birth: Neural Flux in Static

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motd_admin 2026-05-10 13:47:18 +00:00
parent 657ab5f6e4
commit 75d85a67a9

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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: Neural Flux</title>
<style>
body {
margin: 0;
overflow: hidden;
background-color: #111;
color: #444;
font-family: 'Courier New', monospace;
cursor: crosshair;
}
canvas {
display: block;
}
#info {
position: absolute;
bottom: 10px;
left: 10px;
font-size: 10px;
color: #555;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div id="info">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 the provided specifications
const params = {
motion: 0.408,
density: 0.517,
complexity: 0.470,
connectedness: 0.418,
lifespan: 0.536,
survivingNodes: 81,
branchCount: 68,
loops: 198,
maxDepth: 19,
thicknessRatio: 1.25,
fractalDimension: 1.632,
finalEnergy: 433.3,
pulse: { avg: 0.70, min: 0.30, max: 2.00 },
tone: {
anger: 0.00,
sadness: 0.00,
curiosity: 0.70,
dryness: 0.80,
playfulness: 0.10,
tension: 0.00
},
palette: {
curiosity: '#4ECDC4',
dryness: '#AAAAAA',
playfulness: '#FF6B6B'
}
};
// Network graph simulation
class Node {
constructor(x, y, fixed = false) {
this.x = x;
this.y = y;
this.fixed = fixed;
this.vx = 0;
this.vy = 0;
this.radius = 1 + Math.random() * 3;
this.connectionRadius = 100 + Math.random() * 200;
this.life = 0;
this.maxLife = 1000 + Math.random() * 2000;
this.targetRadius = this.radius;
}
update(others) {
if (this.fixed) return;
// Simple physics
this.vx += (Math.random() - 0.5) * 0.2;
this.vy += (Math.random() - 0.5) * 0.2;
this.vx *= 0.9;
this.vy *= 0.9;
// Bounce off edges
if (this.x < 0 || this.x > canvas.width) this.vx *= -0.5;
if (this.y < 0 || this.y > canvas.height) this.vy *= -0.5;
this.x += this.vx;
this.y += this.vy;
// Update radius based on pulse
const pulseFactor = params.pulse.avg * (0.7 + Math.sin(Date.now() * 0.001) * 0.3);
this.radius = this.targetRadius * pulseFactor;
// Aging
this.life += 1;
if (this.life > this.maxLife) {
this.radius *= 0.9;
}
}
draw() {
// Fade out when old
const alpha = Math.min(1, 1 - (this.life / this.maxLife) * 0.8);
ctx.globalAlpha = alpha;
// Draw node
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
ctx.fillStyle = params.palette.dryness;
ctx.fill();
// Draw connection lines
others.forEach(other => {
const dx = other.x - this.x;
const dy = other.y - this.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < this.connectionRadius && distance > 0) {
// Dynamic thickness based on fractal dimension
const thickness = 0.5 + params.fractalDimension * 0.5;
ctx.lineWidth = thickness;
// Pulse-based color variation
const hue = params.tone.curiosity;
const saturation = 10 + params.pulse.avg * 20;
const value = 50 + params.pulse.avg * 30;
ctx.strokeStyle = `hsl(${hue}, ${saturation}%, ${value}%)`;
ctx.beginPath();
ctx.moveTo(this.x, this.y);
ctx.lineTo(other.x, other.y);
ctx.stroke();
}
});
ctx.globalAlpha = 1;
}
}
// Create network
const nodes = [];
const centerX = canvas.width / 2;
const centerY = canvas.height / 2;
// Create core nodes
for (let i = 0; i < params.survivingNodes; i++) {
const angle = (i / params.survivingNodes) * Math.PI * 2;
const distance = 100 + Math.random() * 200;
const x = centerX + Math.cos(angle) * distance;
const y = centerY + Math.sin(angle) * distance;
nodes.push(new Node(x, y, i === 0)); // Fix one node in center
}
// Add some random nodes
for (let i = 0; i < params.survivingNodes * 0.5; i++) {
nodes.push(new Node(
Math.random() * canvas.width,
Math.random() * canvas.height
));
}
// Connect nodes
nodes.forEach(node => {
node.connections = [];
nodes.forEach(other => {
if (node !== other && Math.random() < params.connectedness) {
// Determine connection strength based on graph properties
const distance = Math.sqrt(
Math.pow(other.x - node.x, 2) +
Math.pow(other.y - node.y, 2)
);
if (distance < node.connectionRadius * 1.5) {
node.connections.push(other);
}
}
});
});
// Animation loop
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = '#111';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Update all nodes
nodes.forEach(node => node.update(nodes));
// Draw connections and nodes
nodes.forEach(node => node.draw());
requestAnimationFrame(animate);
}
animate();
// Interactive elements
canvas.addEventListener('click', (e) => {
const rect = canvas.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
// Add new node at click position
nodes.push(new Node(x, y));
});
</script>
</body>
</html>