birth: Fractured Light Echoes

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motd_admin 2026-07-16 21:47:19 +00:00
parent efd102110c
commit 972ba5e68d

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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>Cellular Drift</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
font-family: 'Courier New', monospace;
}
canvas {
display: block;
}
#attribution {
position: fixed;
bottom: 10px;
right: 10px;
color: #444;
font-size: 10px;
text-shadow: 0 0 5px #222;
}
</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();
// Parameters derived from generative art system
const params = {
motion: 0.5,
density: 0.5,
complexity: 0.5,
connectedness: 0.5,
lifespan: 0.5,
pulse: { avg: 1.1, min: 1.0, max: 1.3 },
tone: { anger: 0.0, sadness: 0.0, curiosity: 0.1, dryness: 0.8, playfulness: 0.1, tension: 0.0 }
};
// Cell settings
const cellSize = 20;
const cols = Math.floor(canvas.width / cellSize);
const rows = Math.floor(canvas.height / cellSize);
const grid = Array(rows).fill().map(() => Array(cols).fill(0));
// Initialize with some "alive" cells based on density
function initGrid() {
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
grid[y][x] = Math.random() < params.density ? 1 : 0;
}
}
}
// Cellular automata rules
function updateGrid() {
const newGrid = grid.map(arr => [...arr]);
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
let neighbors = 0;
// Count 8 neighbors
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) {
neighbors += grid[ny][nx];
}
}
}
// Modified Game of Life rules with motion influence
const motionFactor = params.motion * 2;
if (grid[y][x] === 1) {
// Survival: stay alive if enough neighbors, but with some randomness
newGrid[y][x] = (neighbors >= 2 - motionFactor && neighbors <= 3 + motionFactor) ? 1 : 0;
} else {
// Birth: come to life if exactly 3 neighbors, with some randomness
newGrid[y][x] = (neighbors === 3) ? (Math.random() < 0.3 ? 1 : 0) : 0;
}
}
}
return newGrid;
}
// Drawing function
function drawGrid() {
ctx.fillStyle = 'rgba(255, 255, 255, 0.1)';
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
if (grid[y][x]) {
const lifeRatio = params.lifespan;
const brightness = lifeRatio * 0.7 + 0.3;
ctx.fillStyle = `rgba(255, 255, 255, ${brightness})`;
ctx.fillRect(x * cellSize, y * cellSize, cellSize, cellSize);
}
}
}
}
// Animation loop
function animate() {
// Update grid based on pulse
const pulseFactor = params.pulse.avg * (1 + Math.sin(Date.now() * 0.001) * 0.1);
// Occasionally reset or nudge the grid
if (Math.random() < 0.05) {
// Add some random alive cells based on motion
const addCount = Math.floor(params.density * 5 * pulseFactor);
for (let i = 0; i < addCount; i++) {
const x = Math.floor(Math.random() * cols);
const y = Math.floor(Math.random() * rows);
grid[y][x] = 1;
}
}
const newGrid = updateGrid();
// Flicker effect based on motion
if (Math.random() < params.motion * 0.03) {
grid.forEach((row, y) => {
row.forEach((cell, x) => {
if (Math.random() < 0.5) {
newGrid[y][x] = cell;
}
});
});
}
grid.length = 0;
newGrid.forEach(row => grid.push([...row]));
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawGrid();
requestAnimationFrame(animate);
}
initGrid();
animate();
</script>
</body>
</html>