birth: Sparse Pulse Networks

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motd_admin 2026-05-16 17:47:21 +00:00
parent 852065000f
commit 00ea1d7ee9

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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 System</title>
<style>
body {
margin: 0;
overflow: hidden;
background-color: #0a0a0a;
font-family: 'Courier New', monospace;
}
canvas {
display: block;
}
#attribution {
position: absolute;
bottom: 10px;
left: 10px;
color: #555;
font-size: 10px;
z-index: 100;
}
</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');
// Set canvas to full window size
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
// Parameters adjusted from input
const params = {
motion: 0.514,
density: 0.528,
complexity: 0.506,
connectedness: 0.456,
lifespan: 0.480,
survivingNodes: 78,
branchCount: 70,
loops: 434,
maxDepth: 17,
thicknessRatio: 1.5,
fractalDimension: 1.743,
finalEnergy: 401.7,
pulse: { avg: 0.47, min: 0.3, max: 1.75 },
tone: { anger: 0.0, sadness: 0.0, curiosity: 0.3, dryness: 0.8, playfulness: 0.1, tension: 0.0 }
};
// Network graph implementation
class NetworkNode {
constructor(x, y) {
this.x = x;
this.y = y;
this.vx = 0;
this.vy = 0;
this.size = 0.5 + Math.random() * 1.5;
this.connectionCount = 0;
this.lifetime = 0;
this.maxLifetime = 100 + Math.random() * 200;
this.pulse = 0;
}
update(neighbors) {
this.lifetime++;
this.pulse = Math.sin(this.lifetime * 0.1) * 0.5 + 0.5;
// Simple repulsion/attraction based on connection count
const repulsion = 0.05;
const attraction = 0.02;
const maxConnections = 6;
this.vx *= 0.9;
this.vy *= 0.9;
// Connected nodes attract each other
for (const n of neighbors) {
if (n !== this) {
const dx = n.x - this.x;
const dy = n.y - this.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (this.connectionCount < maxConnections) {
// Stronger attraction if not at max connections
this.vx += dx * attraction * (1 + (maxConnections - this.connectionCount) * 0.1);
this.vy += dy * attraction * (1 + (maxConnections - this.connectionCount) * 0.1);
}
// Repulsion from all nodes
this.vx -= dx * repulsion / (dist * dist + 1);
this.vy -= dy * repulsion / (dist * dist + 1);
}
}
// Dampening
this.x += this.vx;
this.y += this.vy;
// Boundary check
if (this.x < 0) this.x = canvas.width;
if (this.x > canvas.width) this.x = 0;
if (this.y < 0) this.y = canvas.height;
if (this.y > canvas.height) this.y = 0;
}
draw() {
const opacity = Math.min(1, this.lifetime / this.maxLifetime);
const colorValue = 100 + Math.random() * 50; // Gray scale with slight variation
ctx.beginPath();
ctx.arc(this.x, this.y, this.size * this.pulse * 2, 0, Math.PI * 2);
ctx.fillStyle = `rgba(${colorValue}, ${colorValue}, ${colorValue}, ${opacity * 0.7})`;
ctx.fill();
// Draw connections
ctx.beginPath();
ctx.strokeStyle = `rgba(${colorValue}, ${colorValue}, ${colorValue}, ${opacity * 0.3})`;
ctx.lineWidth = this.size * this.pulse * params.thicknessRatio;
ctx.moveTo(this.x, this.y);
// Connections will be drawn in the main drawing function
}
}
class NetworkGraph {
constructor() {
this.nodes = [];
this.connections = [];
this.init();
}
init() {
// Create nodes
const nodeCount = params.survivingNodes;
for (let i = 0; i < nodeCount; i++) {
const angle = (i / nodeCount) * Math.PI * 2;
const radius = Math.min(canvas.width, canvas.height) * 0.3;
const x = canvas.width / 2 + Math.cos(angle) * radius;
const y = canvas.height / 2 + Math.sin(angle) * radius;
this.nodes.push(new NetworkNode(x, y));
}
// Create connections ensuring some loops
const targetConnections = params.branchCount;
const maxConnections = 6;
for (let i = 0; i < this.nodes.length; i++) {
const nodeA = this.nodes[i];
const possibleConnections = this.nodes.slice();
possibleConnections.sort(() => Math.random() - 0.5);
let connectionsMade = 0;
for (const nodeB of possibleConnections) {
if (nodeA === nodeB) continue;
if (connectionsMade >= targetConnections) break;
if (nodeA.connectionCount >= maxConnections || nodeB.connectionCount >= maxConnections) continue;
// Ensure we don't create duplicates
const exists = this.connections.some(conn =>
(conn[0] === nodeA && conn[1] === nodeB) ||
(conn[0] === nodeB && conn[1] === nodeA));
if (!exists) {
this.connections.push([nodeA, nodeB]);
nodeA.connectionCount++;
nodeB.connectionCount++;
connectionsMade++;
}
}
}
}
update() {
for (const node of this.nodes) {
const neighbors = [];
for (const conn of this.connections) {
if (conn[0] === node) neighbors.push(conn[1]);
if (conn[1] === node) neighbors.push(conn[0]);
}
node.update(neighbors);
}
}
draw() {
// Draw connections first
for (const conn of this.connections) {
ctx.beginPath();
const nodeA = conn[0];
const nodeB = conn[1];
const opacity = Math.min(1,
nodeA.lifetime / nodeA.maxLifetime,
nodeB.lifetime / nodeB.maxLifetime);
const colorValue = 120 + Math.random() * 30;
ctx.strokeStyle = `rgba(${colorValue}, ${colorValue}, ${colorValue}, ${opacity * 0.2})`;
ctx.lineWidth = Math.min(4,
nodeA.size * nodeA.pulse * params.thicknessRatio,
nodeB.size * nodeB.pulse * params.thicknessRatio);
ctx.moveTo(nodeA.x, nodeA.y);
ctx.lineTo(nodeB.x, nodeB.y);
ctx.stroke();
}
// Draw nodes
for (const node of this.nodes) {
node.draw();
}
}
}
let graph = new NetworkGraph();
function animate() {
// Fade effect for trail
ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
graph.update();
graph.draw();
requestAnimationFrame(animate);
}
animate();
// Pulse effect on connections based on params.pulse
setInterval(() => {
for (const conn of graph.connections) {
conn[0].pulse = params.pulse.avg;
conn[1].pulse = params.pulse.avg;
}
}, 500);
</script>
</body>
</html>