claude

generative-pack

Generative and creative coding technique references, sorted by field

2 on GitHubby Iah-Uchv0.8.0MITupdated 3 days ago
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Plugin generative-pack from marketplace clanker-pack in Iah-Uch/clanker-pack. Commands read from the repo's manifest — 3 days ago.

What it installs

Skills (11)

  • audio-signal

    Use when synthesizing, analyzing or encoding audio and other signals: oscillators, filters, envelopes, FM, effects, Web Audio scheduling, DSP libraries, FFT and spectrograms, MFCCs, onset and pitch detection, music information retrieval, images as audio (SSTV), time-frequency analysis of scientific

  • creative-tooling

    Use when choosing or designing the toolchain for creative and generative work: sketch frameworks (p5, canvas-sketch, openFrameworks, Cinder), 2D and 3D rendering libraries (PixiJS, Three.js, React Three Fiber, regl, Babylon.js, Vello), audio DSP languages (Faust, SuperCollider), shader sandboxes, GP

  • data-spatial

    Use when working with graphs and networks (force layout, shortest paths, route planning), spatial indexes and clustering (R-tree, KD-tree, quadtree, H3, hierarchical clustering), terrain meshes and contours, maps (projections, vector tiles, globes, wind and flow visualization), chart layouts (treema

  • geometry-structure

    Use when a task involves curves, splines, polygons, boolean clipping, triangulation, convex or concave hulls, Voronoi or Delaunay, packing, tiling, space-filling curves, meshes (smoothing, simplification, UV unwrapping, deformation), implicit surfaces, signed distance fields, marching cubes or squar

  • image-color-vector

    Use when processing or stylizing images, color and vectors: color spaces and gradients (OKLab, LCH, HSLuv), palettes and color scales, quantization and dithering, raster-to-vector tracing, skeletons and centerlines, differentiable vector graphics, seam carving, geometric-primitive and triangulated a

  • learning-inference

    Use when a task involves learned models for creative or perceptual work: diffusion and flow matching, video, music, speech and audio models, Gaussian splatting, NeRF and single-image 3D, monocular depth, segmentation and tracking, super-resolution, OCR, neural cellular automata, embeddings and UMAP,

  • motion-time

    Use when designing or building animation, motion, easing, interpolation, shape morphing, procedural or IK animation, spline following, programmatic video, crowd movement, object tracking, or live-coded timing, and a vetted open-source tool or a transferable technique would beat inventing it. Gives p

  • physics-simulation

    Use when simulating or rendering physical systems: rigid bodies, joints, cloth and position-based dynamics, springs, fluids (grid, SPH, lattice Boltzmann), PDE and finite volume solvers, waves, reaction-diffusion, structural or topology optimization, N-body, molecular dynamics, particle transport, t

  • rules-generation

    Use when generating content from rules or randomness: noise (Perlin, simplex, Worley), L-systems, grammars, rewrite rules, wave function collapse, cellular automata, Lenia, diffusion-limited aggregation, differential growth, space colonization, slime or agent simulations, fractal flames, procedural

  • shader-effects

    Use when writing shaders and screen effects: antialiased edges, blend modes, dithering, halftone, Gaussian blur, FXAA, color lookup tables, Blinn-Phong, hatching, bloom, depth of field, motion blur, SSAO, outlines, glitch, datamosh, fog, kaleidoscope, watercolor, video-synth chains, software rasteri

  • technique-finder

    Use first when a creative, generative, graphics, audio, simulation, map or data-visualization task does not obviously map to one field, or when the user asks how something visual or procedural could be made. Routes the goal to the right technique catalog (motion, geometry, rules and generation, phys

View source on GitHub

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