Crystal Core
A real WebGL scene: a distorted, metallic icosahedron core orbited by faceted shards, lit by two colored lights. Scroll to zoom and drag to orbit around it.
Build a self-contained, performant Canvas 2D visual effect in a single React + TypeScript component.
Effect: "Crystal Core".
Description: A real WebGL scene: a distorted, metallic icosahedron core orbited by faceted shards, lit by two colored lights. Scroll to zoom and drag to orbit around it.
Current settings: orbiting shards = 9, speed = 1, distortion = 0.4, color = Dual, hue = 200, second hue = 300.
Tags: 3d, webgl, three.js, r3f, glow, pointer.
Requirements:
- Use requestAnimationFrame with a delta-time (dt) step, clamped to avoid jumps on tab switches.
- Render crisply: fully clear the canvas every frame (clearRect). Do NOT fake motion blur by painting a translucent background each frame, because that causes permanent 8-bit "ghost" burn-in. If you want trails, store each particle's recent positions and draw them as an explicit fading tail.
- If many short-lived particles are spawned, use an object pool (pre-allocate, reuse, swap-remove on death) to avoid GC pauses.
- Scale the backing store by devicePixelRatio (cap ~2) and handle resize.
- Pause when the tab is hidden or the canvas is off-screen; respect prefers-reduced-motion.
- Expose the listed settings as adjustable props/controls.