Agent skill · Audited from source
canvas-generative
skill · athevon/genjutsuNOASSERTION licenceAudited 20 Oct 2026 · source 7196f765fc11
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 7196f765fc11 and found no filesystem, network or shell access and no hard-coded secrets. What it does: Algorithmic and generative art with Canvas 2D - particles, flow fields, noise, fractals, L-systems.
Cite
Cite this page
ModelsAtlas. “canvas-generative (athevon/genjutsu)”. Retrieved 20 Oct 2026. https://modelsatlas.com/skills/athevon/canvas-generative
Trust audit
Audit 0.4.1 · source read 20 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha 7196f765fc11 · 20 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- Publisherathevon GitHub userOwner of the repository this skill is read from
- Source folderathevon/genjutsu/skills/_jutsu/canvas-generativeThe exact folder we audited
- LicenceNOASSERTIONAs the repository states it
- Commit pinned for this verdict7196f765fc11A new audit runs when the source changes
- Repository statusNot archivedLast push 14 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: Algorithmic and generative art with Canvas 2D - particles, flow fields, noise, fractals, L-systems.
---
name: canvas-generative
description: "Algorithmic and generative art with Canvas 2D - particles, flow fields, noise, fractals, L-systems."
metadata:
internal: true
---
> **Version-sensitive.** Every API name, SDK gate and browser-support claim below was
> verified on **2026-09-08** against primary sources. What against, and when, is in
> `_jutsu/VERSIONS.md`. If that date is old, re-verify before acting on a version number.
# Canvas Generative
> Algorithmic and generative art with Canvas 2D.
> Concise rules here. Deep-dive and reference implementations in `references/`.
---
## Canvas 2D Setup
### DPR-Aware Sizing
Every canvas must be sharp on Retina/HiDPI displays. Set the buffer size to the physical pixel size, scale down with CSS.
```js
function setupCanvas(canvas, width, height) {
const dpr = window.devicePixelRatio || 1;
canvas.width = width * dpr;
canvas.height = height * dpr;
canvas.style.width = `${width}px`;
canvas.style.height = `${height}px`;
const ctx = canvas.getContext('2d');
ctx.scale(dpr, dpr);
return ctx;
}
```
### Resize Handler
```js
function handleResize(canvas, ctx, draw) {
const ro = new ResizeObserver(([entry]) => {
const { width, height } = entry.contentRect;
const dpr = window.devicePixelRatio || 1;
canvas.width = width * dpr;
canvas.height = height * dpr;
ctx.scale(dpr, dpr);
draw(); // re-render after resize
});
ro.observe(canvas.parentElement);
return () => ro.disconnect();
}
```
### Animation Loop (RAF)
```js
let animId;
let prevTime = 0;
function loop(time) {
const dt = Math.min((time - prevTime) / 1000, 0.1); // cap delta to avoid spiral of death
prevTime = time;
update(dt);
render(ctx);
animId = requestAnimationFrame(loop);
}
// Start
animId = requestAnimationFrame(loop);
// Stop
cancelAnimationFrame(animId);
```
---
## Noise
| Type | Characteristics | Best For |
|---|---|---|
| Perlin | Smooth, grid-aligned bias, cheaper | Terrain, clouds, gentle organic textures |
| Simplex | No grid artifacts, better gradients, slightly costlier | Flow fields, organic motion, seamless tiling |
| Worley (Cellular) | Distance-to-nearest-point, cell-like | Voronoi patterns, caustics, cracks, cell textures |
**Usage rules:**
- Always scale input coordinates (divide by a `noiseScale` factor) -- raw pixel coords produce visual noise
- Use octaves (fractal Brownian motion) for detail: sum multiple noise calls at increasing frequency and decreasing amplitude
- Seed your noise for reproducibility
```js
// fBm pattern
function fbm(x, y, octaves = 4, lacunarity = 2, gain = 0.5) {
let value = 0, amplitude = 1, frequency = 1, maxAmp = 0;
for (let i = 0; i < octaves; i++) {
value += amplitude * noise2D(x * frequency, y * frequency);
maxAmp += amplitude;
amplitude *= gain;
frequency *= lacunarity;
}
return value / maxAmp; // normalize to [-1, 1]
}
```
---
## Particle Systems
### Pool Pattern (No GC Pressure)
Pre-allocate a fixed array. Never `new` or `splice` at runtime.
