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    <title>DEV Community: bimohxh</title>
    <description>The latest articles on DEV Community by bimohxh (@bimotalk).</description>
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    <item>
      <title>Building Procedural Motion for the Web: Geometry, Particles, and Deterministic Canvas Animation</title>
      <dc:creator>bimohxh</dc:creator>
      <pubDate>Tue, 22 Sep 2026 02:19:19 +0000</pubDate>
      <link>https://dev.to/bimotalk/building-procedural-motion-for-the-web-geometry-particles-and-deterministic-canvas-animation-1d66</link>
      <guid>https://dev.to/bimotalk/building-procedural-motion-for-the-web-geometry-particles-and-deterministic-canvas-animation-1d66</guid>
      <description>&lt;p&gt;I’ve always liked a particular kind of web animation: thin lines, geometric structures, particles, orbital motion, and visuals that feel somewhere between an engineering diagram and generative art.&lt;/p&gt;

&lt;p&gt;The problem is that many animations on the web are distributed as finished assets.&lt;/p&gt;

&lt;p&gt;A GIF.&lt;/p&gt;

&lt;p&gt;A video.&lt;/p&gt;

&lt;p&gt;A Lottie file.&lt;/p&gt;

&lt;p&gt;Or a component with dozens of hard-coded constants buried somewhere inside it.&lt;/p&gt;

&lt;p&gt;While building &lt;a href="https://limot.dev/" rel="noopener noreferrer"&gt;Limot&lt;/a&gt;, I started thinking about animation differently:&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;What if an animation was not an asset, but a function?&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;Something you could parameterize, reproduce, export, and reuse.&lt;/p&gt;

&lt;p&gt;That idea eventually became the basic architecture behind the animations I’ve been building.&lt;/p&gt;

&lt;p&gt;In this post, I want to break down some of the techniques behind that approach.&lt;/p&gt;




&lt;h2&gt;
  
  
  1. Treat animation as a function of time
&lt;/h2&gt;

&lt;p&gt;A useful mental model for procedural animation is surprisingly simple:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="nx"&gt;frame&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;render&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;time&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;parameters&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Instead of thinking in terms of keyframes, think of the entire visual state as something that can be calculated from:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;time&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nx"&gt;width&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nx"&gt;height&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nx"&gt;parameters&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;For example:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;render&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;time&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;config&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;speed&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="nx"&gt;particleCount&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="nx"&gt;particleSize&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="nx"&gt;scale&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;config&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;time&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;speed&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="c1"&gt;// calculate geometry&lt;/span&gt;
  &lt;span class="c1"&gt;// update positions&lt;/span&gt;
  &lt;span class="c1"&gt;// draw frame&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Then the browser preview becomes just one way of driving that renderer:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;loop&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;timestamp&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;clearRect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;width&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;height&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="nf"&gt;render&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;timestamp&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;1000&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;config&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="nf"&gt;requestAnimationFrame&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;loop&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="nf"&gt;requestAnimationFrame&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;loop&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;This separation becomes extremely useful later.&lt;/p&gt;

&lt;p&gt;The renderer doesn’t need to know whether the frame is being:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;displayed in the browser&lt;/li&gt;
&lt;li&gt;rendered inside a React component&lt;/li&gt;
&lt;li&gt;rendered inside a Vue component&lt;/li&gt;
&lt;li&gt;captured as a PNG&lt;/li&gt;
&lt;li&gt;encoded into a GIF&lt;/li&gt;
&lt;li&gt;rendered frame-by-frame into a video&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The renderer just renders.&lt;/p&gt;

&lt;p&gt;That sounds obvious, but it changes how you design the entire animation system.&lt;/p&gt;




&lt;h2&gt;
  
  
  2. Geometry is often more important than animation
&lt;/h2&gt;

&lt;p&gt;One thing I learned pretty quickly is that complex-looking motion often starts with surprisingly simple geometry.&lt;/p&gt;

&lt;p&gt;Take a sphere made from particles.&lt;/p&gt;

&lt;p&gt;A naive solution would generate random points on a sphere.&lt;/p&gt;

&lt;p&gt;The problem is that random spherical coordinates can produce visible clustering.&lt;/p&gt;

&lt;p&gt;Instead, you can use a &lt;strong&gt;Fibonacci sphere&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;One implementation looks roughly like this:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;fibonacciSphere&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;count&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;radius&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;points&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[];&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;goldenAngle&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;PI&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;3&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;sqrt&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;

