Creating algorithmic art using p5.js with seeded randomness and interactive parameter exploration. Use when users request creating art using code, generative art, algorithmic art, flow fields, or particle systems.
Scanned 9/6/2026
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---
name: algorithmic-art
description: Creating algorithmic art using p5.js with seeded randomness and interactive parameter exploration. Use when users request creating art using code, generative art, algorithmic art, flow fields, or particle systems.
source: anthropics/skills
license: Apache-2.0
---
# Algorithmic Art
Create generative art with code using p5.js, featuring seeded randomness for reproducibility.
## Core Concepts
### Seeded Randomness
```javascript
// Use seed for reproducible results
function setup() {
randomSeed(42);
noiseSeed(42);
}
```
### Noise Functions
```javascript
// Perlin noise for organic patterns
let x = noise(frameCount * 0.01) * width;
let y = noise(frameCount * 0.01 + 1000) * height;
```
## Common Patterns
### Flow Fields
```javascript
let cols, rows, scale = 20;
let particles = [];
let flowfield;
function setup() {
createCanvas(800, 800);
cols = floor(width / scale);
rows = floor(height / scale);
flowfield = new Array(cols * rows);
for (let i = 0; i < 1000; i++) {
particles.push(new Particle());
}
}
function draw() {
let yoff = 0;
for (let y = 0; y < rows; y++) {
let xoff = 0;
for (let x = 0; x < cols; x++) {
let angle = noise(xoff, yoff) * TWO_PI * 2;
let v = p5.Vector.fromAngle(angle);
flowfield[x + y * cols] = v;
xoff += 0.1;
}
yoff += 0.1;
}
particles.forEach(p => {
p.follow(flowfield);
p.update();
p.show();
});
}
```
### Recursive Trees
```javascript
function branch(len) {
line(0, 0, 0, -len);
translate(0, -len);
if (len > 4) {
push();
rotate(PI / 6);
branch(len * 0.67);
pop();
push();
rotate(-PI / 6);
branch(len * 0.67);
pop();
}
}
```
### Particle Systems
```javascript
class Particle {
constructor() {
this.pos = createVector(random(width), random(height));
this.vel = createVector(0, 0);
this.acc = createVector(0, 0);
this.maxSpeed = 4;
}
follow(flowfield) {
let x = floor(this.pos.x / scale);
let y = floor(this.pos.y / scale);
let force = flowfield[x + y * cols];
this.acc.add(force);
}
update() {
this.vel.add(this.acc);
this.vel.limit(this.maxSpeed);
this.pos.add(this.vel);
this.acc.mult(0);
}
show() {
stroke(255, 5);
point(this.pos.x, this.pos.y);
}
}
```
## Color Palettes
```javascript
// Define palette
const palette = ['#264653', '#2a9d8f', '#e9c46a', '#f4a261', '#e76f51'];
// Random from palette
fill(random(palette));
```
## Best Practices
- Use `noLoop()` for static pieces, save with `save('art.png')`
- Experiment with blend modes: `blendMode(ADD)`
- Layer transparency for depth
- Use frameCount for animation
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