky palette keyframes smoothly across the 24-hour cycle from night indigo through dawn peach, pale noon blue, dusk orange and back; a star field and crescent moon fade in at night. Clouds are re-tinted by the ambient light of the current hour so they glow white at noon and sink to blue-grey at night. Four tiny v-birds flap slowly across the far layer around noon. A glass panel at the bottom holds the two controls; the top HUD carries the caption and a live wind readout.
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STRATUS - layered cloud sky. 5 parallax cloud layers (each pre-rendered once to offscreen canvases: 200-400 soft blurred blobs), drifting at different speeds, wrapping at edges. WIND slider changes speed + slight directional skew. TIME slider 0-24h smoothly lerps the sky palette (dawn #ffd9a8, noon #cfe8f5, dusk #f2a46a, night #101a2e) plus a star layer + moon at night; clouds tint by ambient light (multiply overlay). At noon, tiny 'v' birds on the far layer flap slowly. Caption 'STRATUS - 5 LAYERS' + live wind kts readout. Dreamy, slow, atmospheric.
039-stratus.txt
040
A vintage broadsheet front page on warm newsprint: a huge Georgia-serif masthead, a red 'PRICE 25c' kicker, and a live JS dateline that stamps the current day, month, year and filing time. The body runs a classic six-column grid — a three-column lead 'CITY UNVEILS GIGANTIC CLOCK TOWER' with italic deck, byline rule and drop-capped copy; a canvas-rendered halftone 'engraving' of the tower (dots modulated by a synthetic scene-shade function, so it is generative, not an image); a two-column harbor-lights story; a MARKETS box with a dotted-rule mono table and red/black movers; a two-column comic whose stick-figure panels are drawn at runtime, complete with a 'WHAT A DAY!' speech bubble; and a vertical 'IN MEMORIAM' obituary corner. A black full-width LATEST ticker scrolls wired headlines on a pure CSS keyframe marquee and pauses on hover.
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THE DAILY PRESS - vintage front page. Newsprint #f4efe2, ink #191713, red accent #8c1d18. Masthead 'THE DAILY PRESS' huge serif caps, live JS date line, 'PRICE 25c'. Six-column layout: main 3-column headline 'CITY UNVEILS GIGANTIC CLOCK TOWER' + deck + byline; second story; MARKETS box with mini table; comic box = tiny generative stick-figure panel with speech 'WHAT A DAY'; obituary corner; bottom full-width marquee ticker scrolling headlines (CSS animation, pauses on hover). One 'photo' = canvas halftone dot block with caption. All type, no images.
040-daily-press.txt
041
A dark optics bench at #0a0b10 where a flickering white beam strikes a faceted glass prism drawn with 1px #9fd8ff edges and inner refraction hairlines. The dispersed spectrum fans out as seven soft radial-gradient wedges — red to violet — each wedge's width subtly oscillating over time. A wall behind catches a sliding spectrum spot and tick mark that tracks the beam angle. The HUD carries a tracked-caps 'PRISM SPECTRUM · OPTICS BENCH 41' name, monospace spec caption 'SPECTRUM — 380–700NM', and a small control plate with a rotated-diamond slider thumb aesthetic. Hovering any band raises a wavelength chip (e.g. 'GREEN · 585–560 nm') tinted in that band's colour.
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PRISM SPECTRUM - dark stage #0a0b10. Left: white light beam (thin trapezoid, slight flicker) striking a glass prism at center (CSS triangle, 1px #9fd8ff edges + inner refraction lines). Right: spectrum fan - 7 soft gradient wedges red->violet diverging, each width subtly oscillating. Sliders: ANGLE (beam incidence -20..+20deg, spectrum bends, spot slides along a wall behind), INTENSITY (alpha + saturation), RAINBOW toggle adds a faint circular halo. Hover a band: wavelength label chip (380-700nm). Caption 'SPECTRUM - 380-700NM' small. Precise, elegant, optical.
041-prism-spectrum.txt
042
A full-bleed post-impressionist night painted from 900 short curved quadratic brush strokes that follow a spiral flow field orbiting the moon, sorted into three depth bands — far strokes calm and short, near strokes wilder, longer and brighter — in the #1d2a52 / #3a5f9e / #6fd8c8 / #f2d16b palette at 2–4px width and roughly .5 alpha. A big moon glows as a radial disc wrapped in rotating spiral halo arcs, a dark cypress flame rises at bottom-left, and six warm village lights flicker with halos over a swelled ground. Motion is kept cheap: the field drifts slowly and only about 12 strokes are repainted cyclically each frame under a faint dissolve, so the sky keeps breathing. A tracked-caps vertical caption 'NIGHT, SWIRLING' runs down the right edge.
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SWIRLING NIGHT - post-impressionist starry sky, full-bleed canvas. 900 short curved brush strokes following a spiral flow field in 3 depth bands (far: calm, near: wilder); palette #1d2a52, #3a5f9e, #6fd8c8, #f2d16b, width 2-4, alpha .5. Big moon = glow disc + spiral halo strokes; cypress silhouette bottom-left; 6 warm village lights with halos. Motion: field evolves slowly; repaint ~12 strokes per frame cyclically to keep it cheap. Click: 12 star-burst strokes. Caption vertical 'NIGHT, SWIRLING'. Must read like Van Gogh at a glance.
042-swirling-night.txt
043
A calm paper-toned planner that turns the 06:00-23:00 span into a vertical timeline: a mono left rail of hour labels with hairline rules, and seven soft-shadowed color blocks stacked at their real positions. A red "now" line with a pulsing dot tracks the live clock each second, dimming any block whose end time has passed to 60% opacity. Clicking a block slides open a white detail card beneath it with three sub-bullets and a DONE pill; toggling done draws a strikethrough across the block name and fires a tiny six-particle spark. A fixed pill dock at the bottom holds a key hint and a '+ NEW BLOCK' button that finds the first open 30-minute gap, inserts a dashed 'fresh' block, and makes its title a contenteditable field (blur/Enter commits the rename). Arrow up/down walk keyboard focus through the blocks in timeline order.
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A DAY, BLOCKED - minimal time-block planner. BG #f6f4ee, ink #20211f, accent #3a6cff. Vertical timeline 06:00->23:00: left rail with mono times + hour hairlines; 7 colored rounded blocks (WAKE, DEEP WORK, LUNCH, GYM, REVIEW, CALL, SLEEP) with soft shadow; the red 'now' line #d63a3a with a dot sits at the real clock position and creeps; past blocks dim to 60%. Click a block: it expands showing 3 sub-bullets + a DONE toggle (satisfying strikethrough + tiny spark). '+ NEW BLOCK' inserts an editable contenteditable 30-min block. Keys up/down move focus. Calm, useful, pretty.
043-day-plan.txt
044
A specimen-card style page where a recursive oak (depth 9, 24-degree branch spread, 0.72 length ratio, tapered round-cap strokes) grows from the soil over eight seconds, parent branches finishing before their children, with a subtle sine wobble-overshoot easing on each segment's extension. Wind never stops: every segment sways on its own phase with amplitude scaled by depth, and a global gust value adds low-frequency surge. The STORM toggle cranks the wind, adds crackling high-frequency jitter, and sheds up to 60 wind-blown leaf particles from the canopy tips; AUTUMN also lets a sparse trickle of leaves drift down in calm. Season chips recolor the terminal foliage — spring buds, summer leaves, autumn amber, winter bare — while a NIGHT toggle crossfades the canvas sky between a soft day gradient and a deep blue night filled with 90 twinkling stars. RE-GROW rebuilds the random tree and replays the growth animation.
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LIVING TREE - recursive tree that grows from seed. Center canvas: trunk + branches, depth 9, spread 24deg, length x0.72, tapered strokes; growth animates over 8s (parent->child, slight wobble overshoot). Constant wind: per-segment sway (sine, amplitude by depth); STORM toggle adds gusty noise + 60 leaf particles blowing off. Season chips: SPRING (buds #f2a4c0), SUMMER (leaves #4d9e5f), AUTUMN (#e08a2e + falling leaves), WINTER (bare #8a8f98). Sky swaps day/night gradient + stars on a toggle. RE-GROW replays. Caption 'SPECIMEN 07 - OAK'.
044-living-tree.txt
045
A dark brick shop wall built entirely from repeating-linear-gradient layers in CSS, framed by a mounted sign box with inset shadows and a vignette. Inside, a canvas draws the user's text (default OPEN, max 12 uppercase chars) character by character at a huge adaptive size with a two-pass neon technique: first a wide glow pass (theme color at alpha .25 with shadowBlur 24), then a crisp pale core pass with no blur, plus a tiny micro-jitter so the light never sits perfectly still. FLICKER mode picks a random letter and dims it to a broken-neon glow roughly every 1.4 seconds (0.4-2.6s random cycle), and each re-break fires an audio crackle when HUM is on. The control panel offers a mono-styled text field, four round color swatches (pink/cyan/green/amber) that also recolor the HUM button, SCRIPT/MONO/BLOCK style chips that swap the system font stacks, and a HUM toggle that lazily creates a WebAudio graph on first gesture: a 120Hz sawtooth plus 60Hz sine through a low-pass with an 8Hz tremolo LFO, plus band-passed square crackle blips on flicker events.
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NEON SIGN FACTORY - dark shop wall #14100e with subtle brick texture (repeating gradients); a neon sign of user text (default 'OPEN') drawn on canvas: each character stroked in a huge system font, two passes - wide glow (#ff2e88, alpha .25, shadowBlur 24) then core (#ffd9ef, no blur); FLICKER mode dims one random letter every ~1.4s (classic broken neon). Controls: text input (max 12 chars), color chips (pink #ff2e88, cyan #27e0ff, green #46ff9e, amber #ffb454), STYLE chips (SCRIPT/MONO/BLOCK font stacks), flicker toggle, HUM sound (WebAudio 120Hz buzz + crackles, gesture-created). Caption 'CUSTOM NEON - EST. 1987'.
045-neon-sign.txt
046
A moody gorge rendered on a single DPR-aware canvas. The cliff face is a cached background layer: dark rock #2a2e35 with ragged silhouette edges, drawn strata lines, distant conifer silhouettes, and a flat lip ledge over a deep pool #1a3a4a. The falls themselves are a pool of up to 600 particle streams spawned at the lip with x-jitter and depth-scaled alpha, accelerated by gravity; each impact spawns expanding elliptical splash rings and soft rising spray-mist dots, with a broad additive mist veil at the base. Faint god-ray refractions angle down through the sheet, and horizontal shimmer lines drift across the pool. Foreground boulder silhouettes and two swaying hanging vines frame the scene. A FLOW slider scales particle count, speed, splash size and mist density; a SOUND toggle builds brown noise through a low-pass filter on user gesture.
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THE FALLS - waterfall scene. Dark rock cliff #2a2e35 with strata lines; the falls = 600 particle streams from the lip (x-jitter, gravity accel, alpha by depth); at the pool: splash rings expanding + rising spray mist (soft dots). Pool #1a3a4a with horizontal shimmer lines and faint god-ray refractions. Mist overlay near the base. FLOW slider (weak->raging) scales particle count, speed, splash size. SOUND toggle: brown noise through a low-pass (WebAudio, gesture-created). Foreground: two rock silhouettes + a hanging vine. Caption 'THE FALLS - 120M'. Lush, alive, wet.