  &lt;span class="k"&gt;for &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;i&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;i&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="nx"&gt;count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;i&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;i&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;count&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;r&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;sqrt&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;theta&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;goldenAngle&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;i&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;cos&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;theta&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;r&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;z&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;sin&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;theta&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;r&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="nx"&gt;points&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;push&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt;
      &lt;span class="na"&gt;x&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;radius&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="na"&gt;y&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;radius&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="na"&gt;z&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;z&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;radius&lt;/span&gt;
    &lt;span class="p"&gt;});&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;

  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;points&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;This produces a much more even distribution.&lt;/p&gt;

&lt;p&gt;Now you have something useful before animation even begins:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;3D points
    ↓
rotation
    ↓
perspective projection
    ↓
Canvas coordinates
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Once the geometry is stable, rotation becomes relatively trivial.&lt;/p&gt;

&lt;p&gt;A point can be rotated around the Y axis using:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;rotateY&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;p&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;angle&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;cos&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;cos&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;angle&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;sin&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;sin&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;angle&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="na"&gt;x&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;p&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;cos&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;p&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;z&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;sin&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;y&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;p&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;z&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;p&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;sin&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;p&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;z&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;cos&lt;/span&gt;
  &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Then project it onto a 2D canvas:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;project&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;p&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;cameraDistance&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;4&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;perspective&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt;
    &lt;span class="nx"&gt;cameraDistance&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;cameraDistance&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;p&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;z&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="na"&gt;x&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;p&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;perspective&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;y&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;p&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;perspective&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;scale&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;perspective&lt;/span&gt;
  &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;With just these pieces you can already create a convincing 3D particle object using a 2D Canvas.&lt;/p&gt;

&lt;p&gt;One of the effects I experimented with in &lt;a href="https://limot.dev/effects/particlesphere/" rel="noopener noreferrer"&gt;Limot's Particle Sphere&lt;/a&gt; uses this idea for a particle sphere containing thousands of points, combined with drag inertia and cursor interaction.&lt;/p&gt;




&lt;h2&gt;
  
  
  3. Canvas can fake a surprising amount of 3D
&lt;/h2&gt;

&lt;p&gt;You don’t always need WebGL for 3D-looking effects.&lt;/p&gt;

&lt;p&gt;Canvas 2D works surprisingly well when the geometry is simple enough.&lt;/p&gt;

&lt;p&gt;A common pipeline looks like this:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;generate 3D geometry
        ↓
transform / rotate
        ↓
calculate depth
        ↓
perspective projection
        ↓
sort by depth
        ↓
draw on Canvas
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The important part is often &lt;strong&gt;depth sorting&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;Imagine particles orbiting around a black hole.&lt;/p&gt;

&lt;p&gt;If you render them in their original order, particles behind the object may accidentally appear in front of it.&lt;/p&gt;

&lt;p&gt;Instead:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="nx"&gt;particles&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;sort&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;z&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;z&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Then render from back to front.&lt;/p&gt;

&lt;p&gt;You can also use depth to modify appearance:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;alpha&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;mapDepthToOpacity&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;p&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;z&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;size&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;baseSize&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;perspective&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;This creates a surprisingly strong illusion of volume.&lt;/p&gt;

&lt;p&gt;For the &lt;a href="https://limot.dev/effects/blackhole/" rel="noopener noreferrer"&gt;Black Hole experiment in Limot&lt;/a&gt;, the animation combines orbiting particles, simulated inward motion, perspective, and depth sorting around the central void.&lt;/p&gt;

&lt;p&gt;The interesting part is not really the black hole itself.&lt;/p&gt;

&lt;p&gt;It is how far you can push:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;points + transforms + projection + sorting
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;before needing a full 3D engine.&lt;/p&gt;




&lt;h2&gt;
  
  
  4. Moving along a curve is harder than it looks
&lt;/h2&gt;

&lt;p&gt;Another interesting problem appears when particles follow curved paths.&lt;/p&gt;

&lt;p&gt;Suppose you have a parametric curve:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;curve&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="na"&gt;x&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;cos&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="na"&gt;y&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;sin&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mf"&gt;0.5&lt;/span&gt;
  &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;You might animate a particle like this:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;position&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;curve&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;time&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;But there is a subtle problem.&lt;/p&gt;

