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/p5js

p5.js sketches: gen art, shaders, interactive, 3D.

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hermes-agent
262k44 skills

Claude Code

$ npx -y skills add NousResearch/hermes-agent --skill p5js --agent claude-code

SKILL.md

p5js.SKILL.md
name: p5js
description: "p5.js sketches: gen art, shaders, interactive, 3D."
version: 1.0.0
author: SHL0MS, Hermes Agent
license: MIT
platforms: [linux, macos, windows]
metadata:
  hermes:
    tags: [creative-coding, generative-art, p5js, canvas, interactive, visualization, webgl, shaders, animation]
    related_skills: [ascii-video, manim-video, excalidraw]

p5.js Production Pipeline

When to use

Use when users request: p5.js sketches, creative coding, generative art, interactive visualizations, canvas animations, browser-based visual art, data viz, shader effects, or any p5.js project.

What's inside

Production pipeline for interactive and generative visual art using p5.js. Creates browser-based sketches, generative art, data visualizations, interactive experiences, 3D scenes, audio-reactive visuals, and motion graphics — exported as HTML, PNG, GIF, MP4, or SVG. Covers: 2D/3D rendering, noise and particle systems, flow fields, shaders (GLSL), pixel manipulation, kinetic typography, WebGL scenes, audio analysis, mouse/keyboard interaction, and headless high-res export.

Creative Standard

This is visual art rendered in the browser. The canvas is the medium; the algorithm is the brush.

**Before writing a single line of code**, articulate the creative concept. What does this piece communicate? What makes the viewer stop scrolling? What separates this from a code tutorial example? The user's prompt is a starting point — interpret it with creative ambition.

**First-render excellence is non-negotiable.** The output must be visually striking on first load. If it looks like a p5.js tutorial exercise, a default configuration, or "AI-generated creative coding," it is wrong. Rethink before shipping.

**Go beyond the reference vocabulary.** The noise functions, particle systems, color palettes, and shader effects in the references are a starting vocabulary. For every project, combine, layer, and invent. The catalog is a palette of paints — you write the painting.

**Be proactively creative.** If the user asks for "a particle system," deliver a particle system with emergent flocking behavior, trailing ghost echoes, palette-shifted depth fog, and a background noise field that breathes. Include at least one visual detail the user didn't ask for but will appreciate.

**Dense, layered, considered.** Every frame should reward viewing. Never flat white backgrounds. Always compositional hierarchy. Always intentional color. Always micro-detail that only appears on close inspection.

**Cohesive aesthetic over feature count.** All elements must serve a unified visual language — shared color temperature, consistent stroke weight vocabulary, harmonious motion speeds. A sketch with ten unrelated effects is worse than one with three that belong together.

Modes

| Mode | Input | Output | Reference | |------|-------|--------|-----------| | **Generative art** | Seed / parameters | Procedural visual composition (still or animated) | `references/visual-effects.md` | | **Data visualization** | Dataset / API | Interactive charts, graphs, custom data displays | `references/interaction.md` | | **Interactive experience** | None (user drives) | Mouse/keyboard/touch-driven sketch | `references/interaction.md` | | **Animation / motion graphics** | Timeline / storyboard | Timed sequences, kinetic typography, transitions | `references/animation.md` | | **3D scene** | Concept description | WebGL geometry, lighting, camera, materials | `references/webgl-and-3d.md` | | **Image processing** | Image file(s) | Pixel manipulation, filters, mosaic, pointillism | `references/visual-effects.md` § Pixel Manipulation | | **Audio-reactive** | Audio file / mic | Sound-driven generative visuals | `references/interaction.md` § Audio Input |

Stack

Single self-contained HTML file per project. No build step required.

| Layer | Tool | Purpose | |-------|------|---------| | Core | p5.js 1.11.3 (CDN) | Canvas rendering, math, transforms, event handling | | 3D | p5.js WebGL mode | 3D geometry, camera, lighting, GLSL shaders | | Audio | p5.sound.js (CDN) | FFT analysis, amplitude, mic input, oscillators | | Export | Built-in `saveCanvas()` / `saveGif()` / `saveFrames()` | PNG, GIF, frame sequence output | | Capture | CCapture.js (optional) | Deterministic framerate video capture (WebM, GIF) | | Headless | Puppeteer + Node.js (optional) | Automated high-res rendering, MP4 via ffmpeg | | SVG | p5.js-svg 1.6.0 (optional) | Vector output for print — requires p5.js 1.x | | Natural media | p5.brush (optional) | Watercolor, charcoal, pen — requires p5.js 2.x + WEBGL | | Texture | p5.grain (optional) | Film grain, texture overlays | | Fonts | Google Fonts / `loadFont()` | Custom typography via OTF/TTF/WOFF2 |

Version Note

**p5.js 1.x** (1.11.3) is the default — stable, well-documented, broadest library compatibility. Use this unless a project requires 2.x features.

**p5.js 2.x** (2.2+) adds: `async setup()` replacing `preload()`, OKLCH/OKLAB color modes, `splineVertex()`, shader `.modify()` API, variable fonts, `textToContours()`, pointer events. Required for p5.brush. See `references/core-api.md` § p5.js 2.0.

Pipeline

Every project follows the same 6-stage path:

CONCEPT → DESIGN → CODE → PREVIEW → EXPORT → VERIFY

1. **CONCEPT** — Articulate the creative vision: mood, color world, motion vocabulary, what makes this unique 2. **DESIGN** — Choose mode, canvas size, interaction model, color system, export format. Map concept to technical decisions 3. **CODE** — Write single HTML file with inline p5.js. Structure: globals → `preload()` → `setup()` → `draw()` → helpers → classes → event handlers 4. **PREVIEW** — Open in browser, verify visual quality. Test at target resolution. Check performance 5. **EXPORT** — Capture output: `saveCanvas()` for PNG, `saveGif()` for GIF, `saveFrames()` + ffmpeg for MP4, Puppeteer for headless batch 6. **VERIFY** — Does the output match the concept? Is it visually striking at

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Questions about p5js.

Which coding agents can use p5js?
p5js installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.