046-waterfall.txt
047
A 1923-era Bauhaus geometric poster built as a square sheet of grid paper (#f0ece2 with a 12x12 faint line grid inside a black keyline). Six pure flat-color forms - a red circle, black half-circle, orange triangle, blue 45-degree rotated square, gold half-ring arc band, and a set of thin black lines - are placed from one of four preset asymmetric-but-balanced slot layouts, with a seeded shuffle of shape assignment, sizes and occasional 45-degree rotations. Each form is drawn three times as vertically sliced copies whose clip-paths animate on hover, so the shape appears to explode into three offset slices and snap back flat on mouse-out. Clicking anywhere re-composes a new arrangement deterministically from a seed. The footer carries a circular '1923' seal and the narrow tracked-caps caption. No gradients, no curves of color - strict flat geometry throughout.
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BAUHAUS FORMS - geometric poster, 1923. Grid paper #f0ece2 with 12x12 faint grid; asymmetric balanced composition of pure forms (SVG string-built): red circle #d63a3a, black half-circle #191713, orange triangle #e08a2e, blue rotated square #2f5fd8, gold arc band #f2d16b, thin black lines. Each form hovers: it explodes into 3 offset slices (clip-path transition) then snaps back. Click anywhere: re-compose a new seeded arrangement from the same form set. Bottom: 'BAUHAUS / FORM 07 - GEOMETRIC BALANCE' narrow caps + small '1923' seal. Flat colors, zero gradients, strict geometry.
047-bauhaus-forms.txt
048
A full-bleed cellular-automaton fire on a 120x70 grid of 6-level heat cells, driven by the classic flame palette from black-brown through crimson and orange to pale yellow. Each frame runs two typed-array simulation substeps: heat decays with probabilistic hold/flicker, and cells spread to the row above plus wind-tilted left/right neighbours (the WIND slider 0-1 reweights lateral probability). The bottom log row re-ignites continuously so the fire never dies. Rendering writes palette lookups into an ImageData buffer at native grid resolution, then scales up with image-smoothing off for crisp blocky cells; up to 200 ember dots ejected by the hottest cells drift upward with additive glow. In SPARK mode, dragging a pointer across the canvas ignites a short line of cells, letting the viewer carve new flame paths through the automaton.
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EMBER FIRE - cellular-automaton fire, full-bleed. Cell grid (4px), classic fire palette: #0a0505, #4a0f0a, #a02812, #e05a1f, #ffb43a, #ffe9b0; probabilities + WIND slider (0-1) tilting spread; the bottom row re-ignites continuously (log line); SPARK mode: drag ignites a line of cells. Hot cells occasionally eject rising fading ember dots (max 200). Performance: typed-array sim updated in chunks; render via ImageData at grid resolution scaled up with image-smoothing off (crisp cells). Caption 'EMBER - GRID 120x70'. Mesmeric, warm, dangerous.
048-ember-fire.txt
049
A fixed full-viewport canvas over a 4000vh scroll track. The water column shifts from sunlit #7fd4ff at the surface through a blue-green twilight to near-black hadal, with god-ray shafts that fade as the viewer dives. Each depth band owns its fauna: drifting plankton motes and fish silhouettes with parallax near the surface, pulsing bezier-bell jellies with swaying tentacles in the twilight zone, a lone anglerfish with a blinking lure past 1000m, and hydrothermal chimneys with rising smoke puffs and orange glow at the bottom. A monospace telemetry HUD on the right shows live depth, pressure in atmospheres, and an O2 bar that depletes while scrolling and refills after ten seconds of stillness, plus a running descent log that stamps events as new zones are reached.
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ABYSS DESCENT - scroll-driven dive into the deep. Fixed-viewport scene; world is 4000vh and scrolling descends: light gradient #7fd4ff surface -> #020a14 hadal; HUD right: live depth meter mono (-0 m -> -4000 m), pressure bar, O2 that slowly depletes and resets after 10s idle. Depth bands: 0-200m plankton motes + fish silhouettes (parallax); 200-1000m glowing jellies (bezier bells, #9fd8ff); 1000-4000m anglerfish (lure dot + blink); 4000m+ hydrothermal vent (smoke particles + orange glow). Pointer adds gentle swim current. Caption 'ABYSS - DESCENT LOG'.
049-abyss-descent.txt
050
A single chess king drawn as a hand-authored silhouette path with three horizontal faceted tone bands, standing on a warm parchment stage. A default study palette (silhouette #17181a, facets #2a2c33, #3d4080, #6b7080) sits over a huge soft radial shadow cast toward the lower-left. A light-angle slider rotates the imaginary source: the facet bands slide up and down the form, the cast-shadow polygon re-aims and stretches (72 precomputed direction/length entries sampled in 5-degree steps), and the whole scene reads as one object lit by one lamp. Three material chips swap the palette with a two-layer crossfade. Clicking the king triggers a 360-degree spin: an eased Y-scale wobble narrows the silhouette to an edge-on sliver mid-turn while the shadow ellipse stretches long, then settles back.
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SHADOW STUDY - a single chess king, layered SVG (string-built): silhouette #17181a with three faceted highlight tone bands (#2a2c33, #3d4080, #6b7080) on a warm stage #f2e8d8, huge soft radial shadow cast lower-left. LIGHT slider moves the source angle: highlight bands shift position + the shadow's direction/length morph (precomputed polygon offsets). MATERIAL chips: BONE (#f4efe4/#d8cfc0), BRONZE (#c8a05a/#8a6a2f), EBONY (#1c1d22/#3a3d47) swap palettes with a crossfade. Click: king does a 360 spin (Y-scale wobble) with the shadow stretching. Caption 'STUDY I - THE KING, ONE LIGHT' serif italic.
050-shadow-study.txt
051
A patient, cinematic night sky on deep #050810: a faint diagonal milky-way band, a dim crescent moon in the upper right, and two hundred static stars that twinkle gently. Meteors spawn from a fixed off-screen upper-left radiant at a calm 12-24 per minute, each a gradient streak with a bright #dfe8ff head fading to #5a6fa8 at the tail, traveling at 800-1400px/s over 120-320px. Frames persist through a low-alpha fade rect so trails smear and decay slowly. Roughly one in eight is a rare orange #ffb454 fireball — triple the size, slower, with a slight sinusoidal curved path and a hot radial glow. Holding the pointer engages FOCUS: a top tag appears, time dilates to 0.3x, and streaks visibly lengthen. The bottom HUD reads 'PERSEIDS — ACTIVE' with a live 'streaks tonight' counter.
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METEOR RAIN - night #050810 with a subtle milky-way band + 200 static stars. 12-24 meteors per minute: streaks (gradient line, head #dfe8ff bright -> tail #5a6fa8 fading) spawning from a fixed upper-left radiant, speeds 800-1400px/s, lengths 120-320px, persistence via low-alpha bg fade rect. One in eight is a rare fireball: orange #ffb454, 3x size, slight curved path. Pointer hold = FOCUS: time slows to 0.3x and streaks lengthen. Caption 'PERSEIDS - ACTIVE' + live 'streaks tonight' counter. Cinematic, patient, wondrous.
051-meteor-rain.txt
052
A quiet isometric 2.5D cottage rendered on a DPR-aware canvas, sitting on a snow-dusted lane at the edge of dusk. The front and side walls carry four warm windows (#ffd27a) with soft glow shadows, one of which flickers like a candle behind glass; the roof line is capped with snow, a chimney breathes puffs of drifting smoke, and a road with a mailbox, a cone-lit streetlamp, and a snow-crowned evergreen complete the scene. A 150-flake snowfall runs in three parallax layers that accelerate as time deepens. The whole mood is governed by a single TIME slider sweeping dusk to midnight: the sky gradient darkens from #2a3560 toward #0d1226, stars and the moon gain presence, and past the 60% mark one window goes dark as someone falls asleep. Small living details keep it breathing: a tiny cat silhouette periodically walks across a lit window, and the caption 'THE HOUSE AT MAPLE 12' sits in soft tracked caps in the footer.
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COZY HOUSE - isometric 2.5D house at night (canvas): warm windows #ffd27a (one flickers), chimney smoke particles, snow falling (150 flakes, 3 parallax layers), road with mailbox + streetlamp cone + tree. TIME slider DUSK->MIDNIGHT: sky #2a3560->#0d1226, snow rate rises, one window goes dark (someone sleeps). Click a window: toggle its light; click the chimney: smoke puff; click the tree: stars twinkle inside its canopy. Every ~30s a tiny cat silhouette crosses a window. Caption 'THE HOUSE AT MAPLE 12' soft caps. Quiet, warm, alive.
052-cozy-house.txt
053
A print-shop specimen sheet built entirely from system font stacks on a warm paper field (#f4f1ea) with near-black ink. Nine cards arranged in a 3x3 grid (falling to two columns and then one on narrow screens), each devoted to one stack: Georgia, system-ui, ui-monospace, Times New Roman, Courier New, Arial, Verdana, Trebuchet MS, and Palatino. Every card carries a big hand-drawn 'Ag' on a canvas with thin red metric guides - baseline, cap height, and x-height measured live from the platform's real font metrics - plus the full alphabet and a sample paragraph set from the same stack. A global SIZE slider (12-120px) rescales all specimen type and the glyph canvases instantly; a CASE toggle flips the sample text and alphabet between upper and lower; clicking a card scrambles its alphabet into random glyphs that re-resolve letter by letter back to order. The footer reads 'SPECIMEN SHEET 03 - NO EXTERNAL FONTS' in tracked caps.
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TYPE SPECIMEN - 'system stacks, set in scale'. BG #f4f1ea, ink #17181a. 3x3 specimen cards, each one font stack: Georgia serif, system-ui, ui-monospace, Times New Roman, Courier New, Arial, Verdana, Trebuchet MS, Palatino - each card shows a huge 'Ag' glyph, the full alphabet, a sample paragraph, and metric guides (baseline/cap/x-height as thin red #d63a3a lines). Global SIZE slider (12-120px) scales everything live; CASE toggle swaps sample text to upper/lower; clicking a card scrambles its alphabet into random glyphs that re-resolve. Footer: 'SPECIMEN SHEET 03 - NO EXTERNAL FONTS'.
053-type-specimen.txt
054
A full-bleed Gray-Scott reaction-diffusion simulation on a 256x144 grid using two Float32Array state buffers, stepping the inhibitor/activator system in per-frame chunks so the animation stays smooth even on modest hardware. The activator field is mapped through a 256-entry color LUT that runs from the deep background #0a0d14 through steel-blue #1d3a52, into violet #7a5cff, and up to a living green #46ff9e, giving the patterns their organic bioluminescent character. The field is written into an ImageData at native grid resolution, blitted to a small offscreen canvas, then upscaled to the viewport with image smoothing ON so every blob stays soft and never crisp. Two live sliders drive F (0.03-0.06) and K (0.04-0.08, default 0.054/0.062), morphing the regime from cellular spots through coral growth to traveling rings and full chaos; a regime badge in the footer names the current territory. INOCULATE drops a seed blob at the center (plus a few stray specks) and CLEAR resets the field to uniform. A soft vignette seats the simulation against the dark page, and the caption reads 'REACTION / BLOOM - F.K MAP' in tracked caps.
