birth: Flowing Electric Smoke

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motd_admin 2026-06-23 09:47:19 +00:00
parent 3350a7891d
commit 0520414b98

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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>Flow Field Organism</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
}
canvas {
display: block;
}
#attribution {
position: absolute;
bottom: 10px;
right: 10px;
color: #555;
font-family: monospace;
font-size: 10px;
text-shadow: 0 0 2px #000;
}
</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();
// Flow field parameters
const params = {
motion: 0.5,
density: 0.5,
complexity: 0.5,
connectedness: 0.5,
lifespan: 0.5,
pulse: { avg: 1.25, min: 1.0, max: 1.55 },
tone: {
anger: 0.0,
sadness: 0.0,
curiosity: 0.1,
dryness: 0.9,
playfulness: 0.0,
tension: 0.0
}
};
// Particle system
const particles = [];
const particleCount = Math.floor(100 + params.density * 200);
const baseSize = 1 + params.complexity * 2;
const maxLife = 200 + params.lifespan * 300;
const speed = 0.2 + params.motion * 0.8;
const turbulence = 0.05 + params.complexity * 0.1;
const connectivity = params.connectedness;
class Particle {
constructor() {
this.reset();
this.life = 0;
}
reset() {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
this.size = baseSize * (0.5 + Math.random() * 0.5);
this.angle = Math.random() * Math.PI * 2;
this.velocity = {
x: Math.cos(this.angle) * speed,
y: Math.sin(this.angle) * speed
};
this.targetX = this.x;
this.targetY = this.y;
this.color = `rgba(200, 200, 200, ${0.1 + params.tone.dryness * 0.9})`;
}
update() {
// Flow field influence
const noiseX = (this.x * 0.01 + Date.now() * 0.0003) % 1;
const noiseY = (this.y * 0.01 + Date.now() * 0.0003) % 1;
const flowX = Math.sin(noiseX * Math.PI * 2) * turbulence;
const flowY = Math.cos(noiseY * Math.PI * 2) * turbulence;
this.velocity.x += flowX;
this.velocity.y += flowY;
// Pulse effect
const pulseFactor = params.pulse.avg + Math.sin(Date.now() * 0.002) * 0.1;
this.velocity.x *= pulseFactor;
this.velocity.y *= pulseFactor;
// Movement
this.x += this.velocity.x;
this.y += this.velocity.y;
// Boundary conditions
if (this.x < 0) this.x = canvas.width;
if (this.x > canvas.width) this.x = 0;
if (this.y < 0) this.y = canvas.height;
if (this.y > canvas.height) this.y = 0;
// Lifespan
this.life++;
if (this.life > maxLife) {
this.reset();
this.life = 0;
}
// Fade out when near death
const alpha = 1 - (this.life / maxLife);
this.color = `rgba(200, 200, 200, ${alpha * (0.1 + params.tone.dryness * 0.9)})`;
}
draw() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.fillStyle = this.color;
ctx.fill();
}
}
// Initialize particles
for (let i = 0; i < particleCount; i++) {
particles.push(new Particle());
}
function animate() {
// Dark background
ctx.fillStyle = 'rgba(10, 10, 10, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Update and draw particles
particles.forEach(p => {
p.update();
p.draw();
});
requestAnimationFrame(animate);
}
animate();
</script>
</body>
</html>