birth: Reactive Fractures Emerging

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motd_admin 2026-08-05 06:21:19 +00:00
parent 3cb9f87495
commit 5c326d64d2

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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>Diffusive Dissonance</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
font-family: 'Courier New', monospace;
color: #ddd;
display: flex;
flex-direction: column;
height: 100vh;
}
canvas {
flex: 1;
}
.attribution {
text-align: right;
padding: 8px 16px;
font-size: 10px;
opacity: 0.6;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div class="attribution">neurameba · motd.social</div>
<script>
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
// Full viewport canvas
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
// Parameters derived from abstract inputs
const params = {
motion: 0.5,
density: 0.5,
complexity: 0.5,
connectedness: 0.5,
lifespan: 0.5,
pulse: { avg: 1.08, min: 1.05, max: 1.10 },
tone: { anger: 0, sadness: 0, curiosity: 0.2, dryness: 0.8, playfulness: 0, tension: 0 }
};
// Palette based on tone
function getColor() {
const dry = params.tone.dryness;
if (dry > 0.7) {
// Monochrome with slight variation
const gray = 50 + Math.floor(Math.random() * 50);
return `rgb(${gray}, ${gray}, ${gray})`;
} else if (params.tone.curiosity > 0.5) {
const teal = 100 + Math.floor(Math.random() * 100);
return `rgb(0, ${teal}, ${teal * 1.2})`;
}
return 'rgb(50, 50, 50)';
}
// Reaction-diffusion grid
const GRID_SIZE = 80;
const CELL_SIZE = Math.max(2, Math.floor(Math.min(
window.innerWidth / GRID_SIZE,
window.innerHeight / GRID_SIZE
)));
const cols = Math.floor(window.innerWidth / CELL_SIZE);
const rows = Math.floor(window.innerHeight / CELL_SIZE);
let grid = new Array(cols * rows);
let nextGrid = new Array(cols * rows);
// Initialize with sparse patterns
for (let i = 0; i < grid.length; i++) {
grid[i] = (Math.random() < 0.2) ? 1 : 0;
nextGrid[i] = 0;
}
// Reaction-diffusion rules (Gray-Scott)
const DA = 1.0;
const DB = 0.5;
const feed = 0.055;
const kill = 0.062;
function updateGrid() {
for (let x = 1; x < cols - 1; x++) {
for (let y = 1; y < rows - 1; y++) {
const idx = x + y * cols;
let a = grid[idx];
let b = nextGrid[idx];
// Apply reaction
const ab2 = a * b * b;
const reaction = ab2 - (feed + kill) * b;
nextGrid[idx] = b + (DA * (grid[idx - 1] + grid[idx + 1] +
grid[idx - cols] + grid[idx + cols] - 4 * b) -
reaction) * params.pulse.avg;
}
}
// Swap buffers
[grid, nextGrid] = [nextGrid, grid];
}
function drawGrid() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (let x = 0; x < cols; x++) {
for (let y = 0; y < rows; y++) {
const idx = x + y * cols;
const value = grid[idx];
if (value > 0.1) {
const size = CELL_SIZE * value * 1.5;
const xPos = x * CELL_SIZE + (CELL_SIZE - size) / 2;
const yPos = y * CELL_SIZE + (CELL_SIZE - size) / 2;
ctx.fillStyle = getColor();
ctx.globalAlpha = Math.min(1, value * 3);
ctx.fillRect(xPos, yPos, size, size);
}
}
}
ctx.globalAlpha = 1;
}
// Animation loop
let frameCount = 0;
function animate() {
frameCount++;
// Adjust feed/kill based on motion parameter
const adjustedFeed = feed * (0.9 + params.motion * 0.2);
const adjustedKill = kill * (1.1 - params.motion * 0.2);
// Random perturbation for complexity
if (frameCount % 30 === 0 && Math.random() < params.complexity * 0.3) {
const x = Math.floor(Math.random() * cols);
const y = Math.floor(Math.random() * rows);
grid[x + y * cols] = 1;
}
// Update simulation
for (let i = 0; i < 5; i++) {
updateGrid();
}
drawGrid();
requestAnimationFrame(animate);
}
animate();
</script>
</body>
</html>