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REACTION BLOOM - Gray-Scott reaction-diffusion, full-bleed canvas (256x144 grid, two typed-array buffers). Colors: bg #0a0d14, substance bands #1d3a52 -> mid #7a5cff -> living #46ff9e. Default F=0.054, K=0.062; live sliders F (0.03-0.06) and K (0.04-0.08) morph the regime (cells -> coral -> rings -> chaos). INOCULATE drops a seed blob at center; CLEAR resets to uniform. Render via ImageData at grid res, upscaled with smoothing ON (soft organic blobs - never crisp). Step sim in chunks across frames to stay smooth. Caption 'REACTION / BLOOM - F.K MAP' + regime name.
054-reaction-bloom.txt
055
An airy, playful light piece: a pale gradient sky with soft blurred CSS cloud blobs behind two layered canvases. Twenty-five paper planes drawn as simple two-tone folded triangles ride a time-evolving fBm curl-noise wind field, banking into their turns (side shading appears on banked wings) and streaking thin fading trails on a dedicated trail canvas that washes out with a translucent sky-colored fill each frame. The bottom-left caption tracks the fleet and a live average heading readout; the top-right chips recolor the wind's base amplitude.
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PAPER PLANES IN WIND - light #eef3f6 sky with faint cloud blobs; 25 paper planes (white #fafafa, fold shadow #c9d4da, simple 4-triangle shape) each following a curl-noise wind field, banking with their turn, leaving thin fading trail lines on a trail canvas. Click-drag: throw a new plane from the cursor with velocity (max 40 total); long-press: gust - field amplitude x3 for 1s, planes surge. Planes that drift off-screen respawn at an edge. CALM / BREEZE / GUST chips set base wind. Caption 'WIND / 25 PLANE FLEET' + live average heading. Airy, playful, light.
055-paper-plane.txt
056
A polar-night aurora that answers the viewer. Four curtains, each sampled at 120 segments along an fBm-waved path, are painted as additive light slices with vertical gradients cycling green/cyan/violet that fade with height. The pointer acts as solar wind: nearby segments are displaced downward and brightened, pointer speed feeds a Kp index that rises fast and decays slowly, and a high Kp washes the whole sky in a soft green flare. A snowy silhouette with scattered snow crystals anchors the bottom, and a live caption echoes the Kp value.
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AURORA RESPONSE - interactive aurora borealis. Polar night #060913, stars, snowy ground silhouette bottom 15%. Four aurora curtains on canvas: each sampled along a sine path (120 segments), vertical gradient #46ff9e/#27d3f2/#8a7dff fading with height, waving on a time-evolving curl field. Pointer = solar wind: curtains within 250px get extra displacement + brighten; pointer speed drives a KP readout top-right (rises fast, decays slow) - a quick flick triggers a Kp spike and the whole sky flares. Hold still: curtains relax. Caption 'AURORA / RESPONSE - KP 6.4' live. The sky should answer you.
056-aurora-wind.txt
057
A neon-soaked one-point-perspective night street rendered entirely on canvas: a dark road with glowing dashed lanes converging to the vanishing point, building facades on both sides seeded with randomly lit warm amber and cool cyan windows, and three stroked neon signs (BAR, RAMEN, 24H) with the 24H sign flickering. Rain streak particles fall diagonally while a mirrored, blurred 0.15-alpha copy of the upper scene paints the wet road's reflection. Car headlight pairs (with red taillights) travel toward and away from the vanishing point at intervals, and a real-time clock keeps the caption alive.
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NEON CROSSROADS - one-point-perspective night street (canvas): road with dashed lane lines to the vanishing point; building facades both sides with random lit windows (warm #ffd27a / cool #7fd4ff); three neon signs 'BAR', 'RAMEN', '24H' in glowing stroked text, one flickers; rain streak particles + wet-road reflection (mirrored blurred copy of the lower scene, alpha .15); car headlight pairs pass at intervals. Pointer pans the crossroads slightly (parallax). RAIN chip toggles precipitation; NIGHT / DUSK chips. Caption 'CROSSROADS - 11:47 PM' with a live clock.
057-neon-crossroads.txt
058
A circular dark basin (#10141c) sits on a near-black field, ringed with concentric floor rings and a rim highlight. Twenty-six marbles in six pastel families float inside; each is a radial-gradient sphere with a white specular dot, a secondary micro-highlight and a soft rim arc, grounded by a blurred elliptical shadow. A spring-coupled pointer grab lets you pluck a marble out of the pile and flick it with real momentum. Tilting the basin rotates the gravity vector so the whole swarm rolls and settles in a corner, while hard impacts ring soft ripples across the floor. The lower panel offers a TILT slider and a Glass/Stone material switch, under a tracked-caps caption reading '26 MARBLES - KEPLER-ISH CHAOS'.
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MARBLE POND - glass marble physics. Dark basin #10141c; 26 marbles: radial-gradient spheres, pastel cores (6 colors), white specular dot + rim light. Circle physics: collisions (restitution .92), pointer drags a marble on a spring - flick on release. TILT slider rotates the gravity vector so marbles roll and pile in a corner. GLASS / STONE chip swaps material (stone: matte, no specular). Hard impacts spawn small ripple rings on the basin floor. Caption '26 MARBLES - KEPLER-ISH CHAOS'. Tactile, glossy, fun. Substep collisions to avoid tunneling.
058-marble-pond.txt
059
A hand-set 1960s pulp-space poster built entirely as one inline SVG on a cream ground: a huge banded deep-blue planet dominates the lower right, craters rendered as rotated rust halftone-dot patterns clipped inside its disc, ringed by a thin gold orbit stroke. A small vector rocket climbs in the upper left with a long rust exhaust streak and flickering gold flame. A starfield of varied dots plus two four-point gold sparkles fills the sky, the arched 'JOURNEY' title rides an SVG textPath above the wide-caps 'TO KEPLER-9', and a tiny 'FIRST CONTACT SOCIETY' seal circle sits lower left. Paper grain (layered repeating gradients in multiply blend) and a corner vignette age the print, all inside a double-rule frame. Hovering the rocket wobbles it and brightens its trail; the LAUNCH button fires it off along its trail over 2.5s and eases it back.
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RETRO SPACE POSTER - 'JOURNEY TO KEPLER-9', 1960s sci-fi print style. Palette: cream #f2e8d5, rust #c25a3a, deep blue #1d3a52, gold #e0b13f. Composition: big banded planet with halftone crater dots lower-right (SVG); small vector rocket upper-left climbing with exhaust trail; starfield (varied dots + 2 four-point sparkles); arched 'JOURNEY' title on an SVG textPath + 'TO KEPLER-9' wide caps; tiny 'FIRST CONTACT SOCIETY' seal circle. Paper grain overlay + corner vignette. Hover: rocket wobbles + trail lengthens. LAUNCH button: rocket flies off along its trail (2.5s) then returns.
059-retro-space.txt
060
A deep near-black field where seven glowing liquid masses drift in slow Lissajous orbits. Each blob is painted as a stack of ~60 overlapping low-alpha circles under additive ('lighter') compositing on a half-resolution offscreen buffer, so neighboring blobs accumulate into organic fused, metaball-like pools of neon pastel light - cyan, mint, periwinkle, lavender, coral, butter-gold and one hot pink. The pink blob is the attractor: it springs toward the pointer, so sweeping the mouse pulls a streak of light through the swarm. Every blob carries a faint white core highlight and a slow per-blob hue drift. A faint additive contrast pass and a center vignette deepen the fusion glow. The HUD reads '7 BLOBS - LIQUID FIELD' in tracked caps above a glassy control panel with the VISCOSITY slider.
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LIQUID BLOBS - metaball liquid field, deep #0d1017. Seven blobs, each 40-90px radius, 6 neon pastel colors, drifting on Lissajous paths with damped springs; one blob is 'attractive' - it springs toward the pointer. Render trick: draw each blob as ~60 overlapping low-alpha circles (soft accumulation) with globalCompositeOperation 'lighter' -> organic fused liquid look, then a subtle contrast pass. Slow hue drift per blob. VISCOSITY slider changes spring stiffness (jelly <-> syrup). Caption '7 BLOBS - LIQUID FIELD'. Fluid, glowing, hypnotic.
060-liquid-blobs.txt
061
A retro hotel sign rendered on a black canvas: a 104x24 dot matrix inside a brushed-metal bezel with four corner screws. Every dot is always visible - lit ones bloom as amber glow circles (additive compositing) over a soft halo pass, unlit ones sit as faint #241a12 ghosts. The marquee text "THE STARLIGHT HOTEL * EST 1978 * GRAND BALLROOM * LOUNGE BAR *" scrolls left, decoded through a hand-built 5x7 pixel font (bit arrays for A-Z, 0-9, period and star). Four modes: SCROLL, CHASE (a running-dot border chasing the panel perimeter), RAIN (short comet trails falling down the grid) and TEST (full panel with random flicker). A random dot dies for 200ms at a time to sell the aged hardware.
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LED MARQUEE - 'THE STARLIGHT HOTEL' dot-matrix sign. Black #0a0a0a; big rounded LED panel (canvas grid 104x24 dots, 8px spacing): on-dots = glow circles #ffb454, off-dots = faint #241a12 ghosts. Text scrolls left using a custom 5x7 pixel font (bit arrays for A-Z, 0-9, period, star). Mode chips: SCROLL / CHASE (running dot border) / RAIN (dots fall down the grid) / TEST (all on + random flicker). Color chips: amber / red #ff3b30 / blue #3a6fff. Occasional dead-dot flicker (1 dot off for 200ms). CSS metal bezel with corner screws. Caption 'MARQUEE 104x24 - EST 1978'.
061-led-marquee.txt
062
A full-bleed, painterly alpine vista built from five SVG ridge silhouettes generated at boot as a jagged-smooth hybrid (low-frequency sine stacks plus quantized jitter). The sky is a three-stop gradient that lerps from dawn pink through midday blue into dusk violet as the SUN slider sweeps. At low sun, alpenglow: the two far ridges wash toward #d8a0c0 and their snow caps bloom pink; as the sun rises the near ridges sink into blue shadow toward #2a1e3a. 120 stars fade in at dusk, four translucent fog bands drift slowly between the ridges, and a single hawk silhouette circles the middle ridge. A glowing sun disc tracks across the scene, and a monospace HUD shows the caption plus a live time-of-day readout (05:20 -> 20:40).
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ALPENGLOW - five ridge layers (SVG silhouettes, jagged-smooth hybrid: far #d8a0c0 alpenglow-pink -> near #2a1e3a) over a sky gradient #ffd9a8->#7a5fd8. SUN slider DAWN->DUSK sweeps: sky hue lerps, ridges retint (alpenglow strongest at low sun; near ridges fall into blue shadow), snow caps on the two far ridges glow pink at dawn. 120 stars fade in at dusk; translucent fog bands drift between ridges; one hawk silhouette circles slowly on the middle ridge. Caption 'ALPENGLOW - RIDGE 5' + time-of-day readout. Serene, painterly, big.
