Interactive Camera Lens Lab (Aperture & DoF)
Simulate thin-lens focus, f-stop, focal length, and sensor size with draggable subjects and live depth-of-field blur on canvas.
Generate canvas/WebGL-ready particle bursts, screen flash, shake, and rarity color ramps for gacha-style reward moments at 60fps on mid-tier phones.
Create a single HTML demo showcasing three mobile-game reward VFX presets: CHEST_OPEN, TIER_UP, BOSS_LOOT. Tech: Canvas 2D or lightweight WebGL; no game engine. Each preset includes: - 0.0–2.0s timeline with labeled phases (anticipation, peak, settle). - Particle emitter params (count, spread, gravity, drag, color over life). - UI mock: centered card, rarity border (common/rare/epic/legendary hex colors). - Screen shake envelope ( amplitude vs time ) and optional radial blur fake via scaled overlays. - Performance budget comment: max draw calls, particle cap for 720p@60. Export functions: playPreset(name), resetScene(). Use requestAnimationFrame.
Record with OBS at device DPI; compare frame pacing in Chrome Performance tab. awesome-opus corpus tags many game demos as motion/UI or 3D—verify creator disclosed Opus authored the code.
Simulate thin-lens focus, f-stop, focal length, and sensor size with draggable subjects and live depth-of-field blur on canvas.
Build a scroll-driven, canvas-based walkthrough of self-attention, multi-head attention, and feed-forward blocks with live tensor shapes and token highlighting.
Opus 5.5 reasoning prompt to extract loop invariants, pre/post conditions, and safe refactor steps before touching production payment or credit code.
A reusable system prompt that encodes easing curves, staging, 12 principles of animation, beat-sync rules, and deliverable specs for UI and brand motion.
Know the Claude Fable5 cost math, the safeguard behavior, and the right tier before you commit. Create a free account to get notified when specs, prices, or access channels change.