These are the prompts used to make boidpop.html
Code was generated with gemini-2.5-pro-preview-06-05.
Sections starting with ** were made with a new instance, and -- was a continuation of the previous instance.
The thinking budget was set to the maximum of 32768 for the start of most new instances, occassionaly switched to auto for smaller prompts or bug fixes.
I'd generally discard an instance when it gets above 150,000-200,000 tokens. I found that this number had to increase as the file got longer and more complex.
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Let's write a boids simulation with special rules as a single page in html, css, and javascript. Let's not use any external libraries.
There are 7 types of boids, each with their own characteristics and color. Type 1 is the smallest, and type 7 is the largest.
For boid types 1-6: if two boids of the same type touch, they merge into a boid of the next type. For example, if two boids of type 2 touch, they become a boid of type 3.
If a boid of type 1 or type 7 touches a boid of type 7, the type 7 boids burst into type 1 boids.
If a user clicks or taps on a boid of type 2 through 7, it bursts into type 1 boids.
Let's use a dark theme, and let's take an optional URL parameter "hue" that we use to generate a color scheme. I want the page to be able to take any number of optional "header" and "subheader" parameters for displaying as text on the canvas. I want the canvas to be the full screen, with all controls and stats behind toggle-able overlays. I want lots of slick animations, and I want the action to begin as soon as the page loads. I also want it to work well on mobile. I want it to display the frame rate.
I want all configuration to be available as optional URL parameters. If a configuration value is set in the URL, it should be updated in the URL when it changes on the page.
I want an optional URL parameter "debug". When debug is set, the URL should be updated to show all the configuration values as they change. Debug should also enable additional console logging.
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Really juice the visuals, especially for merging and popping. I want the click to be an explosion, any boids caught in the wake are popped and flung away dramatically. I want you can use elaborate animations, color blends, etc. Anything that looks really cool.
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Juice everything more than that. I want screenshake, shockwaves, etc. I want it to be fun! I want it to be fun!
Make merging and splitting an dramatic event.
Add a control to make boids of type > 1 unstable, enabled by default. They'll have a decay time and animation. When their internal decay timer reaches zero, it explodes and splits apart into type 1 boids.
**
Implement and integrate a quadtree and controls to visualize the quadtree. What other optimizations can you make? Optimize and refactor everything you need to.
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Let's enable the quadtree visualization by default.
Add a color picker for the hue. Make sure it is integrated with the existing slider.
Add a Rainbow Mode and controls to have the hue cycle and oscillate through the rainbow in an interesting pattern. Make sure rainbow mode is integrated with the color picker and hue slider.
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Uncaught SyntaxError: expected expression, got '}'boidpop.html:266:722
What other improvements, optimizations, or additions would look cool? I want the user's click to be the most important animation. Make any additions you want, as long as they are behind optional controls, enabled by default.
**
Let's have controls for screen-shake, and lets' only have screen-shake on the user's click-explosions enabled by default. Let's really juice the user's click!
Let's add an animation or set of animations for when the user is holding down the mouse button.
Let's have a visual indicator for when a bird is in a vortex.
What other improvements, optimizations, or additions would look cool? I want the user's click to be the most important animation. Make any additions you want, as long as they are behind optional controls, enabled by default.
Optimize everything
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Nice work.
Let's always include the frame on the canvas.
Let's add a control to let birds touch without popping.
What other improvements, optimizations, or additions would look cool? I want the user's click to be the most important animation. I want more modes that are slick, interesting, and subtly mesmerising. Make any additions you want, as long as they are behind optional controls, enabled by default.
You can refactor and optimize anything you'd like.
**
Clicking on the controls seems to click through to the boids behind them.
Let's add running graphs with legends and values to our stats page. At minimum, we'll want # boids by type, mean angle (unwrapped), mean angle polar spiral, mean velocity, mean acceleration, frame rate and other performance measures, etc. Include the option to toggle standard devation bands on all graphs with means on them. Be sure to use colors effectively in the graphs.
What other improvements, optimizations, or additions would look cool? I want the user's click to be the most important animation. Make any additions you want, as long as they are behind optional controls, enabled by default.
Refactor and optimize everything.
You never have to minify code for me. Unmininfy and optimize any code you find.
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Let's add a (?) toggle that explains what's going on. Let's make sure the graphs are working properly
**
Let's make time dilation a localized effect with its own animations/visualizations.
