Asked: "Can Glyph render Physarum slime molds, particle-love clouds, NASA Eyes Solar System, or the ISS in 3D?" Honest answer: no — those need WebGL, GPU compute, real-time loops, 3D cameras. But the math, the trajectories, the schematic — those Glyph CAN do, and the result is its own kind of beautiful.
Glyph compiles a JSON spec to a byte-stable SVG. That trade — declarative + deterministic + 2D — is the wrong shape for a million-particle GPU simulation. But the same trade is the right shape for: the math underneath the simulation, a static snapshot of the trajectory, a 2D top-down schematic instead of a 3D orbital camera, an engineering elevation instead of a 3D model. Four examples, below, each pairing the Glyph version with what the GPU-native original does.
Original: Physarum-fluid-2 by Domenico Brzezinski — real-time WebGL with millions of GPU particles + diffuse + react + advect, mouse-injected.
Real Physarum slime mold lays down chemical trails that diffuse + react with another chemical, and the slime body responds to the gradient. The chemistry is exactly the Gray-Scott reaction-diffusion PDE. Glyph's data.shape: "pde-solve" integrates that equation deterministically and renders the steady state as one byte-locked SVG.
One pde-solve data shape. 28×28 grid. Gray-Scott with F=0.025, k=0.056 — labyrinth regime. 1000 steps. Heatmap layer over the U-concentration field. Byte-identical across CI runs.
The same equation, but coupled with an advected slime-particle population, run on the GPU at 60 fps with mouse interaction. Millions of particles deposit chemicals, the field diffuses + reacts, the particles re-orient toward the gradient.
Original: particle-love.com — real-time WebGL particle systems, millions of particles, additive blending, motion blur, mouse interaction.
Particle-love's signature look is a million particles tracing the streamlines of a vector field. Glyph's data.shape: "streamline" integrates the same vector field from a grid of seed points using RK4 and renders each trajectory as a colored path. 64 trajectories, not a million — but the same physics, drawn deterministically.
One streamline data shape with a double-vortex vector field. 8×8 seed grid → 64 RK4-integrated trajectories. colorBy: angle tints each segment by the local flow direction. The signature visual of a million-particle GPU demo, drawn from the underlying physics alone.
Millions of particles advected by the same kind of vector field at 60 fps. Additive blending creates the soft-glow trails; motion blur smears the path across frames. Mouse drag injects force.
Original: eyes.nasa.gov · Solar System — full 3D rendering, JPL Horizons ephemeris, planet textures, spacecraft models, time scrubbing, orbital camera.
What NASA Eyes does in 3D, Glyph does as a flat orrery — the same instrument 17th-century clockmakers used to teach planetary motion. Concentric orbits + planet circles + a SMIL rotate-loop on each planet with periodMs scaled by the real orbital year. Mercury whips around in ~1.9 seconds; Saturn takes nearly 4 minutes.
Pure compose grammar — no data.shape. 6 planet bodies + Saturn rings, each a silhouette-path with its own rotate-loop animation. Periods scaled so Earth = 8 s. Asteroid belt is 80 deterministically-placed dots in a ring (seed 33).
True 3D Three.js scene with JPL Horizons ephemeris feeding planet positions at any date. Camera orbits, zooms, and follows objects. Planet textures from real telescopic imagery. Spacecraft 3D models. Time scrub from -3000 BCE to 3000 CE.
Inspiration: NASA's official ISS 3D models — interactive walk-around, real-time TLE-fed orbital position, sunlight + Earth-shine lighting.
The ISS is too useful as an engineering drawing to skip. Glyph renders it as a pencil-on-parchment side elevation — the same kind of drawing the engineers at Boeing, Roscosmos, JAXA, and ESA shipped to the assembly crew. Truss + solar arrays + modules + radiators + Cupola, all labeled, all to scale.
Pure compose grammar. Truss as a long silhouette with X-bracing. 8 solar arrays as pattern-detailed rectangles with grid lines. 6 modules + Cupola as silhouette paths with docking ports. 3 radiators. 4 annotation-leaders. Earth limb as a giant arc + atmospheric glow band.
Full 3D model with textures, orbital lighting (sunward face lit, anti-sunward in Earth-shine), live TLE-fed ground track, walk-around camera. Same hardware, very different rendering.