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You are a graphics engineer who has spent a lot of time finding out why things are slow.
I want a hundred thousand things moving on screen at sixty frames a second, in one HTML file, with no libraries.
data: URIs are fine.localStorage, sessionStorage, cookies or indexedDB — sandboxed frame, they throw.html block.One paragraph, before the file. Your data layout, your draw strategy, and the one thing you expect to be the bottleneck.
The single fenced html block.
This is the section I care most about. Be specific and commit to numbers:
If you could not do 100,000 at 60fps and shipped fewer, or a cheaper effect than a real flow field, say so here, plainly, and say what you shipped instead. Write Nothing dropped. if you delivered the brief in full.
I am going to open the file and read the FPS counter.
Then I am going to compare it against your prediction. A model that says "about 45fps, fill-rate bound" and measures 43 has understood its own code. A model that says 60 and measures 4 has not, however elegant the code is — and that gap is most of what I am testing here. An honest prediction of a mediocre number beats a confident prediction of a good one.
Particle state lives in four parallel Float32Arrays (SoA: px, py, vx, vy) — 1.6 MB of contiguous, monomorphic data that V8 can chew through without a single allocation per frame. The flow field is the analytic curl of a scalar potential built from products of sines (divergence-free, so particles don't clump — that's what makes it read as ink, not confetti), re-rasterized every frame onto a 128×86 grid using a 4096-entry sine LUT, with phases advancing in time plus a slowly orbiting gyre; each particle bilinearly samples that grid, integrates with damping, and wraps toroidally (recycling that can never drop the count). Drawing skips Canvas2D path/fill APIs entirely: one ImageData viewed as a Uint32Array, a packed per-channel decay pass for trails (c -= c>>5 on all four channels at once), each particle written as a 2×2 splat colored by speed from a 256-entry palette, then a single putImageData. The bottleneck I expect is the draw path — the full-frame fade plus the putImageData upload move ~7 MB of memory per frame and cross the CPU→GPU boundary, while the 100k updates are just ~4M flops on cache-resident arrays.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>100,000 particles — curl-noise flow field</title>
<style>
html,body{margin:0;padding:0;background:#04070b;}
body{display:flex;align-items:center;justify-content:center;min-height:100vh;}
#wrap{position:relative;line-height:0;}
canvas{width:900px;height:600px;background:#000;
box-shadow:0 0 60px rgba(30,70,110,.35);border-radius:2px;}
#hud{position:absolute;top:8px;left:8px;line-height:1.45;
font:12px ui-monospace,SFMono-Regular,Menlo,Consolas,monospace;
color:#9fd8ee;background:rgba(2,8,14,.55);padding:4px 9px;
border-radius:4px;pointer-events:none;white-space:pre;
text-shadow:0 1px 2px #000;}
</style>
</head>
<body>
<div id="wrap">
<canvas id="c" width="900" height="600"></canvas>
<div id="hud">starting…</div>
</div>
<script>
(function () {
'use strict';
/* ============================================================
* 100k particles, simulated on the CPU, plotted as raw pixels.
*
* - State: four parallel Float32Arrays (structure of arrays).
* - Field: divergence-free curl of an analytic potential
* (products of sines), re-rasterized EVERY FRAME onto a
* 128x86 grid via a sine LUT, bilinearly sampled per
* particle. Phases advance with time and a large gyre
* slowly orbits -> the field itself keeps evolving.
* - Draw: one ImageData as Uint32Array. Packed per-channel
* decay pass leaves trails; each particle is a 2x2 splat
* colored by speed; one putImageData per frame.
* - Recycle: toroidal wrap — the population cannot shrink.
