flowing-tendrils-in-veins-nxvl/index.html

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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 Tendrils</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
font-family: monospace;
color: #4a4a4a;
}
#canvas {
display: block;
}
#attribution {
position: absolute;
bottom: 20px;
right: 20px;
font-size: 10px;
color: #666;
text-align: right;
}
</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;
}
resizeCanvas();
window.addEventListener('resize', resizeCanvas);
// Flow field parameters
const cols = Math.floor(canvas.width / 20);
const rows = Math.floor(canvas.height / 20);
const field = [];
const particles = [];
const maxParticles = Math.floor(1000 * (0.5 + 0.5 * 0.5)); // Density * motion adjustment
// Initialize flow field
function initField() {
for (let i = 0; i < cols; i++) {
field[i] = [];
for (let j = 0; j < rows; j++) {
const angle = Math.random() * Math.PI * 2;
const strength = 0.5 + Math.random() * 0.5; // Some variation in flow
field[i][j] = {
x: i,
y: j,
angle: angle,
strength: strength,
targetAngle: angle,
speed: 0.01 + Math.random() * 0.02
};
}
}
}
// Initialize particles
function initParticles() {
for (let i = 0; i < maxParticles; i++) {
particles.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
size: 1 + Math.random() * 2,
speed: 0.2 + Math.random() * 0.3,
lifespan: 100 + Math.random() * 200,
life: 0,
trail: [],
color: `rgba(${180 + Math.floor(Math.random() * 75)}, ${180 + Math.floor(Math.random() * 75)}, ${180 + Math.floor(Math.random() * 75)}, 0.7)`
});
}
}
// Update flow field angles for organic motion
function updateField() {
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
const cell = field[i][j];
// Organic angle oscillation based on motion parameter
cell.targetAngle += (Math.random() - 0.5) * 0.1 * (0.5 + 0.5 * 0.5);
cell.targetAngle = (cell.targetAngle + Math.PI * 2) % (Math.PI * 2);
// Smooth interpolation toward target
cell.angle += (cell.targetAngle - cell.angle) * 0.05 * (0.5 + 0.5 * 0.5);
// Add some local variation
const neighbors = [];
if (i > 0) neighbors.push(field[i-1][j]);
if (i < cols-1) neighbors.push(field[i+1][j]);
if (j > 0) neighbors.push(field[i][j-1]);
if (j < rows-1) neighbors.push(field[i][j+1]);
if (neighbors.length > 0) {
const avgAngle = neighbors.reduce((sum, n) => sum + n.angle, 0) / neighbors.length;
cell.targetAngle = (cell.targetAngle * 3 + avgAngle) / 4;
}
}
}
}
// Update particles
function updateParticles() {
particles.forEach(particle => {
// Find nearest field cell
const cellX = Math.floor(particle.x / (canvas.width / cols));
const cellY = Math.floor(particle.y / (canvas.height / rows));
const cell = field[Math.max(0, Math.min(cols-1, cellX))][Math.max(0, Math.min(rows-1, cellY))];
// Move toward flow direction
const angle = cell.angle;
particle.x += Math.cos(angle) * particle.speed * (0.5 + 0.5 * 1.06); // Using pulse average
particle.y += Math.sin(angle) * particle.speed * (0.5 + 0.5 * 1.06);
// Add some randomness based on motion
if (Math.random() < 0.1 * (0.5 + 0.5 * 0.5)) {
particle.x += (Math.random() - 0.5) * 5;
particle.y += (Math.random() - 0.5) * 5;
}
// Wrap around edges
if (particle.x < 0) particle.x = canvas.width;
if (particle.x > canvas.width) particle.x = 0;
if (particle.y < 0) particle.y = canvas.height;
if (particle.y > canvas.height) particle.y = 0;
// Add to trail
particle.trail.push({x: particle.x, y: particle.y});
if (particle.trail.length > 20) {
particle.trail.shift();
}
particle.life += 1;
particle.size = 1 + 1 * (particle.life / particle.lifespan);
});
// Occasionally add new particles
if (Math.random() < 0.02 * (0.5 + 0.5 * 0.5)) {
particles.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
size: 1 + Math.random() * 2,
speed: 0.2 + Math.random() * 0.3,
lifespan: 100 + Math.random() * 200,
life: 0,
trail: [],
color: `rgba(${180 + Math.floor(Math.random() * 75)}, ${180 + Math.floor(Math.random() * 75)}, ${180 + Math.floor(Math.random() * 75)}, 0.7)`
});
}
}
// Draw
function draw() {
// Fade background slightly for trails
ctx.fillStyle = 'rgba(10, 10, 10, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw particles with trails
particles.forEach(particle => {
ctx.strokeStyle = particle.color;
ctx.lineWidth = 0.5;
if (particle.trail.length > 1) {
ctx.beginPath();
ctx.moveTo(particle.trail[0].x, particle.trail[0].y);
for (let i = 1; i < particle.trail.length; i++) {
const pos = particle.trail[i];
const nextPos = particle.trail[i+1] || {x: particle.x, y: particle.y};
const dist = Math.sqrt((nextPos.x - pos.x)**2 + (nextPos.y - pos.y)**2);
if (dist > 1) {
ctx.moveTo(pos.x, pos.y);
ctx.lineTo(nextPos.x, nextPos.y);
}
}
ctx.stroke();
}
});
// Draw some field vectors when motion is high
if (0.5 > 0.3) {
ctx.strokeStyle = 'rgba(100, 100, 100, 0.3)';
ctx.lineWidth = 1;
for (let i = 0; i < cols; i += 5) {
for (let j = 0; j < rows; j += 5) {
const cell = field[i][j];
const x = i * (canvas.width / cols) + (canvas.width / cols)/2;
const y = j * (canvas.height / rows) + (canvas.height / rows)/2;
const len = 10 * cell.strength;
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x + Math.cos(cell.angle) * len, y + Math.sin(cell.angle) * len);
ctx.stroke();
}
}
}
}
function animate() {
updateField();
updateParticles();
draw();
requestAnimationFrame(animate);
}
initField();
initParticles();
animate();
</script>
</body>
</html>