How we built it

The work behind the effects: our own research, technique writeups, and performance notes from building music-synced canvas work.

Articles

GhostingObject poolingPerformance

Real-Time Reactive Effects: Best Practices

Why canvas effects ghost (and the real fix), object pooling for particle-heavy scenes, dt timing, DPR scaling, draw-call batching, and a ship checklist.

Read article · 9 min

Source research from our projects

Reference material we mined while porting these effects.

Legacy Cursor Effects Catalog

A full 28-effect catalog with translation targets.

allroadsleadtolovable/docs/research/legacy-cursor-effects-catalog.md

Music-Reactive Effects

Audio analysis architecture, beat detection, band→effect mappings.

allroadsleadtolovable/docs/research/music-reactive-effects.md

Performance Architecture

Quality modes, particle budgets, layered-canvas strategy, DPR guidance.

allroadsleadtolovable/docs/research/performance-architecture.md

Audio Canvas Refactoring Plan

Decomposing a 2,255-line engine into hooks + effect renderers.

1shotCRM/documents/refactoring-plan-audio-canvas-mode.md