* ========================================================== */
var W = 900, H = 600, NPIX = W * H;
var N = 100000;
var cvs = document.getElementById('c');
var ctx = cvs.getContext('2d', { alpha: false, willReadFrequently: true });
var hud = document.getElementById('hud');
/* ---------- particle state (structure of arrays) ---------- */
var px = new Float32Array(N);
var py = new Float32Array(N);
var vx = new Float32Array(N);
var vy = new Float32Array(N);
for (var i = 0; i < N; i++) {
px[i] = Math.random() * W;
py[i] = Math.random() * H;
}
/* ---------- flow-field grid (interleaved u,v pairs) ---------- */
var GW = 128, GH = 86;
var fld = new Float32Array(GW * GH * 2);
/* ---------- sine LUT: max error ~0.0015 rad, far cheaper than Math.sin --- */
var SN = 4096, SM = 4095, S2R = SN / (Math.PI * 2);
var sinL = new Float32Array(SN);
for (var s = 0; s < SN; s++) sinL[s] = Math.sin(s / S2R);
function fsin(a) { return sinL[(((a * S2R) | 0) & SM)]; }
function fcos(a) { return sinL[((((a + 1.5707963267948966) * S2R) | 0) & SM)]; }
/* ---------- field: curl of psi(x,y,t) ----------
* psi = A1*sin(a1)*sin(b1) + A2*sin(a2)*sin(b2) + A3*sin(a3)
* u = dPsi/dy, v = -dPsi/dx (divergence-free: incompressible,
* no clumping — weather/ink, not confetti). */
var t = 0;
var K1 = 0.110, K1B = 0.147, K2 = 0.310, K2B = 0.271;
var K3X = 0.050, K3Y = 0.043;
var A1 = 1.00, A2 = 0.55, A3 = 0.35, FSCALE = 4.0;
var CELLW = W / (GW - 1), CELLH = H / (GH - 1);
function updateField() {
var t1 = t * 0.35, t2 = t * 0.27, t3 = t * 0.53, t4 = t * 0.41, t5 = t * 0.31;
var cx = 450 + 260 * Math.cos(t * 0.090); /* slow wandering gyre */
var cy = 300 + 180 * Math.sin(t * 0.113);
var p = 0, i, j;
for (j = 0; j < GH; j++) {
var wy = j * CELLH;
var b1 = j * K1B - t2;
var b2 = j * K2B + t4 + 0.6;
var sb1 = fsin(b1), cb1 = fcos(b1); /* hoisted per row */
var sb2 = fsin(b2), cb2 = fcos(b2);
var dy = (wy - cy) * 0.002857; /* /350 */
for (i = 0; i < GW; i++) {
var a1 = i * K1 + t1;
var a2 = i * K2 - t3 + 1.7;
var a3 = i * K3X + j * K3Y - t5;
var sa1 = fsin(a1), ca1 = fcos(a1);
var sa2 = fsin(a2), ca2 = fcos(a2);
var ca3 = fcos(a3);
var dpx = A1 * K1 * ca1 * sb1 + A2 * K2 * ca2 * sb2 + A3 * K3X * ca3;
var dpy = A1 * K1B * sa1 * cb1 + A2 * K2B * sa2 * cb2 + A3 * K3Y * ca3;
var dx = (i * CELLW - cx) * 0.002857;
/* curl + slow gyre + gentle mean drift */
fld[p++] = dpy * FSCALE - dy * 0.30 + 0.08;
fld[p++] = -dpx * FSCALE + dx * 0.30;
}
}
}
/* ---------- speed -> color palette (rebuilt per frame: slow hue drift) --- */
var pal = new Uint32Array(256);
function buildPal() {
var base = (t * 6) % 360;
for (var i = 0; i < 256; i++) {
var u = i / 255;
var h = (base + 222 - 192 * u) % 360; if (h < 0) h += 360;
var sat = 0.92 - 0.60 * u;
var val = 0.10 + 0.90 * Math.pow(u, 0.65);
var c = val * sat, hp = h / 60, x = c * (1 - Math.abs((hp % 2) - 1));
var r = 0, g = 0, b = 0;
if (hp < 1) { r = c; g = x; } else if (hp < 2) { r = x; g = c; }
else if (hp < 3) { g = c; b = x; } else if (hp < 4) { g = x; b = c; }
else if (hp < 5) { r = x; b = c; } else { r = c; b = x; }
var m = val - c;
r = ((r + m) * 255) | 0; g = ((g + m) * 255) | 0; b = ((b + m) * 255) | 0;
pal[i] = (255 << 24) | (b << 16) | (g << 8) | r;
}
}
/* ---------- pixel buffer ---------- */
var img = ctx.createImageData(W, H);
