
Pretext Creative Demos
FreeBuild engaging browser demos with innovative text layouts.
Free · Opens the source repo
What Pretext Creative Demos does
@chenglou/pretext is a lightweight TypeScript library designed for DOM-free multiline text measurement and layout. It operates by leveraging canvas measurements to provide precise line breaks, widths, and grapheme positions without causing layout thrash. This capability allows developers to create visually dynamic and interactive text-based applications, such as games or animated layouts, that require real-time text manipulation. The library is particularly well-suited for creative projects where text plays a central role in the visual composition.
The core functionality of Pretext revolves around its ability to measure text dimensions accurately, allowing for the creation of kinetic typography and typographic generative art. Developers can utilize Pretext to design experiences where text flows around shapes, creating engaging hero sections or editorial layouts. The library also supports ASCII-art effects and can be used to build games where text elements form the gameplay mechanics. By providing granular control over text rendering, Pretext enables the development of unique visual experiences that go beyond traditional text display methods.
Pretext is ideal for developers and designers looking to push the boundaries of text in web applications. It encourages creativity by allowing users to draw text in various styles and formats, using proportional fonts and meaningful content instead of placeholder text. The library emphasizes first-paint excellence, ensuring that demos are visually appealing and ready for presentation as soon as they load. With its focus on performance and geometric precision, Pretext is a valuable tool for anyone interested in creating innovative text-based demos and applications.
When to use it
Use Pretext when you need to create interactive text layouts that respond to animations or other dynamic elements.
When not to use it
Avoid using Pretext for static web pages where CSS can handle layout, or for rich text editing applications that require extensive inline formatting.
What you can build with it
Interactive Text Layouts
Create engaging hero sections or editorial layouts where text flows around images or shapes.
Kinetic Typography
Develop applications that feature animated text effects, such as shattering or scattering words.
Text-Based Games
Build games where text elements serve as gameplay mechanics, like Tetris using letters or prose.
How to install Pretext Creative Demos
View source1. Install with the skills CLI
npx skills add nousresearch/hermes-agent/pretext --agent claude-code2. Or install it manually
Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.
Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs
Inside SKILL.md
Written by nousresearchPretext Creative Demos
Overview
@chenglou/pretext is a 15KB zero-dependency TypeScript library by Cheng Lou (React core, ReasonML, Midjourney) for DOM-free multiline text measurement and layout. It does one thing: given (text, font, width), return the line breaks, per-line widths, per-grapheme positions, and total height — all via canvas measurement, no reflow.
That sounds like plumbing. It is not. Because it is fast and geometric, it is a creative primitive: you can reflow paragraphs around a moving sprite at 60fps, build games whose level geometry is made of real words, drive ASCII logos through prose, shatter text into particles with exact per-grapheme starting positions, or pack shrink-wrapped multiline UI without any getBoundingClientRect thrash.
This skill exists so Hermes can make cool demos with it — the kind people post to X. See pretext.cool and chenglou.me/pretext for the community demo corpus.
When to Use
Use when the user asks for:
- A "pretext demo" / "cool pretext thing" / "text-as-X"
- Text flowing around a moving shape (hero sections, editorial layouts, animated long-form pages)
- ASCII-art effects using real words or prose, not monospace rasters
- Games where the playfield / obstacles / bricks are made of text (Tetris-from-letters, Breakout-of-prose)
- Kinetic typography with per-glyph physics (shatter, scatter, flock, flow)
- Typographic generative art, especially with non-Latin scripts or mixed scripts
- Multiline "shrink-wrap" UI (smallest container width that still fits the text)
- Anything that would require knowing line breaks before rendering
Don't use for:
- Static SVG/HTML pages where CSS already solves layout — just use CSS
- Rich text editors, general inline formatting engines (pretext is intentionally narrow)
- Image → text (use
ascii-art/ascii-videoskills) - Pure canvas generative art with no text role — use
p5js
Creative Standard
This is visual art rendered in a browser. Pretext returns numbers; you draw the thing.
- Don't ship a "hello world" demo. The
hello-orb-flow.htmltemplate is the starting point. Every delivered demo must add intentional color, motion, composition, and one visual detail the user didn't ask for but will appreciate. - Dark backgrounds, warm cores, considered palette. Classic amber-on-black (CRT / terminal) works, but so do cold-white-on-charcoal (editorial) and desaturated pastels (risograph). Pick one and commit.
- Proportional fonts are the point. Pretext's whole vibe is "not monospaced" — lean into it. Use Iowan Old Style, Inter, JetBrains Mono, Helvetica Neue, or a variable font. Never default sans.
- Real source/text, not lorem ipsum. The corpus should mean something. Short manifestos, poetry, real source code, a found text, the library's own README — never
lorem ipsum. - First-paint excellence. No loading states, no blank frames. The demo must look shippable the instant it opens.
