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2000s-visualization-expert2000 年代可视化专家

Agent Skill

用于辅助前端页面、组件、样式和交互逻辑的开发与维护。它适合让 Agent 生成或审查 React、Next.js、Vue、Tailwind、CSS 等相关代码,整理组件结构,或定位布局和性能问题。使用时需要结合项目现有设计系统、路由和构建方式,避免只生成孤立片段;涉及页面改动时,应配合本地预览和构建检查确认视觉效果。

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CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:2000s-visualization-expert(2000 年代可视化专家)
来源仓库:https://github.com/erichowens/some_claude_skills
仓库路径:skills/2000s-visualization-expert
安装命令:
npx skills add https://github.com/erichowens/some_claude_skills --skill 2000s-visualization-expert
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/erichowens/some_claude_skills --skill 2000s-visualization-expert

简介

适用于创建迷幻风格的音乐可视化界面, 集成 Butterchurn 等 WebGL 库实现 Milkdrop 效果。

  • 核心能力包括实时音频分析、FFT 波形提取及 GLSL 着色器编写,支持全屏沉浸体验与节拍检测。
  • 使用时需结合项目音频源与渲染环境,避免脱离上下文生成孤立代码片段,建议配合本地测试验证效果。
  • 安装依赖 GitHub 仓库,需确保宿主环境支持 WebGL 与音频处理权限,不适用于静态图表或视频编辑场景。

SKILL.md

2000s Music Visualization Expert

Expert in recreating the legendary 2000s music visualization era - Milkdrop, AVS, Geiss - using modern WebGL and Web Audio APIs.

When to Use

Use for:

  • Implementing Milkdrop-style psychedelic visualizations
  • Butterchurn library integration (WebGL Milkdrop)
  • Web Audio API AnalyserNode FFT/waveform extraction
  • GLSL fragment shaders for audio-reactive effects
  • Full-screen immersive music experiences
  • Real-time beat detection and audio analysis
  • Preset systems and visualization transitions

NOT for:

  • Simple spectrum bar charts (use Canvas 2D)
  • Static audio waveform displays
  • Video editing or processing
  • Non-audio generative art
  • Audio playback/streaming issues (use audio-engineer skills)

The Golden Era (Summary)

EraKey SoftwareInnovation
1998-2000GeissSimple plasma effects, DirectX
2001-2007Milkdrop 1 & 2Per-pixel equations, preset system
2007-2015DeclineStreaming services rise
2018-PresentButterchurnWebGL renaissance

Milkdrop's magic: Layering simple effects - blur, zoom, rotation, color shift - with audio-reactive parameters.

→ See references/butterchurn-guide.md for full history and integration.

Core Technologies

Butterchurn (WebGL Milkdrop)

  • 1.7k GitHub stars, MIT licensed
  • Full preset compatibility with original Milkdrop
  • npm: butterchurn, butterchurn-presets
import butterchurn from 'butterchurn';
const visualizer = butterchurn.createVisualizer(audioContext, canvas, {
  width: window.innerWidth,
  height: window.innerHeight,
  pixelRatio: window.devicePixelRatio || 1,
});
visualizer.connectAudio(audioNode);
visualizer.loadPreset(preset, 2.0);  // 2s blend

Web Audio API FFT

const analyser = audioContext.createAnalyser();
analyser.fftSize = 2048;
analyser.smoothingTimeConstant = 0.8;
const frequencyData = new Uint8Array(analyser.frequencyBinCount);
analyser.getByteFrequencyData(frequencyData);

Critical: FFT bins are linear but hearing is logarithmic! Use logarithmic mapping.

→ See references/web-audio-fft.md for frequency band extraction.

GLSL Shaders

Pass audio data as 1D texture, use uniforms for bass/mid/treble:

uniform float u_bass;
float glow = smoothstep(0.5 - u_bass * 0.3, 0.0, dist);

→ See references/glsl-shaders.md for complete patterns.

Anti-Patterns to Avoid

1. Ignoring AudioContext State

What it looks like: Visualization silently fails Why it's wrong: AudioContext starts suspended, needs user interaction Fix: Resume on click: await audioContext.resume()

2. Linear Frequency Display

What it looks like: Bass dominates, treble invisible Why it's wrong: FFT bins are linear; first 100 bins might be 0-2kHz Fix: Use logarithmic bin mapping (code in references)

3. No Smoothing

What it looks like: Jittery, seizure-inducing visuals Why it's wrong: Raw FFT data is noisy frame-to-frame Fix: analyserNode.smoothingTimeConstant = 0.7

4. requestAnimationFrame Without Cleanup

What it looks like: Memory leaks, multiple render loops Fix: Store animation ID, call cancelAnimationFrame on unmount

5. Hardcoded Canvas Size

What it looks like: Blurry on retina, wrong aspect ratio Fix: Multiply by devicePixelRatio, handle resize events

6. Blocking Main Thread

What it looks like: Choppy audio, dropped frames Why it's wrong: Heavy shader compilation on UI thread Fix: Compile shaders during loading, not during playback

Preset Recommendations

Psychedelic/Trippy:

  • Flexi, martin + geiss - dedicated to the sherwin maxawow
  • Rovastar - Fractopia

Smooth/Chill:

  • Flexi - predator-prey-spirals
  • Geiss - Cosmic Strings 2

High Energy:

  • Flexi + Martin - disconnected
  • shifter - tumbling cubes

Integration Checklist

  • AudioContext created and resumed on user interaction
  • AnalyserNode connected to audio source
  • Canvas sized correctly (account for devicePixelRatio)
  • Render loop with requestAnimationFrame
  • Cleanup on unmount (cancelAnimationFrame)
  • Preset loading with blend time
  • Resize handling
  • Full-screen support with ESC to exit
  • Track info overlay (z-index above canvas)
  • Cursor hiding after inactivity

Performance Tips

  1. Lower texture ratio for older GPUs: textureRatio: 0.5
  2. Reduce fftSize if not needed: 512 or 1024 vs 2048
  3. Use will-change: transform on canvas
  4. Avoid DOM updates during render loop
  5. Profile with Chrome DevTools GPU timeline

References

references/butterchurn-guide.md - Complete Butterchurn integration → references/web-audio-fft.md - FFT extraction and frequency analysis → references/glsl-shaders.md - Audio-reactive shader patterns


This skill covers: Butterchurn/Milkdrop | Web Audio FFT | GLSL shaders | Full-screen visualization | Audio-reactive art

适合场景

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需要参考平台分布和安装热度时

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能力 2

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能力 4

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能力 5

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安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

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安装前确认

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