nousresearch/hermes-agentMIT17 files

P5js

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

Specification
Skill ID
nousresearch/hermes-agent/p5js
Publisher
nousresearch
Repository
hermes-agent
Installs
0
Files
17
License
MIT
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

nousresearch/hermes-agent/p5jsInstalls these files
  • README.md
  • SKILL.md
  • references/animation.md
  • references/color-systems.md
  • references/core-api.md
  • references/export-pipeline.md
  • references/interaction.md
  • references/shapes-and-geometry.md
  • references/troubleshooting.md
  • references/typography.md
  • references/visual-effects.md
  • references/webgl-and-3d.md
  • scripts/export-frames.js
  • scripts/render.sh
  • scripts/serve.sh
  • scripts/setup.sh
  • templates/viewer.html

What this skill tells the agent

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

ModeInputOutputReference
Generative artSeed / parametersProcedural visual composition (still or animated)references/visual-effects.md
Data visualizationDataset / APIInteractive charts, graphs, custom data displaysreferences/interaction.md
Interactive experienceNone (user drives)Mouse/keyboard/touch-driven sketchreferences/interaction.md
Animation / motion graphicsTimeline / storyboardTimed sequences, kinetic typography, transitionsreferences/animation.md
3D sceneConcept descriptionWebGL geometry, lighting, camera, materialsreferences/webgl-and-3d.md
Image processingImage file(s)Pixel manipulation, filters, mosaic, pointillismreferences/visual-effects.md § Pixel Manipulation
Audio-reactiveAudio file / micSound-driven generative visualsreferences/interaction.md § Audio Input

Stack

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

LayerToolPurpose
Corep5.js 1.11.3 (CDN)Canvas rendering, math, transforms, event handling
3Dp5.js WebGL mode3D geometry, camera, lighting, GLSL shaders
Audiop5.sound.js (CDN)FFT analysis, amplitude, mic input, oscillators
ExportBuilt-in saveCanvas() / saveGif() / saveFrames()PNG, GIF, frame sequence output
CaptureCCapture.js (optional)Deterministic framerate video capture (WebM, GIF)
HeadlessPuppeteer + Node.js (optional)Automated high-res rendering, MP4 via ffmpeg
SVGp5.js-svg 1.6.0 (optional)Vector output for print — requires p5.js 1.x
Natural mediap5.brush (optional)Watercolor, charcoal, pen — requires p5.js 2.x + WEBGL
Texturep5.grain (optional)Film grain, texture overlays
FontsGoogle 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 the intended display size? Would you frame it?

Creative Direction

Aesthetic Dimensions

DimensionOptionsReference
Color systemHSB/HSL, RGB, named palettes, procedural harmony, gradient interpolationreferences/color-systems.md
Noise vocabularyPerlin noise, simplex, fractal (octaved), domain warping, curl noisereferences/visual-effects.md § Noise
Particle systemsPhysics-based, flocking, trail-drawing, attractor-driven, flow-field followingreferences/visual-effects.md § Particles
Shape languageGeometric primitives, custom vertices, bezier curves, SVG pathsreferences/shapes-and-geometry.md
Motion styleEased, spring-based, noise-driven, physics sim, lerped, steppedreferences/animation.md
TypographySystem fonts, loaded OTF, textToPoints() particle text, kineticreferences/typography.md
Shader effectsGLSL fragment/vertex, filter shaders, post-processing, feedback loopsreferences/webgl-and-3d.md § Shaders
CompositionGrid, radial, golden ratio, rule of thirds, organic scatter, tiledreferences/core-api.md § Composition
Interaction modelMouse follow, click spawn, drag, keyboard state, scroll-driven, mic inputreferences/interaction.md
Blend modesBLEND, ADD, MULTIPLY, SCREEN, DIFFERENCE, EXCLUSION, OVERLAYreferences/color-systems.md § Blend Modes
LayeringcreateGraphics() offscreen buffers, alpha compositing, maskingreferences/core-api.md § Offscreen Buffers
TexturePerlin surface, stippling, hatching, halftone, pixel sortingreferences/visual-effects.md § Texture Generation

Per-Project Variation Rules

Never use default configurations. For every project:

  • Custom color palette — never raw fill(255, 0, 0). Always a designed palette with 3-7 colors
  • Custom stroke weight vocabulary — thin accents (0.5), medium structure (1-2), bold emphasis (3-5)
  • Background treatment — never plain background(0) or background(255). Always textured, gradient, or layered
  • Motion variety — different speeds for different elements. Primary at 1x, secondary at 0.3x, ambient at 0.1x

Use this skill in a project

Open any RiverX project, search the Skills panel for nousresearch/hermes-agent/p5js, and install it in one click.

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