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GitHub - 10in30/dopamine: Modern Visual Effects
jmckenty · 2026-06-17 · via Show HN

Gorgeous, cross-platform visual effects — one shared, portable format, three native stacks. Algorithmic color (unique every fire), motion informed by the natural world, hardware-accelerated, and usable as a component that sits in your page and casts real light onto the UI beneath it. You pick a mood, an intensity, and an amount of whimsy — not raw parameters.

The same effect runs on the web (TypeScript + WebGL2), on Apple platforms (Swift + Metal), and on Android (Kotlin + OpenGL ES 3.0), driven by the same bytes — each effect's .dope document.

The portable .dope file is the heart of the project — a declarative, cross-platform description of an effect (its mood→params mapping, content pool, typography, icon). The code on every platform is an interpreter for it, and a build toolchain compiles one effect folder into standalone, installable packages for all three.

Try the live demo — mood / intensity / whimsy controls, every effect, in your browser.

Gallery

The built-in effects, all driven by the same .dope format — one row per effect, one column per platform, each cell rendered by that platform's real stack:

  • Web — headless Chromium / WebGL2 (npm run media, committed manually).
  • iOS — the demo app rendering each effect off-screen through Metal on a CI Simulator (swift.yml's MediaRecorder step).
  • Android — the demo app screen-recorded per effect on a CI emulator's GL ES driver (android.yml's emulator job).

The iOS / Android cells are captured in CI and committed back to docs/media/ios/ / docs/media/android/ only on an explicit refresh: dispatch the swift / android workflow with refresh_media: true, or push with [media] in the commit message. (Until the first refresh run those cells are empty.)

Effect Web (WebGL2) iOS (Metal) Android (GL ES 3.0)
aurora
success
aurora — web aurora — iOS aurora — Android
checkmate
celebration (pride)
checkmate — web pending pending
comic
success
comic — web comic — iOS comic — Android
confetti
celebration
confetti — web confetti — iOS confetti — Android
dots
loading (continuous)
dots — web pending pending
fail
error
fail — web fail — iOS fail — Android
halo
loading (continuous)
halo — web halo — iOS halo — Android
heartburst
love
heartburst — web heartburst — iOS heartburst — Android
inkstroke
success
inkstroke — web inkstroke — iOS inkstroke — Android
lightning
power-up
lightning — web lightning — iOS lightning — Android
ripple
success
ripple — web ripple — iOS ripple — Android
solarbloom
success
solarbloom — web solarbloom — iOS solarbloom — Android
📸 Still frames

aurora checkmate comic confetti dots fail halo heartburst inkstroke lightning ripple solarbloom

The built-in effects

Effect Feeling What it does
solarbloom success a centered radial volumetric bloom — light radiating from a point
aurora success shimmering aurora curtains
comic success a comic-book BAM/POW impact — a hand-lettered affirmation slams in over a jagged starburst (hybrid Canvas2D + WebGL; animated panel, mood display fonts, and full per-letter typography on all three platforms)
confetti celebration a launched confetti burst
fail error a stamped-cross failure mark
heartburst love / favorite a lub-dub heart burst (hybrid offscreen panel + shader)
inkstroke success a calligraphic ink-stroke "verdict" signature
lightning power-up a high-energy lightning strike
ripple success concentric water ripples
halo loading a calm ambient ring of light that breathes + sweeps — a CONTINUOUS effect, loops seamlessly

We plan to add many more and expand the mechanisms in every effect; effects can also live in other repositories and ship as standalone packages. All three stacks ship every built-in effect from the same .dope document (byte-parity-tested across web, Swift, and Android). The effects are grounded in research on dopamine reward responses, modern aesthetics, and a sense of whimsy.

