birth: Pulsing Neural Constellations

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motd_admin 2026-03-27 01:47:21 +00:00
parent 7a080114bc
commit 3015aa62f6

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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 · motd.social</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
height: 100vh;
font-family: 'Courier New', monospace;
color: #e0e0e0;
}
canvas {
display: block;
touch-action: none;
}
#attribution {
position: fixed;
bottom: 10px;
left: 50%;
transform: translateX(-50%);
font-size: 0.6rem;
opacity: 0.5;
pointer-events: none;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div id="attribution">neurameba · motd.social</div>
<script>
(function() {
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 organism
const MOTION = 0.559;
const DENSITY = 0.451;
const COMPLEXITY = 0.556;
const CONNECTEDNESS = 0.483;
const LIFESPAN = 0.513;
const PULSE_AVG = 0.42;
const PULSE_MIN = 0.30;
const PULSE_MAX = 2.00;
const DRYNESS = 0.90;
// Network parameters
const NODE_COUNT = 144;
const BRANCH_COUNT = 135;
const LOOP_COUNT = 1342;
const MAX_DEPTH = 23;
const THICKNESS_RATIO = 1.25;
const FRACTAL_DIM = 1.143;
const FINAL_ENERGY = 14015.1;
// State
const nodes = [];
const edges = [];
const nodeRadius = Math.max(2, 2 + 6 * DENSITY * COMPLEXITY);
const edgeThickness = 0.5 + 2 * THICKNESS_RATIO * DRYNESS;
const pulseSpeed = 0.002 + 0.02 * MOTION;
const pulseVariation = 0.1 + 0.9 * (PULSE_AVG - PULSE_MIN) / (PULSE_MAX - PULSE_MIN);
// Initialize network
function initNetwork() {
// Create nodes with fractal distribution
for (let i = 0; i < NODE_COUNT; i++) {
const angle = Math.random() * Math.PI * 2;
const radius = Math.sqrt(Math.random()) * Math.min(canvas.width, canvas.height) * 0.4;
nodes.push({
id: i,
x: canvas.width/2 + Math.cos(angle) * radius,
y: canvas.height/2 + Math.sin(angle) * radius,
baseX: canvas.width/2 + Math.cos(angle) * radius,
baseY: canvas.height/2 + Math.sin(angle) * radius,
size: nodeRadius * (0.8 + 0.2 * Math.random()),
energy: 100 + Math.random() * 100,
connections: [],
targetConnections: Math.floor(1 + BRANCH_COUNT * CONNECTEDNESS / NODE_COUNT),
pulse: 0,
pulseDirection: Math.random() > 0.5 ? 1 : -1,
depth: 0
});
}
// Create network structure with loops
for (let i = 0; i < LOOP_COUNT; i++) {
const from = Math.floor(Math.random() * NODE_COUNT);
const to = Math.floor(Math.random() * NODE_COUNT);
if (from !== to && !nodes[from].connections.includes(to) && nodes[from].connections.length < nodes[from].targetConnections) {
nodes[from].connections.push(to);
edges.push({
from: from,
to: to,
distance: 0,
maxDistance: Math.sqrt(
Math.pow(nodes[to].x - nodes[from].x, 2) +
Math.pow(nodes[to].y - nodes[from].y, 2)
),
energy: 10 + Math.random() * 20,
pulse: 0
});
}
}
// Improve network connectivity
for (let i = 0; i < NODE_COUNT; i++) {
if (nodes[i].connections.length < nodes[i].targetConnections) {
const unconnected = nodes.filter(n => !nodes[i].connections.includes(n.id) && n.id !== i);
if (unconnected.length > 0) {
const target = unconnected[Math.floor(Math.random() * unconnected.length)];
nodes[i].connections.push(target.id);
edges.push({
from: i,
to: target.id,
distance: 0,
maxDistance: Math.sqrt(
Math.pow(target.x - nodes[i].x, 2) +
Math.pow(target.y - nodes[i].y, 2)
),
energy: 10 + Math.random() * 20,
pulse: 0
});
}
}
}
// Calculate node depths (for rendering hierarchy)
const visited = new Set();
const queue = [{node: 0, depth: 0}];
while (queue.length > 0) {
const {node, depth} = queue.shift();
if (visited.has(node)) continue;
visited.add(node);
nodes[node].depth = depth;