&lt;p&gt;Equal changes in &lt;code&gt;t&lt;/code&gt; do &lt;strong&gt;not necessarily represent equal distances along the curve&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;The particle speeds up in some sections and slows down in others.&lt;/p&gt;

&lt;p&gt;Sometimes that looks fine.&lt;/p&gt;

&lt;p&gt;But for things like streamlines or field lines, you usually want constant apparent velocity.&lt;/p&gt;

&lt;p&gt;One approach is to build an arc-length lookup table.&lt;/p&gt;

&lt;p&gt;First sample the curve:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;samples&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[];&lt;/span&gt;

&lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;previous&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;curve&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;distance&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;for &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;i&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;i&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;=&lt;/span&gt; &lt;span class="mi"&gt;500&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;i&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;i&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;500&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;p&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;curve&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;i&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;distance&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;hypot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
      &lt;span class="nx"&gt;p&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;previous&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="nx"&gt;p&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;previous&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;
    &lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;

  &lt;span class="nx"&gt;samples&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;push&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt;
    &lt;span class="nx"&gt;t&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="nx"&gt;distance&lt;/span&gt;
  &lt;span class="p"&gt;});&lt;/span&gt;

  &lt;span class="nx"&gt;previous&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;p&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Now instead of asking:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;where is t = 0.5?
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;you can ask:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;where is 50% of the total curve length?
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Then interpolate between neighboring samples.&lt;/p&gt;

&lt;p&gt;This technique is useful for effects like magnetic field visualizations, where small particles need to flow smoothly along curved field lines instead of visibly accelerating around sections of the curve.&lt;/p&gt;

&lt;p&gt;The &lt;a href="https://limot.dev/effects/magnetic-field/" rel="noopener noreferrer"&gt;Magnetic Field effect in Limot&lt;/a&gt; uses this idea of arc-length-based particle flow.&lt;/p&gt;




&lt;h2&gt;
  
  
  5. Deterministic randomness is incredibly useful
&lt;/h2&gt;

&lt;p&gt;Generative animation usually needs randomness.&lt;/p&gt;

&lt;p&gt;But &lt;code&gt;Math.random()&lt;/code&gt; creates a problem.&lt;/p&gt;

&lt;p&gt;Reload the animation:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;different particles
different composition
different motion
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Capture a video:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;different again
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Generate a thumbnail:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;different again
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;That makes reproducibility difficult.&lt;/p&gt;

&lt;p&gt;A seeded pseudo-random generator solves this.&lt;/p&gt;

&lt;p&gt;For example:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;mulberry32&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;seed&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nf"&gt;function &lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;seed&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="mh"&gt;0x6D2B79F5&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;imul&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;^&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;15&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;^=&lt;/span&gt; &lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;imul&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;^&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;7&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="mi"&gt;61&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="k"&gt;return &lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;^&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;14&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;4294967296&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Now:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;random&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;mulberry32&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;12345&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;random&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;random&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;will always produce the same sequence.&lt;/p&gt;

&lt;p&gt;This is extremely useful for visual tools.&lt;/p&gt;

&lt;p&gt;A configuration like:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;seed&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;12345&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nx"&gt;particleCount&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;4000&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nx"&gt;speed&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mf"&gt;0.8&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;can represent an exact visual state.&lt;/p&gt;

&lt;p&gt;The same configuration can be loaded tomorrow and still generate the same composition.&lt;/p&gt;

&lt;p&gt;Several of the animations I’ve been working on use deterministic or seeded motion for exactly this reason. &lt;a href="https://limot.dev/effects/particle-breath/" rel="noopener noreferrer"&gt;Particle Breath&lt;/a&gt;, for example, is designed around deterministic standalone animation behavior.&lt;/p&gt;




&lt;h2&gt;
  
  
  6. Springs make interactions feel much better
&lt;/h2&gt;

&lt;p&gt;Linear interpolation is everywhere:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="nx"&gt;value&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;target&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;value&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mf"&gt;0.1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;It works.&lt;/p&gt;

&lt;p&gt;But for physical interfaces, spring motion often feels much better.&lt;/p&gt;

