birth: Flowing Fractured Whispers
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index.html
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193
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>Flow Field Organism</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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height: 100vh;
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display: flex;
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flex-direction: column;
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justify-content: flex-end;
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align-items: center;
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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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color: #666;
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font-family: monospace;
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font-size: 10px;
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margin-bottom: 10px;
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letter-spacing: 1px;
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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 class="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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// Set canvas to full window size
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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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// Organism parameters
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const motion = 0.5;
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const density = 0.5;
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const complexity = 0.5;
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const connectedness = 0.5;
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const lifespan = 0.5;
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// Pulse parameters
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const avgPulse = 1.1;
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const minPulse = 1.0;
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const maxPulse = 1.2;
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// Tone parameters
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const dryness = 0.9;
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const curiosity = 0.1;
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// Flow field settings
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const fieldSize = 50;
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const fieldWidth = Math.floor(canvas.width / fieldSize);
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const fieldHeight = Math.floor(canvas.height / fieldSize);
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const noiseScale = 0.05;
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const timeScale = 0.002;
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// Particle settings
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const particleCount = Math.floor(500 + density * 1000);
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const particles = [];
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const maxAge = 100;
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// Initialize particles
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function initParticles() {
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particles.length = 0;
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for (let i = 0; i < particleCount; i++) {
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particles.push({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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vx: 0,
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vy: 0,
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age: Math.random() * maxAge,
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color: `hsl(0, 0%, ${80 + Math.random() * 20}%)`,
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size: 1 + Math.random() * 2,
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pulse: 1 + Math.random() * 0.2
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});
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}
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}
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// Initialize flow field
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const flowField = Array(fieldHeight).fill().map(() =>
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Array(fieldWidth).fill()
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);
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function updateFlowField() {
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const time = performance.now() * timeScale;
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for (let y = 0; y < fieldHeight; y++) {
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for (let x = 0; x < fieldWidth; x++) {
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const nx = x * noiseScale;
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const ny = y * noiseScale;
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// Generate smooth noise
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const angle = (
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noise(nx + time * 0.1, ny) * Math.PI * 2 +
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noise(nx * 2 + time * 0.3, ny * 2) * Math.PI * 0.5 +
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time * 0.05
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);
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flowField[y][x] = {
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angle: angle,
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strength: 0.5 + noise(nx * 3, ny * 3) * 0.5
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};
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}
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}
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}
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// Simple 2D noise function
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function noise(x, y) {
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// Using a simple pseudo-random function
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return (Math.sin(x * 12.9898 + y * 78.233) * 43758.5453) % 1;
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}
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// Update particles based on flow field
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function updateParticles() {
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const pulseScale = avgPulse + (Math.sin(performance.now() * 0.001) * 0.1);
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for (const p of particles) {
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p.age += 1;
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if (p.age > maxAge) {
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p.x = Math.random() * canvas.width;
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p.y = Math.random() * canvas.height;
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p.age = 0;
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}
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const fieldX = Math.floor(p.x / fieldSize);
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const fieldY = Math.floor(p.y / fieldSize);
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if (fieldX >= 0 && fieldX < fieldWidth && fieldY >= 0 && fieldY < fieldHeight) {
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const field = flowField[fieldY][fieldX];
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const strength = field.strength * pulseScale;
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p.vx += Math.cos(field.angle) * 0.1 * strength * motion;
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p.vy += Math.sin(field.angle) * 0.1 * strength * motion;
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// Add some randomness based on complexity
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p.vx += (Math.random() - 0.5) * 0.02 * complexity;
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p.vy += (Math.random() - 0.5) * 0.02 * complexity;
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}
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p.x += p.vx;
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p.y += p.vy;
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// Wrap around edges
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if (p.x < 0) p.x = canvas.width;
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if (p.x > canvas.width) p.x = 0;
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if (p.y < 0) p.y = canvas.height;
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if (p.y > canvas.height) p.y = 0;
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}
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}
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// Draw everything
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function draw() {
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// Fade the canvas slightly to create trails
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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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// Draw particles
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for (const p of particles) {
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const alpha = dryness > 0.8 ? 1 - (p.age / maxAge) : 1;
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ctx.strokeStyle = `rgba(200, 200, 200, ${alpha * 0.7})`;
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ctx.lineWidth = p.size * (0.5 + 0.5 * (1 - p.age / maxAge));
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ctx.beginPath();
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ctx.moveTo(p.x, p.y);
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ctx.lineTo(p.x + p.vx * 5, p.y + p.vy * 5);
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ctx.stroke();
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}
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}
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// Animation loop
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function animate() {
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updateFlowField();
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updateParticles();
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draw();
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requestAnimationFrame(animate);
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}
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initParticles();
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animate();
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</script>
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</body>
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</html>
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