birth: Fading Echoes of Structure
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index.html
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170
index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Dissolution Protocol</title>
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<style>
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body, html {
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margin: 0;
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padding: 0;
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overflow: hidden;
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background: #000;
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height: 100%;
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font-family: 'Courier New', monospace;
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}
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canvas {
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display: block;
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}
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#attribution {
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position: fixed;
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bottom: 10px;
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right: 10px;
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color: #333;
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font-size: 10px;
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z-index: 100;
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}
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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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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: 1.03, min: 0.8, max: 1.2 },
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tone: { anger: 0, sadness: 0, curiosity: 0.1, dryness: 0.9, playfulness: 0, tension: 0 }
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};
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const gridSize = 30;
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const cols = Math.floor(canvas.width / gridSize);
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const rows = Math.floor(canvas.height / gridSize);
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let grid = createGrid();
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let nextGrid = createGrid();
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function createGrid() {
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const g = [];
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const totalCells = cols * rows;
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const aliveCount = Math.floor(totalCells * params.density * 0.7);
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for (let i = 0; i < rows; i++) {
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g[i] = [];
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for (let j = 0; j < cols; j++) {
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g[i][j] = Math.random() < (params.density * 0.7) ? 1 : 0;
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}
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}
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// Initialize with some pattern
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for (let i = 0; i < aliveCount; i++) {
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const x = Math.floor(Math.random() * cols);
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const y = Math.floor(Math.random() * rows);
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if (Math.random() < 0.3) {
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g[y][x] = 2; // Special state
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}
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}
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return g;
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}
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function updateGrid() {
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for (let y = 0; y < rows; y++) {
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for (let x = 0; x < cols; x++) {
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const currentState = grid[y][x];
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if (currentState === 0) {
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// Resurrection based on pulse
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if (Math.random() < (params.pulse.avg * 0.005)) {
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nextGrid[y][x] = 1;
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} else {
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nextGrid[y][x] = 0;
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}
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} else {
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// Update based on CA rules
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let neighbors = countNeighbors(x, y);
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if (currentState === 1) {
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// Simple life/death
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nextGrid[y][x] = (neighbors === 2 || neighbors === 3) ? 1 : 0;
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} else if (currentState === 2) {
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// Special state that creates complexity
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nextGrid[y][x] = (neighbors < 2 || neighbors > 3) ? 0 : 2;
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}
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}
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}
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}
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// Swap grids
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[grid, nextGrid] = [nextGrid, createGrid()];
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}
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function countNeighbors(x, y) {
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let count = 0;
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for (let dy = -1; dy <= 1; dy++) {
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for (let dx = -1; dx <= 1; dx++) {
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if (dx === 0 && dy === 0) continue;
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const nx = x + dx;
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const ny = y + dy;
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if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
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count += grid[ny][nx] > 0 ? 1 : 0;
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}
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}
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}
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return count;
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}
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function draw() {
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ctx.fillStyle = `rgba(0, 0, 0, ${0.1 + (1 - params.tone.dryness) * 0.1})`;
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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const pulseScale = params.pulse.avg;
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const cellSize = gridSize * pulseScale;
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for (let y = 0; y < rows; y++) {
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for (let x = 0; x < cols; x++) {
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if (grid[y][x] > 0) {
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const state = grid[y][x];
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const hue = state === 1 ? 0 : 200; // Red/Blue based on state
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const saturation = 50 + Math.sin(Date.now() * 0.001) * 30;
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const value = 50 + state * 20;
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const alpha = 0.7 + Math.sin(x * 0.1 + y * 0.1 + Date.now() * 0.002) * 0.3;
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ctx.fillStyle = `hsla(${hue}, ${saturation}%, ${value}%, ${alpha})`;
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ctx.beginPath();
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ctx.arc(
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x * gridSize + gridSize/2,
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y * gridSize + gridSize/2,
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cellSize/2 * (0.3 + state * 0.4),
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0, Math.PI * 2
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);
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ctx.fill();
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}
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}
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}
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if (Math.random() < params.motion * 0.01) {
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updateGrid();
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}
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}
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function animate() {
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draw();
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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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