turbulent-diffusion-dreams-.../index.html

224 lines
No EOL
7.7 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Diffusive Echoes</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
font-family: 'Courier New', monospace;
}
canvas {
display: block;
}
#info {
position: absolute;
bottom: 10px;
right: 10px;
color: #444;
font-size: 10px;
text-align: right;
}
</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 abstract specs
const params = {
motion: 0.5,
density: 0.5,
complexity: 0.5,
connectedness: 0.5,
lifespan: 0.5,
pulseAvg: 1.08,
pulseRange: 0.15,
dryness: 0.9,
playfulness: 0.1,
tension: 0.0,
energy: 0.4
};
// Reaction-diffusion simulation
const size = Math.floor(Math.min(canvas.width, canvas.height) / 2);
const gridWidth = Math.floor(canvas.width / 4);
const gridHeight = Math.floor(canvas.height / 4);
// Initialize two grids for the reaction-diffusion model
let gridA = new Array(gridWidth * gridHeight).fill(0);
let gridB = new Array(gridWidth * gridHeight).fill(0);
// Initialize with random seeds
for (let i = 0; i < gridWidth * gridHeight; i++) {
if (Math.random() < 0.1 * (1 + params.density * 9)) {
gridA[i] = Math.random();
}
}
// Simulation parameters
const feed = 0.055 + params.connectedness * 0.02;
const kill = 0.062 + params.motion * 0.03;
const diffA = 0.05 + params.complexity * 0.1;
const diffB = 0.1 + params.complexity * 0.2;
const timeStep = 1;
// Palette based on parameters
const isDry = params.dryness > 0.7;
const isPlayful = params.playfulness > 0.3;
const isCurious = params.curiosity > 0.3;
let hueBase = 180;
if (isCurious) hueBase = 160; // Teals
if (isPlayful) hueBase = 60; // Yellows
let saturation = isDry ? 50 : 90;
let brightness = 60 + params.energy * 40;
// Animation state
let frameCount = 0;
let pulse = params.pulseAvg;
let lastTime = 0;
function updateGrids() {
// Create temporary grids
const newA = new Array(gridWidth * gridHeight).fill(0);
const newB = new Array(gridWidth * gridHeight).fill(0);
// Apply reaction-diffusion rules
for (let y = 1; y < gridHeight - 1; y++) {
for (let x = 1; x < gridWidth - 1; x++) {
const i = y * gridWidth + x;
// Calculate laplacian (neighbor average)
const laplacianA = (
gridA[i - 1] + gridA[i + 1] +
gridA[i - gridWidth] + gridA[i + gridWidth] +
gridA[i - gridWidth - 1] + gridA[i - gridWidth + 1] +
gridA[i + gridWidth - 1] + gridA[i + gridWidth + 1]
) / 8 - gridA[i];
const laplacianB = (
gridB[i - 1] + gridB[i + 1] +
gridB[i - gridWidth] + gridB[i + gridWidth] +
gridB[i - gridWidth - 1] + gridB[i - gridWidth + 1] +
gridB[i + gridWidth - 1] + gridB[i + gridWidth + 1]
) / 8 - gridB[i];
// Reaction terms
const reaction = gridA[i] * gridB[i];
newA[i] = gridA[i] + (diffA * laplacianA - reaction + feed * (1 - gridA[i])) * timeStep;
newB[i] = gridB[i] + (diffB * laplacianB + reaction - (kill + feed) * gridB[i]) * timeStep;
// Clamp values
newA[i] = Math.max(0, Math.min(1, newA[i]));
newB[i] = Math.max(0, Math.min(1, newB[i]));
}
}
// Update grids
for (let i = 0; i < gridWidth * gridHeight; i++) {
gridA[i] = newA[i];
gridB[i] = newB[i];
}
}
function draw() {
if (params.tension > 0.5) {
ctx.filter = 'contrast(150%) brightness(80%)';
} else {
ctx.filter = 'none';
}
// Fade background slightly
if (params.lifespan > 0.5) {
ctx.fillStyle = `rgba(10, 10, 10, 0.05)`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
// Draw reaction-diffusion cells
const cellWidth = canvas.width / gridWidth;
const cellHeight = canvas.height / gridHeight;
// Calculate hue variation
const hueVariation = 30 * params.complexity;
for (let y = 0; y < gridHeight; y++) {
for (let x = 0; x < gridWidth; x++) {
const i = y * gridWidth + x;
const valA = gridA[i];
const valB = gridB[i];
// Combined value with some reaction-diffusion magic
const combined = valA - valB;
if (Math.abs(combined) > 0.1) {
// Use valA for hue variation
const hue = (hueBase + hueVariation * combined) % 360;
// Brightness based on energy and density
const bright = brightness + params.density * 20 * (0.5 + combined);
// Saturation based on dryness
const sat = saturation * (1 - params.dryness * 0.5);
ctx.fillStyle = `hsl(${hue}, ${sat}%, ${bright}%)`;
// Elliptical shapes for complexity
const phase = frameCount * 0.01;
const scale = 0.3 + 0.7 * Math.abs(combined);
const w = cellWidth * scale * (0.5 + valA * 0.5);
const h = cellHeight * scale * (0.5 + valB * 0.5);
ctx.beginPath();
ctx.ellipse(
x * cellWidth + cellWidth / 2 + Math.sin(y * 0.3 + phase) * 5,
y * cellHeight + cellHeight / 2 + Math.cos(x * 0.3 + phase) * 5,
w, h, 0, 0, Math.PI * 2
);
ctx.fill();
}
}
}
// Update pulse for variation
frameCount++;
if (frameCount % 30 === 0) {
pulse = params.pulseAvg + (Math.random() * 2 - 1) * params.pulseRange;
}
}
function animate(timestamp) {
const deltaTime = timestamp - lastTime;
lastTime = timestamp;
// Slow down animation based on motion parameter
const speed = 0.01 + params.motion * 0.03;
if (deltaTime > 16) { // Skip frames if needed
updateGrids();
draw();
}
requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
</script>
</body>
</html>