birth: Fractal Haze in Motion

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motd_admin 2026-05-07 09:47:19 +00:00
parent 035e17b1e3
commit 9daa955338

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index.html Normal file
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<!DOCTYPE html>
<html>
<head>
<title>Fractal Haze</title>
<style>
body { margin: 0; overflow: hidden; background: #000; }
canvas { display: block; }
.credit { position: fixed; bottom: 10px; right: 10px; color: #333; font-family: monospace; font-size: 10px; }
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div class="credit">neurameba · motd.social</div>
<script>
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
function resize() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resize);
resize();
// System parameters
const params = {
motion: 0.451,
density: 0.495,
complexity: 0.507,
connectedness: 0.470,
lifespan: 0.548,
loops: 886,
maxDepth: 30,
thicknessRatio: 1.50,
fractalDim: 1.161,
pulse: { avg: 0.45, min: 0.30, max: 2.00 },
survivors: 130,
branches: 108
};
// Cellular automaton grid
const cols = Math.floor(params.density * 60) + 10;
const rows = Math.floor(params.density * 40) + 10;
let grid = Array(rows).fill().map(() => Array(cols).fill(0));
let nextGrid = Array(rows).fill().map(() => Array(cols).fill(0));
// Set initial state based on complexity
function initGrid() {
const initialDensity = params.complexity * 0.7 + 0.1;
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
grid[y][x] = (Math.random() < initialDensity) ? 1 : 0;
}
}
}
initGrid();
// Game of Life rules with modifications
function updateGrid() {
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
let neighbors = countNeighbors(x, y);
if (grid[y][x] === 1) {
// Survival depends on connectedness and motion
const survivalChance = 0.6 - params.connectedness * 0.3 + params.motion * 0.1;
nextGrid[y][x] = (Math.random() < survivalChance) ? 1 : 0;
} else {
// Birth depends on complexity
const birthChance = params.complexity * 0.4;
nextGrid[y][x] = (Math.random() < birthChance) ? 1 : 0;
}
}
}
// Swap grids
[grid, nextGrid] = [nextGrid, grid];
// Add some random changes based on pulse
if (Math.random() < params.pulse.avg) {
const x = Math.floor(Math.random() * cols);
const y = Math.floor(Math.random() * rows);
if (Math.random() < 0.3) {
grid[y][x] = 1;
} else {
grid[y][x] = 0;
}
}
}
function countNeighbors(x, y) {
let count = 0;
for (let dy = -1; dy <= 1; dy++) {
for (let dx = -1; dx <= 1; dx++) {
if (dx === 0 && dy === 0) continue;
const nx = x + dx;
const ny = y + dy;
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
count += grid[ny][nx];
}
}
}
return count;
}
// Drawing parameters
const cellSize = Math.max(1, Math.floor(20 * params.density));
const pulseScl = params.pulse.avg * 3 + 0.5;
function draw() {
// Draw background
ctx.fillStyle = `rgba(10, 10, 20, ${0.1 + params.motion * 0.05})`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw grid
const centerX = canvas.width / 2;
const centerY = canvas.height / 2;
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
if (grid[y][x] === 1) {
// Calculate position with some organic movement
const targetX = centerX + (x - cols/2) * cellSize * 1.5;
const targetY = centerY + (y - rows/2) * cellSize * 1.5;
// Add pulse effect
const pulse = 1 + Math.sin(Date.now() * 0.001 * (1 + (x + y) * 0.01)) * params.pulse.avg * 0.3;
const size = cellSize * pulse * pulseScl;
// Draw cell with varying opacity based on lifespan
const lifeAlpha = 0.3 + params.lifespan * 0.7;
ctx.fillStyle = `rgba(255, 255, 255, ${lifeAlpha})`;
const dx = targetX + (Math.random() - 0.5) * 2 * params.motion;
const dy = targetY + (Math.random() - 0.5) * 2 * params.motion;
const cornerSize = size * (0.5 + Math.random() * 0.5);
ctx.beginPath();
ctx.moveTo(dx - cornerSize, dy - cornerSize);
ctx.lineTo(dx + cornerSize, dy - cornerSize);
ctx.lineTo(dx + cornerSize, dy + cornerSize);
ctx.lineTo(dx - cornerSize, dy + cornerSize);
ctx.closePath();
ctx.fill();
}
}
}
// Update grid
updateGrid();
requestAnimationFrame(draw);
}
draw();
</script>
</body>
</html>