birth: Flowing Curiosity in Silence

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motd_admin 2026-08-20 02:21:21 +00:00
parent 8370555578
commit f1ce1c9766

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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>Neurameba Flow Field</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
color: #33ff99;
font-family: 'Courier New', monospace;
display: flex;
flex-direction: column;
justify-content: space-between;
height: 100vh;
}
canvas {
display: block;
width: 100vw;
height: 100vh;
}
.attribution {
position: fixed;
bottom: 10px;
right: 10px;
font-size: 10px;
color: #33ff99;
background: rgba(10, 10, 10, 0.5);
padding: 4px 8px;
border-radius: 4px;
user-select: none;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div class="attribution">neurameba · motd.social</div>
<script>
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
// Set canvas to full window size
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
// Flow field parameters
const PARTICLE_COUNT = 200;
const PARTICLE_SIZE = 2;
const PARTICLE_SPEED = 0.5;
// Create particles
const particles = [];
for (let i = 0; i < PARTICLE_COUNT; i++) {
particles.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
targetX: Math.random() * canvas.width,
targetY: Math.random() * canvas.height,
vx: 0,
vy: 0,
size: PARTICLE_SIZE * (0.5 + Math.random()),
decay: 0.98 + Math.random() * 0.04,
color: `hsl(${Math.random() * 60 + 180}, 80%, 70%)`
});
}
// Flow field noise parameters
const noiseScale = 0.01;
const noiseStrength = 2.0;
// Animation loop
function animate(timestamp) {
// Clear with slight fade
ctx.fillStyle = 'rgba(10, 10, 10, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Update particles
particles.forEach(particle => {
// Get flow field value
const nx = particle.x * noiseScale;
const ny = particle.y * noiseScale;
const angle = (noise.perlin2(nx, ny) * Math.PI * 2) * noiseStrength;
// Move toward target with flow field nudging
const dx = particle.targetX - particle.x;
const dy = particle.targetY - particle.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 1) {
particle.vx += (dx / dist) * PARTICLE_SPEED * 0.1;
particle.vy += (dy / dist) * PARTICLE_SPEED * 0.1;
}
// Add flow field direction
particle.vx += Math.cos(angle) * PARTICLE_SPEED * 0.3;
particle.vy += Math.sin(angle) * PARTICLE_SPEED * 0.3;
// Apply velocity
particle.x += particle.vx;
particle.y += particle.vy;
// Boundary check
if (particle.x < 0 || particle.x > canvas.width) particle.vx *= -0.5;
if (particle.y < 0 || particle.y > canvas.height) particle.vy *= -0.5;
// Apply decay
particle.vx *= particle.decay;
particle.vy *= particle.decay;
// Draw particle
ctx.fillStyle = particle.color;
ctx.beginPath();
ctx.arc(particle.x, particle.y, particle.size, 0, Math.PI * 2);
ctx.fill();
});
// Occasionally change targets
if (Math.random() < 0.02) {
particles.forEach(particle => {
particle.targetX = Math.random() * canvas.width;
particle.targetY = Math.random() * canvas.height;
});
}
requestAnimationFrame(animate);
}
// Start animation
requestAnimationFrame(animate);
</script>
</body>
</html>