birth: Whispering Web of Echoes
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index.html
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233
index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Recursive Networks</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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background: #0a0a0a;
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font-family: monospace;
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color: #555;
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}
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#canvas {
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display: block;
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}
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#info {
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position: absolute;
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bottom: 20px;
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left: 0;
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right: 0;
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text-align: center;
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font-size: 10px;
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opacity: 0.5;
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}
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</style>
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</head>
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<body>
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<canvas id="canvas"></canvas>
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<div id="info">neurameba · motd.social</div>
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<script>
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const canvas = document.getElementById('canvas');
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const ctx = canvas.getContext('2d');
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function resize() {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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}
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window.addEventListener('resize', resize);
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resize();
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// Parameters derived from input
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const motion = 0.5;
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const density = 0.5;
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const complexity = 0.5;
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const connectedness = 0.5;
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const lifespan = 0.5;
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const pulseAvg = 1.05;
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const pulseMin = 1.0;
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const pulseMax = 1.1;
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const dryness = 0.8;
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// Network parameters
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const nodeCount = Math.floor(100 + density * 400);
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const maxConnections = Math.floor(1 + connectedness * 5);
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const branchFactor = 1 + complexity * 1.5;
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const reconnectionProb = 0.3;
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// Network state
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const nodes = [];
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const edges = [];
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let time = 0;
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// Initialize network
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for (let i = 0; i < nodeCount; i++) {
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nodes.push({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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radius: 2 + Math.random() * 4 * density,
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vx: (Math.random() - 0.5) * motion * 2,
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vy: (Math.random() - 0.5) * motion * 2,
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connections: [],
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energy: 0.5 + Math.random() * 0.5 * lifespan
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});
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}
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// Connect nodes
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for (let i = 0; i < nodeCount; i++) {
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const node = nodes[i];
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const connectionCount = Math.floor(Math.random() * maxConnections);
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const neighbors = [];
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for (let j = 0; j < nodeCount; j++) {
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if (i === j) continue;
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const dist = Math.hypot(nodes[j].x - node.x, nodes[j].y - node.y);
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if (dist < 200 * (1 - density)) {
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neighbors.push(j);
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}
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}
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// Sort by proximity
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neighbors.sort((a, b) => {
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const distA = Math.hypot(nodes[a].x - node.x, nodes[a].y - node.y);
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const distB = Math.hypot(nodes[b].x - node.x, nodes[b].y - node.y);
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return distA - distB;
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});
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// Take closest ones
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for (let j = 0; j < Math.min(connectionCount, neighbors.length); j++) {
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const target = neighbors[j];
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if (!nodes[target].connections.includes(i) &&
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node.connections.length < maxConnections) {
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node.connections.push(target);
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nodes[target].connections.push(i);
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edges.push({
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from: i,
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to: target,
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strength: 0.5 + Math.random() * 0.5,
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birth: time
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});
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}
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}
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}
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// Age edges
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function ageEdges() {
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for (let i = edges.length - 1; i >= 0; i--) {
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if (Math.random() < 0.01) {
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edges.splice(i, 1);
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}
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}
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}
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// Network update
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function update() {
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time += 0.016;
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// Pulse
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const pulse = pulseMin + (pulseMax - pulseMin) * 0.5 * (1 + Math.sin(time * 0.5));
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// Update nodes
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for (const node of nodes) {
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// Movement
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node.x += node.vx * pulse;
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node.y += node.vy * pulse;
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// Boundary check
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if (node.x < 0) { node.x = canvas.width; node.vx *= -1; }
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if (node.x > canvas.width) { node.x = 0; node.vx *= -1; }
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if (node.y < 0) { node.y = canvas.height; node.vy *= -1; }
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if (node.y > canvas.height) { node.y = 0; node.vy *= -1; }
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// Energy decay
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node.energy *= 0.998;
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}
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// Add new edges based on proximity and connectedness
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for (let i = 0; i < nodeCount; i++) {
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const node = nodes[i];
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if (Math.random() < 0.01 * reconnectionProb) {
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// Find closest node not already connected
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let closest = null;
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let closestDist = Infinity;
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for (let j = 0; j < nodeCount; j++) {
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if (i === j) continue;
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if (node.connections.includes(j)) continue;
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const dist = Math.hypot(nodes[j].x - node.x, nodes[j].y - node.y);
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if (dist < 200 * (1 - density) && dist < closestDist) {
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closest = j;
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closestDist = dist;
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}
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}
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if (closest !== null && node.connections.length < maxConnections) {
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node.connections.push(closest);
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nodes[closest].connections.push(i);
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edges.push({
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from: i,
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to: closest,
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strength: 0.3 + Math.random() * 0.7,
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birth: time
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});
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}
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}
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}
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ageEdges();
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}
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// Drawing
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function draw() {
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// Clear with slight trail
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ctx.fillStyle = `rgba(10, 10, 10, ${0.9 - lifespan * 0.4})`;
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Draw edges
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ctx.lineWidth = 1;
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for (const edge of edges) {
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const fromNode = nodes[edge.from];
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const toNode = nodes[edge.to];
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const age = time - edge.birth;
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const strength = edge.strength * (1 - age * 0.001);
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if (strength <= 0) continue;
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// Fade based on node energy
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const energy = (fromNode.energy + toNode.energy) * 0.5;
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const alpha = strength * energy * (1 - dryness * 0.3);
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ctx.strokeStyle = `rgba(220, 220, 220, ${alpha})`;
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ctx.beginPath();
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ctx.moveTo(fromNode.x, fromNode.y);
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ctx.lineTo(toNode.x, toNode.y);
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ctx.stroke();
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}
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// Draw nodes
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for (const node of nodes) {
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const pulse = pulseMin + (pulseMax - pulseMin) * 0.5 * (1 + Math.sin(time * 0.5));
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const radius = node.radius * pulse * node.energy;
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// Fade based on energy
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const alpha = node.energy * (1 - dryness * 0.5);
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ctx.fillStyle = `rgba(255, 255, 255, ${alpha})`;
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ctx.beginPath();
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ctx.arc(node.x, node.y, radius, 0, Math.PI * 2);
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ctx.fill();
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}
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}
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function animate() {
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update();
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draw();
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requestAnimationFrame(animate);
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}
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animate();
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</script>
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</body>
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</html>
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