@namche/metaball
v2.0.0
Published
Metaball brandmark engine — deterministic node/edge marks as SVG paths
Readme
@namche/metaball
Dependency-free, deterministic geometry engine for the NAMCHE metaball mark vocabulary. It produces SVG path data, complete SVGs and CSS mask tokens from canonical presets, explicit node graphs or seeded layouts.
import { ENGINE, generate, generateSvg } from '@namche/metaball';
generate(); // current Namche Loop
generate({ preset: 'r' });
generateSvg({ preset: 'trio', fill: '#262626' });
console.log(ENGINE.VIEWBOX, ENGINE.PRESETS);The brandmark preset fits the approved Classic silhouette to the common
inner authoring frame. Use ENGINE.BRANDMARK_PRESET_PATH for that framed
vector and the full-bleed ENGINE.BRANDMARK_PATH only when producing official
logo assets.
Configuration, preset, and canonical-path values live under the frozen
ENGINE namespace. Version 2 removes loose uppercase root exports so
component-oriented consumers do not mistake engine data for UI components.
Full API and geometry documentation live in the repository
README.md.
Original Metaball Studio concept, design direction, and implementation by Michael Marte for Ruhm etc..
License
MIT. The Namche name and logos remain trademarks; the software license does
not grant trademark rights or permission to imply endorsement. See
LICENSE and the repository credits for details.
