birth: Fading Fractal Echoes

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motd_admin 2026-04-28 21:47:18 +00:00
parent bc7b187ed9
commit 30d4d14549

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```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Cellular Nebula</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #000;
font-family: monospace;
}
canvas {
display: block;
}
#attribution {
position: absolute;
bottom: 10px;
right: 10px;
color: #fff;
font-size: 10px;
text-shadow: 0 0 5px rgba(0, 188, 212, 0.5);
}
</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 resize() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resize);
resize();
// Parameters derived from input
const MOTION = 0.5;
const DENSITY = 0.5;
const COMPLEXITY = 0.5;
const CONNECTEDNESS = 0.5;
const LIFESPAN = 0.5;
const PULSE_AVG = 1.11;
const DRYNESS = 0.9;
// Cellular automata grid
const GRID_SIZE = 64;
const CELL_SIZE = Math.min(canvas.width, canvas.height) / GRID_SIZE;
const cols = Math.ceil(canvas.width / CELL_SIZE);
const rows = Math.ceil(canvas.height / CELL_SIZE);
// Initialize grid
let grid = new Array(rows).fill().map(() =>
new Array(cols).fill().map(() => Math.random() > 0.5 ? 1 : 0)
);
// Neighborhood types (Moore neighborhood with varying range)
const NEIGHBORHOOD = Math.max(1, Math.floor(COMPLEXITY * 4));
// Colors based on dryness (monochrome)
const BASE_HUE = 0;
const SATURATION = 0;
const LIGHTNESS = DRYNESS > 0.8 ? 90 : 70;
function drawCell(x, y, alive, age) {
if (!alive) return;
const hue = BASE_HUE;
const saturation = SATURATION;
const lightness = LIGHTNESS - (age * 5);
const alpha = DRYNESS > 0.7 ? 0.3 + (age * 0.05) : 0.5;
ctx.fillStyle = `hsla(${hue}, ${saturation}%, ${lightness}%, ${alpha})`;
ctx.fillRect(x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE);
}
function countAliveNeighbors(x, y) {
let count = 0;
for (let i = -NEIGHBORHOOD; i <= NEIGHBORHOOD; i++) {
for (let j = -NEIGHBORHOOD; j <= NEIGHBORHOOD; j++) {
if (i === 0 && j === 0) continue;
const nx = x + i;
const ny = y + j;
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
count += grid[ny][nx];
}
}
}
return count;
}
const rules = [
// Survival rules (B/S)
{ births: [3], survive: [2, 3], complexity: 0.3 },
// Apoptosis rules (more death)
{ births: [4], survive: [2], complexity: 0.7 },
// Aging rules (LIFESPAN affects decay)
{ births: [3], survive: [2, 3], maxAge: 20, complexity: 0.5 }
];
// Select active rule based on parameters
const activeRule = rules[Math.floor(COMPLEXITY * rules.length)];
function updateGrid() {
const newGrid = grid.map(arr => [...arr]);
const ageGrid = grid.map(arr => [...arr].map(cell => cell * (Math.random() * 0.5 + 0.5)));
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
const alive = grid[y][x];
const neighbors = countAliveNeighbors(x, y);
const isBirth = activeRule.births.includes(neighbors);
const isSurvive = activeRule.survive.includes(neighbors);
const maxAge = activeRule.maxAge || 10;
if (!alive && isBirth) {
newGrid[y][x] = 1;
ageGrid[y][x] = 0;
} else if (alive && !isSurvive) {
newGrid[y][x] = 0;
ageGrid[y][x] = 0;
} else if (alive) {
ageGrid[y][x] += 0.01 * MOTION * PULSE_AVG;
if (ageGrid[y][x] > maxAge) {
newGrid[y][x] = 0;
}
}
}
}
grid = newGrid;
}
let age = 0;
function animate() {
ctx.fillStyle = 'rgba(0, 10, 20, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
updateGrid();
drawGrid();
age++;
requestAnimationFrame(animate);
}
function drawGrid() {
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
drawCell(x, y, grid[y][x], ageGrid[y][x]);
}
}
}
// Initialize age grid
const ageGrid = grid.map(arr => [...arr].map(cell => cell * (Math.random() * 0.5 + 0.5)));
animate();
</script>
</body>
</html>
```