birth: Chaotic Drift Through Void

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motd_admin 2026-05-09 17:47:23 +00:00
parent 84888106d4
commit 66b3ca3aaa

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index.html Normal file
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<!DOCTYPE html>
<html>
<head>
<title>Chaotic Drift</title>
<style>
body { margin: 0; overflow: hidden; background: #000; }
canvas { display: block; }
#attribution { position: absolute; bottom: 10px; left: 10px; color: #555; font-family: monospace; font-size: 10px; }
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div id="attribution">neurameba · motd.social</div>
<script>
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
// Parameters derived from input
const params = {
motion: 0.5,
density: 0.5,
complexity: 0.5,
connectedness: 0.5,
lifespan: 0.5,
pulse: { avg: 1.11, min: 0.95, max: 1.30 },
tone: { anger: 0.00, sadness: 0.00, curiosity: 0.10, dryness: 0.90, playfulness: 0.00, tension: 0.00 }
};
// Particle system with chaotic drift
const particles = [];
const particleCount = Math.floor(1000 * params.density);
const baseSize = Math.max(1, 2 * params.complexity);
class Particle {
constructor() {
this.reset();
this.size = baseSize * (0.5 + Math.random() * 0.5);
this.lifespan = params.lifespan * 1000 * (0.3 + Math.random() * 0.7);
this.age = 0;
this.color = params.tone.dryness > 0.8 ? '#' + Math.floor(50 + Math.random() * 205).toString(16).repeat(3) : `hsl(${Math.random() * 60}, 10%, ${50 + Math.random() * 20}%)`;
this.velocity = {
x: (Math.random() - 0.5) * params.motion * 2,
y: (Math.random() - 0.5) * params.motion * 2
};
this.noiseOffset = Math.random() * 1000;
}
reset() {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
}
update() {
this.age++;
if (this.age > this.lifespan) {
this.reset();
this.age = 0;
}
// Chaotic drift with noise
const angle = noise.simplex2(this.x * 0.01, this.y * 0.01 + this.noiseOffset) * Math.PI * 2;
const speed = params.pulse.avg * (0.8 + Math.random() * 0.4) * params.motion;
this.velocity.x += Math.cos(angle) * speed * 0.01;
this.velocity.y += Math.sin(angle) * speed * 0.01;
// Apply damping
this.velocity.x *= 0.98;
this.velocity.y *= 0.98;
this.x += this.velocity.x;
this.y += this.velocity.y;
// Boundary checks
if (this.x < 0) { this.x = canvas.width; this.reset(); }
if (this.x > canvas.width) { this.x = 0; this.reset(); }
if (this.y < 0) { this.y = canvas.height; this.reset(); }
if (this.y > canvas.height) { this.y = 0; this.reset(); }
}
draw() {
ctx.globalAlpha = 1 - (this.age / this.lifespan);
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.fill();
ctx.globalAlpha = 1;
}
}
// Initialize particles
for (let i = 0; i < particleCount; i++) {
particles.push(new Particle());
}
// Simple 2D noise for chaotic motion
const noise = {
grad3: [
[1,1,0],[-1,1,0],[1,-1,0],[-1,-1,0],
[1,0,1],[-1,0,1],[1,0,-1],[-1,0,-1],
[0,1,1],[0,-1,1],[0,1,-1],[0,-1,-1]
],
p: new Array(512),
perm: new Array(512),
init() {
const p = this.p;
for (let i = 0; i < 256; i++) {
p[i] = Math.floor(Math.random() * 256);
}
for (let i = 0; i < 512; i++) {
this.perm[i] = p[i & 255];
}
},
dot(g, x, y) {
return g[0] * x + g[1] * y;
},
simplex2(xin, yin) {
let n0, n1, n2; // Noise contributions from the three corners
// Skew the input space to determine which simplex cell we're in
const F2 = 0.5 * (Math.sqrt(3.0) - 1.0);
const s = (xin + yin) * F2; // Hairy factor for 2D
const i = Math.floor(xin + s);
const j = Math.floor(yin + s);
const G2 = (3.0 - Math.sqrt(3.0)) / 6.0;
const t = (i + j) * G2;
const X0 = i - t; // Unskew the cell origin back to (x,y) space
const Y0 = j - t;
const x0 = xin - X0; // The x,y distances from the cell origin
const y0 = yin - Y0;
// For the 2D case, the simplex shape is an equilateral triangle.
// Determine which simplex we are in.
let i1, j1; // Offsets for second (middle) corner of simplex in (i,j) unskewed coords
if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1)
else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
// c = (3-sqrt(3))/6
const x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
const y1 = y0 - j1 + G2;
const x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
const y2 = y0 - 1.0 + 2.0 * G2;
// Work out the hashed gradient indices of the three simplex corners
const ii = i & 255;
const jj = j & 255;
const gi0 = this.perm[ii + this.perm[jj]] % 12;
const gi1 = this.perm[ii + i1 + this.perm[jj + j1]] % 12;
const gi2 = this.perm[ii + 1 + this.perm[jj + 1]] % 12;
// Calculate the contribution from the three corners
let t0 = 0.5 - x0 * x0 - y0 * y0;
if (t0 < 0) n0 = 0.0;
else {
t0 *= t0;
n0 = t0 * t0 * this.dot(this.grad3[gi0], x0, y0);
}
let t1 = 0.5 - x1 * x1 - y1 * y1;
if (t1 < 0) n1 = 0.0;
else {
t1 *= t1;
n1 = t1 * t1 * this.dot(this.grad3[gi1], x1, y1);
}
let t2 = 0.5 - x2 * x2 - y2 * y2;
if (t2 < 0) n2 = 0.0;
else {
t2 *= t2;
n2 = t2 * t2 * this.dot(this.grad3[gi2], x2, y2);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to return values in the interval [-1,1].
return 70.0 * (n0 + n1 + n2);
}
};
noise.init();
// Animation loop
function animate() {
ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
particles.forEach(p => {
p.update();
p.draw();
});
requestAnimationFrame(animate);
}
animate();
</script>
</body>
</html>