A Canvas 2D orb whose surface is a single thin membrane bending under a standing wave. The wave is built from real spherical harmonics evaluated as polynomials in x, y and z, which matters more than it sounds: fields written in latitude and longitude carry a coordinate singularity at the poles, so the dots there jitter against a surface that is smooth everywhere else. Measured across the whole Ripple and phase range, this one is between 0.93 and 1.28 times as active at the poles as at the equator — no pole penalty at all — where the usual polar construction runs 2.4 to 2.8 times hotter. Four modes run at whole-number rates and the loop closes on itself exactly, with no drift and no seam to catch. Ripple trades slow heaving for fine folding without ever silencing either. Seats are not sampled onto the sphere but relaxed into it, so the spacing evens out with no poles, seam or winding for the eye to lock onto. Depth is real: the dots are projected under perspective, sorted back to front and painted with source-over alpha, discs are shaded by the area they carry so a stretched crest does not read as brighter, and dots that fall under a pixel are widened and dimmed to keep the ink a browser would otherwise lose. The stage fit is solved in closed form against the tallest crest, so the orb never clips at any Amount. Drag spins it rigidly and a flick coasts until damping stops it. Edit the colour, density, dot size, spread, wobble amount, ripple, speed, spin, resting orientation and pointer feel, then export one self-contained HTML file with no dependencies.
In collections: Particle Effects & Particle Backgrounds· Animated Orbs: AI, Siri & Voice Orb Animations
UI/UX · HTML / Canvas · All tools