birth: Fractal Connectivity in Pulsing Dark
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index.html
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205
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>Neurameba Motion</title>
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<style>
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body, html {
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margin: 0;
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padding: 0;
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overflow: hidden;
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background: #0a0a0a;
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height: 100%;
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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: absolute;
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bottom: 10px;
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right: 10px;
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color: #444;
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font-family: monospace;
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font-size: 10px;
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z-index: 100;
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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 input
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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: 1.07, min: 0.9, max: 1.2 },
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tone: { anger: 0, sadness: 0, curiosity: 0.7, dryness: 0.9, playfulness: 0.1, tension: 0 },
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families: ['particle-system', 'wave-interference', 'cellular-automata', 'l-system', 'flow-field', 'physics-sim', 'tessellation', 'network-graph', 'fractal']
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};
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// Network graph configuration
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const nodeCount = Math.floor(50 + params.density * 100);
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const nodes = [];
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const edges = [];
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const maxConnections = Math.floor(2 + params.connectedness * 8);
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// Initialize nodes
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for (let i = 0; i < nodeCount; i++) {
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nodes.push({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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vx: (Math.random() - 0.5) * params.motion * 2,
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vy: (Math.random() - 0.5) * params.motion * 2,
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size: 2 + Math.random() * 3,
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color: `rgba(100, 200, 255, ${0.5 + 0.5 * params.tone.curiosity})`,
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lifespan: params.lifespan * 200 + Math.random() * 100
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});
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}
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// Create connections based on distance and connectedness
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function createEdges() {
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edges.length = 0; // Clear existing edges
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for (let i = 0; i < nodes.length; i++) {
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const current = nodes[i];
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const closest = [];
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// Find closest nodes
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for (let j = 0; j < nodes.length; j++) {
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if (i !== j) {
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const dist = Math.sqrt(
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Math.pow(nodes[j].x - current.x, 2) +
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Math.pow(nodes[j].y - current.y, 2)
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);
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if (dist < 150) {
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closest.push({ node: nodes[j], dist });
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}
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}
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}
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// Sort by distance
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closest.sort((a, b) => a.dist - b.dist);
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// Connect to nearest nodes based on connectedness
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const connections = Math.min(
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maxConnections,
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Math.floor(params.connectedness * 5 + 1)
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);
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for (let k = 0; k < Math.min(connections, closest.length); k++) {
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edges.push({
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from: current,
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to: closest[k].node,
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strength: 1 - (closest[k].dist / 150) * 0.8
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});
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}
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}
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}
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createEdges();
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// Animation loop
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let time = 0;
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let pulsePhase = 0;
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function animate() {
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ctx.fillStyle = 'rgba(5, 5, 10, 0.05)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Update pulse phase
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pulsePhase += 0.01;
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const pulseScale = params.pulse.avg +
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Math.sin(pulsePhase) * (params.pulse.max - params.pulse.avg) * 0.3;
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// Update nodes
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nodes.forEach(node => {
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// Apply motion
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node.x += node.vx * pulseScale;
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node.y += node.vy * pulseScale;
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// Boundary conditions
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if (node.x < 0 || node.x > canvas.width) node.vx *= -1;
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if (node.y < 0 || node.y > canvas.height) node.vy *= -1;
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// Add slight randomness to motion based on complexity
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node.vx += (Math.random() - 0.5) * params.complexity * 0.1;
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node.vy += (Math.random() - 0.5) * params.complexity * 0.1;
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// Update lifespan
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node.lifespan -= params.lifespan * 0.5;
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});
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// Remove dead nodes
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nodes.forEach((node, i) => {
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if (node.lifespan <= 0) {
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nodes.splice(i, 1);
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}
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});
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// Create new nodes periodically based on density
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if (Math.random() < params.density * 0.05) {
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nodes.push({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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vx: (Math.random() - 0.5) * params.motion * 2,
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vy: (Math.random() - 0.5) * params.motion * 2,
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size: 2 + Math.random() * 3,
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color: `rgba(100, 200, 255, ${0.5 + 0.5 * params.tone.curiosity})`,
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lifespan: params.lifespan * 200 + Math.random() * 100
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});
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}
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// Rebuild edges occasionally
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if (Math.random() < params.connectedness * 0.02) {
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createEdges();
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}
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// Draw edges
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ctx.lineWidth = 0.5 + params.connectedness * 1.5;
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edges.forEach(edge => {
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const gradient = ctx.createLinearGradient(
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edge.from.x, edge.from.y,
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edge.to.x, edge.to.y
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);
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gradient.addColorStop(0, edge.from.color);
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gradient.addColorStop(1, edge.to.color);
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ctx.strokeStyle = gradient;
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ctx.beginPath();
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ctx.moveTo(edge.from.x, edge.from.y);
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ctx.lineTo(edge.to.x, edge.to.y);
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ctx.stroke();
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});
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// Draw nodes
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nodes.forEach(node => {
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ctx.beginPath();
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ctx.arc(node.x, node.y, node.size, 0, Math.PI * 2);
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ctx.fillStyle = node.color;
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ctx.fill();
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});
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time++;
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requestAnimationFrame(animate);
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}
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animate();
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</script>
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</body>
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</html>
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