ACP.X  //  DEEP

05 SYSTEMS · NO LIBRARIES

Not effects — simulations. A shader bending light around a mass, a fluid solver, a chemistry model, a software 3D renderer and a physics engine. Each one is the actual maths, written out, in about forty lines. Only the panel you are looking at runs.

MOVE YOUR CURSOR — THE LIGHT BENDS
01Gravitational lensing
A GLSL fragment shader running on your GPU. Light from the starfield behind is deflected around a mass, the way it actually is near a black hole — stars smear into an Einstein ring at the edge. The O from the intro, taken literally.
WEBGL SHADER
DRAG THROUGH IT
02Fluid
A real velocity field with semi-Lagrangian advection — every frame each cell asks where its contents came from and pulls from there. Push it and the momentum persists and curls, because it is being solved rather than faked.
NAVIER–STOKES
CLICK TO SEED MORE
03Reaction – diffusion
Two chemicals, one feeding and one killing, diffusing at different rates. Gray–Scott: the model Turing proposed for how a leopard gets its spots. Seeded with three letters — watch what grows out of them.
TURING PATTERN
RENDERED AS TEXT — NO PIXELS
04Software renderer
A torus lit by a directional light, with a z-buffer for depth, rasterised into characters. No canvas, no WebGL — the output really is text on the page. You could select it.
ASCII 3D
GRAB IT AND THROW IT
05Cloth
Points joined by distance constraints, solved by Verlet integration — no velocities stored, motion is implied by where each point was last frame. Grab it and it swings with real weight.
VERLET PHYSICS