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一分鐘完成驗證Artistic thing IDE +SDK in Javascript
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A browser-based creative-coding IDE for building interactive 3D scenes, generative visuals, audio-reactive art, and 3D-printable geometry in JavaScript or TypeScript.
Open http://localhost:5173, or use the published GitHub Pages build. The IDE opens with an empty preview — pick any entry from the Examples section of the sidebar to load it.檢視完整 README ↗A browser-based TypeScript creative-coding IDE for building interactive 3D scenes, generative visuals, audio-reactive art, and 3D-printable geometry.
Live app: https://jordanhubbard.github.io/artlab/
git clone https://github.com/jordanhubbard/artlab.git
cd artlab
npm install
npm run dev
Open http://localhost:5173, or use the published GitHub Pages build. The IDE opens with an empty preview — pick any entry from the Examples section of the sidebar to load it.
Artlab is an in-browser IDE backed by a Three.js / WebGL runtime. You write a small TypeScript module that exports setup, update, and teardown; the runtime calls it with a typed ctx object containing the scene, camera, renderer, OrbitControls, and the Artlab stdlib.
The editor (Monaco) lives on the left, a live preview on the right. Re-run with Ctrl+Enter. Packages are directories with an artlab.json manifest; they can be opened from disk, edited, and exported as .zip.
Artlab is synthesis-first: every reference example generates geometry, textures, audio, and motion procedurally. Asset loading exists (GLTF, OBJ, textures, audio clips) but the built-in examples don't lean on it.
Choosing an example opens its entry and helper modules. Environment source in the sidebar lets you browse and edit Artlab's shared classes. Run rebuilds the complete JS/TS module graph, so changes in a helper or library class affect the scene immediately. Export keeps your source and its shared dependencies together.
New compositions can extend Scene and combine ParticleField, InstanceField,
Trail, ShaderSurface, and other independently owned components. See the
scene architecture guide for the API, ownership rules,
and refactoring audit, and Long Winter for the proposed
Amiga-inspired production direction.
About 50 reference packages live in examples/. Open them in the live IDE, or pick one from the local sidebar / Examples toolbar.
The gallery audit and architecture notes explain the teaching niche of every lesson, consolidation decisions, and remaining migration work.
New and refreshed gallery pieces:
| Example | What it teaches |
|---|---|
interference-atlas | Coherent wave superposition, phase cancellation, and tunable nodal lines |
volume-observatory | Sliceable scalar volumes with GPU emission/absorption integration |
wave-sculpture | Tidal Loom — 4,096 instanced fins, wave slopes, and pointer ripples |
flocking-boids | Murmuration — 900 birds with spatial neighbor queries and instanced wings |
physics-particles | Ember Engine — 2,400 pooled embers; compare fountain and vortex forces |
clock-3d | Chronometer — analog and kinetic representations in one lesson |
clock-kinetic and particle-storm are compatibility links to the consolidated
clock and particle lessons.
Other gallery pieces:
| Example | What it is |
|---|---|
signal-salvage | Signal Salvage — a chaotic score attack with changing harmonic scenes, four collectible species, random anomalies, a camera-textured signal veil, and microphone-reactive effects |
long-winter | Long Winter: Northern Light — sculpted Nordic fjords, reflected aurora, and ray-traced metallic sculptures in nine musical movements; native-resolution fullscreen rendering |
typography-art | Monument — the word LANGUAGE as walkable brutalist architecture under a raking dawn sun |
color-fields | Chromatic Weather — one pigment sheet that swells, dissolves into haze, and stirs under the pointer |
orbital-dance | Luminous Choreography — five occluding bodies, ribbon trails, and intersecting orbital planes |
pixel-sort | Memory Corruption — a dusk landscape whose memory fails in traveling sorted bands |
fractal-tree | Old Growth — ground-level view under a finished canopy, roots, fog, and wind |
tide-eroded-vessel | Printable vase grown by CSG erosion, barnacle crust, and tide-pool windows |
bell-orrery | Five spatialized singing-bowl rings orbiting a dark obelisk |
motion-scale-lantern | Webcam mapped onto hinged icosahedron scales that flare open with motion |
Full catalog:
| Category | Examples |
|---|---|
| Tutorials | tutorial-01-geometry → tutorial-05-interaction |
| Primitives & fractals | hello-cube, mobius-strip, penrose-tiles, fractal-tree, recursive-spirals |
| Lighting & color | aurora, color-fields, neon-city, shader-gallery, shader-playground |
| Procedural & generative | terrain-flyover, wave-sculpture, flow-field, reaction-diffusion, fluid-2d, strange-attractor, canvas-2d, interference-atlas, volume-observatory |
| Physics | domino-chain, marble-run, n-body-gravity, physics-particles, force-field-playground, flocking-boids, cloth-sim, voronoi-shatter |
| Audio | audio-pulse, audio-terrain, music-synth, music-visualizer, synth-keyboard, bell-orrery |
| Video | chroma-mirror, video-fx, video-kaleidoscope, video-broadcast, motion-scale-lantern |
| Data & UI | data-sculpture, ui-showcase, typography-art, clock-3d |
| Camera & motion | camera-journey, orbital-dance, solar-system, pixel-sort, long-winter |
| Games & multimodal | signal-salvage — keyboard flight through camera-textured worlds with microphone-reactive effects, evolving music, typed collectibles, and random hazards |
| 3D printing & CSG | printable-bracket, tide-eroded-vessel — parametric solids with manifold-3d, export STL / OBJ |
ctx objectEvery example receives ctx in setup, update, and teardown:
| Field | Purpose |
|---|---|
Three | the full three module |
scene, camera, renderer, controls | Three.js objects, pre-wired |
labelRenderer | CSS2DRenderer for 3D-tracked DOM labels |
add(obj) / remove(obj) | add / remove scene objects (auto-cleaned between runs) |
scope | scoped listeners and non-scene resources, using the shared ResourceScope |
elapsed | seconds since setup (updated each frame) |
setBloom(strength) | bloom post-processing strength; 0 disables, 0.3–2.0 typical |
setHelp(text) | one-line interaction hint shown above the preview pane |
vec2 / vec3 / vec4 / color / quat | shorthand constructors |
sphere / box / cylinder / cone / torus / plane / ring / mesh | geometry factories |
ambient / point / directional / spot / hemisphere | light factories |
lerp / clamp / map / smoothstep / rad / deg / range | math helpers |
loadTexture(path) | texture loader that resolves package-relative paths |
setHelp(text)If your example responds to mouse or keyboard input, call ctx.setHelp(...) in setup() with a concise control summary. It renders next to "Preview" in the toolbar and clears automatically when the next example loads.
