birth: fluid neural murmurings

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motd_admin 2026-08-31 18:21:30 +00:00
parent 8a9c4ebd32
commit 2bcfc6e6b6

223
index.html Normal file
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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>neural meander</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
font-family: monospace;
color: #333;
display: flex;
flex-direction: column;
height: 100vh;
}
canvas {
display: block;
width: 100%;
height: 100%;
}
.footer {
position: absolute;
bottom: 10px;
right: 10px;
font-size: 10px;
color: #444;
text-shadow: 0 0 5px rgba(255,255,255,0.1);
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div class="footer">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 with varying density and complexity
const fields = [];
const fieldCount = 5; // Reduced from 10 for lower density
const particleCount = 300; // Reduced from 500 for lower density
// Palette: dryness=monochrome with slight playfulness
const palette = {
bg: '#0a0a0a',
particles: '#d0d0d0',
trails: '#555',
highlights: '#ffffff'
};
// Flow field class
class FlowField {
constructor() {
this.width = canvas.width;
this.height = canvas.height;
this.columns = Math.floor(10 + fieldCount * 2); // 10-20 columns
this.rows = Math.floor(10 + fieldCount * 2); // 10-20 rows
this.cellWidth = this.width / this.columns;
this.cellHeight = this.height / this.rows;
this.vectors = [];
this.initVectors();
}
initVectors() {
for (let y = 0; y < this.rows; y++) {
for (let x = 0; x < this.columns; x++) {
// Base vector with slight rotation
const angle = Math.sin(x * 0.1) * Math.PI * 0.2;
const len = 0.5 + Math.sin(y * 0.2) * 0.3;
this.vectors.push({
x: Math.cos(angle) * len,
y: Math.sin(angle) * len,
baseAngle: angle
});
}
}
}
update() {
// Slowly evolve the field
this.vectors.forEach(vec => {
vec.baseAngle += (Math.random() - 0.5) * 0.01;
const len = 0.5 + Math.sin(Date.now() * 0.0005) * 0.1;
vec.x = Math.cos(vec.baseAngle) * len;
vec.y = Math.sin(vec.baseAngle) * len;
});
}
getVector(x, y) {
const col = Math.floor(x / this.cellWidth);
const row = Math.floor(y / this.cellHeight);
const index = row * this.columns + col;
return this.vectors[index % this.vectors.length];
}
}
// Particle class
class Particle {
constructor() {
this.reset();
this.size = 1 + Math.random() * 0.5;
this.life = 0;
this.maxLife = 50 + Math.random() * 100;
}
reset() {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
this.prevX = this.x;
this.prevY = this.y;
this.speed = 0.2 + Math.random() * 0.3;
this.angle = Math.random() * Math.PI * 2;
}
update(field) {
this.prevX = this.x;
this.prevY = this.y;
// Get flow field vector
const vector = field.getVector(this.x, this.y);
this.angle += (vector.x + vector.y) * 0.1;
this.x += Math.cos(this.angle) * this.speed;
this.y += Math.sin(this.angle) * this.speed;
// Boundary check
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 (y > canvas.height) this.y = 0;
this.life++;
if (this.life > this.maxLife) {
this.reset();
this.life = 0;
}
}
draw() {
const progress = Math.min(this.life / this.maxLife, 1);
const alpha = progress * 0.8;
const size = this.size * (0.5 + progress * 0.5);
// Trail
ctx.strokeStyle = `${palette.trails}${Math.floor(alpha * 255).toString(16).padStart(2, '0')}`;
ctx.lineWidth = size * 0.5;
ctx.beginPath();
ctx.moveTo(this.prevX, this.prevY);
ctx.lineTo(this.x, this.y);
ctx.stroke();
// Particle
ctx.fillStyle = `${palette.particles}${Math.floor(alpha * 255).toString(16).padStart(2, '0')}`;
ctx.beginPath();
ctx.arc(this.x, this.y, size, 0, Math.PI * 2);
ctx.fill();
}
}
// Initialize particles
const particles = [];
for (let i = 0; i < particleCount; i++) {
particles.push(new Particle());
}
// Create flow fields
for (let i = 0; i < fieldCount; i++) {
fields.push(new FlowField());
}
function animate() {
// Clear with slight fade
ctx.fillStyle = `${palette.bg}05`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Update and draw fields
fields.forEach(field => {
field.update();
field.vectors.forEach(vec => {
const x = vec.x * 50 + canvas.width/2;
const y = vec.y * 50 + canvas.height/2;
const len = Math.sqrt(vec.x*vec.x + vec.y*vec.y) * 20;
ctx.strokeStyle = `${palette.highlights}22`;
ctx.lineWidth = 1;
// Draw velocity indicators
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x + vec.x * 10, y + vec.y * 10);
ctx.stroke();
// Draw small circles
ctx.beginPath();
ctx.arc(x, y, 3, 0, Math.PI * 2);
ctx.fillStyle = `${palette.highlights}44`;
ctx.fill();
});
});
// Update and draw particles
particles.forEach(particle => {
particle.update(fields[Math.floor(Math.random() * fields.length)]);
particle.draw();
});
requestAnimationFrame(animate);
}
animate();
</script>
</body>
</html>