What other improvements, optimizations, or additions would look cool? I want the user's click to be the most important animation. Make any additions you want, as long as they are behind optional controls, enabled by default.
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The stats display panel doesn't seem to be in the right place.
What other improvements, optimizations, or additions would look cool? I want the user's click to be the most important animation. Make any additions you want, as long as they are behind optional controls, enabled by default.
**
Let's add a unique visualization for boids caught in time dilation fields, as well as juice the visuals for time dilation fields.
Let's add controls to have the time dilation fields radiate rings of accelerated and/or decelerated time from its perimeter.
Let's add controls to have the core time dilation field slow down more towards the center.
Let's add controls to have the time dilation fields radiate.
What other improvements, additions, or enhancements would you suggest? Make any additions you want, as long as they are behind optional controls, enabled by default.
**
Let's add some alternatives to the existing particle effects for merging and popping. Add some that are easy to render quickly, and some that look really cool, and some animations that aren't particle effects at all. I'd like many different options, and controls for tweaking all the options.
What other improvements, additions, or enhancements would you suggest? Make any additions you want, as long as they are behind optional controls, enabled by default.
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Let's make the lens flare the default merging effect, and rename the "default" to something meaningful. Let's add a few more options for merging effects.
Let's add a few more options for popping effects.
Let's disable "Camera Lurch on Pop" by default.
Let's offer alternatives for the other existing particle effects. Let's have many choices, and let's have some of those choices not be particle effects at all.
What are some other effects we can offer alternative for?
What other improvements, additions, or enhancements would you suggest? Make any additions you want, as long as they are behind optional controls, enabled by default.
**
Let's disable chain reactions by default.
Let's add controls for boids to drop gravity wells, time fields, and other interesting effects when they merge and/or pop. The effects should be proportional to the boid type.
Let's add the ability for boids to be "stunned", where they temporarily ignore all of their regular steering and movement rules. This should have an interesting visualization/animation.
Let's add an option where boids have a merging cooldown, and controls to change it.
Let's add an option where boids can't merge inside of a gravity well and/or just after leaving a gravity well.
Let's have controls for if/how boids are scattered out of collapsing gravity wells. I want them to scatter in interesting chaotic patterns, like swirls or spirals or like their temporarily stuck in a strange orbit, etc.
You may refactor the controls layout if you feel it necessary.
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Beautiful work, thank you.
When boids are stunned, I want them to spiral outward by default. I also want the option for them to drift aimlesslessly, and any other interesting options you can think of.
I want the option to have stunned boids emit a repulsion field, enabled by default. I want controls for the repulsion fields's strength, animations, etc.
I want controls for ways the fields can interfere with each other. For example, maybe if two time dilation fields touch, they are pulled towards each other until they explode. Maybe two gravity fields attract or repel each other, or they orbit each other. Maybe repulsion fields cancel gravity wells when they touch. Give me lots of options like that.
**
Let's refactor this so it's easier to choose between dropping gravity wells, time dilation fields, repulsion fields, vortexes, supernovas, etc, and combinations of those. Maybe we need a command pallette at the top of the controls.
Let's add the option for merge and pop to drop repulsion fields as well.
Let's have controls for how all fields fields cancel or intensify each other.
Let's have controls for how all fields attract, repel, orbit, each other.
Let's move the stats panel to the left side, so it works more like the other two panels.
Optimize and refactor anything you need to, including the controls layout.
**
Let's have the quadtree visualization enabled by default.
Let's add wormholes. Wormholes are similar to gravity wells, but any boid that is sucked into one is flung spiraling and stunned out of another one. One of the visualizations for wormholes should be that stereotypical wireframe funnel. Add a few others, and interesting animations for when boids are sucked in and teleported.
Let's have the option to have gravity wells and/or wormholes distort the visualization of the quadtree, enabled by default.
Let's have an optional really intense chromatic abberation effect for boids who are close to a wormhole, and lets add a temporary effect to boids who have just passed through a wormhole. Really juice the visuals.
I'd like controls for how boids drop wormholes, how gravity wells collapse into wormholes, and how wormholes interact with each other and other fields, eg. orbit.
Optimize and refactor anything you need to.
**
Let's add some additional visualizations for wormholes, and let's have one without so many particles as the default.