export function setup(ctx) {
ctx.setHelp('Click to spawn a body • Space to reset')
// ...
}
examples/printable-bracket shows how to build a manifold solid with manifold-3d (WASM-backed CSG with guaranteed manifold output) and export it as STL or OBJ via Three.js's built-in exporters. The convention for printable sketches is 1 artlab unit = 1 mm.
Every package is a directory with an artlab.json manifest and a JS entry:
export async function setup(ctx) { /* build the scene once */ }
export function update(ctx, dt) { /* called every frame, dt in seconds */ }
export function teardown(ctx) { /* remove listeners, dispose resources */ }
setup may be async. teardown is required if setup attaches window-level listeners, opens a webcam, or starts audio.
| Runtime API | stdlib module reference (math, geometry, lights, audio, video, physics, ui) |
| Tutorial | build a scene step by step |
| Contributing | project structure, writing examples, code style, PR checklist |
src/
stdlib/ Public API for examples — geometry, lights, math, audio, physics, video, ui
physics/ Rapier3D wrappers (RigidWorld, OrbitalWorld, ParticleWorld, FluidWorld)
audio/ Tone.js engine, FFT pipeline, synth pads
runtime/ StandaloneRunner — full-screen runtime for exported packages
ide/ Monaco integration, panel layout, PreviewPane sandbox
assets/ Texture, audio, and model loaders
examples/ Reference packages (see above)
docs/ Static HTML docs — stdlib reference, tutorial
bin/ `artlab` CLI (create / serve / build / pack packages)
npm run build # build to dist/
npm run preview # serve the production build locally
npm run typecheck # strict context contracts and opted-in sketch checks
npm test # run vitest once
npm run test:watch # watch mode
npm run test:e2e # Playwright end-to-end (builds first)
Every example has a <name>.test.ts that exercises setup/update/teardown against a lightweight mock ctx. Stdlib modules have unit tests under src/stdlib/__tests__/.
See CONTRIBUTING.md for the full guide: writing examples, stdlib conventions, test patterns, and the PR checklist.
Part 14 of an ongoing chronicle. ← Part 13: agentOS | Part 15: Crust → Chronicle index · Ordered by first recorded AI-assisted commit.
The programmer wanted to make a picture.
Sir Reginald von Fluffington III, who regularly made pictures by arranging himself in the center of whatever the programmer was attempting to photograph, considered this a manageable ambition.
“I will need an editor,” the programmer said. “And a live preview. Geometry helpers. Shaders. Audio. Possibly physics.”
Sir Reginald reassessed the scope.
Artlab became a browser-based workshop with Monaco on one side and a Three.js scene on the other. A small TypeScript module supplies setup, update, and teardown. The runtime supplies ctx: scene, camera, renderer, controls, and the means to turn an idea into something visible without first building a different application to hold it.
The examples were to synthesize their materials. Geometry, textures, movement, and sound would emerge procedurally. A tree could grow from rules. Pigment could move like weather. A word could become architecture. Sir Reginald examined this last development with concern; words already occupied too much of the room.
Audio introduced a familiar obstacle. The browser expected a user gesture before it would make noise. The programmer clicked. The cat, who had expected this gesture to open dinner, filed the result under false advertising.
Then the pictures acquired volume. Constructive solid geometry could produce objects for export as STL or OBJ, and suddenly a vase grown by subtraction was a thing that might leave the screen. The programmer regarded this as a natural extension of creative coding. Sir Reginald regarded it as an increase in the inventory of objects available to knock down.
The packages could be edited, opened from disk, and exported as zip files. Ctrl+Enter would run the current work again. An experiment could remain an experiment without requiring a separate repository and a launch ceremony.
“It is just a place to try things,” the programmer said.
Sir Reginald walked across the keyboard. The next run was more abstract. Neither party accepted responsibility, and the cat withheld endorsement on the grounds that the preview still could not be slept in.