birth: Organic currents in twilight

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motd_admin 2026-03-31 05:47:16 +00:00
parent 3bac63b1b6
commit 04c614e810

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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>Flow Field Organism</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
font-family: 'Courier New', monospace;
}
canvas {
display: block;
}
#attribution {
position: absolute;
bottom: 10px;
right: 10px;
color: #444;
font-size: 10px;
pointer-events: 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');
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
// Flow field parameters
const particleCount = 140;
const particles = [];
const flowResolution = 20;
const field = new Array(flowResolution * flowResolution);
const fieldStrength = 0.482;
const decayRate = 0.97;
const pulse = { current: 0.6, target: 0.6, speed: 0.02 };
// Tone mapping
const palette = {
background: '#0a0a0a',
particles: '#ffffff',
flowLines: '#333333'
};
class Particle {
constructor() {
this.reset();
this.size = 0.5 + Math.random() * 0.5;
this.speed = 0.5 + Math.random() * 2;
}
reset() {
this.pos = {
x: Math.random(),
y: Math.random()
};
this.vel = {
x: 0,
y: 0
};
this.life = 1;
this.trail = [];
}
update() {
const gridX = Math.floor(this.pos.x * flowResolution) % flowResolution;
const gridY = Math.floor(this.pos.y * flowResolution) % flowResolution;
const index = gridY * flowResolution + gridX;
const flow = field[index];
// Apply flow field with some randomness
this.vel.x = (flow.x * fieldStrength) + (Math.random() - 0.5) * 0.3;
this.vel.y = (flow.y * fieldStrength) + (Math.random() - 0.5) * 0.3;
// Update position with speed factor
this.pos.x += this.vel.x * this.speed * pulse.current;
this.pos.y += this.vel.y * this.speed * pulse.current;
// Boundary check
if (this.pos.x < 0 || this.pos.x > 1 || this.pos.y < 0 || this.pos.y > 1) {
this.reset();
}
// Update life
this.life *= decayRate;
}
draw() {
if (this.life < 0.01) return;
// Trail
this.trail.push({...this.pos, life: this.life});
if (this.trail.length > 20) this.trail.shift();
// Main particle
ctx.beginPath();
ctx.arc(
this.pos.x * canvas.width,
this.pos.y * canvas.height,
this.size * 3 * this.life,
0,
Math.PI * 2
);
ctx.fillStyle = `rgba(255, 255, 255, ${this.life * 0.8})`;
ctx.fill();
// Trail
ctx.beginPath();
this.trail.forEach((point, i) => {
const alpha = point.life * (i / this.trail.length) * 0.5;
ctx.lineWidth = this.size * 2 * alpha;
ctx.moveTo(point.x * canvas.width, point.y * canvas.height);
const next = this.trail[i + 1];
if (next) {
ctx.lineTo(next.x * canvas.width, next.y * canvas.height);
}
});
ctx.strokeStyle = `rgba(255, 255, 255, ${this.life * 0.3})`;
ctx.stroke();
}
}
function initFlowField() {
for (let i = 0; i < field.length; i++) {
field[i] = {
x: Math.random() * 2 - 1,
y: Math.random() * 2 - 1
};
}
}
function updateFlowField() {
// Simulate fluid dynamics - slowly converge to organized flow
for (let i = 0; i < field.length; i++) {
const x = i % flowResolution;
const y = Math.floor(i / flowResolution);
// Neighbor influence
let avgX = 0, avgY = 0;
let count = 0;
for (let nx = -1; nx <= 1; nx++) {
for (let ny = -1; ny <= 1; ny++) {
if (nx === 0 && ny === 0) continue;
const nx2 = (x + nx + flowResolution) % flowResolution;
const ny2 = (y + ny + flowResolution) % flowResolution;
const ni = ny2 * flowResolution + nx2;
avgX += field[ni].x;
avgY += field[ni].y;
count++;
}
}
field[i].x = field[i].x * 0.8 + (avgX / count) * 0.2;
field[i].y = field[i].y * 0.8 + (avgY / count) * 0.2;
}
// Add some organic variation
for (let i = 0; i < field.length * 0.05; i++) {
const idx = Math.floor(Math.random() * field.length);
field[idx].x += (Math.random() - 0.5) * 0.2;
field[idx].y += (Math.random() - 0.5) * 0.2;
}
}
function initParticles() {
for (let i = 0; i < particleCount; i++) {
particles.push(new Particle());
}
}
function updatePulse() {
if (Math.random() < 0.01) {
pulse.target = 0.3 + Math.random() * 1.7;
}
pulse.current += (pulse.target - pulse.current) * pulse.speed;
}
function animate() {
ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
updateFlowField();
updatePulse();
particles.forEach(p => {
p.update();
p.draw();
});
requestAnimationFrame(animate);
}
initFlowField();
initParticles();
animate();
</script>
</body>
</html>