Claude 24f816b6a3
Consolidate 22 sibling repos into layered organism structure
Place useful parts of the surrounding repos into sica-fondt by layer, per the
body model (Ada = membrane; brain/endocrine/capabilities/knowledge non-Ada):

- brain/        LLM reasoning + providers (dapr, hermes, MoMoA)
- capabilities/ REPRAG sidecars: hermes tools/skills, dapr tools, parallel
                dispatch, A51 channels, and the OSINT cluster
- knowledge/    LORAG corpus: 754 cyber-skills, agency personas, secure-coding,
                MITRE ATT&CK data
- reference/    defensive threat-reference (C3, shhbruh doc) + AdaYaml parser

License handling: AGPL sources (worldosint, advanced_evolution, mercury,
Reticulum) and GPL DeTTECT are SPEC-only clean-room/port descriptions — no
copyleft code copied. MIT/Apache/data parts copied as working trees.

Safety: shhbruh escape/persistence material and C3 covert-C2 kept as reference
only, not wired into the running organism. See CONSOLIDATION.md.

https://claude.ai/code/session_01UehUqEXXJJCsHoA4voCU5c
2026-06-10 06:53:01 +00:00

3.2 KiB

p5.js Skill

Production pipeline for interactive and generative visual art using p5.js.

What it does

Creates browser-based visual art from text prompts. The agent handles the full pipeline: creative concept, code generation, preview, export, and iterative refinement. Output is a single self-contained HTML file that runs in any browser — no build step, no server, no dependencies beyond a CDN script tag.

The output is real interactive art. Not tutorial exercises. Generative systems, particle physics, noise fields, shader effects, kinetic typography — composed with intentional color palettes, layered composition, and visual hierarchy.

Modes

Mode Input Output
Generative art Seed / parameters Procedural visual composition
Data visualization Dataset / API Interactive charts, custom data displays
Interactive experience None (user drives) Mouse/keyboard/touch-driven sketch
Animation / motion graphics Timeline / storyboard Timed sequences, kinetic typography
3D scene Concept description WebGL geometry, lighting, shaders
Image processing Image file(s) Pixel manipulation, filters, pointillism
Audio-reactive Audio file / mic Sound-driven generative visuals

Export Formats

Format Method
HTML Self-contained file, opens in any browser
PNG saveCanvas() — press 's' to capture
GIF saveGif() — press 'g' to capture
MP4 Frame sequence + ffmpeg via scripts/render.sh
SVG p5.js-svg renderer for vector output

Prerequisites

A modern browser. That's it for basic use.

For headless export: Node.js, Puppeteer, ffmpeg.

bash skills/creative/p5js/scripts/setup.sh

File Structure

├── SKILL.md                      # Modes, workflow, creative direction, critical notes
├── README.md                     # This file
├── references/
│   ├── core-api.md              # Canvas, draw loop, transforms, offscreen buffers, math
│   ├── shapes-and-geometry.md   # Primitives, vertices, curves, vectors, SDFs, clipping
│   ├── visual-effects.md        # Noise, flow fields, particles, pixels, textures, feedback
│   ├── animation.md             # Easing, springs, state machines, timelines, transitions
│   ├── typography.md            # Fonts, textToPoints, kinetic text, text masks
│   ├── color-systems.md         # HSB/RGB, palettes, gradients, blend modes, curated colors
│   ├── webgl-and-3d.md          # 3D primitives, camera, lighting, shaders, framebuffers
│   ├── interaction.md           # Mouse, keyboard, touch, DOM, audio, scroll
│   ├── export-pipeline.md       # PNG, GIF, MP4, SVG, headless, tiling, batch export
│   └── troubleshooting.md       # Performance, common mistakes, browser issues, debugging
└── scripts/
    ├── setup.sh                 # Dependency verification
    ├── serve.sh                 # Local dev server (for loading local assets)
    ├── render.sh                # Headless render pipeline (HTML → frames → MP4)
    └── export-frames.js         # Puppeteer frame capture (Node.js)