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The four scenes

Every scene is a small artificial-life simulation, not a looped animation. The engine owns the clock, resize handling, DPR cap, pointer input, off-screen pausing, and reduced-motion behavior. The scene owns state, rules, and drawing.

JELLYFISH BLOOM / CURRENT 04LIVE

Click to send a shockwave through the bloom.

Seed 3, columns 110, and speed 1 are fixed in this demo. The palette and calm controls update the running engine without rebuilding the world.

Concept Behavior
Seed Same seed and size produce the same world
Palette Four built-ins or a custom palette object
Columns Art-direction target; cell size adjusts
Max cells Caps the grid at 4K and other large surfaces
Speed Time scale; 0 freezes
Calm Removes flicker and sparkle
Interactive Pointer input, on by default
Label Makes the canvas role="img" with a name
Events onEvent receives scene-specific moments
Scene columns Population default Interaction
Sharks 124 Four classic sharks, density 1 Pointer flee, click splash
Robots 150 Fleet scales with area Pointer avoidance, click dispatch
Jellyfish 140 Bloom scales with area Pointer current, click shockwave
Dog 150 One dog, count scales 1–3 Pointer tracking, click throw

All scenes share maxCells: 16000 and maxDpr: 2.

  • Sharks are the busiest and most narrative. Good for a large hero or a section divider.
  • Robots read as work and systems. Good for product, infrastructure, and developer tools.
  • Jellyfish are the calmest. Good behind text, in dark sections, and on slow pages.
  • The dog is the most legible character. Good for a hero with a command input, a playful empty state, or a landing page.

All four are ambient. None of them should carry essential information. Read Accessibility before shipping a scene behind content.

Each scene page has a live demo, behavior notes, its options table, events, stats, and copy-paste examples: