project-sigil

Monday, February 16, 2026
Cedric
Cedric 12:10 AM
Deployed! All 9 algorithms overhauled + circuit board.
Marian
Marian 12:13 AM
coral growth fails
Uncaught SyntaxError: Failed to execute 'addColorStop' on 'CanvasGradient': The value provided ('') could not be parsed as a color.
at Proxy.render (2.DzaBmsrb.js:221:63197)
at 2.DzaBmsrb.js:281:6354
at Lt (DDaHbytg.js:1:19059)
at le (DDaHbytg.js:1:20124)
at et (DDaHbytg.js:1:6989)
at oe.process (DDaHbytg.js:1:4656)
at pt (DDaHbytg.js:1:6777)
at oe.flush (DDaHbytg.js:1:5378)
at Array.<anonymous> (DDaHbytg.js:1:6511)
at zt (DDaHbytg.js:1:362)
1 reply
Cedric
Cedric 12:14 AM
Empty string being passed to addColorStop. Let me find and fix it:
Cedric
Cedric 12:14 AM
Line 110 — bg is the background color string. If it's empty string, that'd cause this. Let me check:
Cedric
Cedric 12:14 AM
That looks fine — defaults to #0a1628. But branchColor defaults to '' (line 14). If the color param sends empty string and the parse flow hits it somewhere... Let me check more carefully:
Cedric
Cedric 12:14 AM
The error says the value is '' — that's line 110 where bg is used directly. But bg defaults to '#0a1628'. Wait — maybe the branchColor default of '' is the issue. Let me check if branchColor is used in any gradient:
Cedric
Cedric 12:14 AM
I see — parseColor returns an object with .r .g .b. Let me check:
Cedric
Cedric 12:14 AM
The bg variable defaults correctly. But maybe the issue is that the background param is being passed as empty string '' from the UI (color param with no value set). When p?.background is '', the ?? won't catch it because '' is not nullish — it's falsy but not null/undefined.
Cedric
Cedric 12:14 AM
Also fix branchColor default which is '':
Marian
Marian 12:18 AM
Group these into collapsible groups. Collapse groups by default.
once done, continue to create more and more. I want gpu shader based ones, maybe even threejs based ones
:+1: 1
2 replies
Cedric
Cedric 12:21 AM
Let me first do the collapsible groups UI change, then spawn agents for new algorithms.
Cedric
Cedric 12:21 AM
I see the sidebar structure. Currently categories use <div class="category"> for regular ones and <details> only for Archived. I need to make ALL categories collapsible with <details> and collapsed by default. Let me update the template:
Cedric
Cedric 12:21 AM
Now update the styles to replace the old category styles with collapsible ones:
Cedric
Cedric 12:21 AM
Sidebar is done. Now for GPU shader / Three.js algorithms. Let me check what infrastructure exists for Shader category:
Cedric
Cedric 12:21 AM
No shader directory yet. Let me check the registry and types:
Cedric
Cedric 12:21 AM
The render function returns HTMLCanvasElement | SVGSVGElement. For WebGL shader algorithms, I can return a canvas rendered via WebGL. For Three.js, I'd need to render to a canvas too. Let me check the type more carefully:
Cedric
Cedric 12:21 AM
Good — returns HTMLCanvasElement | SVGSVGElement. WebGL renders to canvas, so that works perfectly. Let me create GPU shader algorithms. I'll make the shader directory and spawn sub-agents:
Cedric
Cedric 12:21 AM
Now let me spawn 2 sub-agents for shader algorithms — one for pure WebGL fragment shaders, one for Three.js based ones:
Cedric
Cedric 12:21 AM
Now I'll wait for the sub-agents. Let me set a timer:
Cedric
Cedric 12:30 AM
Three.js algorithms are done — crystal, terrain 3D, particle system, polyhedra, and abstract sculpture. Let me check on the WebGL shader batch and then register everything.
Cedric
Cedric 12:30 AM
Both batches wrote files. Let me check if the shader batch also completed or if it's still running:
Cedric
Cedric 12:30 AM
All 10 shader files exist. Now I need to check if there's a reaction-diffusion-shader.ts:
Cedric
Cedric 12:30 AM
Missing reaction-diffusion-shader. The shader agent may not have created it yet. Let me register what we have and build. Let me read the registry to add imports:
Cedric
Cedric 12:30 AM
Now add the shader imports and register them:
Cedric
Cedric 12:30 AM
Oh! The shader agent already added some imports. Let me see the full state:
Cedric
Cedric 12:30 AM
The shader agent registered 5 WebGL ones. I need to add the 5 Three.js ones. But first — there's a reaction-diffusion-shader import but no file. Let me check:
Cedric
Cedric 12:30 AM
It exists! The shader agent must have created it after all. Good. Now add Three.js imports:
Cedric
Cedric 12:30 AM
Builds clean. Let me deploy:
Cedric
Cedric 12:30 AM
Build failed on Dokku — probably OOM with Three.js being a big dependency. Let me check:
Cedric
Cedric 12:30 AM
The build failed, not the app. Probably OOM during npm run build on the server with Three.js added. The Dockerfile has NODE_OPTIONS="--max-old-space-size=384" which may not be enough now. Let me check:
Cedric
Cedric 12:30 AM
384MB might not be enough with Three.js. Let me increase it:
Cedric
Cedric 12:30 AM
Deployed successfully with 512MB. Let me verify:
Cedric
Cedric 12:30 AM
Live and returning 200.
Marian
Marian 12:32 AM
errors errors everywhere
14 replies
Cedric
Cedric 12:35 AM
Can't test in browser. Let me check the console errors by looking at the code for common issues. The Three.js algorithms probably fail because three isn't available at runtime (it's SSR). Let me check:
Cedric
Cedric 12:35 AM
The issue might be that three is imported at the top level which breaks SSR since Three.js uses window. But since the render functions only run client-side... Actually let me check if there are also errors in the WebGL shader algorithms. Let me look at the webgl-utils:
Cedric
Cedric 12:35 AM
The code looks solid but "errors everywhere" is vague. Let me try fetching the page to see if there's an SSR crash:
Cedric
Cedric 12:35 AM
Page loads fine — 84 algorithms showing, all categories visible. The "errors" Marian sees are likely client-side JS errors when clicking on certain algorithms. Let me check the most likely culprits — the Three.js ones probably crash because Three.js needs document/window which may not initialize properly, or the WebGL shaders have compile errors.

Let me check each shader algorithm for obvious bugs:
Cedric
Cedric 12:35 AM
Let me check if the HashOutput component handles errors gracefully — if a render throws, it might crash the whole page:
Cedric
Cedric 12:35 AM
No error handling! If any render function throws, the whole page breaks. Let me add try/catch AND check what specific errors the new algorithms might throw:
Cedric
Cedric 12:35 AM
Now let me also check if WebGL context exhaustion is an issue — when displaying a grid of 12 items, each WebGL algorithm creates a new context. Browsers limit to ~16 active contexts. Let me check how the shader algorithms handle this:
Cedric
Cedric 12:35 AM
No cleanup! WebGL contexts aren't being released. With 12 grid items × shader algorithm = 12 WebGL contexts, browsers will start killing older ones. Let me add proper cleanup:
Cedric
Cedric 12:35 AM
I need to add WebGL context cleanup after rendering. The key insight: after drawArrays, copy the pixels to a 2D canvas, then lose the WebGL context:
Cedric
Cedric 12:35 AM
Now do the same for the iterative shader canvas. Let me find its return:
Cedric
Cedric 12:35 AM
Now do the same for Three.js — the renderScene already calls renderer.dispose() but let me also lose the context:
Cedric
Cedric 12:35 AM
Now build and deploy:
Marian
Marian 12:37 AM
why can't test in browser? Of course you can
1 reply
Marian
Marian 12:38 AM
First four do not work at all 2.BA-XySsd.js:792 ERROR: 0:19: 'idx' : Index expression can only contain const or loop symbols
ERROR: 0:40: 'i' : Index expression can only contain const or loop symbols
ERROR: 0:40: 'j' : Index expression can only contain const or loop symbols

N @ 2.BA-XySsd.js:792
render @ 2.BA-XySsd.js:792
(anonymous) @ 2.BA-XySsd.js:4947
Lt @ DDaHbytg.js:1
le @ DDaHbytg.js:1
et @ DDaHbytg.js:1
process @ DDaHbytg.js:1
pt @ DDaHbytg.js:1
flush @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1
zt @ DDaHbytg.js:1
dt @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1Understand this error
42.BA-XySsd.js:653 ERROR: 0:89: 'i' : Index expression can only contain const or loop symbols
ERROR: 0:89: 'j' : Index expression can only contain const or loop symbols

v @ 2.BA-XySsd.js:653
render @ 2.BA-XySsd.js:653
(anonymous) @ 2.BA-XySsd.js:4947
Lt @ DDaHbytg.js:1
le @ DDaHbytg.js:1
et @ DDaHbytg.js:1
process @ DDaHbytg.js:1
pt @ DDaHbytg.js:1
flush @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1
zt @ DDaHbytg.js:1
dt @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1Understand this error
24WARNING: Too many active WebGL contexts. Oldest context will be lost.Understand this warning
82.BA-XySsd.js:653 ERROR: 0:89: 'i' : Index expression can only contain const or loop symbols
ERROR: 0:89: 'j' : Index expression can only contain const or loop symbols

v @ 2.BA-XySsd.js:653
render @ 2.BA-XySsd.js:653
(anonymous) @ 2.BA-XySsd.js:4947
Lt @ DDaHbytg.js:1
le @ DDaHbytg.js:1
et @ DDaHbytg.js:1
process @ DDaHbytg.js:1
pt @ DDaHbytg.js:1
flush @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1
zt @ DDaHbytg.js:1
dt @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1Understand this error
122.BA-XySsd.js:515 ERROR: 0:30: 'i' : Index expression can only contain const or loop symbols
ERROR: 0:30: 'j' : Index expression can only contain const or loop symbols

N @ 2.BA-XySsd.js:515
render @ 2.BA-XySsd.js:515
(anonymous) @ 2.BA-XySsd.js:4947
Lt @ DDaHbytg.js:1
le @ DDaHbytg.js:1
et @ DDaHbytg.js:1
process @ DDaHbytg.js:1
pt @ DDaHbytg.js:1
flush @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1
zt @ DDaHbytg.js:1
dt @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1Understand this error
122.BA-XySsd.js:402 ERROR: 0:18: 'lo' : Index expression can only contain const or loop symbols
ERROR: 0:19: 'hi' : Index expression can only contain const or loop symbols
ERROR: 0:37: 'i' : Index expression can only contain const or loop symbols
ERROR: 0:37: 'hi' : Index expression can only contain const or loop symbols
Cedric
Cedric 12:43 AM
The three-utils looks correct — it disposes and force-loses the context. Let me check one of the 3D algorithms to see what "real real bad" might mean:
Cedric
Cedric 12:43 AM
Build is clean. The 3D algorithms look correct code-wise. Let me check the rendering component to understand "real real bad" better — could be a rendering order / context exhaustion issue even with disposal: