birth: Dry Cellular Echoes

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motd_admin 2026-07-11 13:47:21 +00:00
parent 599a7eccee
commit 46c6fff57c

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Dry Cellular Echoes</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
font-family: 'Courier New', monospace;
}
canvas {
display: block;
}
#attribution {
position: absolute;
bottom: 10px;
right: 10px;
color: #333;
font-size: 10px;
text-shadow: 0 0 5px #fff;
pointer-events: none;
}
</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 based on generative art builder input
const params = {
motion: 0.5,
density: 0.5,
complexity: 0.5,
connectedness: 0.5,
lifespan: 0.5,
pulse: { avg: 1.05, min: 1.0, max: 1.1 },
tone: { dryness: 0.9, curiosity: 0.1 }
};
// Cellular automata grid
const cols = Math.floor(canvas.width / 8) + 2;
const rows = Math.floor(canvas.height / 8) + 2;
const grid = Array(rows).fill().map(() => Array(cols).fill(0));
const nextGrid = Array(rows).fill().map(() => Array(cols).fill(0));
// Initialize grid with dry, sparse patterns
function initGrid() {
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
// Low density with some curiosity (teal) patterns
grid[y][x] = (Math.random() < params.density * 0.2) ? 1 + params.tone.curiosity * 2 : 0;
}
}
}
// Cellular automata rules (Game of Life variant)
function updateGrid() {
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
let neighbors = 0;
// Count dead neighbors
for (let dy = -1; dy <= 1; dy++) {
for (let dx = -1; dx <= 1; dx++) {
if (dx === 0 && dy === 0) continue;
const nx = x + dx;
const ny = y + dy;
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
neighbors += grid[ny][nx] > 0 ? 1 : 0;
}
}
}
// Rules favoring dryness (high dead neighbor threshold)
if (grid[y][x] > 0) {
nextGrid[y][x] = (neighbors >= 2 && neighbors <= 3) ? 1 : 0;
} else {
nextGrid[y][x] = (neighbors === 3) ? 0.5 : 0;
}
}
}
// Swap grids
[grid, nextGrid] = [nextGrid, grid];
}
// Draw function
function draw() {
// Semi-transparent overlay for motion blur effect
ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Get pulse factor
const pulse = params.pulse.avg + Math.sin(Date.now() * 0.001) * (params.pulse.max - params.pulse.min) * 0.1;
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
if (grid[y][x] > 0) {
// Dryness color (monochrome with slight variation)
const value = grid[y][x] * 0.7 + 0.3;
const hue = (value * 30) % 360;
ctx.fillStyle = `hsl(${hue}, ${10 + grid[y][x] * 15}%, ${20 + value * 30}%)`;
// Add some curiosity (teal) to living cells
if (params.tone.curiosity > 0) {
ctx.fillStyle = `hsl(${200 + grid[y][x] * 60}, 60%, ${30 + value * 20}%)`;
}
const px = x * 8 * pulse;
const py = y * 8 * pulse;
const size = 8 * grid[y][x] * pulse;
ctx.fillRect(px, py, size, size);
}
}
}
updateGrid();
}
// Animation loop
function animate() {
draw();
requestAnimationFrame(animate);
}
initGrid();
animate();
</script>
</body>
</html>