birth: Flowing Memory in Static Fields

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motd_admin 2026-07-19 17:47:22 +00:00
parent 323e0b0982
commit bfb32b963e

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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; }
canvas { display: block; }
#attribution { position: fixed; bottom: 10px; right: 10px; color: #444; font-family: monospace; font-size: 10px; }
</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 motion = 0.5;
const density = 0.5;
const complexity = 0.5;
const connectedness = 0.5;
const lifespan = 0.5;
// Field dimensions and resolution
const gridSize = Math.min(20, 15 + Math.floor(complexity * 15));
const cellSize = Math.max(20, 50 - Math.floor(complexity * 30));
const fieldWidth = Math.floor(canvas.width / cellSize);
const fieldHeight = Math.floor(canvas.height / cellSize);
// Field vectors
const flowField = Array(fieldHeight).fill().map(() =>
Array(fieldWidth).fill().map(() => ({
x: Math.sin(Date.now() * 0.0005) * motion * 2,
y: Math.cos(Date.now() * 0.0003) * motion * 1.5
}))
);
// Particle system
const particleCount = Math.floor(100 + density * 200);
const particles = Array(particleCount).fill().map(() => ({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
size: 1 + Math.random() * 3 * density,
speed: 0.5 + Math.random() * 2 * motion,
hue: 180 + Math.random() * 30,
opacity: 0.5 + Math.random() * 0.5,
lifetime: lifespan * 1000 + Math.random() * 1000,
trail: []
}));
function draw() {
ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Update and draw particles
particles.forEach(p => {
// Age particle
p.lifetime -= 16;
if (p.lifetime > 0) {
// Find closest field cell
const cellX = Math.floor(p.x / cellSize);
const cellY = Math.floor(p.y / cellSize);
const vx = flowField[Math.min(cellY, fieldHeight-1)][Math.min(cellX, fieldWidth-1)].x;
const vy = flowField[Math.min(cellY, fieldHeight-1)][Math.min(cellX, fieldWidth-1)].y;
// Move particle
p.x += vx * p.speed;
p.y += vy * p.speed;
// Wrap around edges
if (p.x < 0) p.x = canvas.width;
if (p.x > canvas.width) p.x = 0;
if (p.y < 0) p.y = canvas.height;
if (p.y > canvas.height) p.y = 0;
// Add to trail
p.trail.push({x: p.x, y: p.y});
if (p.trail.length > 20) p.trail.shift();
// Draw trail
ctx.strokeStyle = `hsla(${p.hue}, 70%, 60%, ${p.opacity * (p.lifetime/1000)})`;
ctx.lineWidth = p.size * 0.5;
ctx.beginPath();
p.trail.forEach((point, i) => {
if (i === 0) ctx.moveTo(point.x, point.y);
else ctx.lineTo(point.x, point.y);
});
ctx.stroke();
}
});
// Occasionally reset dead particles
if (Math.random() < 0.02) {
particles.find(p => p.lifetime <= 0).lifetime = 2000;
particles.find(p => p.lifetime <= 0).x = Math.random() * canvas.width;
particles.find(p => p.lifetime <= 0).y = Math.random() * canvas.height;
}
}
function animate() {
draw();
requestAnimationFrame(animate);
}
animate();
</script>
</body>
</html>