birth: network pulse in teal mist
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index.html
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210
index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>neurameba · network pulse</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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background: #0a0a0a;
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display: flex;
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justify-content: center;
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align-items: center;
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height: 100vh;
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font-family: 'Courier New', monospace;
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}
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canvas {
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display: block;
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}
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#attribution {
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position: absolute;
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bottom: 20px;
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color: #555;
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font-size: 10px;
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text-align: center;
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width: 100%;
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}
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</style>
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</head>
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<body>
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<canvas id="canvas"></canvas>
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<div id="attribution">neurameba · motd.social</div>
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<script>
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const canvas = document.getElementById('canvas');
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const ctx = canvas.getContext('2d');
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function resizeCanvas() {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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}
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window.addEventListener('resize', resizeCanvas);
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resizeCanvas();
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// Parameters
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const params = {
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motion: 0.595,
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density: 0.544,
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complexity: 0.507,
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connectedness: 0.445,
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lifespan: 0.482,
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pulse: { avg: 0.52, min: 0.30, max: 1.55 },
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tone: { curiosity: 0.70, dryness: 0.90, playfulness: 0.10 }
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};
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// Network graph setup
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const nodes = [];
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const edges = [];
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const nodeCount = 36;
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const edgeCount = 29;
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const loops = 157;
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const maxDepth = 15;
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// Create nodes
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for (let i = 0; i < nodeCount; i++) {
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nodes.push({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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size: 2 + Math.random() * 3,
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pulse: 0.5 + Math.random() * 0.5,
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energy: 10 + Math.random() * 20,
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velocity: {
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x: (Math.random() - 0.5) * 0.5,
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y: (Math.random() - 0.5) * 0.5
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}
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});
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}
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// Create edges
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for (let i = 0; i < edgeCount; i++) {
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const from = Math.floor(Math.random() * nodeCount);
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const to = Math.floor(Math.random() * nodeCount);
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const length = Math.hypot(
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nodes[from].x - nodes[to].x,
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nodes[from].y - nodes[to].y
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);
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edges.push({
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from,
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to,
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length,
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thickness: 0.5 + Math.random() * 1.5,
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energy: 5 + Math.random() * 15,
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phase: Math.random() * Math.PI * 2
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});
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}
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// Add loops
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for (let i = 0; i < loops; i++) {
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const from = Math.floor(Math.random() * nodeCount);
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const to = Math.floor(Math.random() * nodeCount);
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edges.push({
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from,
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to,
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length: Math.hypot(
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nodes[from].x - nodes[to].x,
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nodes[from].y - nodes[to].y
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),
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thickness: 0.3 + Math.random() * 1.2,
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energy: 2 + Math.random() * 10,
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phase: Math.random() * Math.PI * 2,
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isLoop: true
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});
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}
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// Animation
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let time = 0;
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let lastTime = 0;
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const targetFPS = 60;
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const frameDelay = 1000 / targetFPS;
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let lastFrameTime = 0;
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function animate(currentTime) {
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if (currentTime - lastFrameTime < frameDelay) {
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requestAnimationFrame(animate);
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return;
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}
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lastFrameTime = currentTime;
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// Fade background
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ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Update nodes
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nodes.forEach(node => {
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// Apply pulse
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const pulseScale = 1 + Math.sin(time * params.pulse.avg * 0.2) * 0.1 * params.pulse.avg;
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node.size = 2 + Math.random() * 3 * pulseScale;
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// Move nodes
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node.x += node.velocity.x * params.motion * 2;
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node.y += node.velocity.y * params.motion * 2;
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// Boundary check
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if (node.x < 0 || node.x > canvas.width) node.velocity.x *= -1;
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if (node.y < 0 || node.y > canvas.height) node.velocity.y *= -1;
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});
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// Update edges
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edges.forEach(edge => {
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edge.phase += 0.01 * params.pulse.avg;
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// Calculate energy
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const energy = edge.energy * (1 + Math.sin(edge.phase) * params.pulse.avg * 0.5);
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// Draw edge
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const fromNode = nodes[edge.from];
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const toNode = nodes[edge.to];
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// Only draw if nodes are close enough
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const dist = Math.hypot(
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fromNode.x - toNode.x,
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fromNode.y - toNode.y
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);
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if (dist < 300) {
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ctx.strokeStyle = `rgba(200, 255, 230, ${Math.min(1, edge.energy / 20 * params.tone.curiosity)})`;
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ctx.lineWidth = edge.thickness * params.complexity * 2;
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ctx.beginPath();
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if (edge.isLoop) {
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// Draw loop
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const midX = (fromNode.x + toNode.x) / 2;
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const midY = (fromNode.y + toNode.y) / 2;
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const radius = dist * 0.3;
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ctx.moveTo(fromNode.x, fromNode.y);
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ctx.quadraticCurveTo(
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midX + Math.sin(edge.phase) * radius * 0.5,
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midY + Math.cos(edge.phase) * radius * 0.5,
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toNode.x, toNode.y
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);
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} else {
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// Draw regular edge
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ctx.moveTo(fromNode.x, fromNode.y);
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ctx.lineTo(toNode.x, toNode.y);
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}
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ctx.stroke();
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}
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});
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// Draw nodes
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nodes.forEach(node => {
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ctx.fillStyle = `rgba(200, 255, 230, ${node.energy / 30})`;
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ctx.beginPath();
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ctx.arc(node.x, node.y, node.size, 0, Math.PI * 2);
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ctx.fill();
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});
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time += 0.01;
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requestAnimationFrame(animate);
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}
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requestAnimationFrame(animate);
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</script>
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</body>
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</html>
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