&lt;p&gt;The basic model is:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;force =
  spring force
  +
  damping force
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Or approximately:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;springForce&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt;
  &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="nx"&gt;stiffness&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;target&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;dampingForce&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt;
  &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="nx"&gt;damping&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;velocity&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;acceleration&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt;
  &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;springForce&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;dampingForce&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="nx"&gt;mass&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="nx"&gt;velocity&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nx"&gt;acceleration&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;dt&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="nx"&gt;position&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nx"&gt;velocity&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;dt&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Now you get parameters developers may recognize from animation libraries:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;stiffness&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;200&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nx"&gt;damping&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;20&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nx"&gt;mass&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;This is useful when elements should feel mechanical rather than merely interpolated.&lt;/p&gt;

&lt;p&gt;For example, I use spring-like motion in a &lt;a href="https://limot.dev/effects/particle-cube/" rel="noopener noreferrer"&gt;Particle Cube experiment&lt;/a&gt; where individual layers rotate by quarter turns before snapping back onto the cube's discrete grid.&lt;/p&gt;

&lt;p&gt;That combination is interesting:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;continuous physics
       +
discrete geometry
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The spring handles movement.&lt;/p&gt;

&lt;p&gt;The grid defines the final valid state.&lt;/p&gt;




&lt;h2&gt;
  
  
  7. The editor and the renderer should share the same schema
&lt;/h2&gt;

&lt;p&gt;Once I started adding controls to animations, another architectural pattern became important.&lt;/p&gt;

&lt;p&gt;Don't make this:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;UI controls

and separately...

animation configuration
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Make them two views of the same data.&lt;/p&gt;

&lt;p&gt;For example:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;schema&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="na"&gt;particleCount&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="na"&gt;type&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;number&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;min&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;100&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;max&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;10000&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;default&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;3000&lt;/span&gt;
  &lt;span class="p"&gt;},&lt;/span&gt;

  &lt;span class="na"&gt;speed&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="na"&gt;type&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;number&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;min&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;max&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;default&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;
  &lt;span class="p"&gt;},&lt;/span&gt;

  &lt;span class="na"&gt;color&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="na"&gt;type&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;color&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;default&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;#ffffff&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;From that schema you can generate:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;control panel
     ↓
runtime config
     ↓
component props
     ↓
export configuration
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;So changing:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="nx"&gt;particleCount&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;8000&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;is not just changing a slider.&lt;/p&gt;

&lt;p&gt;It changes the configuration used by every representation of the animation.&lt;/p&gt;

&lt;p&gt;This is how a visual experiment starts becoming a reusable tool.&lt;/p&gt;

&lt;p&gt;In &lt;a href="https://limot.dev/" rel="noopener noreferrer"&gt;Limot&lt;/a&gt;, animation parameters such as density, speed, line width, scale, geometry, interaction strength, and colors can be exposed directly in the editor and reused by exported code.&lt;/p&gt;




&lt;h2&gt;
  
  
  8. Preview rendering and export rendering should be separate
&lt;/h2&gt;

&lt;p&gt;There is another important consequence of treating animation as a function of time.&lt;/p&gt;

&lt;p&gt;Your preview might run like this:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="nf"&gt;requestAnimationFrame&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;loop&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;But an export should not depend on real elapsed browser time.&lt;/p&gt;

&lt;p&gt;Suppose you're generating a 5-second animation at 60 FPS.&lt;/p&gt;

&lt;p&gt;That is exactly:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;fps&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;60&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;duration&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;totalFrames&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;fps&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;duration&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;for &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;frame&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;frame&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="nx"&gt;totalFrames&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;frame&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;time&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;frame&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="nx"&gt;fps&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="nf"&gt;render&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;time&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;config&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="c1"&gt;// capture frame&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Now rendering becomes deterministic.&lt;/p&gt;

&lt;p&gt;Frame 147 will always represent:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="mi"&gt;147&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;60&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;seconds.&lt;/p&gt;

&lt;p&gt;Whether the computer renders that frame in 2 ms or 200 ms doesn't matter.&lt;/p&gt;

&lt;p&gt;This makes it possible to use the same visual model for both interactive previews and exported media.&lt;/p&gt;

&lt;p&gt;That became an important design idea for Limot because the same animation can ultimately be used as live code or exported as a still or motion asset.&lt;/p&gt;

&lt;p&gt;You can explore the available output options on the &lt;a href="https://limot.dev/pricing/" rel="noopener noreferrer"&gt;Limot pricing page&lt;/a&gt;.&lt;/p&gt;




&lt;h2&gt;
  
  
  9. Performance is mostly about avoiding unnecessary work
&lt;/h2&gt;

&lt;p&gt;Particle animations make performance mistakes very visible.&lt;/p&gt;