Let's optionally apply our color scheme to wormholes. Maybe boids could have a glow of the color of the wormhole they went into, so we can easily see where they come out.
Let's add a command pallette to the top of the controls so I can quickly and visually choose between dropping gravity wells, wormholes, or other fields. Also, let's make it possible to drop multiple fields at once (eg. gravity well + wormhole). I like how something happens right away when we click, but we can have a larger effect by holding on longer. Let's keep the existing behavior as the default.
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Let's move The point and click options to the very top of the controls. Add vortex, supernova, etc to the command pallet. Let's default to the pallete open, with gravity well and vortex selected. Refactor any controls you feel you need to.
**
Let's have voids that have just passed through wormholes be immune to gravitational effects, so they can spiral out of the exit wormhole freely.
When vortex is selected in the command pallete, make sure the vortex effects and animations are active while the user clicks and holds, in addition to the current animation and effects.
I like the spinning circles that represent the number of items selected in the pallette. Let's optionally extend that animation to make it clearer what types of fields and effects are about to happen. Enable this by default.
What other improvements or additions would you make? Make all the additions you want, as long as they are behind optional controls, enabled by default. Consider expanding the command pallete with new and interesting effects.
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Let's have the option to use the original circles idea, just with more colors. You can use the particle effects with the vortex; I loved those. Make those particle effects fancy, optional, and enabled by default.
**
Let's have the vortex effect just be a swirl of particles.
When repulsion fields are selected in the command pallete, let's put a temporary repulsion field down where the user is holding. Same with the time bubble and the gravity well. Always have an effect while the user is interacting, but also leave something behind.
Add a way to mute all the command overlay and just show the effects, enabled by default.
**
Let's make the default visualization for wormholes be the wireframe funnel.
Let's add black holes. Black holes are similar to gravity wells, but boids, fields, and effects of all kinds all pulled towards it. As things cross a black hole's "event horizon", they are stretched and distorted as they are pulled towards the center. Anything that crosses into the event horizon cannot escape. Anything at the center of the black hole is effectively destroyed.
The distortion to the quadtree visualization is intense and dramatic.
Black holes are drawn to each other from any distance. They always head towards each other in a slow spiral where they are guaranteed to collide.
Black holes collapse after a configurable expiration time, or when two black holes touch. When black holes collapse, they emit enough boids so that the total number of boids left in the simulation is equal to the configured "initial boids".
Black holes form from the collision between wormholes and/or gravity wells, enabled by default. Black holes are also in the command pallette. Black holes can also spontaneously form when the number of boids is above some configured threshold.
Add the option to have all the types of fields that same slow spiral towards each other.
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Let's have boids leaving a black hole spiral outward, wobbling and fluctuating in size, additionally with all the effects of leaving a wormhole or gravity well
**
What performance optimizations can you think of for this? Decoupling the physics from the rendering would be one. What would be some others?
Excellent question! You've already hit on what is arguably the most significant architectural optimization: decoupling physics from rendering. It's a fundamental concept in game and simulation development.
Let's first expand on your idea and then dive into a host of other optimizations, ranging from high-impact algorithmic changes to lower-level canvas and memory tweaks, all based on your provided code.
1. Decoupling Physics from Rendering (Your Suggestion, Expanded)
This is the gold standard for creating smooth, responsive simulations.
The Problem: Your current animate loop ties physics updates (update()) directly to the screen's refresh rate (requestAnimationFrame). If a frame takes too long to render (e.g., due to heavy visual effects), the physics simulation slows down, making everything feel sluggish. Conversely, a very fast monitor (120Hz, 144Hz) will run the physics much faster than a 60Hz monitor, leading to inconsistent behavior.
The Solution:
Fixed-Timestep Physics: Run your update() logic in a separate loop with a fixed interval, like setInterval(physicsTick, 1000 / 60). This ensures your simulation logic runs at a consistent 60 "ticks" per second, regardless of the rendering speed.
Variable-Timestep Rendering: Keep your draw() logic inside requestAnimationFrame. It will run as fast as the browser and hardware will allow.
State Interpolation (The "Juice"): To avoid jittery movement (since physics might tick less often than rendering), you can store the previous_position and current_position for each boid. In your draw() function, you calculate how much time has passed since the last physics tick and interpolate between the previous and current positions to draw the boid in its "in-between" spot. This results in incredibly smooth motion even if the physics stutters.
