hyle
describe it. watch it emerge.
compose your vision
Type
Visual Style
Behavior
Colors
Output
Generating...
example projects
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Particle Flow Field
Perlin noise driven particles with WebGL acceleration and color gradients based on velocity
Prompt: create a particle system with 10000 particles following a perlin noise flow field. use webgl for rendering. color particles by their velocity magnitude using a viridis colormap. add mouse interaction to push particles away.
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Audio Reactive Rings
Concentric rings that pulse with FFT frequency bands, smooth interpolation between beats
Prompt: build an audio visualizer with concentric rings. use web audio api to get FFT data. map low frequencies to inner rings, highs to outer. smooth the values with exponential decay. add bloom effect using offscreen canvas.
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Recursive Tree Generator
L-system based fractal trees with wind simulation and seasonal color transitions
Prompt: implement an l-system tree generator. start with axiom "F" and rules F -> FF+[+F-F-F]-[-F+F+F]. add random angle variation for organic look. simulate wind with sinusoidal branch displacement. cycle colors through seasons.
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Reaction Diffusion
Gray-Scott model simulation with adjustable feed/kill rates and GPU compute shaders
Prompt: implement gray-scott reaction diffusion. use webgl compute shaders for the simulation. expose feed rate (0.055) and kill rate (0.062) as sliders. render chemical A as brightness. add click to inject chemical B.
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Verlet Cloth Physics
Soft body cloth simulation with point constraints, gravity, and wind forces
Prompt: create a cloth simulation using verlet integration. make a 30x30 grid of points connected by distance constraints. pin top row. add gravity and wind (oscillating horizontal force). solve constraints 3 times per frame. render as triangles.
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Metaball Shader
Isosurface rendering with marching squares, organic blob movement and glow effects
Prompt: implement 2d metaballs in a fragment shader. place 8 blobs with smooth movement using sin/cos. compute distance field as sum of (radius/distance). threshold at 1.0 for the surface. add inner glow using field gradient.
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hyle ~ generative