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Gravity systems

Priority Tide

let importance rise and fall over time, workload, or context

frame bodies 0 relationships 0

Running the actual recipe live via applyRecipe() — not a mock.

"Priority Tide" — let importance rise and fall over time, workload, or context. It has a gravity layer (universal attraction toward mass), a morph layer (assemble matter into a mark/shape (never words, §11)), a memory layer (a decaying trail / hysteresis), a diffuse layer (spread a quantity over the medium), and a pressure layer (relax crowding (incompressibility)). The active render stack is heatmap, metaballs, particles, trails.

Gravity sets importance while the weak pulls of age and deadline make it tidal: morph and diffuse let priority rise and ebb so nothing stays permanently loud, and memory keeps the decay honest.

Runtime tokens
gravity morph memory diffuse pressure
Concepts
tide
Metrics
priority age deadline decay age, deadline, decay are host-supplied lanes — drive them with data-field-<metric> (or a domain model); without that, their --field-* stays inert.
Diagnostics
potential prediction heatmap
Render
heatmap · metaballs · particles · trails
Reduced motion
a priority ordering with aging badges and a deadline rail
Without motion
tidal importance becomes a re-sortable ranked list with explicit age and deadline values

Copy this recipe

<field-root></field-root>
  <div data-body="gravity" data-strength="1" data-range="400" data-feedback></div>
  <div data-body="morph" data-strength="0.6" data-range="280"></div>
  <div data-body="memory" data-strength="0.6" data-range="260"></div>
  <div data-body="diffuse" data-strength="0.5" data-range="300"></div>
  <div data-body="pressure" data-strength="0.6" data-range="320"></div>

See also