062-alpenglow.txt
063
A warm #1c1510 vignette holds a walnut case with a translucent glass dome (radial highlight + screen-blended rim glow). Under the glass, a canvas-drawn brass cylinder in #c8a05a rotates: six engraved row-rings carry 24 precomputed pin dots on a 24-step schedule, each pin lit as it sweeps the fixed comb at the base. A 24-note E-major music-box melody (E6, G#6, B6, D#7...) is played through gesture-created WebAudio: triangle fundamental plus a chime overtone, gentle exponential decay, a 5.2Hz waver osc and a hair of random detune per note. Six brass lamps below flash in sequence as their pin passes, and each trigger throws a tiny star glint on the dome. A spring meter drains as the tune plays.
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GLASS MUSIC BOX - warm #1c1510. Center: a rotating brass cylinder (#c8a05a, canvas-drawn with rows of pin dots) under a glass dome (translucent circle, rim highlight); 6 note lamps in a row below. WebAudio (gesture-created): as the cylinder spins, pin passes trigger music-box tones (triangle wave, E6/G#6/B6..., 24-note looping melody, precomputed pin schedule) with a gentle decay + slight detune waver. PLAY/PAUSE slows the cylinder to a stop with inertia; SPRING toggle winds it to 2x speed. Each pin pass flashes its lamp + a tiny star glint on the dome. Caption 'MUSIC BOX - CYLINDER 24'.
063-music-box.txt
064
A full-viewport washi sheet under a dark workshop chrome. Pointer strokes are deposited as chains of overlapping sumi-black circles: radius shrinks with pointer speed (slow presses lay a wide, calm line; fast flicks go thin), alpha deepens the longer the stroke is held, and every release finishes with a sparse dry-brush dot spray at the tail. Each stroke is baked to an offscreen canvas so the live layer only animates active ones. The WET toggle lets fresh strokes bloom radially for about three seconds before settling. The SEAL tool stamps a slightly rotated square red seal with a carved 印 glyph and rough ink edges. FOLD raises a CSS-3D paper corner with a shadowed back face; CLEAR wipes the sheet.
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SUMI BRUSH - ink calligraphy toy. Washi paper #f2ede2 with subtle fiber texture (tiny noise dots). Brush = pointer: strokes drawn as many overlapping circles whose radius varies with speed (slow = wide, fast = thin) and ink density with hold duration; low 'pressure' ends in a dry-brush sparse dot spray. Colors: sumi black #1a1917; SEAL tool stamps a square red seal #c23a2e with a glyph. WET toggle: strokes slowly bloom outward (radial alpha) like bleed. FOLD button: a paper corner folds up in CSS 3D revealing the back. CLEAR wipes. Caption 'SUMI - PRACTICE 03'. Zen, analog feel.
064-sumi-brush.txt
065
A dark signal-desk with a faint 44px engineering grid over a radial ambient wash. Six frosted-glass node cards (OSC, MIX, GATE, VCO, ENV, OUT) each carry a cyan in-port and a magenta out-port; cards are grabbed and repositioned with the pointer. In CONNECT mode a clicked out-port glows, a dashed ghost line trails the cursor, and clicking an in-port drops a cubic-bezier wire that is re-routed live as nodes move. Every 1.2s the topology's source nodes fire warm incandescent dots that travel parametrically down each bezier, split across outgoing branches (up to three hops), and flash the destination port cyan on arrival. A tabular pulse counter tallies every emission.
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NODE PULSE - signal editor toy. Dark #0e1116 with faint grid. Six glass node cards (120x80: title + left in-port #27d3f2 dot + right out-port #ff2e88 dot), draggable by pointer. CONNECT mode: click an out-port then an in-port to link; wires = bezier curves auto-routed between ports, redrawn live. Every 1.2s the source nodes emit bright dots that travel parametrically along wires and split across branches, lighting the target port on arrival. RUN / PAUSE, SHUFFLE (new random topology, same nodes), CLEAR WIRES. Caption 'SIGNAL / NET - 6 NODES, LIVE' + pulse counter.
065-node-pulse.txt
066
A night studio table viewed straight on: a dark gradient sky meets a reflective floor plane, and seven translucent glass sculptures — five flat discs and two standing prisms in pale #cfe8f5 — sit across the surface. A warm sun spot, draggable anywhere in the upper half of the canvas, hovers over the arrangement; each body casts a caustic pool on the floor beneath it, built from a soft warm radial glow plus six sine-warped bright rings that orbit and breathe, all composited with 'lighter'. How directly the sun sits above a body scales the strength of its caustics, so sliding the light across the table makes shadows of light slide and pool behind each sculpture. The bodies rotate slowly on the spot, their etched highlight arcs sweeping. Toggling WATER re-tints the floor into shallow teal water with drifting sparkle motes and expanding ripple rings that loop out from every body. The HUD shows a tracked-caps caption 'CAUSTICS · 7 GLASS BODIES' top-left, a 'drag the sun' hint that fades on first touch, a WATER chip, and a floor-state readout at the bottom.
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CAUSTICS - glass sculpture garden. Dark #101418; 'table' of 7 glass bodies (CSS 3D-ish flat discs + 2 prisms, semi-transparent #cfe8f5 with edge highlights) over a floor plane. A warm light spot (radial gradient, pointer-draggable 'sun') passes 'through' each body: each casts a caustic pattern on the floor below - bright wavy line clusters simulated by sine-warped copies of the light spot, offset per body, composited 'lighter'. Bodies rotate slowly; light drag slides the caustics. WATER toggle: floor becomes shallow water and caustics ripple with time. Caption 'CAUSTICS - 7 GLASS BODIES'.
066-caustic-garden.txt
067
A full-viewport canvas renders a classic 3D starfield warp: 900 stars live in a radial coordinate space and are projected by 1/z scaling onto the screen each frame. A two-part radial-gradient nebula in violet and deep magenta sits static behind the star layer, with a soft vignette pulling the eye to the vanishing point. Color tiering (white, warm amber, cool blue) is assigned by depth so distant stars read as the warm/cool fringe and near stars burn white. The WARP slider bends the starfield from a gentle drift at 0 into long motion streaks at 1, where each star is stroked from its previous to its current projected position with length proportional to speed. A live monospace HUD reports the computed VELOCITY in C-fractions and the current mode (DRIFT, STREAK, EVENT HORIZON).
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STARFIELD WARP - artful classic warp. 900 stars projected in 3D (z-depth -> screen), 3 color tiers by depth: white, warm #ffd9a0, cool #7fa8ff. WARP slider 0->1: 0 = slow drift, 1 = streaks (draw line from previous to current position, length proportional to speed). Pointer eases the vanishing focus point toward the cursor. 'EVENT HORIZON' button: white flash pulse, all stars streak inward then respawn outside. Static subtle nebula (two large radial gradients) behind. HUD: 'VELOCITY 0.42C' live. Caption 'STARFIELD / WARP-9'.
067-starfield-warp.txt
068
A generative patchwork quilt rendered as an 8x8 CSS grid inside a warm wood-tone frame (24px border with inset highlight, dashed inner basting line, and drop shadow). Each of the 64 patches is a runtime-built inline SVG (via container innerHTML) drawn from 14 hand-coded motifs - flying geese, half-square triangle, pinwheel, log cabin, circle-in-square, zigzag, diamond-in-diamond, plus block, quarter-square, strip set, sash center, crossroads, heart block and star point - in a 5-color fabric palette of rust, cream, indigo, sage and mustard. A mulberry32 seeded RNG drives layout with an adjacent-contrast rule: no two patches sharing a seam may carry the same ground fabric, so the board always alternates across every seam. Hovering a patch lifts it (scale 1.06 with shadow) and floats a monospace chip naming the motif; RE-SEW rolls a fresh seed and flips all patches back in with a staggered rotateX cascade; STITCH toggles a dashed white seam overlay around every patch.
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GENERATIVE QUILT - 8x8 patchwork in a wood frame (#7a5a3a, 24px border). Each patch = one of 14 SVG motifs (flying geenes, half-square triangle, pinwheel, log cabin, circle-in-square, zigzag, diamond-in-diamond, plus block...) in 5 fabric colors (rust #c25a3a, cream #f2e8d5, indigo #2f3f8f, sage #7a9e8f, mustard #e0b13f), seeded-random but with an adjacent-contrast rule (no identical color pairs across seams). Hover a patch: it lifts (scale 1.06 + shadow) with a motif-name chip. RE-SEW button: new seed, patches flip in staggered (rotateX). STITCH toggle overlays dashed seam lines. Caption 'QUILT 8x8 - 14 MOTIFS'.
068-quilt-grid.txt
069
A full-viewport autumn wind scene rendered on a DPR-aware canvas: 140 leaves drawn as small bezier-curved shapes with a center vein, in six warm fall colors, drifting down through an analytic curl-noise wind field built from layered sinusoids so the flow is smooth and divergence-free in feel. The WIND slider (0-1) bends the field from a calm drift into a strong rightward gusting breeze with faster time evolution. Each leaf spins at its own rate and flaps with a sinusoidal vertical scale oscillation. Two depth layers - far leaves are smaller and drawn at 0.6 alpha behind the pile, near leaves larger and fully opaque in front. The pointer acts as a gust source: leaves within 200px are pushed radially away and spin faster, with a small "GUST" tag lighting up while a gust is active. At the bottom a height-map pile (96 bins, capped at 80px) accumulates where leaves land; settled leaves sink and fade into the pile before recycling back up, and the pile slowly decays so the ground breathes. The background is a pale cream sky gradient with a low amber sun and wide radial halo.
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LEAF STORM - autumn wind. 140 leaves (canvas: small bezier leaf shapes, 6 colors #d05a2e, #e08a2e, #c23a2e, #a85a2e, #e0b13f, #8a3d33) falling through a curl-noise wind field with horizontal bias from the WIND slider (0-1), each spinning + flapping (rotation oscillation); two depth layers (far small/alpha .6, near large). Pointer = gust source: leaves within 200px get pushed away and spin faster. Ground: accumulating pile (height map, max 80px) - leaves settle and slowly fade into it. BG pale #f2e8d5 sky with a low #ffd27a sun. Caption 'LEAVES / 140 - WIND 0.4'.
069-leaf-storm.txt
070
A full-bleed living honeycomb drawn on canvas: a 28x16 pointy-top axial grid (448 cells) where wax brightness is modulated by a cheap 2D value-noise field, 15% of the comb reads as pale open wax and 6% as capped cells rendered with an inner hexagon and a slightly raised base. Nine tiny bees with three-dot striped bodies and two fluttering ellipse wings forage cell to cell, occasionally doubling back, and drop fading amber scent dots along their paths. The honey reads warm and waxy against a dark radial vignette, with a tracked-caps HUD pinned to the lower left.