Stack
Single self-contained HTML file per demo. No build step.
| Layer | Tool | Purpose |
|---|---|---|
| Core | @chenglou/pretext via esm.sh CDN | Text measurement + line layout |
| Render | HTML5 Canvas 2D | Glyph rendering, per-frame composition |
| Segmentation | Intl.Segmenter (built-in) | Grapheme splitting for emoji / CJK / combining marks |
| Interaction | Raw DOM events | Mouse / touch / wheel — no framework |
<script type="module">
import {
prepare, layout, // use-case 1: simple height
prepareWithSegments, layoutWithLines, // use-case 2a: fixed-width lines
layoutNextLineRange, materializeLineRange, // use-case 2b: streaming / variable width
measureLineStats, walkLineRanges, // stats without string allocation
} from "https://esm.sh/@chenglou/pretext@0.0.6";
</script>
Pin the version. @0.0.6 at time of writing — check npm for the latest if demo behavior is off.
The Two Use Cases
Almost everything reduces to one of these two shapes. Learn both.
Use-case 1 — measure, then render with CSS/DOM
const prepared = prepare(text, "16px Inter");
const { height, lineCount } = layout(prepared, 320, 20);
You still let the browser draw the text. Pretext just tells you how tall the box will be at a given width, without a DOM read. Use for:
- Virtualized lists where rows contain wrapping text
- Masonry with precise card heights
- "Does this label fit?" dev-time checks
- Preventing layout shift when remote text loads
Keep font and letterSpacing exactly in sync with your CSS. The canvas ctx.font format (e.g. "16px Inter", "500 17px 'JetBrains Mono'") must match the rendered CSS, or measurements drift.
Use-case 2 — measure and render yourself
const prepared = prepareWithSegments(text, FONT);
const { lines } = layoutWithLines(prepared, 320, 26);
for (let i = 0; i < lines.length; i++) {
ctx.fillText(lines[i].text, 0, i * 26);
}
This is where the creative work lives. You own the drawing, so you can:
- Render to canvas, SVG, WebGL, or any coordinate system
- Substitute per-glyph transforms (rotation, jitter, scale, opacity)
- Use line metadata (width, grapheme positions) as geometry
For variable-width-per-line flow (text around a shape, text in a donut band, text in a non-rectangular column):
let cursor = { segmentIndex: 0, graphemeIndex: 0 };
let y = 0;
while (true) {
const lineWidth = widthAtY(y); // your function: how wide is the corridor at this y?
const range = layoutNextLineRange(prepared, cursor, lineWidth);
if (!range) break;
const line = materializeLineRange(prepared, range);
ctx.fillText(line.text, leftEdgeAtY(y), y);
cursor = range.end;
y += lineHeight;
}
This is the most important pattern in the whole library. It's what unlocks "text flowing around a dragged sprite" — the demo that went viral on X.
Helpers worth knowing
measureLineStats(prepared, maxWidth)→{ lineCount, maxLineWidth }— the widest line, i.e. multiline shrink-wrap width.walkLineRanges(prepared, maxWidth, callback)— iterate lines without allocating strings. Use for stats/physics over graphemes when you don't need the characters.@chenglou/pretext/rich-inline— the same system but for paragraphs mixing fonts / chips / mentions. Import from the subpath.
Demo Recipe Patterns
The community corpus (see references/patterns.md) clusters into a handful of strong patterns. Pick one and riff — don't invent a new category unless asked.
| Pattern | Key API | Example idea |
|---|---|---|
| Reflow around obstacle | layoutNextLineRange + per-row width function | Editorial paragraph that parts around a dragged cursor sprite |
| Text-as-geometry game | layoutWithLines + per-line collision rects | Breakout where each brick is a measured word |
| Shatter / particles | walkLineRanges → per-grapheme (x,y) → physics | Sentence that explodes into letters on click |
| ASCII obstacle typography | layoutNextLineRange + measured per-row obstacle spans | Bitmap ASCII logo, shape morphs, and draggable wire objects that make text open around their actual geometry |
| Editorial multi-column | layoutNextLineRange per column + shared cursor | Animated magazine spread with pull quotes |
| Kinetic type | layoutWithLines + per-line transform over time | Star Wars crawl, wave, bounce, glitch |
| Multiline shrink-wrap | measureLineStats | Quote card that auto-sizes to its tightest container |
See templates/donut-orbit.html and templates/hello-orb-flow.html for working single-file starters.
Workflow
- Pick a pattern from the table above based on the user's brief.
- Start from a template:
templates/hello-orb-flow.html— text reflowing around a moving orb (reflow-around-obstacle pattern)templates/donut-orbit.html— advanced example: measured ASCII logo obstacles, draggable wire sphere/cube, morphing shape fields, selectable DOM text, and dev-only controlswrite_fileto a new.htmlin/tmp/or the user's workspace.
- Swap the corpus for something intentional to the brief. Real prose, 10-100 sentences, no lorem.
