3.9 KiB
name, description, triggers, od
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| worker-visualizer | A real-time data/particle/simulation visualizer whose heavy compute runs in a Web Worker (off the main thread), optionally sharing memory with the UI via SharedArrayBuffer, and renders to a canvas at 60fps. Produced as a single self-contained `index.html`. Use when the brief asks for a "web worker", "simulation", "particle system", "physics", "off-main-thread", "fractal", "real-time compute", or "audio/data visualizer". Open Design serves this in powered-preview mode so Workers and SharedArrayBuffer actually work. |
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Worker Visualizer Skill
Produce a single self-contained index.html that moves heavy per-frame compute into a Web Worker and renders the result to a canvas, keeping the main thread at a smooth 60fps.
Why this is a powered artifact
Open Design detects new Worker( / SharedArrayBuffer / OffscreenCanvas and renders this file in powered preview — a cross-origin-isolated iframe with allow-same-origin. That means external and blob Web Workers construct successfully, SharedArrayBuffer is defined (crossOriginIsolated === true), and importScripts works. In the old opaque sandbox all three failed; here they just work.
Resource map
worker-visualizer/
├── SKILL.md ← you're reading this
└── example.html ← a working 12k-particle SharedArrayBuffer sim (READ FIRST)
Workflow
Step 0 — Read the reference
Read example.html. Note the split: the worker integrates positions each tick; the main thread only reads + draws. It feature-detects crossOriginIsolated and uses a SharedArrayBuffer for zero-copy when available, falling back to a transferable postMessage copy otherwise. Always ship that fallback so the artifact still animates if isolation is off.
Step 1 — Choose the workload
Pick ONE compute-bound job worth offloading:
- Particle / N-body field (default): thousands of bodies with a cheap force law.
- Fractal: Mandelbrot/Julia escape-time into an
ImageDatabuffer. - Cellular automata / reaction-diffusion: grid updated in the worker.
- Data/audio visualizer: transform a stream into bars/rings each frame.
Step 2 — Build index.html
- One file, zero external requests. Build the worker from a
Blob+URL.createObjectURL(inline its source), or embed it as adata:URL. - Prefer SharedArrayBuffer for large per-frame state: allocate on the main thread, pass the
SharedArrayBufferto the worker, and read the sameFloat32Array/Uint8ClampedArrayview while drawing. Guard ontypeof SharedArrayBuffer !== 'undefined' && crossOriginIsolated. - Fallback path: if not isolated,
postMessagea transferableArrayBuffereach frame. - Consider
OffscreenCanvas+canvas.transferControlToOffscreen()to render inside the worker for the heaviest scenes.
Step 3 — Overlay + brand
- HUD with the title and 2–3 live stat tiles (particle count, transport mode, fps). Map accent color to the active DESIGN.md when present; otherwise a dark ground with one vivid accent.
Step 4 — Self-review (P0)
- Worker constructs with no SecurityError; sim runs.
- Main-thread render holds ~60fps under the full workload.
SharedArrayBufferpath engages whencrossOriginIsolatedis true;postMessagefallback engages otherwise — verify BOTH branches degrade cleanly.- No unbounded growth: velocities/positions stay stable over minutes.
- The "Transport" stat truthfully reports which path is live.