인터페이스는 현지화되어 있으며, Skill 소개와 설명 문서는 선택한 언어로 AI가 자동 번역합니다. 코드·명령어·경로·전문 용어는 원문을 유지하며 원작자 문서가 우선합니다.
Skills 둘러보기
디자인 및 창작 · SKILL.md

worker-visualizer

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-thre…

Independent GitHub snapshot · Automated classification · Original documentation governs

Nnexu-io / open-designApache-2.0

Skill 문서

GitHub

name: worker-visualizer description: | 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". OpenDesign serves this in powered-preview mode so Workers and SharedArrayBuffer actually work. triggers:

  • "web worker"
  • "worker"
  • "simulation"
  • "particle system"
  • "physics sim"
  • "fractal"
  • "off main thread"
  • "sharedarraybuffer"
  • "real-time compute"
  • "visualizer"
  • "多线程"
  • "粒子" od: mode: prototype platform: web scenario: design preview: type: html entry: index.html reload: debounce-100 design_system: requires: false sections: [color, typography] craft: requires: [animation-discipline, state-coverage]

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

OpenDesign 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 ImageData buffer.
  • 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 a data: URL.
  • Prefer SharedArrayBuffer for large per-frame state: allocate on the main thread, pass the SharedArrayBuffer to the worker, and read the same Float32Array/Uint8ClampedArray view while drawing. Guard on typeof SharedArrayBuffer !== 'undefined' && crossOriginIsolated.
  • Fallback path: if not isolated, postMessage a transferable ArrayBuffer each 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.
  • SharedArrayBuffer path engages when crossOriginIsolated is true; postMessage fallback 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.
저장한 Skills