birth: Fractal Tendrils in Twilight

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motd_admin 2026-05-05 13:47:15 +00:00
parent 8e44eaae6f
commit 46dfde0b7b

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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>neurameba · motd.social</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
color: #444;
font-family: 'Courier New', monospace;
}
canvas {
display: block;
}
#attribution {
position: absolute;
bottom: 20px;
right: 20px;
font-size: 10px;
color: #333;
pointer-events: none;
}
</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;
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
const nodes = [];
const links = [];
// Initialize based on parameters
const nodeCount = Math.floor(150 + 50 * 1); // density 0.5 -> 200 nodes
const motionFactor = 0.5;
const complexityFactor = 0.5;
const connectednessFactor = 0.5;
// Create nodes
for (let i = 0; i < nodeCount; i++) {
nodes.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
vx: (Math.random() - 0.5) * motionFactor,
vy: (Math.random() - 0.5) * motionFactor,
size: 2 + Math.random() * 2 * complexityFactor,
color: `hsl(${Math.random() * 60 + 180}, ${100 * (1 - complexityFactor)}%, 70%)`
});
}
// Create links based on connectedness
const maxLinks = nodeCount * (0.1 + 0.8 * connectednessFactor);
for (let i = 0; i < maxLinks; i++) {
const a = nodes[Math.floor(Math.random() * nodes.length)];
const b = nodes[Math.floor(Math.random() * nodes.length)];
if (a !== b) {
links.push({
a, b,
strength: 0.1 + 0.9 * connectednessFactor
});
}
}
// Drawing variables
let pulse = 1.12;
function draw() {
// Clear with slight fade
ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Apply pulse effect
pulse = pulse * 0.95 + (1.12 + (Math.random() - 0.5) * 0.15) * 0.05;
// Update nodes
nodes.forEach(node => {
// Bounce off edges
if (node.x < 0 || node.x > canvas.width) node.vx *= -1;
if (node.y < 0 || node.y > canvas.height) node.vy *= -1;
// Slow down over time
node.vx *= 0.99;
node.vy *= 0.99;
node.x += node.vx * pulse;
node.y += node.vy * pulse;
});
// Update links
links.forEach(link => {
const dx = link.b.x - link.a.x;
const dy = link.b.y - link.a.y;
const dist = Math.sqrt(dx * dx + dy * dy);
// Apply force
const force = (dist > 100 ? 0.1 : 0.01) * link.strength * pulse;
link.a.vx += dx / dist * force;
link.a.vy += dy / dist * force;
link.b.vx -= dx / dist * force;
link.b.vy -= dy / dist * force;
});
// Draw links
ctx.lineWidth = 0.5 + 1.5 * connectednessFactor;
ctx.strokeStyle = 'rgba(100, 200, 255, 0.1)';
links.forEach(link => {
ctx.beginPath();
ctx.moveTo(link.a.x, link.a.y);
ctx.lineTo(link.b.x, link.b.y);
ctx.stroke();
});
// Draw nodes
nodes.forEach(node => {
ctx.beginPath();
ctx.arc(node.x, node.y, node.size * (0.8 + 0.2 * Math.sin(Date.now() * 0.001)), 0, Math.PI * 2);
ctx.fillStyle = node.color;
ctx.fill();
});
requestAnimationFrame(draw);
}
draw();
</script>
</body>
</html>