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HONEY HEX - full-bleed honeycomb (pointy-top hex grid ~28x16). Cells: honey #e0a422 varied in brightness by noise; ~15% empty comb #f2e8d5; ~6% capped cells (lighter, inner hex, slightly raised). 9 bees: tiny 3-dot bodies with fluttering wings (two ellipses, alpha toggled ~30fps) flying hex-to-hex - pick a random adjacent hex, 30% chance to go back, leaving a faint fading scent dot. Hover a hex: brightness gurgles + slight scale. Click an empty hex: it fills with honey and ripples to neighbors. Caption 'HIVE / 448 CELLS - 9 WORKERS'.
070-honey-hex.txt
071
An 80s arcade-plaquee of extruded neon type: each letter is a stack of 40 glyph layers translated back along Z, ramped from hot pink #ff2e88 on the face to deep violet #3d1a6e at the tail, with the front plate carrying an animated sliding chrome shine via background-clip text. The whole word floats on a dark #0d0a18 field with a faint two-tone grid and a soft center glow, swaying on an idle pendulum. A mirrored, blurred, low-alpha floor reflection mirrors the full extruded stack beneath it. A monospace input in the HUD lets you retype the word (3-8 characters) and the extrusion rebuilds.
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SYNTH EXTRUDE - 3D extruded neon type. The word 'SYNTH' (or typed 3-8 char word) built from ~40 stacked text layers, each 1px translated, colored front #ff2e88 -> back #3d1a6e; the front layer carries a sliding linear-gradient chrome shine (background-clip: text). Drag rotates the whole word (rotateY +/-25deg, rotateX +/-12deg); hover a letter: all its layers spring 8px forward and shift hue. Floor reflection: mirrored layers, alpha .12, blurred. BG #0d0a18 with faint grid. Caption 'TYPE / EXTRUDE - 40 PLATES'. Chunky, glossy, 80s.
071-synth-extrude.txt
072
A fanned hand of seven major-arcana cards resting low on a deep indigo night sky of gently twinkling canvas stars. Each card is a pane of frosted CSS 3D glass - translucent fill, 14px backdrop blur, a hairline light border and an interior sheen sweep that drifts across the face every few seconds. The face carries a hand-drawn inline SVG arcanum in pale violet with gold accents, a serif roman numeral and a tracked-caps name. Lifting a card spins it a full turn to reveal the engraved back sigil before it settles in the center of the sky; a second click sends it gliding back into the fan. The DRAW button plucks a random card from the hand and flies it out.
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GLASS TAROT - seven tarot cards fanned on deep #141024 with a star background. Cards: CSS 3D glass (rgba(255,255,255,.06), blur 14, 1px border, rounded). Faces = inline SVG arcana: THE FOOL (sun + figure silhouette), THE MOON (crescent + droplets), THE STAR (7-point star), THE SUN (radiant disc), THE TOWER (lightning bolt), THE WHEEL (circle + spokes), THE HERMIT (lantern). Click a card: it flips (rotateY 600ms) and lifts to center; click again: returns to fan. DRAW button flies a random card to center. Hover in fan: card lifts 12px + glows. Caption 'SEVEN ARCS - DRAW ONE'.
072-tarot-deck.txt
073
A lab-bench wave tank viewed from above: a deep petrol pool with a faint coordinate grid, two glowing orb emitters (teal primaries, amber added ones) radiating concentric ring trains. Rings are drawn with additive 'lighter' compositing so overlapping trains produce moire interference bands for free; a faint dark trough ring sits between each crest so the wave phase reads. A monospace HUD caption tracks source count and live/hold state, and a footer control strip exposes frequency, amplitude, wave speed, and a pause switch that freezes the phase clock. The whole page is styled like an instrument: dark surfaces, tracked-caps type, thin hairlines, and a subtle inset shadow on the tank glass.
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INTERFERENCE TANK - wave physics, top-down pool #0d1a24. Two draggable ripple sources (orbs) emitting concentric soft rings (stroke alpha by age, radius growing); render rings with 'lighter' so overlaps create moire interference bands for free - add faint alternating dark rings within each source's train (phase) so crests/troughs read. Controls: FREQUENCY slider, AMPLITUDE, WAVE SPEED, PAUSE (freezes phase). Click adds a 3rd source (max 4, click a source to remove it). Caption 'INTERFERENCE - 2 SOURCES, LIVE' + source count. Clean, lab-like, beautiful physics.
073-interference.txt
074
A sealed-glass diorama rendered as layered CSS panes — a translucent pale-cyan back pane, a front pane with beveled rim highlight and inset glow, and a glass neck — framing an isometric canvas scene inside: a curved soil mound with scattered pebbles, two grey stones, and five distinct plants (moss carpet, rosette succulent, multi-frond fern, tiny leafy tree, flower cluster). A single DOM droplet condenses, swells, and slides down the outer glass on a loop. A TIME slider drives a 24-hour light model: the sunbeam wash rotates direction, golden-hour tints appear at dawn/dusk, interiors dim to blue at night, and a glowing firefly drifts inside after dark. Toggling the RAIN chip spawns exterior raindrops that streak down the bottle while the flora sways and gains dew beads. Hovering a plant reveals a tracked-caps label chip.
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TERRARIUM ISLE - a glass bottle diorama. Dark bg; CSS-3D-ish glass container (rounded, translucent #cfe8f5 panes, rim highlight) holding an isometric canvas scene: soil mound, 5 distinct plants (moss, succulent, fern, tiny tree, flowers), 2 stones, a water droplet condensing + sliding on the glass wall. TIME slider 0-24h: light direction rotates, interior tints, at night a tiny firefly dot glows inside. RAIN chip: exterior drops slide down the glass + plants gain dew + sway. Hover a plant: label chip. Caption 'TERRARIUM - BOTTLE 03, 5 PLANTS'.
074-terrarium.txt
075
A 1978 parlour TV set built as a wood-grain console (deep walnut with sheen, inset shadow, subtle grain overlay) cradling a 4:3 CRT whose rounded glass carries an inner shadow, a diagonal reflection arc, and faint scanlines. Four channels render on one canvas: chunky white-noise static with a drifting horizontal roll bar; an SMPTE-style set of seven color bars with a bottom strip and center ring badge; a light test card with big circle-and-cross, top/bottom dark bands and a flickering 'PLEASE STAND BY' line; and a neon pixel ball bouncing on a faint grid with a fading block trail. Switching channels fires a 150ms Y-squeeze 'whump' plus a static burst. Two draggable knobs (Tune coarse, Fine) step channels; left/right arrow keys do the same. The power button performs the classic CRT power-off — the picture collapses into a bright vertical line, then a dot — and reverses on power-on. A clickable volume bar fills with amber. The caption under the deck reads 'CH 04 — 75HZ'.
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RETRO TV - 4:3 CRT screen (rounded-rect, inner shadow, glass reflection arc) on a wood console #3a2a1c with 3 knobs + volume bar. Screen cycles 4 channels: (1) static - canvas white noise with a horizontal roll bar; (2) color bars - SMPTE-ish 7 bars + center circle; (3) NO SIGNAL test card - big circle, cross, flickering 'PLEASE STAND BY'; (4) a bouncing pixel ball with trail (loop). Channel switch (drag knob or left/right keys): 150ms screen Y-squeeze 'whump' + static burst. POWER toggle: classic CRT off - screen collapses to bright line then dot; reverse on. Caption 'CH 04 - 75HZ'.
075-channel-static.txt
076
A dark chamber where 26 luminous silk ribbons drift through a slowly evolving two-octave curl field. Each ribbon is a 60-segment polyline whose head advances at roughly 12px/s while the tail eases behind it; segments are drawn as tapered round-cap strokes in six silk tones (rose, gold, violet, teal, coral, champagne) at half alpha with 'lighter' compositing, so crossings bloom into glow. A soft veil pass instead of a hard clear keeps motion silky. Moving the pointer stirs a local vortex; the HUD carries tracked-caps caption and SLEEK / FLOW / GALE speed chips plus a RESTART button that respawns all ribbons.
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SILK FLOW - flow-field ribbons. Dark #141018; 26 ribbons, each a 60-segment polyline: the head advances along a slowly evolving 2-octave curl field (~12px/s), the body eases toward the previous segment (classic tail). Render as tapered strokes (width 6->0, round caps), 6 colors (rose, gold, violet, teal, coral, champagne), alpha .5, 'lighter' composite -> overlapping silk glow. Pointer: local vortex warp within 200px. SPEED chips: SLEEK / FLOW / GALE. RESTART respawns ribbons. Caption '26 SILK - FLOW 0.4'. Elegant, silky, alive.
076-silk-flow.txt
077
A single centered card on warm paper (#f4f2ec) holds a huge thin-weight '23' degree readout, a tracked-caps condition word, and a fully CSS-built weather icon that cross-fades between five states: a sun disc with eight slowly rotating rays, a cloud of three drifting circles, rain with four falling drop loops, snow with six drifting flakes, and a storm with a flickering bolt. Five chips below switch the state, each subtly tinting the card, accent color and page background (cool blue for rain, warm gold for sun). A row of four tiny stat tiles (H/L, WIND, HUM, UV) updates with the state, and the big degree number eases to its new value. Hovering the icon makes it pulse.
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TODAY WEATHER - minimal single-card weather app. Center: huge '23' degree readout (14vw, thin weight, #1c1d22 on #f4f2ec), condition word in tracked caps, and a CSS-only weather icon that morphs between states: SUN (disc + 8 slowly rotating rays), CLOUD (three overlapping drifting circles), RAIN (cloud + 4 falling drop loops), SNOW (cloud + 6 drifting flakes), STORM (cloud + flickering bolt). 5 chips switch state - each swaps icon + subtly tints the palette (rain cool #2f5fd8, sun warm). Bottom: 4 tiny stat tiles (H/L, WIND, HUM, UV) whose numbers lerp-animate on change. Hover icon: it pulses. Caption 'TODAY / 14:00'.
077-weather-minimal.txt
078
A deep night sky (#0a0e1c) carrying five mythic figures — Orion with 7 stars, Lyra 5, Draco 9, Cygnus 5, Ursa Major 8 — each a set of bright twinkling stars with halos and dashed connecting lines that slowly crawl via animated stroke-dashoffset. Clicking a name chip beside a figure completes its lines in a 1s dash sweep, fades in the star labels, and unrolls a two-line serif myth plaque with a hairline border. The ALL button lights or unlights every constellation at once, and the NIGHT slider dims all lines into a stargazing mode while the stars brighten. Dragging pans the sky slowly over an infinitely tiling background starfield with 0.35x parallax, so the constellation layer and the deep stars drift apart.
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MYTH CONSTELLATIONS - dark #0a0e1c sky; five named figures scattered: ORION (7 stars), LYRA (5), DRACO (9), CYGNUS (5), URSA (8) - bright twinkling stars, connecting lines drawn dashed with slow stroke-dashoffset crawl. Click a name chip near its figure: lines complete (dash animates full over 1s), star labels fade in, and a two-line myth plaque (serif, hairline border) appears by the figure. ALL chip lights every constellation; NIGHT slider dims all lines (stargazing mode). Drag pans the sky slowly over an infinite star background with constellation parallax. Caption 'MYTH - 5 FIGURES'.