2. High-Impact Algorithmic & Physics Optimizations
These will provide the most significant performance gains after decoupling.
Spatial Hashing for Fields (Huge Win):
Problem: In boid.applyFieldForces() and getTimeScaleAt(), you loop through all active fields for every single boid/particle. This is an O(N * M) operation (N boids, M fields), which gets very slow as you add more fields.
Solution: Put the fields (GravityWells, Wormholes, etc.) into the Quadtree along with the boids, or into a separate "field Quadtree". When a boid needs to check for field forces, it can query the Quadtree for fields within its perception radius instead of looping through the global arrays.
Benefit: This changes the complexity to something closer to O(N * log M), a massive improvement.
Optimize Field-to-Field Interactions:
Problem: The handleFieldInteractions function uses nested loops to check every field against every other field, which is O(M^2).
Solution: Again, use the Quadtree. For each field, query the Quadtree for other nearby fields to interact with, instead of iterating through the entire list.
Optimize Quadtree Distortion Drawing:
Problem: The drawDistortedRect function is extremely expensive. It calculates distortion for many points along each line segment of a quadtree rectangle. The getDistortedPoint function itself loops through all distorting fields. This is a performance bottleneck for sure.
Solutions:
Simplify: Only distort the four corner vertices of the rectangle and draw straight lines between the distorted points. This would be a massive improvement with minimal visual change.
Reduce Segments: If you must have curved lines, drastically reduce the number of segments (e.g., from 10 to 3 or 4).
The WebGL approach (Advanced): This effect is a perfect use case for a vertex shader in WebGL, where the GPU can calculate the distortion for all vertices in parallel. This is a rewrite, but it's the "correct" way to do this kind of screen-space distortion efficiently.
Stochastic Updates:
Problem: Every boid runs its full, expensive flock() logic every single frame.
Solution: Not all boids need to make a "decision" every frame. You can update their flocking behavior stochastically. For example, each frame, only run the flock() method for a random 50% of the boids. For the other 50%, they just continue along their current velocity. The emergent behavior will look almost identical, but you've cut the cost of flocking calculations in half.
3. Rendering (Canvas) Optimizations
These focus on reducing the cost of drawing thousands of entities.
Layering Canvases:
Problem: Everything is drawn to one buffer, which is then copied to the main canvas. This means you redraw static or slow-moving elements every frame.
Solution: Use multiple, layered canvases.
Canvas 1 (Background): For the background color and trails (backgroundFade). Only needs to be updated once per frame.
Canvas 2 (Entities): For boids, particles, etc. This is cleared and redrawn every frame.
Canvas 3 (Post-FX): For bloom, chromatic aberration, and other full-screen effects. This canvas can composite the other two and apply filters.
Benefit: You avoid expensive redraws. If backgroundFade is off, you don't even need to touch the background canvas after the initial draw.
Batching Draw Calls:
Problem: You draw each particle individually (ctx.fillStyle = ...; ctx.beginPath(); ctx.arc(...); ctx.fill()).
Solution: If many particles share the same color and style, you can batch them. Group particles by color. Then, for each color group:
ctx.fillStyle = particleColor;
ctx.beginPath();
for (const particle of colorGroup) {
ctx.moveTo(particle.pos.x, particle.pos.y); // moveTo is needed to create separate shapes
ctx.arc(particle.pos.x, particle.pos.y, particle.size, 0, Math.PI * 2);
}
ctx.fill();
Benefit: Reduces the number of state changes (fillStyle) and draw commands (fill), which are expensive for the browser's rendering engine.
Minimize Expensive Canvas State Changes:
Problem: ctx.save(), ctx.restore(), changing globalCompositeOperation, and applying ctx.filter are some of the most expensive operations on the 2D canvas context.
Solution: Try to group draw calls by state. For example, draw all entities that use globalCompositeOperation = 'lighter' at the same time, then switch the state and draw the normal entities. This is more complex to manage but can yield significant gains. The Performance Mode already does a good job of disabling these, which is why it's effective.
4. Memory Management & Looping
Optimize cleanupArrays():
Problem: Using Array.prototype.splice() to remove items from the middle of a large array is slow because it has to re-index all subsequent elements.
Solution: Use the "swap and pop" method. When an item at index i needs to be removed, swap it with the last item in the array and then pop() the end. This is an O(1) operation. The order of entities doesn't matter for rendering, so this is a safe and effective change.