- Tune the aesthetic — font, palette, composition, interaction. This is the work; don't skip it.
- Verify locally:
cd <dir-with-html> && python3 -m http.server 8765 # then open http://localhost:8765/<file>.html - Check the console — pretext will throw if
prepareWithSegmentsis called with a bad font string;Intl.Segmenteris available in every modern browser. - Show the user the file path, not just the code — they want to open it.
Performance Notes
prepare()/prepareWithSegments()is the expensive call. Do it once per text+font pair. Cache the handle.- On resize, only rerun
layout()/layoutWithLines()— never re-prepare. - For per-frame animations where text doesn't change but geometry does,
layoutNextLineRangein a tight loop is cheap enough to do every frame at 60fps for normal-length paragraphs. - When rendering ASCII masks per frame, keep a cell buffer (
Uint8Array/typed arrays), derive measured per-row obstacle spans from the cells or projected geometry, merge spans, then feed those spans intolayoutNextLineRangebefore drawing text. - Keep visual animation and layout animation coupled. If a sphere morphs into a cube, tween both the rendered cell buffer and the obstacle spans with the same value; otherwise the demo looks painted-on instead of physically reflowed.
- For fades, prefer layer opacity over changing glyph intensity or obstacle scale. Put transient ASCII sprites on their own canvas and fade the canvas with CSS/GSAP opacity so geometry does not appear to shrink.
- Canvas
ctx.fontsetting is surprisingly slow; set it once per frame if font doesn't vary, not perfillTextcall.
Common Pitfalls
-
Drifting CSS/canvas font strings.
ctx.font = "16px Inter"measured, but CSS saysfont-family: Inter, sans-serif; font-size: 16px. Fine if Inter loads. If Inter 404s, CSS falls back to sans-serif and measurements drift by 5-20%. Alwayspreloadthe font or use a web-safe family. -
Re-preparing inside the animation loop. Only
layout*is cheap. Re-callingprepareevery frame will tank perf. Keep the prepared handle in module scope. -
Forgetting
Intl.Segmenterfor grapheme splits. Emoji, combining marks, CJK —"é".split("")gives you two chars. Usenew Intl.Segmenter(undefined, { granularity: "grapheme" })when sampling individual visible glyphs. -
break: 'never'chips withoutextraWidth. Inrich-inline, if you usebreak: 'never'for an atomic chip/mention, you must also supplyextraWidthfor the pill padding — otherwise chip chrome overflows the container. -
Using
@chenglou/pretextfromunpkgwith TypeScript-only entry. Useesm.sh— it compiles the TS exports to browser-ready ESM automatically.unpkgwill 404 or serve raw TS. -
Monospace fallbacks silently erasing the whole point. Users seeing monospace-looking output often have a CSS
font-familythat fell through tomonospace. Verify the actual rendered font via DevTools. -
Skipping rows vs adjusting width when flowing around a shape. If the corridor on this row is too narrow to fit a line, skip the row (
y += lineHeight; continue;) rather than passing a tiny maxWidth tolayoutNextLineRange— pretext will return one-grapheme lines that look broken. -
Shipping a cold demo. The default first-paint looks tutorial-grade. Add: vignette, subtle scanline, idle auto-motion, one carefully chosen interactive response (drag, hover, scroll, click). Without these, "cool pretext demo" lands as "intern repro of the README."
Verification Checklist
- Demo is a single self-contained
.htmlfile — opens by double-click orpython3 -m http.server -
@chenglou/pretextimported viaesm.shwith pinned version - Corpus is real prose, not lorem ipsum, and matches the demo's concept
- Font string passed to
preparematches the CSS font exactly -
prepare()/prepareWithSegments()called once, not per frame - Dark background + considered palette — not the default white canvas
- At least one interactive response (drag / hover / scroll / click) or idle auto-motion
- Tested locally with
python3 -m http.serverand confirmed no console errors - 60fps on a mid-tier laptop (or graceful degradation documented)
- One "extra mile" detail the user didn't ask for
Reference: Community Demos
Clone these for inspiration / patterns (all MIT-ish, linked from pretext.cool):
- Pretext Breaker — breakout with word-bricks —
github.com/rinesh/pretext-breaker - Tetris × Pretext —
github.com/shinichimochizuki/tetris-pretext - Dragon animation —
github.com/qtakmalay/PreTextExperiments - Somnai editorial engine —
github.com/somnai-dreams/pretext-demos - Bad Apple!! ASCII —
github.com/frmlinn/bad-apple-pretext - Drag-sprite reflow —
github.com/dokobot/pretext-demo - Alarmy editorial clock —
github.com/SmisLee/alarmy-pretext-demo
Official playground: chenglou.me/pretext — accordion, bubbles, dynamic-layout, editorial-engine, justification-comparison, masonry, markdown-chat, rich-note.
Frequently asked questions about Pretext Creative Demos
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