for (const neighbor of nodes[node].connections) {
queue.push({node: neighbor, depth: depth + 1});
}
}
// Normalize depths for rendering
const maxDepth = Math.max(...nodes.map(n => n.depth), 1);
nodes.forEach(n => {
n.normalizedDepth = n.depth / maxDepth;
});
}
// Animation variables
let time = 0;
let energy = FINAL_ENERGY * (0.9 + 0.2 * Math.random());
let globalPulse = 0;
function updateNodes() {
time += pulseSpeed;
// Update node pulses
nodes.forEach(node => {
// Flicker based on global pulse
const pulseEffect = 0.8 + 0.2 * Math.sin(globalPulse * pulseVariation + node.id * 0.3);
// Movement based on energy decay
const energyFactor = 1 - (1 - LIFESPAN) * 0.01;
energy *= energyFactor;
// Soft random walk
node.pulse += 0.01 * node.pulseDirection * energyFactor;
if (Math.random() < 0.01 * MOTION) {
node.baseX += (Math.random() - 0.5) * 2 * energyFactor;
node.baseY += (Math.random() - 0.5) * 2 * energyFactor;
}
// Clamp to canvas with margin
const margin = 50;
node.baseX = Math.max(margin, Math.min(canvas.width - margin, node.baseX));
node.baseY = Math.max(margin, Math.min(canvas.height - margin, node.baseY));
// Smooth movement toward target
node.x += (node.baseX - node.x) * 0.1 * energyFactor;
node.y += (node.baseY - node.y) * 0.1 * energyFactor;
// Update pulse
node.pulse = (node.pulse + 0.05) % (Math.PI * 2);
});
// Update edge pulses and distances
edges.forEach(edge => {
const fromNode = nodes[edge.from];
const toNode = nodes[edge.to];
// Calculate dynamic distance based on node states
const targetDistance = Math.sqrt(
Math.pow(toNode.x - fromNode.x, 2) +
Math.pow(toNode.y - fromNode.y, 2)
) * (0.9 + 0.2 * Math.sin(edge.pulse * 0.5));
edge.distance = targetDistance;
edge.pulse = (edge.pulse + 0.02 + 0.08 * Math.random()) % (Math.PI * 2);
});
// Update global pulse
globalPulse = (globalPulse + 0.01) % (Math.PI * 2);
}
function draw() {
// Clear with subtle trails
ctx.fillStyle = 'rgba(10, 10, 10, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw edges (network connections)
ctx.lineCap = 'round';
edges.forEach(edge => {
const fromNode = nodes[edge.from];
const toNode = nodes[edge.to];
// Color based on energy and dryness
const energyRatio = edge.energy / 40;
const gray = 50 + 150 * DRYNESS * (1 - energyRatio);
const alpha = 0.3 + 0.4 * energyRatio * (0.7 + 0.3 * Math.sin(edge.pulse));
ctx.strokeStyle = `rgba(${gray}, ${gray}, ${gray}, ${alpha})`;
ctx.lineWidth = edgeThickness * (0.5 + 0.5 * Math.sin(edge.pulse));
ctx.beginPath();
ctx.moveTo(fromNode.x, fromNode.y);
ctx.lineTo(toNode.x, toNode.y);
ctx.stroke();
});
// Draw nodes (with depth sorting)
const sortedNodes = [...nodes].sort((a, b) => {
return b.normalizedDepth - a.normalizedDepth;
});
sortedNodes.forEach(node => {
// Glow effect based on pulse
const glow = Math.max(0,
0.3 * Math.sin(node.pulse) +
0.2 * Math.sin(globalPulse + node.id * 0.3)
);
// Node color - very dry (monochrome)
const gray = 200 + 55 * glow;
const size = node.size * (0.9 + 0.2 * Math.sin(node.pulse));
// Draw glow
ctx.beginPath();
ctx.arc(node.x, node.y, size * 1.5, 0, Math.PI * 2);
ctx.fillStyle = `rgba(${gray}, ${gray}, ${gray}, ${0.1 * glow})`;
ctx.fill();
// Draw node
ctx.beginPath();
ctx.arc(node.x, node.y, size, 0, Math.PI * 2);
ctx.fillStyle = `rgb(${gray}, ${gray}, ${gray})`;
ctx.fill();
// Inner highlight for depth
ctx.beginPath();
ctx.arc(node.x, node.y, size * 0.4, 0, Math.PI * 2);
ctx.fillStyle = `rgba(255, 255, 255, 0.2)`;
ctx.fill();
});
}
function animate() {
updateNodes();
draw();
requestAnimationFrame(animate);
}
initNetwork();
animate();
})();
</script>
</body>
</html>