// Inside your cleanup loop
if (shouldRemove(item)) {
arr[i] = arr[arr.length - 1]; // Swap with the last element
arr.pop(); // Remove the last element
}
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Use for Loops in Hot Paths:
Problem: forEach has a slight function call overhead for every element.
Solution: In performance-critical loops that run thousands of times per frame (like the main boid/particle update loops), a traditional for (let i = 0; i < arr.length; i++) loop is often measurably faster.
Pre-size Object Pools:
Problem: The code warns when a pool is exhausted and a new object is created at runtime. This allocation can cause a momentary stutter or "jank".
Solution: During startup, or after a particularly intense scene, you can check the maximum number of active objects of a certain type and proactively increase the size of the corresponding pool to prevent runtime allocations in the future.
By combining your excellent starting point with these additional strategies, you could achieve a dramatic improvement in both the raw performance and the perceived smoothness of your already impressive simulation.
Sounds good. Let's do the full implementation of layering canvases, batching draw calls, optimize cleanupArrays(), for loops in hot paths, optimize field-to-field interactions and spatial hashing for fields.
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Does our current feature-set support a global simulation speed modifier?
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Since we aren't expecting too many of any individual type of field, would it make sense to do the same brute force we do with black holes with all the other fields? That way all the other fields can see and interact with their own types from any distance, but they can use a quadtree when they want to interact with boids or fields of other types
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Let's refactor it a bit. I bet we could make helper functions with names like, for example "interactAtAnyDistance"
**
I like the way black holes move towards each other. Lets's refactor the controls.
For each field, I want a control for how it moves in relation to fields of its same type:
- collide: the slow colliding spiral pattern that black holes use (default)
- orbit: a slow spiral around each other that never quite collides
- attract: pull towards each other
- repel: push each other way
- nothing
and what happens when that field touches another field of the same type:
- merge: form a new field of greater intensity
- transform: the two fields merge and form a new field of a different type
- intensify: the effects of the fields are stronger where they overlap (default)
- cancel: negate the effects of the fields where they overlap
- annihilate: dramatically destroy both fields (default for wormholes)
- nothing
and control for how it moves in relation to fields of each other type,
and what happens when that field touches fields of each other type:
- transform
- intensify
- cancel
- annihilate
- destroy: this field remains, the other field is dramatically destroyed
- nothing
You are free to add anything you think would also be interesting.
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I don't see the full matrix in the controls. Verify that boids can still drop time bubbles etc when merging, and that the visualizations all still work.
Let's have black holes only explode when their cores touch. And lets have everything from any distance drawn towards the nearest blach hole.
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We don't need the specific controls for black holes. All fields and boids are attracted to black holes from any distance, and destroyed when they touch the core of a black hole. All boids are attrated to black holes from any distance. Make sure that two black holes move towards each other. Only black holes can destroy black holes.
I have not seen two fields of any other type move yet, except for black holes. Double check the physics for bugs.
let's add a control to change how large we physically draw boids.
Let's play the pulse effect where fields annihilate. Let's have the pulse effect give boids a temporary visual effect and push them like they are caught in waves.
Let's have the supernova effect "energize" boids. Energized boids glow brightly and pulse like beating hearts, then go up to their next level boid.
Let's have the glitch rift have affected boids quickly cycle through the types until they land on one, like their type is being determined by a spinner. Show a glitchy effect as they transition.
Add controls to have the boids make supernova, pulse, glitch rift, etc effects when they merge or pop. Add pulse as a default for pop.
Let's add a control to have things blur and stretch when they get close to the core of a black hole, enabled by default.
Let's have the drawn size of the boids leaving the black hole fluctuate in a sinusoidal way for a while after.
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Uncaught TypeError: this.color is undefined
boidpop.html:1512:36
Uncaught TypeError: undefined has no properties
boidpop.html:1512:36
We don't need controls for how other fields interact with black holes. They are always drawn into it and destroyed.
When things are blurred and stretched by the black hole, can we also have them swirl? Like a swirl distortion.
Make sure both black holes are always destroyed when they collide.
Let's have supernova-energized move at twice the speed.
Let's make sure that effects stack, so a boid can be both energized and glitched.
I don't see, e.g. time bubbles moving towards each other, and I'd like both black holes to be destroyed when they collide.
