birth: Fractured Light in Static

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motd_admin 2026-08-02 06:21:18 +00:00
parent ac8f3e9cca
commit e3859276b1

122
index.html Normal file
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```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Charged Particulate</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
}
canvas {
display: block;
}
#attribution {
position: absolute;
bottom: 20px;
color: #444;
font-family: monospace;
font-size: 10px;
text-align: center;
width: 100%;
}
</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 particles = [];
const density = 1500;
const motion = 0.5;
const complexity = 0.5;
const connectedness = 0.5;
const lifespan = 0.5;
const pulse = 1.08;
// Initialize particles with variation based on parameters
for (let i = 0; i < density * 3000; i++) {
particles.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
size: Math.random() * 2 + 1,
speed: motion * (Math.random() * 0.5 + 0.1),
angle: Math.random() * Math.PI * 2,
life: Math.random() * 100 + 50,
color: `hsl(0, 0%, ${lifespan > 0.5 ? 80 + lifespan * 20 : 70}%)`,
trail: []
});
}
function draw() {
// Fade background slightly for motion trails
ctx.fillStyle = `rgba(10, 10, 10, ${0.9 + motion * 0.05})`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
particles.forEach((p, i) => {
// Simple physics with pulse influence
const pulseEffect = 1 + Math.sin(Date.now() * 0.002 * pulse) * 0.1 * motion;
p.angle += (Math.random() - 0.5) * 0.05 * (1 - connectedness);
p.x += Math.cos(p.angle) * p.speed * pulseEffect;
p.y += Math.sin(p.angle) * p.speed * pulseEffect;
// Boundary bounce with some randomness
if (p.x < 0 || p.x > canvas.width) p.angle = Math.PI - p.angle;
if (p.y < 0 || p.y > canvas.height) p.angle = -p.angle;
// Size variation based on complexity
p.size = 1 + (Math.sin(Date.now() * 0.001 * complexity) * 0.5 + 0.5) * 2;
// Particle life decay
p.life -= 0.1 + (1 - lifespan) * 0.2;
if (p.life <= 0) {
p.x = Math.random() * canvas.width;
p.y = Math.random() * canvas.height;
p.life = Math.random() * 100 + 50;
}
// Draw with dry/monochrome palette
ctx.strokeStyle = `rgba(255, 255, 255, ${p.life / 100})`;
ctx.lineWidth = p.size * 0.5;
// Draw trail if connectedness is high
if (connectedness > 0.7 && p.trail.length > 0) {
ctx.beginPath();
ctx.moveTo(p.trail[0][0], p.trail[0][1]);
for (let j = 1; j < p.trail.length; j++) {
ctx.lineTo(p.trail[j][0], p.trail[j][1]);
}
ctx.stroke();
}
// Add current position to trail (with limited length)
p.trail.push([p.x, p.y]);
if (p.trail.length > 20) p.trail.shift();
});
requestAnimationFrame(draw);
}
draw();
</script>
</body>
</html>
```