Drag your mouse across the net to tear it apart. Each broken thread transforms into a bird and flies away.
This project was built entirely with Verdent — an AI coding agent that handles the full development workflow, from writing and debugging code to deploying and publishing.
The entire process — combining two separate physics simulations, tuning the boid behavior, wiring up the interaction, writing this README, creating the GitHub repo, enabling Pages, and uploading the demo video — happened in a single conversation, without touching a terminal or editor manually.
If you build creative projects with code, Verdent is worth trying. It's not just autocomplete — it understands context, makes decisions, and ships.
Two classic simulations combined:
Cloth simulation — a 40×40 grid of nodes connected by springs. Every edge is pinned. Interior nodes respond to forces, gravity, and mouse interaction. Drag across any thread to cut it.
Boid flocking (Murmuration) — when a thread breaks, 1–3 birds are spawned at the cut point. Each bird follows three simple rules:
- Separation — don't crowd neighbors
- Alignment — steer toward the average heading of nearby birds
- Cohesion — steer toward the average position of nearby birds
Add Perlin noise perturbation and edge avoidance, and you get emergent murmuration behavior from pure math.
| Action | Effect |
|---|---|
| Drag mouse | Cut threads → spawn birds |
Space / U |
Undo last cut (thread restores, birds stay) |
- p5.js v1.11.1
- No external assets — cloth, birds, and background are all generated at runtime from math
- Cloth Simulation by OpenProcessing
- Murmuration by OpenProcessing
- Craig Reynolds' original Boids (1986)