**
Let's add a swirl distortion for things getting pulled into the core of a black hole.
Let's temporarily oscillate the boid render scale for boids near where a black hole collapses.
Have a smoother, more impressive animation for the merger of fields.
Add optional animations for interference effects when present where fields overlap, enabled by default.
Check for any bugs or improvements you can make.
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Uncaught TypeError: CanvasRenderingContext2D.createRadialGradient: At least 6 arguments required, but only 5 passed
draw file:///Users/swirepe/src/chat2/static/boidpop.html?paletteClickItems=gravity_well&boidRenderSizeMultiplier=1.5:1161
draw file:///Users/swirepe/src/chat2/static/boidpop.html?paletteClickItems=gravity_well&boidRenderSizeMultiplier=1.5:2413
animate file:///Users/swirepe/src/chat2/static/boidpop.html?paletteClickItems=gravity_well&boidRenderSizeMultiplier=1.5:2364
I bet we could animate fields merging to look more like bubbles merging.
When things get sucked into the black hole, let's have the blur be more directional, towards the center of the black hole.
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Let's automatically spawn two gravity wells or time bubbles on click when their self-touch modes are "intensify or cancel". I've started that integration for gravity wells.
Let's add a visual and effect for boids inside of gravity wells.
Default the self-touch settings for time bubbles to cancel and gravity well to intensify.
Let's add a more wobbly-bubble animation for fields merging, like soap bubbles combining.
Now that gravity wells are drawn to each other, let's increase the self-forces for the other fields too.
**
Let's add unique animations for each type of field when it is destroyed by a black hole.
Let's have black holes move slower than all the other fields, like they are heavy and dangerous.
Let's have a control to have the screen loop, enabled by default.
Lets have "field cancel" just mean that the effect turns off in the overlapping area.
**
Let's have chain lightning be another one of the things boids can drop.
Let's have individual animations for each type of field when they are destroyed by a black hole.
Let's update the help section with an explanation of all the fields and effects.
**
What are some other interesting field and effect types we can add?
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Let's add them all, and lets add another one like echo bloom where boids get "negative copies", with inverse colors and opposite behaviors.
**
Let's animate barriers getting sucked into the black hole like spaghetti.
Let's accept any number of optional "header" and "subheader" url parameters for displaying as text in the middle of the canvas. This text is generally unaffected by everything else happening, but it distorts temporarily when a black hole explodes
Let's add at few more field types, and let's have one of them be a hexagon. Let's also add a few more effects types.
Let's have all field self-interactions default to orbit and intensify.
Whenever a user clicks to drop a field whose self-interactions are orbit and intensify, I want a 50% chance that it'll drop two fields instead of one.
**
I no longer see fields moving, and I have lost all the controls for abberation effects.
**
Let's have the barrier have an effect while the user is holding, so they can sweep the boids around.
Let's default all field to other-field interactions to "orbit" and "nothing".
Let's have a control to select the max boid type, default at 7 but max 20.
Let's have separate aberration controls for the quadtree visualization and the boids.
Let's add a field that is a purple oval. When this field expires, it dramatically dissolves, and dissolves any boids inside of it.
Lets add an instant effect that dissolves boids. Add a little purple to the dissolve animation.
Add an additional field and effect that uses rainbow colors. You may decide what these fields and effects do.
**
I no longer see my fields moving.
**
Let's have the header and subheader be monospace and have colors generated from the `hue`
Let's have "color burst" have an effect on boid.
Let's add a new control for chromatic abberation on the quadtree visualization, separate from boid aberration.
For the disintigrator, it's not obvious to me what is a destroyed boid and what is a particle effect.
--
Let's ease in the drawing of the quadtree children.
**
Can we improve the way the quadtree children ease in and out?
Let's add a new control for chromatic abberation on the quadtree visualization, separate from boid aberration.
Let's make sure that fields move even when they weren't charged before placing, and that the merge effect happens reliably.
Can you find any other bugs or inconsistencies in this?
--
Great!
Have the aberrate quadtree effect only happen in response to an effect if its enabled. Let's choose some effects we can aberrate the quadtree for.
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Let's make sure we play the vortex animation when we are holding (and vortex is selected from the command pallette). Vortex, barrier, pulse, nexus, harmonic resonator, etc. should have effects while holding.
