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