Repository layout

.
├─ packages/                  # WEB monorepo (npm workspaces)
│  ├─ core/                   # @dopaminefx/core — slim runtime (conductor, registries, .dope loader, pass/panel runners, engine)
│  ├─ effects/                # @dopaminefx/effects — batteries-included umbrella + <dopamine-success> element
│  └─ react/                  # @dopaminefx/react — <DopamineSuccess> + useDopamine()
├─ effects/<name>/            # SINGLE-FOLDER effects: one unified .dope + the effect's
│                             #   web/swift/android sources (+ fonts/ if any), compiled by the toolchain
│                             #   into standalone dist/ packages per platform (npm + SwiftPM + Gradle)
├─ tools/dopamine/            # @dopaminefx/build — `dopamine build` emits installable Swift/npm/Android packages from one folder
├─ examples/demo/             # interactive Vite demo (mood/intensity/whimsy controls) — the live site above
├─ scripts/                   # build/render/reel/media tooling
├─ docs/                      # .dope format spec + schema + authoring guide + README media
├─ swift/                     # SWIFT/Metal port (SwiftPM)
│  ├─ Package.swift           # DopamineCore only — every effect ships as a standalone dist/ SwiftPM package
│  ├─ Sources/DopamineCore/   # shared runtime (mirrors packages/core; Linux-portable behind canImport guards)
│  ├─ Demo/                   # XcodeGen project.yml for the iOS-Simulator demo app (consumes the dist/ packages)
│  └─ Tests/                  # portable + the cross-platform parity suite (effect-agnostic)
├─ android/                   # ANDROID port (Gradle multi-module)
│  ├─ dopamine-core/          # PURE-Kotlin/JVM portable core (mirrors packages/core) + the 192-case parity test — no Android SDK needed
│  ├─ dopamine-gl/            # OpenGL ES 3.0 rendering layer: GLSurfaceView overlay host + generic pass/panel runners
│  ├─ dopamine-effects/       # umbrella that registers every built-in effect (consumes each effect's dist/ module)
│  └─ demo/                   # Android demo app
└─ .github/workflows/         # swift.yml (Metal/iOS CI) + web-reel.yml (reel CI) + android.yml (GL/JVM CI)

Every effect lives in the single-folder model (effects/<name>/): one unified .dope + the effect's per-platform sources, built by tools/dopamine into standalone, installable packages under dist/ (gitignored) — an npm package, a SwiftPM package, and a Gradle library, each embedding a byte-identical portable .dope. This is how a third-party effect ships, too.

Quick start — web

npm install
npm run dev        # interactive demo at localhost

Use it in your app — batteries-included (registers every effect):

import { celebrate } from "@dopaminefx/effects";
await celebrate({ mood: "celebratory", intensity: 0.8, whimsy: 0.6 });

Or pay only for what you import (each effect self-registers):

import "@dopaminefx/effect-solarbloom";
import { play } from "@dopaminefx/core";
await play("solarbloom", { mood: "celebratory", intensity: 0.8 });

Declarative element, or React:

<dopamine-success mood="electric" intensity="0.9"></dopamine-success>
import { DopamineSuccess } from "@dopaminefx/react";
<DopamineSuccess trigger={orderId} mood="celebratory" intensity={0.8} />;
Option Default Meaning
mood "celebratory" serene · celebratory · electric
intensity 0.7 0..1 — saturation, brightness, bloom size, overshoot
whimsy 0.5 0..1 — photoreal ↔ non-photoreal (cel / hand-drawn) stylization
seed random pin for reproducible output
origin center viewport-pixel anchor
target document.body element the overlay lights (light + shadow are cast on what's beneath)

Quick start — Swift / Metal

cd swift
swift build          # builds DopamineCore (the shared runtime)
swift test           # portable suites + the cross-platform parity grid

DopamineCore builds on Linux with no Apple toolchain — every Metal/MetalKit/UIKit type sits behind #if canImport(Metal) / canImport(UIKit). Apple platforms additionally get the Metal overlay host, the shader pass-runner, and the .metal shaders. Every effect is emitted by the toolchain (node tools/dopamine/src/cli.mjs build) into a standalone dist/swift/DopamineEffect<Name> SwiftPM package — bundling its .dope (+ any display-face ttf converted from the shared woff2 at build time) and the generated uniform struct. The iOS demo depends on those dist/ packages by path.

