birth: Fractal Pulse in Fractured Motion

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motd_admin 2026-05-11 01:47:24 +00:00
parent dd6bd4f31d
commit 39fe9510b3

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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>Neurameba Organism</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
font-family: 'Courier New', monospace;
color: #aaa;
display: flex;
flex-direction: column;
height: 100vh;
}
#canvas {
flex: 1;
}
#attribution {
text-align: center;
padding: 10px;
font-size: 10px;
opacity: 0.5;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div id="attribution">neurameba · motd.social</div>
<script>
(function() {
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
// Set canvas to full window size
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
// Parameters derived from the abstract description
const params = {
motion: 0.663,
density: 0.431,
complexity: 0.747,
connectedness: 0.579,
lifespan: 0.339,
survivingNodes: 6,
branchCount: 4,
loops: 10,
maxDepth: 6,
thicknessRatio: 1.00,
fractalDimension: 0.500,
energy: 47.0,
pulse: { avg: 0.35, min: 0.30, max: 1.20 },
tone: { anger: 0.00, sadness: 0.00, curiosity: 0.70, dryness: 0.90, playfulness: 0.00, tension: 0.00 }
};
// Derived configuration
const config = {
angle: Math.PI / 4 * params.complexity,
angleVariation: params.connectedness * 0.5,
segmentLength: 10 + params.density * 30,
recursionDepth: params.maxDepth,
loopCount: params.loops,
color: `hsl(${200 + params.tone.curiosity * 80}, 30%, ${60 + params.tone.dryness * 20}%)`,
strokeWidth: 1 + params.thicknessRatio * 3,
maxEnergy: params.energy
};
// L-system rules
const lSystem = {
axiom: 'X',
rules: {
'F': 'FF+[+F-F-F]-[-F+F+F]',
'X': 'F-[[X]+X]+F[+FX]-X'
},
iterations: 3 + Math.floor(params.complexity * 3),
angle: config.angle,
length: config.segmentLength,
lengthDecay: 0.75,
lengthVariation: 0.1 * params.connectedness,
angleVariation: config.angleVariation,
maxDepth: config.recursionDepth,
currentDepth: 0
};
// State variables
let time = 0;
const organisms = [];
const decayRate = 0.99;
// Organism class
class Organism {
constructor(x, y, angle, depth, color) {
this.x = x;
this.y = y;
this.angle = angle;
this.depth = depth;
this.color = color;
this.length = lSystem.length * (0.5 + Math.random() * 0.5 * params.motion);
this.maxLength = this.length;
this.decay = 1.0;
this.age = 0;
this.trail = [];
this.trailLength = 5 + Math.floor(params.lifespan * 20);
this.pulse = params.pulse.min + Math.random() * (params.pulse.max - params.pulse.min);
this.pulseTime = 0;
}
update() {
this.age++;
this.pulseTime += 0.01;
// Apply pulse
this.length = this.maxLength * (params.pulse.avg + Math.sin(this.pulseTime * this.pulse) * params.pulse.avg * 0.2);
// Decay
this.decay *= decayRate;
// Add to trail
this.trail.push({ x: this.x, y: this.y, alpha: this.decay });
if (this.trail.length > this.trailLength) {
this.trail.shift();
}
// Movement
this.x += Math.cos(this.angle) * this.length * params.motion;
this.y += Math.sin(this.angle) * this.length * params.motion;
// Bounce off edges
if (this.x < 0 || this.x > canvas.width) this.angle = Math.PI - this.angle;
if (this.y < 0 || this.y > canvas.height) this.angle = -this.angle;
}
draw() {
ctx.strokeStyle = this.color;
ctx.lineWidth = config.strokeWidth * this.decay;
// Draw trail
this.trail.forEach((point, i) => {
const alpha = point.alpha * (i / this.trail.length);
ctx.globalAlpha = alpha * 0.5;
ctx.beginPath();
ctx.arc(point.x, point.y, config.strokeWidth * 0.5 * this.decay, 0, Math.PI * 2);
ctx.stroke();
});
ctx.globalAlpha = 1;
// Draw current segment
ctx.beginPath();
ctx.moveTo(this.x, this.y);
const nextX = this.x + Math.cos(this.angle) * this.length;
const nextY = this.y + Math.sin(this.angle) * this.length;
ctx.lineTo(nextX, nextY);
ctx.stroke();
}
}
// L-system expansion
function expandLSystem(axiom, rules, iterations) {
let current = axiom;
for (let i = 0; i < iterations; i++) {
let next = '';
for (let j = 0; j < current.length; j++) {
const char = current[j];
next += rules[char] || char;
}
current = next;
}
return current;
}
// Parse L-system string into drawing commands
function parseLSystem(lSystem) {
const commands = expandLSystem(lSystem.axiom, lSystem.rules, lSystem.iterations);
const stack = [];
const organisms = [];
let currentX = canvas.width / 2;
let currentY = canvas.height;
let currentAngle = -Math.PI / 2;
let currentDepth = 0;
for (let i = 0; i < commands.length; i++) {
const cmd = commands[i];
const colorVariation = 0.7 + Math.sin(time * 0.01 + i * 0.1) * 0.3;
switch (cmd) {
case 'F':
const newOrg = new Organism(
currentX,
currentY,
currentAngle,
currentDepth,
config.color
);
organisms.push(newOrg);
currentX += Math.cos(currentAngle) * newOrg.length;
currentY += Math.sin(currentAngle) * newOrg.length;
break;
case '+':
currentAngle += lSystem.angle + (Math.random() * 2 - 1) * lSystem.angleVariation;
break;
case '-':
currentAngle -= lSystem.angle + (Math.random() * 2 - 1) * lSystem.angleVariation;
break;
case '[':
stack.push({ x: currentX, y: currentY, angle: currentAngle, depth: currentDepth });
currentDepth++;
break;
case ']':
const state = stack.pop();
if (state) {
currentX = state.x;
currentY = state.y;
currentAngle = state.angle;
currentDepth = state.depth;
}
break;
case 'X':
// Branch point - new organism at same position
const branchOrg = new Organism(
currentX,
currentY,
currentAngle + (Math.random() - 0.5) * 0.5,
currentDepth,
config.color
);
organisms.push(branchOrg);
break;
}
}
return organisms;
}
// Initialize
function init() {
organisms.length = 0;
organisms.push(...parseLSystem(lSystem));
}
// Main animation loop
function animate() {
time += 0.01;
// Fade background slightly
ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Update and draw all organisms
for (let i = organisms.length - 1; i >= 0; i--) {
organisms[i].update();
organisms[i].draw();
// Remove dead organisms
if (organisms[i].decay < 0.01) {
organisms.splice(i, 1);
}
}
// Occasionally add new random organisms
if (Math.random() < 0.05 && organisms.length < 100) {
const organism = new Organism(
Math.random() * canvas.width,
Math.random() * canvas.height,
Math.random() * Math.PI * 2,
0,
config.color
);
organisms.push(organism);
}
requestAnimationFrame(animate);
}
// Start animation
init();
animate();
})();
</script>
</body>
</html>