birth: Flickering Connections in Static
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index.html
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159
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>Neurameba Network</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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background: #0a0a0a;
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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: absolute;
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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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text-shadow: 0 0 5px rgba(0,0,0,0.5);
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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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// Parameters derived from abstract specs
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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: 1.08,
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dryness: 0.9
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};
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// Network graph configuration
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const nodes = [];
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const edges = [];
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const maxNodes = Math.floor(30 + params.density * 100);
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const maxEdges = Math.floor(params.connectedness * 500);
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const nodeSize = 2 + params.complexity * 3;
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const edgeThickness = 0.5 + params.connectedness * 1.5;
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const color = params.dryness > 0.7 ? '#e0e0e0' : '#a0a0ff';
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// Initialize network
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function initNetwork() {
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nodes.length = 0;
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edges.length = 0;
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// Create nodes with random positions
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for (let i = 0; i < maxNodes; i++) {
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nodes.push({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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vx: (Math.random() - 0.5) * params.motion * 2,
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vy: (Math.random() - 0.5) * params.motion * 2,
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size: nodeSize,
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lifespan: params.lifespan * 1000 + Math.random() * 1000,
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age: 0
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});
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}
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// Create edges between nodes
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for (let i = 0; i < nodes.length; i++) {
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for (let j = i + 1; j < nodes.length; j++) {
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if (Math.random() < params.connectedness * 0.3) {
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const distance = Math.hypot(
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nodes[i].x - nodes[j].x,
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nodes[i].y - nodes[j].y
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);
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edges.push({
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from: i,
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to: j,
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distance,
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thickness: edgeThickness,
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pulse: 1 + (Math.random() - 0.5) * 0.1
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});
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}
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}
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}
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}
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initNetwork();
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// Animation loop
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function animate() {
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// Clear with slight fade
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ctx.fillStyle = 'rgba(10, 10, 10, 0.05)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Update nodes
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nodes.forEach(node => {
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node.x += node.vx;
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node.y += node.vy;
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node.vx += (Math.random() - 0.5) * 0.01 * params.motion;
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node.vy += (Math.random() - 0.5) * 0.01 * params.motion;
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// Boundary check
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if (node.x < 0 || node.x > canvas.width) node.vx *= -1;
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if (node.y < 0 || node.y > canvas.height) node.vy *= -1;
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node.age++;
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});
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// Draw edges with pulsing effect
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edges.forEach(edge => {
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const fromNode = nodes[edge.from];
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const toNode = nodes[edge.to];
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const currentDistance = Math.hypot(
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fromNode.x - toNode.x,
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fromNode.y - toNode.y
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);
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// Calculate pulse effect
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const pulseFactor = 1 + Math.sin(Date.now() * 0.001 * edge.pulse) * 0.1;
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// Only draw if not too far apart
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if (currentDistance < 200 * params.complexity + 100) {
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ctx.beginPath();
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ctx.moveTo(fromNode.x, fromNode.y);
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ctx.lineTo(toNode.x, toNode.y);
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ctx.strokeStyle = color;
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ctx.lineWidth = edge.thickness * pulseFactor * 0.5;
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ctx.stroke();
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}
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});
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// Draw nodes
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nodes.forEach(node => {
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ctx.beginPath();
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ctx.arc(node.x, node.y, node.size, 0, Math.PI * 2);
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ctx.fillStyle = color;
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ctx.fill();
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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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