Circle Collider
collider-circleCircular collider for the Particle Simulator. Outside-mode treats the disc as solid; inside-mode bounces particles off the inside (fish-tank).
Compound effects that don't fit cleanly into a single data type. Simulation zones live here.
collider-circleCircular collider for the Particle Simulator. Outside-mode treats the disc as solid; inside-mode bounces particles off the inside (fish-tank).
force-dragLinear-in-velocity damping. Higher coefficients slow particles faster.
force-gravityConstant directional pull. Negative gy points up in canvas-UV space.
collider-image-maskImage-based collider — pixels with alpha above the threshold act as solid geometry. Particles bounce off (gradient as surface normal) or die on contact.
emitter-image-maskEmit particles into the pixels of a mask image, weighted by alpha.
collider-lineHalf-plane collider — an infinite line. Particles bounce off the side opposite the normal. Use 'angle 0, point (0.5, 0.9)' for a ground.
matter-simulatorpolymorphicMLS-MPM deformable matter on WebGPU — liquid, jelly, and snow are one solver with per-material dials (liquid: stiffness + viscosity; jelly: stiffness; snow: stiffness + crumble + hardening). Wire points into `seed` (or a mask into `region`) to place the material; `particle_radius` packs the seeding at a rest spacing so the material keeps that separation. Obstacles three ways: any spline into `obstacle`, Image Mask Colliders, or Circle/Line colliders — all free-slip, inflated by `collider_radius` so sprites rest ON surfaces. Takes the same force nodes as the Particle Simulator. Output is a `particles` socket for Particles to Image plus a `points` aux for the whole points ecosystem — Copy to Points on goo, Points to Spline surfaces. Runs one frame behind (WebGPU readback); needs a WebGPU-capable browser. Restarting the timeline reseeds.
particle-simulatorpolymorphicGPU particle simulator. Wire forces and emitters; output is a particles socket consumed by Particles to Image. Counts up to ~65k particles run in real-time on most GPUs.
particles-to-imageRender a particles socket as point sprites onto an image. Each particle becomes a soft-edged dot; size, color, and blend mode are uniform.
emitter-pointEmit particles from a single point with positional and velocity jitter.
force-pointRadial attractor or repeller around a point in canvas-UV space.
force-turbulenceCurl-noise turbulence field that advects through time at the given speed.
force-vortexTangential swirl around a point. Strength sign flips rotation direction.
webgpu-particle-testPhase 0 spike for the WebGPU particle migration. Renders an isolated WebGPU particle system on an overlay canvas. Validates device boot, kernel compile, dual-canvas compositing, and 100k particles @ 60fps before the real simulator is ported. Not a graph node — produces no output.
force-windConstant directional push. The simulator normalizes the direction vector.