&lt;p&gt;If you're rendering thousands of points every frame, a few habits help a lot.&lt;/p&gt;

&lt;h3&gt;
  
  
  Precompute everything you can
&lt;/h3&gt;

&lt;p&gt;Bad:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="k"&gt;for &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;particle&lt;/span&gt; &lt;span class="k"&gt;of&lt;/span&gt; &lt;span class="nx"&gt;particles&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nf"&gt;calculateBaseGeometry&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;particle&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nf"&gt;animateParticle&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;particle&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nf"&gt;drawParticle&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;particle&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Better:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;baseGeometry&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt;
  &lt;span class="nf"&gt;calculateGeometryOnce&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;render&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;time&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nf"&gt;transformGeometry&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;baseGeometry&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;time&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nf"&gt;draw&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Avoid allocations inside the frame loop
&lt;/h3&gt;

&lt;p&gt;Instead of:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;point&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nx"&gt;z&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;thousands of times per frame, reuse objects or arrays where appropriate.&lt;/p&gt;

&lt;p&gt;Typed arrays are especially useful for large particle systems:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;positions&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt;
  &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Float32Array&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;particleCount&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;3&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Respect device pixel ratio
&lt;/h3&gt;

&lt;p&gt;High-DPI rendering usually needs something like:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;dpr&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;devicePixelRatio&lt;/span&gt; &lt;span class="o"&gt;||&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;width&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;dpr&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;dpr&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;style&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt;px`&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;style&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt;px`&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;scale&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;dpr&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;dpr&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Without it, thin geometric lines often look blurry.&lt;/p&gt;

&lt;p&gt;With very high-DPR devices, you may even want to cap it:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;dpr&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt;
  &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;min&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;devicePixelRatio&lt;/span&gt; &lt;span class="o"&gt;||&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;There is always a trade-off between sharpness and fill rate.&lt;/p&gt;

&lt;p&gt;That matters particularly for designs made almost entirely from 1px lines and tiny particles.&lt;/p&gt;




&lt;h2&gt;
  
  
  10. The interesting part is not the effect — it's the system
&lt;/h2&gt;

&lt;p&gt;At first I was mostly making individual visual experiments.&lt;/p&gt;

&lt;p&gt;A particle sphere.&lt;/p&gt;

&lt;p&gt;A black hole.&lt;/p&gt;

&lt;p&gt;Orbital typography.&lt;/p&gt;

&lt;p&gt;Magnetic field lines.&lt;/p&gt;

&lt;p&gt;A Fourier drawing machine.&lt;/p&gt;

&lt;p&gt;But eventually I realized that the more interesting problem was not:&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;How do I make this animation?&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;It was:&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;How do I make an animation reusable?&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;That adds an entirely different set of constraints.&lt;/p&gt;

&lt;p&gt;It should be:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;parameterized
deterministic
interactive
responsive
exportable
portable
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;And ideally the same effect should work as:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;a website background
a React component
a Vue component
a standalone JavaScript animation
a transparent image
a GIF
a video
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;That is what I've been exploring with &lt;a href="https://limot.dev/" rel="noopener noreferrer"&gt;Limot&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;It has grown into a collection of geometric, line-based, and particle-based web animations with live controls and reusable outputs.&lt;/p&gt;

&lt;p&gt;If you're into creative coding, generative interfaces, Canvas, or just unnecessarily complicated ways of drawing dots on a screen, you might enjoy playing with it:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://limot.dev/" rel="noopener noreferrer"&gt;Explore Limot →&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;You can also jump directly into a few of the examples mentioned in this article:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;a href="https://limot.dev/effects/particlesphere/" rel="noopener noreferrer"&gt;Particle Sphere&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="https://limot.dev/effects/blackhole/" rel="noopener noreferrer"&gt;Black Hole&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="https://limot.dev/effects/magnetic-field/" rel="noopener noreferrer"&gt;Magnetic Field&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="https://limot.dev/effects/particle-breath/" rel="noopener noreferrer"&gt;Particle Breath&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="https://limot.dev/effects/particle-cube/" rel="noopener noreferrer"&gt;Particle Cube&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;I'd also love to know which part deserves a deeper technical write-up next:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;particle systems, fake 3D projection, deterministic animation, or video export?&lt;/strong&gt;&lt;/p&gt;

</description>
      <category>design</category>
      <category>animation</category>
    </item>
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</rss>
