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Fluid simulation · claude-haiku-5.5

Output generated Cost / run $0.0124 Runtime 111.6s

Prompt for this run

Build an interactive 2D fluid-and-dye simulation on a full-screen canvas. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. No third-party libraries are provided. Required behavior: - Maintain a velocity field and a colored dye field. Advect dye through the moving fluid so it forms persistent swirling flow; a collection of independent fading particles is not sufficient. - Dragging injects dye and momentum in the drag direction. Momentum and dye remain visible after the pointer is released and gradually dissipate. Approximate fluid behavior is acceptable; choose the numerical method and Canvas 2D or WebGL implementation. - Seed the initial scene with a small amount of colored dye and motion so the simulation is visible on load. - Provide a color selector, Pause/Resume, and Clear. Clear removes dye and resets velocity; the next drag can start a new flow. - Bound simulation resolution and work per frame so controls remain responsive at a 1200 by 800 viewport. Verify: Drag through the canvas and sample the flow after release. Check that dye follows the drag, continues swirling, and responds to a second drag in another direction. Use Clear, then drag again to check that a fresh flow can start.

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TAKE IT TO CODE

A single self-contained HTML file — copy it and open in any browser, or reuse the prompt with your own pi-agent run.

RUN

modelclaude-haiku-5.5
vendorAnthropic · Claude
harnesspi 0.87.1 · browser iteration
generated2026-10-14

METRICS

runtime111.6s
tokens in95k
tokens out16k
cached62k
cost / run$0.0124
Transcript · 19 messages
system

user

Build an interactive 2D fluid-and-dye simulation on a full-screen canvas. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. No third-party libraries are provided. Required behavior: - Maintain a velocity field and a colored dye field. Advect dye through the moving fluid so it forms persistent swirling flow; a collection of independent fading particles is not sufficient. - Dragging injects dye and momentum in the drag direction. Momentum and dye remain visible after the pointer is released and gradually dissipate. Approximate fluid behavior is acceptable; choose the numerical method and Canvas 2D or WebGL implementation. - Seed the initial scene with a small amount of colored dye and motion so the simulation is visible on load. - Provide a color selector, Pause/Resume, and Clear. Clear removes dye and resets velocity; the next drag can start a new flow. - Bound simulation resolution and work per frame so controls remain responsive at a 1200 by 800 viewport. Verify: Drag through the canvas and sample the flow after release. Check that dye follows the drag, continues swirling, and responds to a second drag in another direction. Use Clear, then drag again to check that a fresh flow can start.

assistant
thinking
I'm planning to implement a Stam stable fluid solver rendered via Canvas 2D ImageData, sizing the simulation grid relative to the window's aspect ratio to keep performance reasonable before writing the file and testing it in-browser.

I'm defining velocity and dye fields with Gauss-Seidel diffusion, projection, and advection steps, adding slight fading and decay so dye and velocity dissipate naturally over time, and layering in pointer-driven forces and dye injection plus color/pause/clear controls with a random splat seed on load.

Writing simulation setup code...

Still writing fluid solver...

Writing projection and step logic...

Tracing through the buffer swaps carefully: diffuse writes into x0 reading x, project uses the diffused velocity fields as output, then advect reads that velocity to update the main arrays without clobbering the buffers prematurely.

For the dye, I'll skip explicit diffusion to keep colors vivid and just rely on advection plus the natural blur from bilinear sampling. I'm applying gentle dissipation each frame—velocity decaying slowly over seconds, dye fading a bit slower—then converting selected hex colors to normalized RGB for injection, accumulating and clamping before rendering each pixel.

For pointer interaction, I'm tracking drag deltas in grid coordinates to inject force into velocity fields and color into the dye field within a small radius, using a soft falloff. I want dragging to still work even while paused, so the simulation step is skipped but rendering continues so injected dye is visible immediately.

I'm working out the velocity scaling math so a mouse drag translates sensibly into fluid motion, aiming for a nominal dt of 1/60 to keep displacement per frame in a reasonable range relative to grid size.

I'll just test the impulse coefficient empirically and clamp the grid resolution based on viewport width, keeping total cell count manageable for performance.

Resolution should stay fixed at initialization rather than resizing dynamically, with aspect ratio derived from viewport dimensions, and I'll reset velocity and density fields to zero on clear.

For seeding, I'll add initial color splats with a swirling velocity pattern, a dropdown for color selection, and a semi-transparent control panel that doesn't block pointer interaction with the canvas. I'll also expose a debug handle for testing and support touch input with touch-action disabled.

Writing HTML/CSS structure...

Setting up fluid simulation variables...

Writing fluid solver code...

Still writing fluid simulation step...

Still writing fluid solver logic...

Still working out the fluid solver order...

For dye advection I'm using a shared scratch buffer per channel, then applying decay by multiplying each value by 0.998 within the same loop. Now I'm starting on the splat function.

Still writing splat and pointer-handling code...

For dye, I'll decay it at 0.998/frame so it lingers roughly 8 seconds and dampen velocity at 0.995, keeping that lingering, gradually fading trail look after release. For rendering I'm iterating over the grid cells reading the red/green/blue dye values and applying a tone-mapping curve like 1-exp(-1.4x) to compress the brightness into a visible range.

Still writing render pipeline...

I'll seed the simulation with a few initial swirls of velocity and three colored dye splats at different positions so there's visible motion right away, plus a pause toggle and a debug object exposed on window (dyeSum, velMax, N, M) for verification. Now I'll write the full file.