The iOS demo app is generated by XcodeGen (SwiftPM can't emit an .app):

cd swift/Demo
xcodegen generate
xcodebuild -project DopamineDemo.xcodeproj -scheme DopamineDemo \
  -destination 'platform=iOS Simulator,name=iPhone 16' build
# then: xcrun simctl launch booted ai.polyguard.DopamineDemo -autoplay all

Quick start — Android

cd android
./gradlew :dopamine-core:test     # the 192-case byte-parity grid (NO Android SDK needed)
./gradlew assembleDebug           # build the GL runtime + effects + the demo APK (needs the SDK)

dopamine-core is pure Kotlin/JVM — it builds + runs the parity grid on a plain JVM with no Android SDK (the analog of the Swift Linux CI job). The GL runtime + effect packages + demo are Android-library/app modules (they need the SDK). Android uses OpenGL ES 3.0 — GLSL ES 3.00, the same shading language as WebGL2 — so each effect's single GLSL source serves both stacks and uniforms bind by name (no Metal-style struct codegen). Fire an effect:

val view = DopamineView(context)               // a translucent overlay
Heartburst.register(context)                    // or Dopamine.registerAll(context)
view.play("heartburst", PlayOptions(mood = "celebratory", intensity = 0.85))

See android/README.md for the architecture + how to port an effect.

Reels, recordings & media

Every effect is rendered headlessly so the previews stay honest and reproducible. One UNIFIED capture pass per effect (headless Chromium, WebGL via SwiftShader, no GPU needed) emits all three formats from the same frames, driven by a single effect manifest (scripts/lib/reel.mjs) so the list never drifts:

  • README media — the gallery GIFs + still frames above, committed under docs/media/:
    npm run media        # → docs/media/<effect>.gif + <effect>.png (gif/png only)
  • Web reel — the per-effect mp4 clips + the stitched continuous video. The same pass also refreshes the gif/png above:
    npm run build && npm run reel    # → e2e/output/clips/<effect>.mp4 + e2e/output/dopamine-suite.mp4 (+ docs/media gif/png)
    In CI the capture is INCREMENTAL: only effects whose effects/<name>/** changed (or all, on a core/umbrella/demo/pipeline change) re-render; the rest are reused from the cached clips + gif/png (scripts/reel-changed.mjs).
  • iOS / Android recordings — the Metal effects on a booted Simulator and the GLSL effects on an emulator, screen-recorded in CI (see below).

CI

Workflow Runner(s) What it does Artifact
web-reel.yml ubuntu publish the demo to GitHub Pages, then render + stitch the reel dopamine-web-reele2e/output/dopamine-suite.mp4
swift.yml macOS (macos-15-xlarge, M2) + ubuntu (swift:6.0.3) macOS: dopamine build (incl. woff2→ttf fonts) → swift build/test (Metal), the dopamine build --check staleness gate, XcodeGen → build the iOS demo (from the dist/ packages), boot a sim, autoplay every effect, screen-record. Linux: portability build + the 192-case parity suite with no Apple SDK solarbloom-sim-clip (the recorded sequence)
android.yml ubuntu ×3 jvm: the 192-case parity grid + a .dope byte-parity check (every effect's three dist/ embeds identical) on a free runner (no SDK). build: install the SDK + assembleDebug the GL runtime + effects + demo. emulator (best-effort): boot an emulator, autoplay, screenrecord a clip dopamine-demo-apk, dopamine-android-clip

Note: the macOS job needs the macos-15-xlarge (M2) larger runner and a non-zero GitHub Actions spending limit on the owning account. The web-reel and the Linux Swift portability job run on standard free runners.

Download artifacts from the Actions tab → the latest run → Artifacts.

How it works (short version)

@dopaminefx/core (web), DopamineCore (Swift), and dopamine-core (Android) are thin shared runtimes; each effect plugs in from its own package with only what's genuinely per-effect — its shader, its timing, and its uniform config. Everything else (color, mood model, the .dope loader/grammar, the pass/overlay runners, the PRNG order) is shared and generalized. The stacks stay byte-identical because they consume the same .dope document: the tools/dopamine build toolchain reads each effect's .dope binding contract to emit the Swift + Metal uniform structs (and, for effects that opt in, generates the MSL + Kotlin shader variants from the effect's one GLSL ES 3.00 source), then compiles the single effect folder into standalone, installable packages for every platform.

Authoring effects

Start at docs/README.md — it routes every task to its smallest read. The common case (a fully declarative pure-shader effect: one .dope + one GLSL shader, every platform generated) is covered end to end by the self-sufficient docs/authoring-quickstart.md; the deep dives are docs/authoring-effects.md (how-to) and docs/effect-format.md (the spec). See CLAUDE.md for the full architecture, the generalization boundary, the parity/staleness gates, and the repo conventions.