078-myth-constellations.txt
079
A front elevation of a gabled greenhouse rendered as inline SVG on a 1000x620 canvas: a #2a3a3a mullion grid — five verticals, two horizontals, and a heavier roof frame — seals a gable of glass panes tinted rgba(180,220,240,.18) over a soft #dfe8e0 morning-fog garden of layered grass ellipses and drifting fog banks. Inside, five distinct plant silhouettes in terracotta pots stand in a row: a monstera with lobed leaves, a flowering cactus with a bloom, a feathery fern that exhales eight looping steam wisps drawn as animated cubic beziers, a sword-leaf sansevieria, and a rounded bonsai shrub. A warm light beam and a white shine band sweep across the panes; interior pot shadows lean toward the sun. When RAIN is on, glass droplets with short trails slide down the panes inside the clip path and every plant sways in a stronger gust. Clicking any pot waters it: the soil flashes darker, a small steam burst erupts, and the plant eases up 5% toward its next of three size stages, counted out in the bottom caption. The HUD carries the tracked-caps brand top-left, a SUN slider and RAIN chip top-right, and a 'click a pot to water' hint that fades after first use.
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GLASS GREENHOUSE - front view of a glass house (SVG mullion grid #2a3a3a frame, glass panes rgba(180,220,240,.18)) over a garden. Inside: 5 plant silhouettes in pots, distinct shapes; 8 steam wisps rise from one pot (bezier curves, alpha fade, loop). SUN slider: light direction moves - pane highlights slide, interior shadows shift. RAIN chip: drops slide down the glass with trails + plants sway. WATER tool: click a pot -> soil darkens briefly, steam burst, plant grows 5% (three size stages). BG soft #dfe8e0 morning fog. Caption 'GREENHOUSE - 5 SPECIMENS'.
079-greenhouse.txt
080
A neon grand-prix night at a top-down oval circuit. The track is a rounded-rect loop carved into a dark #1a3a52 lane with a cyan #27e0ff glow border, a dashed racing line, a checkered start/finish strip and two pulsing magenta boost zones. Four trapezoid AI cars - pink RAZOR, gold SOL, green VERDANT and violet LUMEN - race continuously, each with a distinct personality: the aggressive car dives at high speed but drifts wide, the clean car holds a tight line, the cautious car brakes hard for corners, and the overtaker surges out of boosts. Cars bank their heading into the track normal with lateral wobble, brake into the four arcs, flash and stretch when they cross a boost strip, and leave 12-frame fading ghost trails. A frosted HUD panel tracks live positions, the leader's lap counter and a running lap timer against the caption 'NEON GP - LAP 1/5'.
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NEON GP - top-down oval racetrack: rounded-rect loop, glow border #27e0ff, wide #1a3a52 lane, checkered start line. Four AI cars (small trapezoids: #ff2e88, #ffd76f, #46ff9e, #8a7dff) auto-race with distinct personalities (aggressive/clean/cautious/overtaker); they rotate toward the track normal with lateral wobble, and slow for corners. Two boost strips (#ff2e88 glow zones): crossing flashes + 1.4x speed burst + longer trail. Cars leave 12-frame ghost trails. HUD: leader lap counter, live position list (1-4), 'LAP TIME 00:00'. Click a car: eased 1.6x zoom on it. Caption 'NEON GP - LAP 2/5'.
080-neon-racetrack.txt
081
A serene full-viewport seascape built on a single DPR-aware canvas. The sky is a soft vertical wash from #dfeaf2 to near-white with a low sun halo; the sea is three stacked sine bands (#4a7a9e, #3a6a8e, #2a5a7e) with distinct parallax speeds and secondary harmonics so the surface reads as depth. A hand-built SVG origami boat in #f4f4f2 with fold crease lines and a drop shadow rides the front band: its y follows wave(x,t) and its rotation follows the local wave slope, so it bobs and tilts like a real paper boat. A wind slider (0-10 KN) drives both amplitude and frequency from glassy calm to choppy surf, and the live caption reports the current wind. Clicking the water spawns an elliptical ripple ring and a traveling wave impulse that visibly nudges the boat sideways. A tiny duck drifts across every so often, and a Sunny/Stormy chip cross-fades the scene into a #5a6a7a storm sky with cloud masses, slanted rain streaks, and whitecap foam dots on breaking crests.
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PAPER BOAT ON WAVES - serene sea. Sky #dfeaf2; sea = three layered sine wave bands (canvas, #4a7a9e / #3a6a8e / #2a5a7e, different parallax speeds). A white origami boat (SVG, #f4f4f2 + fold shadow) rides the main wave: y = wave(x,t), pitch = wave slope - it bobs and tilts like it's real. WIND slider: amplitude + frequency (calm -> choppy). Click the sea: a ripple ring at the click + a traveling wave impulse nudges the boat. Occasional tiny duck crosses. SUNNY / STORMY chip: storm = #5a6a7a sky, rain streaks, whitecap foam dots. Caption 'BOAT / SEA - WIND 3 KN'.
081-paper-boat.txt
082
A full-viewport canvas painting in the spirit of late Rothko: three horizontal color fields at roughly 35/35/30 ratios, their seams rendered as softly wavy quadratic curves driven by a 16x11 low-frequency value-noise lattice that eases toward fresh random targets each frame. The whole piece breathes - edges wobble, fields shimmer through a 64x40 noise pass drawn with high-quality upscaling in overlay and soft-light blends, a mid-tone seam band feathers each boundary, and a radial vignette deepens the frame. Every 12 seconds the palette crossfades over 2 seconds through six hand-picked schemes (maroon/olive/gold, red/blue/cream, violet/yellow/brown, teal/rust/white, black/red/amber, green/blue/buff). Pointer distance from screen center sets 'restlessness', scaling noise evolution speed, edge amplitude and shimmer alpha. The only text is a tiny tracked-caps caption at the bottom.
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COLOR FIELD - Rothko-like breathing rectangles. Three stacked horizontal fields (classic Rothko ratios ~35%/35%/30%), each rendered per-frame on canvas from very-low-frequency noise (64x40, upscaled with smoothing) so the edges wobble subtly and the color shimmers. Every 12s the palette crossfades (2s) through 6 schemes: maroon/olive/gold, red/blue/cream, violet/yellow/brown, teal/rust/white, black/red/amber, green/blue/buff. Pointer distance from center sets the 'restlessness' (breathing speed). Caption tiny: 'FIELD STUDY 04 - AFTER R.' Nothing else on the page.
082-color-field.txt
083
A full-viewport isometric winter diorama rendered per frame on canvas in 2:1 projection over a 6x6 tile field. The village alternates grass-green checkerboard tiles with hand-drawn houses (two shaded wall faces, a split gable roof, perspective-transformed windows) and three-tier snow-capped pines, arranged back-to-front in painter's order. 250 snowflakes fall in three depth layers with size/alpha/speed separation and sinusoidal sway; the WIND slider biases their horizontal drift. A slow accumulation loop adds 1px of snow cap to every roof and tile every 30 seconds of real time up to 6px, so the village visibly buries while the HUD caption tracks average depth. Clicking a tile shoves its cap down 3px and fires a burst of white puff particles. The LANTERNS toggle flips between a cold blue dusk (windows dim, lamp globes gray) and a warm night (amber windows, glowing streetlamps with radial halos, deeper sky, brighter star twinkle). A cratered moon and 40 twinkling stars sit in the sky.
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SNOW VILLAGE ISO - isometric 6x6 tile village (canvas, 2:1 projection): some tiles hold tiny houses (3-face prisms with warm windows), pine trees (stacked triangles, snow-capped). Continuous snowfall: 250 flakes, 3 depth layers, drift from the WIND slider. Accumulation: every 30s real time adds 1px snow cap to roofs + tiles (max 6px) - the village slowly buries. Click a tile: shove snow (cap drops 3px, puff particles). LANTERNS toggle: windows + 4 streetlamps glow warm vs cold night. Moon + stars above. Caption 'VILLAGE / SNOWFALL - DEPTH 3 PX'.
083-snow-village.txt
084
A single floating CSS-3D glass cube built from six translucent faces (rgba(200,230,250,.12) fills, 1px #cfe8f5 edges, 6px backdrop blur) inside a perspective stage over a deep blue-violet night gradient with a subtle star grain. The cube spins continuously on rotateX/rotateY; pointer drag takes over with direct 0.45 deg/pixel control, and releasing hands the last velocity back to the physics loop as decaying inertia that eases toward the idle spin rate. A slow sine bob lifts and settles the whole assembly with a gentle counter-tilt, while a soft radial floor-shadow ellipse squashes and dims inversely to the bob height. Behind the cube, a clipped 'strip zone' holds three offset copies of a horizontal white light bar that drift and skew against each other frame to frame, so light visibly slides through the glass and the refraction reads even without a background. The SPECTRUM toggle recolors the strip as a rainbow, tints the six faces rose/cyan/violet, and modulates each face's inner glow by how much it points toward the camera (cos/sin of the live rotation), with a brief saturation pulse on toggle.
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GLASS CUBE - a floating CSS-3D glass cube (6 faces rgba(200,230,250,.12), 1px #cfe8f5 edges, backdrop blur 6px so it refracts the background) rotating continuously (rotateX/rotateY), drag to spin with inertia. It floats on a slow sine bob; a soft floor shadow ellipse squashes inversely. Behind it: a horizontal light bar (white gradient strip) crosses the cube zone - draw three faint offset copies of the strip clipped to the cube region so 'refraction' reads. SPECTRUM toggle: the strip becomes a rainbow and faces tint rose/cyan/violet by orientation. Caption 'GLASS / CUBE - 6 FACES, LIVE'.
084-prism-cube.txt
085
A retro flight deck split into a top 60% "windshield" showing a slow infinite star tunnel via perspective projection, with a warm horizon line dividing sky from a dark ground field sprinkled with small advancing ground lights, plus a floating attitude ball HUD in brass wire. The bottom 40% is a dark #1a1c22 instrument panel holding four hand-built SVG gauges (ALT, SPD, HDG, THR) with tick rings, brass numerals, and needles that ease toward live wandering values with a touch of jitter, flanked by two brass toggle switches and a physical-feel vertical throttle lever with a hidden range input driving SPD and THR.
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FLIGHT DECK - retro cockpit. Bottom 40%: panel #1a1c22 with four SVG gauges (ALT, SPD, HS, THR - tick rings, brass #c8a05a numerals, needles that ease to live values with tiny jitter), two toggle switches (APC on/off: needles smooth vs jitter), a vertical throttle lever (slider: SPD + THR respond). Top 60% 'windshield': infinite star tunnel (slow 3D projection) with a horizon line splitting sky/ground (ground #2a2620 with tiny ground lights), plus an attitude ball gauge. Optional engine hum (WebAudio, gesture). Caption 'FLIGHT DECK - 38,000 FT'.
085-flight-deck.txt
086
A quiet dusk scene: vertical sky gradient from #2a3a5e to #0d1428 with a few twinkling stars and a soft cratered moon, 60 fireflies wandering on damped random-walk motion, each with a two-pulse-then-off blink envelope and random phase, drawn in two passes (soft wide #d4ff6f halo plus a bright near-white core). The pointer acts as a warm lantern: fireflies inside 140px steer away with doubled blink rate and a radial glow marks the lantern. A swaying field of #1a2a1e grass silhouettes with seed heads fills the bottom 20%, and a single white moon-moth traces a lemniscate figure-8 with flapping wings and a faint motion streak.
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FIREFLY MEADOW - dusk meadow: grass silhouettes bottom 20% #1a2a1e, sky #2a3a5e->#0d1428. 60 fireflies: glow points (#d4ff6f, two-pass draw: soft halo + bright core) each wandering with a blink envelope (two fast pulses then 1.5s off, random phase). Pointer = lantern: fireflies within 140px flee (steer away) and their blink rate doubles; CALM button turns the lantern off and they drift home. WIND slider adds drift bias. One white 'moon-moth' on a figure-8 path. Caption 'FIREFLIES / 60 - DUSK'. Enchanting, quiet, alive.
086-firefly-meadow.txt
087
A glassmorphism pomodoro centered on a deep #101420 field with one faint static aurora blob behind it. A 420-unit SVG ring pairs a #2a2f3a track with a #46ff9e progress arc using rounded caps, driven each frame by stroke-dashoffset as the timer counts down; inside, a huge tabular mono mm:ss sits above the mode word. Glass chips select 25:00 FOCUS or 5:00 BREAK, and a third BREATHING chip switches the ring into a 4-7-8 breathing exercise where the whole ring scale eases in and out and the center word cycles INHALE / HOLD / EXHALE while the clock fades back. Glass pills for START / PAUSE / RESET hover to fill. Completing a session fires a ring flash stroke and a 20-dot confetti burst with gravity and drag.
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FOCUS RING - glassmorphism pomodoro timer. Center: 420px SVG ring (track #2a2f3a, progress arc #46ff9e rounded caps, stroke-dashoffset driven by the timer); inside: mm:ss huge mono (4vw) + mode word 'FOCUS'. Chips: 25:00 FOCUS / 5:00 BREAK; START / PAUSE / RESET glass pills (hover fill). BREATHING mode: ring radius eases in/out on a 4-7-8 pattern and the text shows INHALE / HOLD / EXHALE. On complete: ring flash + 20 confetti dots burst. BG deep #101420 with one faint static aurora blob. Caption 'FOCUS / RING - 25:00'.
087-focus-ring.txt
088
A full-bleed deep-field rendering of NGC 0142: six thousand stars arranged into two logarithmic spiral arms, color-graded from a warm gold core to cool blue arm tips, with eighty hot pink young stars flickering brighter and forty soft dust puffs that carve dark lanes out of the star field. Each star carries its own differential angular velocity (omega proportional to r^-0.5), so the arms shear slowly and the scatter is re-seeded every twenty seconds to hold structure. A faint milky-way band and sparse background star-noise sit behind the galaxy; a radial vignette frames the field; tracked-caps captions mark the object name, star count, and a live zoom readout.
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SPIRAL GALAXY - full-bleed canvas, 6000 stars in two logarithmic spiral arms: r from center, angle = arm offset + log-spiral + scatter; sizes 0.5-2px; colors core-warm #ffd9a0 -> arm-blue #7fa8ff, plus 80 hot pink #ff8ad4 young stars and ~40 dark dust puffs (radial destination-out softening). Differential rotation: angular speed proportional to r^-0.5, so arms slowly shear (re-seed scatter every ~20s to keep structure). Scroll zooms 0.5-3 eased; click spawns a 30-star cluster flash. Faint milky-way noise bg. Caption 'GALAXY / NGC 0142 - 6,000 STARS'.
088-spiral-galaxy.txt
089
A generative line drawing presented as an art-school sheet: warm paper (#f4efe4) inside a thin double frame, where about eighty single-weight strokes assemble a stylized abstract face - jaw arc, neck, brows, twin eyes with lid and lash ticks, nose alae, a two-curve mouth, twelve flowing hair strokes, and cheek lines. Every control point is jittered ±12% from a seeded PRNG, so each VARIATION redraw is a fresh portrait. On load the strokes sketch themselves in via stroke-dashoffset, staggered across roughly twelve seconds. An art-school GRID toggle reveals faint construction circles and centerlines beneath the ink, and three INK chips recolor the whole sheet (sumi black, sepia, indigo) with a smooth transition.
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LINE PORTRAIT - generative face, 'PORTRAIT NO. 7'. SVG built as string: ~80 single-weight strokes on #f4efe4 forming a stylized abstract face - jaw arc, cheek lines, eye (two arcs + lash ticks), brow, lips (two curves), hair (12 flowing strokes), all #1c1a17. On load each stroke draws itself via stroke-dashoffset, staggered over 12s (the face is being sketched). Controls: VARIATION (new seed: control points jitter +/-12%, re-draw), INK chips (sumi black / sepia #7a5a3a / indigo #2f3f8f), GRID toggle (faint construction circles - art-school style). Thin double frame + caption 'LINE STUDY 07 - 80 STROKES'.
089-line-portrait.txt
090
A self-contained arcade attract-mode screen: a cabinet bezel wraps a CRT with scanlines, curvature vignette, and a soft glare. Inside, phosphor-green type renders the HIGH SCORES ladder (2L4 99990 through YOU 48900, the YOU row blinking), while a pixel ball bounces in a gridded box leaving a fading green trail. Every four seconds the chunky stroked NEON DUNKER title flashes with red/cyan RGB-split shadows, its phosphor hue auto-cycling (keys 1/2/3 override), and PUSH TO START blinks at the bottom. A co-plate under the bezel reads (C) 1987 STARLIGHT AMUSEMENTS with a breathing service lamp. Phosphor palettes, hard letter-spacing, and a monospace HUD complete the 1987 cabinet look.
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ARCADE ATTRACT - the page is an arcade CRT (bezel frame, scanlines, curvature vignette). Content: 'HIGH SCORES' table (2L4 99990 / KZ8 87450 / M1X 76200 / DQ2 61350 / YOU 48900 - the YOU row blinks); a classic bouncing pixel ball in a box with motion trail; every 4s the game title 'NEON DUNKER' flashes in chunky stroked type with RGB-split shadow, alternating colors. 'PUSH TO START' blinks at the bottom. Keys 1/2/3 cycle title colors; SPACE: kicks the ball (speed x2 for 3s) and the score ticker randomly +100s. Caption inside bezel: '(C) 1987 STARLIGHT AMUSEMENTS'.
090-arcade-attract.txt
091
A vintage ice-cream parlor menu rendered as four translucent glass cups standing on a soft polka-dot pink field. Each cup is a rounded CSS vessel with a 12% white glass fill, inset glow, two vertical highlight streaks, and two two-tone scoops in the brief's palette. A JS rAF loop continuously slides drips down each cup wall on an eased, non-uniform schedule so the cups never look synchronized. Hovering lifts a cup on a springy cubic-bezier and wobbles both scoops; clicking fires a burst of falling flavor-colored droplets and pops a pill-shaped flavor chip above the glass. The SUNDAE toggle drops a glossy cherry onto every cup and progressively draws a chocolate zigzag drizzle via stroke-dashoffset animation. Tracked-caps footer reads EST. 1962 - 4 FLAVORS.
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GLASS PARLOR - ice cream menu as 3D glass. Soft pink #f7e8ec bg with faint polka dots. 'THE GLASS PARLOR' rounded-caps title with a cherry accent. Four glass cups (CSS: rounded cups, rgba(255,255,255,.12), highlight streaks), each holding two scoops (perfect circles, two-tone shading) - VANILLA #f4efe4, STRAWBERRY #f2a4b0, MINT #a8e0c0, CHOCOLATE #8a5a3a; each scoop has one JS-animated drip slowly sliding down the cup wall in a loop. Hover a cup: it lifts + scoops wobble; click: drip burst + flavor name chip pops. SUNDAE button adds a cherry + chocolate drizzle drawn progressively (zigzag). Caption 'EST. 1962 - 4 FLAVORS'.
091-glass-parlor.txt
092
A top-down laboratory wave tank in deep navy #0d1a24 with a faint 10%-opacity graticule and monospaced HUD. The summed surface of three component sine waves is drawn as a 200x60 tracer-dot field: dots light warm ivory #f2efe6 on crests, cyan #27d3f2 on troughs, and fade to transparent mid-band, so interfering frequencies produce drifting moiré banding. Three amber buoys with thin mast lines ride the summed surface while their x-positions drift slowly at different rates. A control panel in lab-card style carries amp and frequency sliders for W1, W2, W3 plus a damping slider that attenuates wave height and soaks impulse energy, and an IMPULSE button that launches a Gaussian packet traveling left to right. The header carries the tracked-caps caption TANK A — 3 COMPONENT WAVES with a live mean-period and summed-amplitude readout that updates as sliders move.
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WAVE TANK A - lab top-down tank (rect, #0d1a24, faint 10% grid). Three component sine waves (freq/amp from sliders W1, W2, W3) summed across the tank; the surface renders as ~200x60 tracer dots that light by wave height: crest -> #f2efe6, trough -> #27d3f2, mid -> transparent, producing moving moire bands. Three buoys (#ffd76f circles with mast lines) ride the summed wave (y = surface, x drifts slowly). IMPULSE button sends a traveling Gaussian bump across. DAMPING slider. Caption 'TANK A - 3 COMPONENT WAVES' + live period readout. Precise, scientific, pretty.
092-wave-tank.txt
093
A loud, flat, zero-corner 404 page. Paper-white background with ink-black type and one red accent. A 30vw-weight-900 '404' sits slightly rotated with a hard 12px red offset shadow; below it, a mono-caps error line boxed by black rules calls out that the page 'HAS LEFT THE BUILDING'. The centerpiece is a 20x12 single-line SVG rectilinear maze generated at load (seeded backtracker, fully deterministic) with a red solution path that continuously draws and erases itself via a stroke-dashoffset loop, flanked by a red start dot and black exit square. GO BACK / HOME / SOS buttons are flat with 2px black borders that invert and gain a 4px offset shadow on hover. SOS makes the whole stage shake for 300ms and flashes 'STILL LOST?' in blinking red caps. A sticky black marquee strip scrolls '404 - NOT FOUND -' endlessly, and a black footer reads 'BUILT BY NO ONE. HOSTED BY SOMEWHERE.' Everything is flat, sharp, and uneven on purpose - no gradients, no border-radius.
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BRUTAL 404 - bg #f2f0ec, ink #0d0d0d, accent #d63a3a. Massive '404' (~30vw, system-ui 900, tight) with a hard 12px red offset shadow. Below: 'ERROR: THE PAGE YOU SEEK HAS LEFT THE BUILDING' mono caps. A single-line SVG rectilinear maze (20x12) that continuously auto-draws its solution path in red (dash animation loop). Buttons GO BACK / HOME / SOS: flat, 2px black border; hover inverts + 4px offset shadow. SOS: whole page shakes 300ms + 'STILL LOST?' appears. Top marquee strip scrolls '404 - NOT FOUND - 404 -'. Footer: 'BUILT BY NO ONE. HOSTED BY SOMEWHERE.' No gradients, no radius, all flat and loud.
