birth: Flowing Static Currents
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index.html
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191
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 Currents</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: 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: fixed;
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bottom: 10px;
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right: 10px;
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color: #555;
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font-size: 10px;
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text-shadow: 0 0 2px #000;
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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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// 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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// Parameters derived from the abstract specifications
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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: { avg: 1.03, min: 0.8, max: 1.2 },
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tone: { dryness: 0.9, curiosity: 0.1 },
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time: 0
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};
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// Flow field configuration
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const fieldResolution = 20;
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const fieldWidth = Math.floor(canvas.width / fieldResolution);
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const fieldHeight = Math.floor(canvas.height / fieldResolution);
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const flowField = createFlowField(fieldWidth, fieldHeight, params);
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// Particle system
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const particleCount = Math.floor(params.density * 300) + 50;
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const particles = [];
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for (let i = 0; i < particleCount; i++) {
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particles.push(createParticle(params));
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}
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// Draw function
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function draw() {
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// Dark background
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ctx.fillStyle = 'rgba(10, 10, 10, 0.95)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Draw flow field (subtle background lines)
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ctx.strokeStyle = 'rgba(255, 255, 255, 0.05)';
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ctx.lineWidth = 0.5;
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drawFlowField(flowField);
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// Update and draw particles
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ctx.lineWidth = params.complexity * 2 + 0.5;
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ctx.strokeStyle = 'rgba(200, 200, 200, 0.8)';
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particles.forEach(p => updateParticle(p, params, flowField));
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params.time += 0.01 * params.motion;
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requestAnimationFrame(draw);
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}
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// Initialize and start
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draw();
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// Helper functions
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function createFlowField(width, height, params) {
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const field = [];
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const scale = 0.005 + params.complexity * 0.01;
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for (let y = 0; y < height; y++) {
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field[y] = [];
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for (let x = 0; x < width; x++) {
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// Create vector field with time-oscillating patterns
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const u = Math.sin(y * scale * 1.5 + params.time * 0.3) * Math.cos(x * scale + params.time * 0.2);
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const v = Math.cos(x * scale * 1.8 + params.time * 0.4) * Math.sin(y * scale + params.time * 0.1);
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const len = Math.sqrt(u*u + v*v);
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field[y][x] = { x: u/len, y: v/len }; // Normalized
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}
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}
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return field;
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}
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function drawFlowField(field) {
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const cols = field[0].length;
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const rows = field.length;
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for (let y = 0; y < rows; y++) {
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for (let x = 0; x < cols; x++) {
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const v = field[y][x];
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const px = x * fieldResolution;
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const py = y * fieldResolution;
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// Draw small line in direction of field
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ctx.beginPath();
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ctx.moveTo(px, py);
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ctx.lineTo(px + v.x * fieldResolution * 0.8, py + v.y * fieldResolution * 0.8);
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ctx.stroke();
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}
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}
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}
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function createParticle(params) {
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const angle = Math.random() * Math.PI * 2;
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const speed = params.motion * 2 + 0.5;
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return {
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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vx: Math.cos(angle) * speed,
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vy: Math.sin(angle) * speed,
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trail: [],
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maxTrail: 50 + Math.floor(params.connectedness * 200),
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alpha: 0.7,
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size: (0.5 + Math.random()) * params.complexity + 0.5
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};
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}
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function updateParticle(p, params, field) {
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// Respect field direction with some perturbation
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const gridX = Math.floor(p.x / fieldResolution);
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const gridY = Math.floor(p.y / fieldResolution);
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const fieldX = Math.max(0, Math.min(field[0].length - 1, gridX));
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const fieldY = Math.max(0, Math.min(field.length - 1, gridY));
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const fieldVec = field[fieldY][fieldX];
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// Follow field with noise
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p.vx = p.vx * 0.9 + fieldVec.x * 2 * params.motion;
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p.vy = p.vy * 0.9 + fieldVec.y * 2 * params.motion;
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// Add some perturbation
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p.vx += (Math.random() - 0.5) * params.motion * 0.5;
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p.vy += (Math.random() - 0.5) * params.motion * 0.5;
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// Update position
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p.x += p.vx;
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p.y += p.vy;
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// Boundary conditions
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if (p.x < 0 || p.x > canvas.width || p.y < 0 || p.y > canvas.height) {
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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.vx = 0;
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p.vy = 0;
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}
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// Update trail
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p.trail.push({x: p.x, y: p.y});
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if (p.trail.length > p.maxTrail) {
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p.trail.shift();
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}
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// Draw trail
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if (params.dryness > 0.7) {
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ctx.strokeStyle = `rgba(200, 200, 255, ${0.4 * p.alpha})`;
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} else {
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ctx.strokeStyle = `rgba(200, 200, 255, ${0.7 * p.alpha})`;
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}
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ctx.beginPath();
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ctx.moveTo(p.trail[0].x, p.trail[0].y);
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for (let i = 1; i < p.trail.length; i++) {
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ctx.lineTo(p.trail[i].x, p.trail[i].y);
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}
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ctx.stroke();
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}
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</script>
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</body>
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</html>
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