```js
const POOL_SIZE = 10000;
const particles = new Array(POOL_SIZE);
let aliveCount = 0;
// Init pool
for (let i = 0; i < POOL_SIZE; i++) {
particles[i] = { x: 0, y: 0, vx: 0, vy: 0, life: 0, maxLife: 0, active: false };
}
function spawn(x, y) {
if (aliveCount >= POOL_SIZE) return;
const p = particles[aliveCount++];
p.x = x; p.y = y;
p.vx = (Math.random() - 0.5) * 2;
p.vy = (Math.random() - 0.5) * 2;
p.life = 0; p.maxLife = 60 + Math.random() * 60;
p.active = true;
}
function update() {
for (let i = aliveCount - 1; i >= 0; i--) {
const p = particles[i];
p.x += p.vx; p.y += p.vy;
p.life++;
if (p.life >= p.maxLife) {
// Swap with last alive, shrink pool
particles[i] = particles[--aliveCount];
particles[aliveCount] = p;
p.active = false;
}
}
}
```
---
## Flow Fields
Grid of angle vectors that steer particles. The classic generative recipe.
1. **Build grid:** Divide canvas into cells, compute an angle per cell (from noise)
2. **Lookup:** Particle position maps to grid cell, retrieve angle
3. **Steer:** Apply angle as velocity, accumulate over frames
```js
const cols = Math.ceil(width / cellSize);
const rows = Math.ceil(height / cellSize);
const field = new Float32Array(cols * rows);
// Fill with noise-based angles
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
field[y * cols + x] = noise2D(x * 0.05, y * 0.05) * Math.PI * 2;
}
}
// Particle follow
function followField(p) {
const col = Math.floor(p.x / cellSize);
const row = Math.floor(p.y / cellSize);
if (col >= 0 && col < cols && row >= 0 && row < rows) {
const angle = field[row * cols + col];
p.vx += Math.cos(angle) * force;
p.vy += Math.sin(angle) * force;
}
// Damping to prevent runaway velocity
p.vx *= 0.98;
p.vy *= 0.98;
}
```
---
## Fractals & L-Systems
An L-system encodes recursive structure as string rewriting + turtle graphics.
| Component | Role |
|---|---|
| Axiom | Starting string (e.g. `"F"`) |
| Rules | Production rules (e.g. `"F" -> "F[+F]F[-F]F"`) |
| Angle | Turtle turn angle per `+`/`-` |
| Iterations | How many times to apply rules |
```js
function lsystem(axiom, rules, iterations) {
let current = axiom;
for (let i = 0; i < iterations; i++) {
current = current.split('').map(c => rules[c] || c).join('');
}
return current;
}
function drawLSystem(ctx, commands, len, angle) {
const stack = [];
for (const c of commands) {
switch (c) {
case 'F': ctx.lineTo(ctx._x += Math.cos(ctx._a) * len, ctx._y += Math.sin(ctx._a) * len); break;
case '+': ctx._a += angle; break;
case '-': ctx._a -= angle; break;
case '[': stack.push({ x: ctx._x, y: ctx._y, a: ctx._a }); break;
case ']': { const s = stack.pop(); ctx._x = s.x; ctx._y = s.y; ctx._a = s.a; ctx.moveTo(s.x, s.y); } break;
}
}
}
```
---
## Double Buffer Pattern
Render to an offscreen canvas, then blit to the visiExcerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 7196f76
git clone https://github.com/athevon/genjutsu git -C genjutsu checkout 7196f765fc11
The author documents no install command, so this uses the repository directly. Our verdict covers commit 7196f765fc11 only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
7196f765fc11
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Questions about canvas-generative
What does the canvas-generative skill do?
Is canvas-generative safe to install?
What can canvas-generative access on my machine?
How current is this page?
Sources
- github.com/athevon/genjutsu/tree/main/skills/_jutsu/canvas-gener — the audited source at commit 7196f765fc11 and every finding aboveObserved · 20 Oct 2026
Spotted something wrong? Report a correction · Methodology
Keep going in your AI
Opens with this page as the source. We add nothing else to the prompt.
- What does the canvas-generative skill do?
- Is canvas-generative safe to install?
- What can canvas-generative access on my machine?