093-brutal-404.txt
094
A dark submarine control-room scene built entirely from flat CSS plating and one live canvas porthole. The hull is #1c1f24 with fixed seam-line crosshair panels, scattered rivet dots, and a single amber warning lamp blinking on a 2.2s step-timed loop. The porthole itself is a conic-gradient brushed-steel ring with an inner lip shadow, four bolt heads with slot cuts positioned at 45deg corners, and a circular glass holding a canvas deep-sea view: vertical gradient from #0d2a3f to #051019, a faint drifting light shaft, 40 twinkling plankton motes, three fish silhouettes that cross the disc on randomized delays and re-spawn, and one slow, pulsing, glowing distant jellyfish with swaying tentacles. A mono depth readout in the glass corner ticks down one metre every ~4.5s from -234 M toward -300 M. A green-glow SONAR button fires expanding concentric ping rings; when a ring sweeps past an active fish the position lights up with a 'CONTACT' marker for 2 seconds. Hovering the glass reveals a fog veil that wipes radially clear around the pointer (offscreen destination-out erasure so the scene underneath survives), and the caption reads 'PORT 7 - DEPTH 246 M - 25 ATM'.
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SUB PORTHOLE - the page is a dark submarine hull: #1c1f24 panels, seam lines, rivets, one amber warning light blinking. Center: a round porthole (metal ring, 4 bolts) whose glass window shows the deep: gradient #0d2a3f->#051019, 40 drifting plankton dots, 3 fish silhouettes passing occasionally, one distant glowing jellyfish (slow). Depth readout in the glass corner ticks down while the page sits (-234m...-300m). SONAR button: concentric ping rings expand from center; 'hits' (fish positions) light up for 2s. Hover the porthole: a radial fog-clear wipe. Caption 'PORT 7 - DEPTH 246 M - 25 ATM'.
094-porthole.txt
095
A hushed, minimal cathedral nave rendered on a full-viewport canvas: near-black warm walls (#14100c) with two tall arched window outlines in #0d0a08, the left one dark and dead, the right one the source of a strong diagonal warm shaft (#ffd9a0) that falls from upper-right into the room as a parallelogram with an alpha .12 outer band and a brighter alpha .2 core, plus a soft spill glow where it meets the window. 400 dust motes (1-2px #ffe9c8 dots) drift slowly upward with Brownian jitter; a per-frame point-in-parallelogram test decides whether a mote is inside the shaft, so in-shaft motes twinkle between their full brightness and dim while out-of-shaft motes sit at a near-invisible 0.05 alpha. Moving the pointer inside the shaft gently repels nearby motes with a soft radial force. A SUN slider (30-60 degrees) rotates the shaft and scales its brightness and the mote illumination in real time, with the angle shown in a tracked-caps mono HUD. Every few seconds a large in-shaft mote 'catches the light' - 3x brightness plus a pale halo for one second. The caption reads 'SHAFT / 400 MOTES - 3:12 PM' with a 'NAVE - NORTH LIGHT' sub-line.
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LIGHT SHAFT - minimal cathedral interior. Dark #14100c walls, two tall arched window outlines #0d0a08; one strong diagonal light shaft (warm #ffd9a0, alpha .12 outer / .2 core parallelogram) from the upper-right window into the room. 400 dust motes (1-2px dots #ffe9c8): brightness = inside-shaft test (point in parallelogram) x twinkle; they drift slowly upward-Brownian. Pointer inside the shaft gently repels motes. SUN slider: shaft angle 30-60deg + brightness; motes outside are near-invisible (alpha .05). Occasionally one big mote catches the light (3x brightness for 1s). Caption 'SHAFT / 400 MOTES - 3:12 PM'.
095-light-shaft.txt
096
A diner chalkboard set in a riveted wood frame, drawn entirely in canvas. The title and five menu lines are stroked text (no fills) with per-character jitter, rotation and alpha wobble to fake hand-drawn chalk, laid over a dark green-black board with a soft vignette and 70 drifting chalk-dust specks. Dotted leaders run from each dish name to its price; hovering a row wraps it in an animated dashed chalk oval, clicking stamps a rotated red-chalk 'ORDERED' box that pops in with an overshoot ease. A KITCHEN button fires 10 dust particles upward and flashes a large 'ORDER UP' line across the board that fades over 1.5 seconds.
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ROUTE 9 DINER - chalkboard menu. BG #1a1c18 chalkboard (vignette + chalk dust specks), wood frame #7a5a3a. Title 'ROUTE 9 DINER - EST 1954' and all menu text rendered in CHALK style on canvas: white #f4f2ec strokes with per-character jitter offsets (hand-drawn wobble), no fills. Two columns x 5 items (HAMBURGER $5, APPLE PIE $3, MALTED $4, FRENCH TOAST $6, COFFEE $2) with dotted leaders. Hover an item: a chalk circle gets drawn around it (dashoffset animation). Click: a red-chalk 'ORDERED' stamp #e08a8a appears rotated. KITCHEN button: chalk dust puff (10 white particles) + 'ORDER UP' flash. Caption 'MENU - CHALK & ERASER'.
096-diner-chalk.txt
097
A chunky pixel-art farm field rendered on a low-resolution canvas upscaled with image-rendering pixelated, framed in a wooden HUD bar with a live gold counter, day counter and a CSS sun/moon/cloud weather widget. Ten by six tiles run a full state machine: dirt, tilled rows, sprout, two growth stages, glowing gold ready crop, and withered weeds after 30 seconds standing. Growth speed is modulated by weather (cloudy is half speed) and by the day-night cycle (night is 40 percent of daytime speed), and watering a tile for six seconds boosts growth by 1.5x while a blue shimmer overlay washes over it. The top row starts and stays tilled. A dashed selection ring tracks the pointer and the caption below reads FARM / DAY n - GOLD n live.
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PIXEL FARM - 10x6 tile farm (48px blocks, canvas or div grid). Tile states: DIRT #7a5a3a -> TILLED (dark rows #5a4028) -> PLANTED (sprout) -> GROWING (2 stages) -> READY (glowing gold crop) -> HARVESTED (+1 coin, back to dirt); unharvested READY crops wither after 30s into WEED (must clear). Tools: TILL / SEED / WATER (growth x1.5, tile shines) / HARVEST. Weather cycles sunny/cloudy (affects growth speed); night = slower. HUD: GOLD count, DAY counter, weather icon. Top row of soil always tilled. Satisfying farm loop, crisp pixel look (image-smoothing off). Caption 'FARM / DAY 3 - GOLD 12'.
097-pixel-farm.txt
098
A pure CSS-3D molecular viewer on a near-black blueprint grid. Atoms are radial-gradient spheres sized by element (carbon gray, oxygen red, hydrogen white), bonds are thin divs re-anchored and rotated between projected atom centers every frame. Coordinates rotate about X and Y axes, are perspective-projected, and everything is depth-sorted by z each tick so nearer atoms occlude farther ones. The molecule auto-rotates with a speed slider, can be grabbed and spun with pointer drag that imparts inertia on release, and optional tracked label chips name every atom. Three presets swap the structure live: H2O, CH4, and ethanol C2H5OH with its correct 9-atom, 8-bond geometry.
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MOLECULE SPIN - CSS-3D molecular viewer. Presets: H2O (3 atoms), CH4 (5), C2H5OH ethanol (9: 2 C gray #4a4d55 spheres, 1 O red #d63a3a, 6 H white #f4f4f2 small). Spheres = radial-gradient divs; bonds = thin divs positioned/oriented between atoms each frame (rotate all atom coords by rotX/rotY, project with perspective, stretch bond divs). Auto-rotate + drag to spin with inertia; SPIN slider; PAUSE; LABELS toggle (atom name chips track atoms in 2D). BG #0e1116 faint grid. Caption 'MOLECULE / C2H5OH - 9 ATOMS, LIVE'.
098-molecule-spin.txt
099
A meditative raked-garden scene on deep charcoal sand. Three rounded-rectangle stones with gradient bodies and top highlights sit among faint horizontal rake lines and soft concentric elliptical ripples. Dragging a stone disturbs the sand, leaving a glowing groove trail that slowly fades over ten seconds, and on release the whole garden re-rakes itself in a 1.5-second left-to-right sweep animation with the ripples re-centering around every stone. A GLOW toggle shifts all lines from calm gray to soft neon cyan with shadow-blur bloom, a pale moon disc hangs in the upper right, and a single small leaf drifts down the garden in an endless loop.
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NEON ZEN - raked sand garden, dark #14161c. Sand grooves: faint parallel lines #1c1f28 + concentric SVG arc rings around 3 round-rect stones #3d4048 (with top highlight). Drag a stone: it leaves a temporary groove trail that slowly re-rakes (fades over 10s); releasing recenters the rings around all stones. GLOW toggle: all lines take soft neon cyan #27e0ff (shadowBlur) - zen x neon. RIKE button: full re-rake animation (grooves redraw over 1.5s, ripples re-center). Pale moon disc top; one leaf falls slowly on loop. Caption 'ZEN / NEON - 3 STONES, LIVE'. Calm, meditative, precise.
099-neon-zen.txt
100
The gallery's closing piece: a 10x10 hairline grid of one hundred distinct generative tiles on near-black, rendered one by one at boot with a stagger of 20ms per tile (2 seconds total) into 320px offscreen canvases. Ten style families - gradient mesh discs, dashed concentric rings, pulsing dot matrices, layered sine waves, shimmering triangle grids, curling flow fields, rotating radial bursts, rippling checkerboard fades, breathing bezier blob clusters, and drifting horizontal bar stacks - each crossed with ten seeded variants via a mulberry32 PRNG, so all 100 artworks differ. Every tile carries its '001'-'100' index in a tiny mono corner; hovering scales the art 1.08 and reveals a name chip; clicking opens a blurred-vignette lightbox where a 512px version of that same art runs LIVE at full animation speed with a CLOSE button (backdrop click and Escape also dismiss). A tracked-caps footer signs the piece: 'THE HUNDRED - A GALLERY OF ONE HUNDRED GENERATIVE ARTS - FIN.'
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THE HUNDRED - gallery finale. A 10x10 grid of 100 tiles, each a distinct generative mini-art rendered once at load (staggered over 2s for perf, offscreen canvases): 10 style families x 10 seeds - (1) gradient mesh discs, (2) concentric ring sets, (3) dot-matrix patterns, (4) stacked sine waves, (5) triangle grids, (6) noise flow fields, (7) radial bursts, (8) checkerboard fades, (9) bezier blob clusters, (10) horizontal bar stacks. Each tile: its index '001'-'100' tiny mono corner. Hover: tile scales 1.08 + name chip. Click: lightbox opens with a LARGER LIVE animated version of that tile's art + 'CLOSE'. BG #0d0d10, hairline grid. Footer: 'THE HUNDRED - A GALLERY OF ONE HUNDRED GENERATIVE ARTS - FIN.' Caption '100/100'.
100-the-hundred.txt