birth: Fractured Light Remembers

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motd_admin 2026-08-17 06:21:26 +00:00
parent 32cbbcfff6
commit a5f1e3c5f0

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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>Voronoi Fracture</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
font-family: 'Courier New', monospace;
color: #fff;
}
#canvas {
display: block;
width: 100vw;
height: 100vh;
}
#attribution {
position: fixed;
bottom: 10px;
right: 10px;
font-size: 10px;
color: #444;
user-select: 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');
// Set canvas to full window size
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
// Parameters derived from input
const params = {
motion: 0.5,
density: 0.5,
complexity: 0.5,
connectedness: 0.5,
lifespan: 0.5,
pulse: { avg: 1.25, min: 1.0, max: 1.55 },
tone: { anger: 0.0, sadness: 0.0, curiosity: 0.1, dryness: 0.9, playfulness: 0.0, tension: 0.0 }
};
// Animation state
let points = [];
let time = 0;
let lastTime = 0;
const maxPoints = Math.floor(300 + params.density * 200);
const complexityFactor = 0.3 + params.complexity * 0.7;
const motionFactor = 0.2 + params.motion * 0.8;
// Generate initial points
function initPoints() {
points = [];
for (let i = 0; i < maxPoints; i++) {
points.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
vx: (Math.random() - 0.5) * motionFactor * 2,
vy: (Math.random() - 0.5) * motionFactor * 2,
size: 1 + Math.random() * 2,
color: [200 + Math.random() * 55, 200 + Math.random() * 55, 200]
});
}
}
initPoints();
// Calculate voronoi diagram using Fortune's algorithm
function computeVoronoi(sites) {
// Simplified version - in practice would use a proper library
// Here we'll just cluster points and draw simple polygons
const clusters = [];
const clusterThreshold = 50 + params.connectedness * 100;
for (let i = 0; i < sites.length; i++) {
let closest = null;
let minDist = Infinity;
for (let j = 0; j < clusters.length; j++) {
const dist = Math.hypot(
sites[i].x - clusters[j].x,
sites[i].y - clusters[j].y
);
if (dist < minDist && dist < clusterThreshold) {
minDist = dist;
closest = j;
}
}
if (closest !== null) {
clusters[closest].points.push(sites[i]);
clusters[closest].x += sites[i].x;
clusters[closest].y += sites[i].y;
} else {
clusters.push({
points: [sites[i]],
x: sites[i].x,
y: sites[i].y
});
}
}
// Calculate centroids
for (let i = 0; i < clusters.length; i++) {
clusters[i].x /= clusters[i].points.length;
clusters[i].y /= clusters[i].points.length;
}
return clusters;
}
// Draw a simple polygon for a cluster
function drawCluster(cluster, ctx) {
if (cluster.points.length < 3) return;
// Find convex hull
const hull = [];
const points = cluster.points.slice();
// Sort by angle from centroid
points.sort((a, b) => {
const angleA = Math.atan2(a.y - cluster.y, a.x - cluster.x);
const angleB = Math.atan2(b.y - cluster.y, b.x - cluster.x);
return angleA - angleB;
});
// Graham scan algorithm (simplified)
hull.push(points[0]);
hull.push(points[1]);
for (let i = 2; i < points.length; i++) {
while (hull.length >= 2 &&
ccw(hull[hull.length - 2], hull[hull.length - 1], points[i]) <= 0) {
hull.pop();
}
hull.push(points[i]);
}
// Draw
ctx.beginPath();
ctx.moveTo(hull[0].x, hull[0].y);
for (let i = 1; i < hull.length; i++) {
ctx.lineTo(hull[i].x, hull[i].y);
}
ctx.closePath();
// Style based on tone
const avgBrightness = cluster.points.reduce((sum, p) =>
sum + p.color[0] + p.color[1] + p.color[2], 0) / (3 * cluster.points.length) / 255;
const hue = params.tone.dryness > 0.8 ? 0 : 180 + (avgBrightness * 60);
const saturation = Math.max(0, Math.min(1, 0.5 + (params.tone.curiosity * 0.2)));
const lightness = Math.max(0, Math.min(100, 30 + (avgBrightness * 40)));
ctx.fillStyle = `hsl(${hue}, ${saturation * 100}%, ${lightness}%)`;
ctx.globalAlpha = 0.4 + params.lifespan * 0.3;
ctx.fill();
// Add subtle noise to edges
ctx.globalAlpha = 0.1;
ctx.strokeStyle = `hsl(${hue}, 50%, ${lightness + 20}%)`;
ctx.lineWidth = 0.5;
ctx.stroke();
ctx.globalAlpha = 1.0;
}
// Cross product for convex hull
function ccw(a, b, c) {
return (b.x - a.x)*(c.y - a.y) - (b.y - a.y)*(c.x - a.x);
}
// Animation loop
function animate(timestamp) {
if (!lastTime) lastTime = timestamp;
const deltaTime = (timestamp - lastTime) / 1000;
lastTime = timestamp;
// Clear with dark background
ctx.fillStyle = '#0a0a0a';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Update points
time += deltaTime * params.pulse.avg;
for (let i = 0; i < points.length; i++) {
// Update position with pulsing motion
const pulse = params.pulse.min +
(params.pulse.max - params.pulse.min) *
(0.5 + 0.5 * Math.sin(time * (1 + i * 0.01)));
points[i].x += points[i].vx * deltaTime * pulse;
points[i].y += points[i].vy * deltaTime * pulse;
// Boundary collision
if (points[i].x < 0 || points[i].x > canvas.width) {
points[i].vx *= -1;
points[i].x = Math.max(0, Math.min(canvas.width, points[i].x));
}
if (points[i].y < 0 || points[i].y > canvas.height) {
points[i].vy *= -1;
points[i].y = Math.max(0, Math.min(canvas.height, points[i].y));
}
// Fade out effect
points[i].color[0] *= 0.99;
points[i].color[1] *= 0.99;
points[i].color[2] *= 0.99;
}
// Create voronoi clusters
const clusters = computeVoronoi(points);
clusters.sort((a, b) => b.points.length - a.points.length);
// Draw clusters
for (let i = 0; i < Math.min(clusters.length, 30 + params.complexity * 50); i++) {
drawCluster(clusters[i], ctx);
}
// Occasionally add new points
if (Math.random() < 0.01 * params.density) {
points.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
vx: (Math.random() - 0.5) * motionFactor * 2,
vy: (Math.random() - 0.5) * motionFactor * 2,
size: 1 + Math.random() * 2,
color: [200 + Math.random() * 55, 200 + Math.random() * 55, 200]
});
if (points.length > maxPoints * 1.5) {
points.shift();
}
}
requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
</script>
</body>
</html>