birth: Fractal Drift in Static
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index.html
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141
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>Fractal Drift</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: #000;
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display: flex;
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justify-content: center;
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align-items: center;
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height: 100vh;
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user-select: none;
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}
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canvas {
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display: block;
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}
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#attribution {
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position: absolute;
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bottom: 10px;
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color: rgba(255, 255, 255, 0.3);
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font-family: monospace;
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font-size: 10px;
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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="attribution">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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// Set canvas to full window size
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function resizeCanvas() {
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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', resizeCanvas);
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resizeCanvas();
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// Strange attractor parameters
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const params = {
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a: 1.4,
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b: 2.3,
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c: 0.2,
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d: 1.1,
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e: 1.0,
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f: 1.0,
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scale: 100,
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motion: 0.5,
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density: 0.5,
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complexity: 0.5,
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connectedness: 0.5,
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lifespan: 0.5,
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hue: 180,
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pulse: 1.08
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};
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// Generate points
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let points = [];
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const maxPoints = 1000 * params.density;
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function generatePoints() {
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const centerX = canvas.width / 2;
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const centerY = canvas.height / 2;
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for (let i = 0; i < maxPoints; i++) {
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points.push({
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x: centerX + (Math.random() - 0.5) * 200,
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y: centerY + (Math.random() - 0.5) * 200,
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vx: 0,
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vy: 0,
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life: 0,
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size: 1 + Math.random() * 2 * params.complexity
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});
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}
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}
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generatePoints();
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// Animation
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function animate() {
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// Dim background for glow effect
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ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Update parameters based on pulse
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const pulseVariation = (Math.random() * 0.05 + 0.95) * params.pulse;
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const attractScale = params.scale * pulseVariation;
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const motionScale = params.motion * pulseVariation;
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// Draw and update points
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for (let i = 0; i < points.length; i++) {
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const p = points[i];
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p.life += (0.01 * params.lifespan);
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// Strange attractor equations
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const x = p.x - canvas.width/2;
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const y = p.y - canvas.height/2;
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const xn = Math.sin(params.a * y) - Math.cos(params.b * x);
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const yn = Math.sin(params.c * x) - Math.cos(params.d * y);
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p.vx = xn * attractScale * motionScale;
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p.vy = yn * attractScale * motionScale;
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// Apply velocity with some damping
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p.x += p.vx * (0.01 + 0.01 * params.motion);
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p.y += p.vy * (0.01 + 0.01 * params.motion);
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// Calculate size based on life and complexity
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const size = p.size * (0.5 + 0.5 * Math.sin(p.life * 2 * Math.PI * params.complexity));
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// Draw with dryness-inspired monochrome palette
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const alpha = 0.2 + 0.8 * Math.sin(p.life * 2 * Math.PI * params.connectedness);
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const brightness = 10 + 90 * (1 - params.dryness) + 40 * Math.sin(p.life * 2);
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ctx.fillStyle = `rgba(${brightness}, ${brightness}, ${brightness}, ${alpha})`;
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ctx.beginPath();
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ctx.arc(p.x, p.y, size, 0, Math.PI * 2);
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ctx.fill();
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// Occasionally reset points to keep things alive
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if (Math.random() < 0.001 * params.lifespan) {
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p.x = canvas.width/2 + (Math.random() - 0.5) * 200;
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p.y = canvas.height/2 + (Math.random() - 0.5) * 200;
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p.life = 0;
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}
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}
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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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