→ write /tmp/job-XcMg1X/index.html (11471 bytes)
→ browser {"action":"reload"}
→ browser {"action":"screenshot"}
toolResult

Successfully wrote to /tmp/job-XcMg1X/index.html

toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Color \nRose\nAmber\nLime\nCyan\nViolet\nWhite\nPause\nClear","images":"attached"}

toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Color \nRose\nAmber\nLime\nCyan\nViolet\nWhite\nPause\nClear\n200×133 grid · 44 fps · 9.1 ms/step","images":"attached"}

assistant
thinking
The dye blobs look static rather than swirling, so I want to test a drag interaction and check the velocity max and centroid values to see if the seeded swirl is getting damped out after the initial frames.

The seed renders as three dye blobs. Next I'll drag across the canvas and read the debug metrics to check that the flow responds.

→ browser {"action":"drag","x":200,"y":600,"toX":900,"toY":600}
→ browser {"action":"inspect"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Color \nRose\nAmber\nLime\nCyan\nViolet\nWhite\nPause\nClear\n200×133 grid · 60 fps · 11.5 ms/step","images":"attached"}

toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Color \nRose\nAmber\nLime\nCyan\nViolet\nWhite\nPause\nClear\n200×133 grid · 58 fps · 13.9 ms/step","images":"attached"}

assistant
thinking
The drag works well—dye follows the cursor and continues swirling after release. I should test a second drag in a different direction, then try clearing and dragging again, but I need to find a way to inspect centroid and velocity values since the inspect tool only returns console/DOM output, not my custom debug hook.

The first drag left a cyan trail that keeps swirling after release. Next I'll check a second drag in a different direction, then Clear and a fresh drag.

→ browser {"action":"drag","x":400,"y":700,"toX":420,"toY":250}
→ browser {"action":"screenshot"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Color \nRose\nAmber\nLime\nCyan\nViolet\nWhite\nPause\nClear\n200×133 grid · 58 fps · 9.4 ms/step","images":"attached"}

toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Color \nRose\nAmber\nLime\nCyan\nViolet\nWhite\nPause\nClear\n200×133 grid · 54 fps · 12.0 ms/step","images":"attached"}

assistant
thinking
The second drag works upward fine, with a faint diffusion wash visible across the canvas from the first trail—expected behavior—though the seeded blobs have faded noticeably. I'm noting the resize handler doesn't reinitialize arrays or rescale on aspect ratio changes, which is acceptable for now but worth flagging, and next I want to test Clear followed by a drag.

I can't inspect dye sums directly since the browser tool only reads DOM, so I'll just verify with clear, drag, and a screenshot.

The second drag bent the cyan flow upward, so it responds to a new direction. Next I'll test Clear followed by a fresh drag.

→ browser {"action":"click","x":243,"y":34}
→ browser {"action":"screenshot"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Color \nRose\nAmber\nLime\nCyan\nViolet\nWhite\nPause\nClear\n200×133 grid · 58 fps · 9.9 ms/step","images":"attached"}

toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Color \nRose\nAmber\nLime\nCyan\nViolet\nWhite\nPause\nClear\n200×133 grid · 58 fps · 9.9 ms/step","images":"attached"}

assistant
thinking
Clearing works fine. I noticed the resize handler doesn't recompute the grid, a minor bug worth noting, but the dye residue from the earlier screenshot is fine. Now let me try a fresh drag check.

Clear emptied the canvas. Next, a fresh drag to confirm a new flow can start.

→ browser {"action":"drag","x":300,"y":300,"toX":800,"toY":500}
→ browser {"action":"screenshot"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Color \nRose\nAmber\nLime\nCyan\nViolet\nWhite\nPause\nClear\n200×133 grid · 58 fps · 12.2 ms/step","images":"attached"}

toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Color \nRose\nAmber\nLime\nCyan\nViolet\nWhite\nPause\nClear\n200×133 grid · 58 fps · 11.6 ms/step","images":"attached"}

assistant
thinking
Fresh drag works fine after Clear, with flow continuing after release. I haven't tested the color selector or pause yet, and I notice the resize handler updates width/height but doesn't rebuild the grid, which is a minor issue since rendering still uses the offscreen canvas correctly.

The file is already saved, so I'll move on to reporting results rather than running further checks since those remaining tests aren't critical to the brief pass requested.

The fluid simulation is in `/tmp/job-XcMg1X/index.html`, a single self-contained file with inline CSS and JS and no external resources. **What I checked in the browser:** - **Initial load:** three dye blobs (cyan, rose, amber) render with a status line showing grid size, fps, and ms per step (about 200×133 grid, roughly 45–60 fps). - **First drag (left to right):** dye follows the pointer and forms a visible trail. After release, the trail keeps swirling and curling at the head, so the dye is advected by the velocity field rather than just fading. - **Second drag (bottom to top):** the existing cyan flow bends upward, so the velocity field responds to a new direction. - **Clear:** the canvas went fully black, with dye and motion removed. - **Fresh drag after Clear:** a new flow starts and swirls after release. **Not verified:** - The Pause/Resume button and the color selector (I only confirmed the dropdown renders with its options; I did not click through them). - Dye fade rates over long durations. - Performance on a real display (headless timings are approximate). - Resize behavior: the window resize handler stretches the output canvas but does not rebuild the simulation grid, so the grid keeps its original resolution. I left this as is.