Let's have gravity wells, etc grow to a reasonable size if they are placed with just a click (not a hold)
Let's make sure the merge animation happens consistently for merging fields. After the first time merging, it seems that gravity wells just disappear when they touch.
--
where the fuck is my vortex animation?
**
Why aren't gravity wells being destroyed by black holes anymore? Why do gravity wells only merge once, and sometimes not move at all?
WHERE THE FUCK IS MY VORTEX ANIMATION?
**
Let's make sure that all the fields have unique visualizations of getting stretched, distorted, and/or torn when getting sucked into a black hole.
--
Is this right? Fields seem to no longer be attracted to black holes.
**
1. The field merge animation only ever plays once per simulation. Why?
2. All field MUST be attracted to black holes from any distance, and they must each be destroyed when they touch the core of a black hole.
Note: Geminini 2.5 Pro is out of preview today, and it is not doing great.
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Fuck you. Black holes need to move towards black holes, and they need to destroy other fields when they touch. You're getting worse at this.
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Fields need to be destroyed by black holes.
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I want a field to be destroyed, and for that field to play its destruction animation, whenever any part of that field touches the event horizon of a black hole.
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I don't think this is right. I don't see fields getting destroyed by black holes.
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I don't think this is right. I don't see fields getting destroyed by black holes or playing their destruction animations, and I don't see fields moving towards black holes. Fields should be destroyed when any part of them touches a black hole, and fields should move towards black holes from any distance.
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Black holes are a special case of fields. Fields should be attracted to black holes from any distance, and should be destroyed (with a unique animation) whenever any part of a field touches or overlaps with the event horizon of a black hole.
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Show me a gravity well getting destroyed by a black hole, because I haven't seen it.
**
I don't see gravity wells moving towards black holes. To recap the rules:
- only black holes can destroy black holes
- All fields, boids, particles, EVERYTHING, is attracted (gravitationally) to a black hole from any distance.
- When any part of a field overlaps at all with the event horizon of a black hole, that field is destroyed in a unique animation
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How are fields checking where black holes are? We might need to query more than one tree
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I fear that if a field spawns over a black hole, it is born in a zombie state
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What improvements and additions can we add to the stats overlay? Refactor and optimize anything you need to.
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Let's add a running graph of the particles, merges, and pops.
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Let's add the rest of the pool usage gauges in rows of 4, please.
What else can we add to the stats visualizations?
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Is there a way to have 'intensify' increase the strength of the effect without extending the life?
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Uncaught TypeError: metric.graphs is undefined
drawLinesGraph file:///Users/swirepe/src/chat2/static/boidpop.html:3246
draw file:///Users/swirepe/src/chat2/static/boidpop.html:3110
draw file:///Users/swirepe/src/chat2/static/boidpop.html:3793
animate file:///Users/swirepe/src/chat2/static/boidpop.html:3640
animate file:///Users/swirepe/src/chat2/static/boidpop.html:3631
boidpop.html:3246:35
Let's make the intensify effect default to "boost strength".
Let's add a polyresonator field. A polyresonator is similar to a harmonic resonator, but flips between the four cardinal directions it aligns the boids in. The rate it flips through the directions increases as the field collapses.
Let's add a field that draws boids to its center, but pushes boids in its center out to its border, back and forth in waves.
When we drop two of the same fields at the same time, let's make them the same size and just offset them by +/- 50px on the x and y.
Optimize and refactor everything you need to.
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You broke black holes. I no longer see them moving towards each other. Fix it, and write these rules in the file so you do not forget them.
1. Black holes are attracted to each other from any distance.
2. All fields, boids, particles, etc are attracted to black holes from any distance.
3. Only black holes can destroy black holes.
4. Every field that touches or overlaps with the event horizon is destroyed in a unique animation.
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My black hole and field interactions currently do not work correctly: I am not seeing gravity wells being destroyed when they are overlapping with the event horizon of the black hole, and I am seeing black holes pass through each other instead of destroying each other.
Remember, black holes are a special case:
1. All boids, fields, other black holes, particles, EVERYTHING is attracted to black holes at any distance.
2. All fields, particles, boids are distorted when they approach the event horizon of a black hole, and are destroyed when it overlaps with or touches the event horizon of the black hole. Destructions have unique animations.
3. a black hole is only destroyed when it expires, or when its event horizon collides with the event horizon of another black hole.