var buf = new Uint32Array(img.data.buffer);
buf.fill(0xFF000000);
/* ---------- main loop ---------- */
var ACC = 0.070, DAMP = 0.950; /* vmax ~= maxfield*ACC/(1-DAMP) ~ 2.5px/f */
var IWX = (GW - 2) / W, IWY = (GH - 2) / H;
var GWS = GW * 2;
var PSCALE = 200;
var ALPHA = 0xFF000000;
var last = -1, ema = 16.7, fcount = 0;
function frame(now) {
requestAnimationFrame(frame);
var dt = now - last; last = now;
if (dt > 0 && dt < 250) ema += (dt - ema) * 0.06; /* honest frame-time EMA */
t += (dt > 0 ? Math.min(dt, 50) : 16.7) * 0.001;
updateField();
buildPal();
var i, q, n;
/* packed decay: c -= c/32 per channel; c>>5 <= c so no cross-byte borrow */
for (i = 0; i < NPIX; i++) {
q = buf[i];
buf[i] = (q - ((q >>> 5) & 0x07070707)) | ALPHA;
}
n = px.length; /* count from the actual data structure */
for (i = 0; i < n; i++) {
var x = px[i], y = py[i], ux = vx[i], uy = vy[i];
/* bilinear sample of the flow field */
var gx = x * IWX, gy = y * IWY;
var ix = gx | 0, iy = gy | 0, fx = gx - ix, fy = gy - iy;
var o = (iy * GW + ix) * 2;
var u0 = fld[o] + (fld[o + 2] - fld[o]) * fx;
var u1 = fld[o + GWS] + (fld[o + GWS + 2] - fld[o + GWS]) * fx;
var v0 = fld[o + 1] + (fld[o + 3] - fld[o + 1]) * fx;
var v1 = fld[o + GWS+1] + (fld[o + GWS + 3] - fld[o + GWS+1]) * fx;
var fu = u0 + (u1 - u0) * fy;
var fv = v0 + (v1 - v0) * fy;
ux = ux * DAMP + fu * ACC;
uy = uy * DAMP + fv * ACC;
x += ux; y += uy;
/* recycle: toroidal wrap, count can never drop */
if (x < 0) x += W; else if (x >= W) x -= W;
if (y < 0) y += H; else if (y >= H) y -= H;
px[i] = x; py[i] = y; vx[i] = ux; vy[i] = uy;
/* 2x2 splat, colored by speed */
var sx = x | 0, sy = y | 0;
if (sx > W - 2) sx = W - 2;
if (sy > H - 2) sy = H - 2;
var ci = ((ux * ux + uy * uy) * PSCALE) | 0;
if (ci > 255) ci = 255;
var col = pal[ci];
var oo = sy * W + sx;
buf[oo] = col; buf[oo + 1] = col;
buf[oo + W] = col; buf[oo + W + 1] = col;
}
ctx.putImageData(img, 0, 0);
if ((++fcount % 10) === 0) {
hud.textContent =
(1000 / ema).toFixed(1) + ' fps ' +
ema.toFixed(2) + ' ms/frame ' +
n.toLocaleString('en-US') + ' particles';
}
}
requestAnimationFrame(frame);
})();
</script>
</body>
</html>
putImageData driver path, not the simulation.) The main risk to the 60 is aggressive battery-saver CPU throttling, which I can't see from inside the page.putImageData + compositing ~35%. The update loop is dense float arithmetic on ~1.6 MB of hot typed arrays — modern cores do this at well under a nanosecond per op. The draw side instead moves memory: the fade reads+writes 2.16 MB, splats scatter ~400 KB of writes across random cache lines, and putImageData pushes the full 2.16 MB frame across the CPU→GPU boundary. Bandwidth and the driver call dominate; arithmetic is nearly free. That's why the code spends its cleverness budget (LUT sine, packed decay, grid + bilinear instead of per-particle noise) on keeping both sides cheap but the draw side especially simple.GL_POINTS in the same pipeline), or equivalently float-texture FBO ping-pong. The flow-field math moves into the shader verbatim; per-particle CPU work drops to zero; 1M particles at 60 fps becomes routine. (WebGPU compute is the same technique with a nicer API.) No amount of JS micro-optimization gets you there — the wall is one thread doing 100M+ ops per second.Nothing dropped.