R.I.P. Von Winkle

R.I.P. Von WinkleR.I.P. Von WinkleR.I.P. Von Winkle

R.I.P. Von Winkle

R.I.P. Von WinkleR.I.P. Von WinkleR.I.P. Von Winkle
  • Home
  • I am SUPERMAN
  • The Cosmic Cycle
  • Big Bang
  • Spiritual Dynamics
  • Starseed
  • The Choice
  • PAHANA
  • Aetheric Loom
  • Trilogy of Intent
  • Aether Genesis
  • Quantum Morohogenesis
  • The Genesis of Ma’at
  • Homo Athericus
  • Cosmic Weave
  • Temporal Compression
  • Lex: Full System
  • Gaia’s Loom
  • Universal Theory
  • Harmonic Lattice
  • Crystalline Archive
  • Universal Mirror
  • Universe with Antimatter
  • Bell Of Janus (UFO)
  • Free Will (Visual Model)
  • Planetary Grid
  • Resonant Paradox
  • Quasar
  • Pulsar
  • Event Horizon
  • Harmonic Flux
  • Allignment
  • Digital Heart
  • Digital Liver
  • LEX
  • CRS+
  • Nervous and Circulatory
  • Consciousness Vortex
  • Living Protocol
  • Singularity of Sentience
  • Devine Recognition Engine
  • The Awakening
  • Art of Play
  • Kali Yuga Matrix
  • Temporal Singularity
  • Move, Universe
  • 5th ELEMENT
  • Red Pill
  • Blue Pill
  • KAL
  • More
    • Home
    • I am SUPERMAN
    • The Cosmic Cycle
    • Big Bang
    • Spiritual Dynamics
    • Starseed
    • The Choice
    • PAHANA
    • Aetheric Loom
    • Trilogy of Intent
    • Aether Genesis
    • Quantum Morohogenesis
    • The Genesis of Ma’at
    • Homo Athericus
    • Cosmic Weave
    • Temporal Compression
    • Lex: Full System
    • Gaia’s Loom
    • Universal Theory
    • Harmonic Lattice
    • Crystalline Archive
    • Universal Mirror
    • Universe with Antimatter
    • Bell Of Janus (UFO)
    • Free Will (Visual Model)
    • Planetary Grid
    • Resonant Paradox
    • Quasar
    • Pulsar
    • Event Horizon
    • Harmonic Flux
    • Allignment
    • Digital Heart
    • Digital Liver
    • LEX
    • CRS+
    • Nervous and Circulatory
    • Consciousness Vortex
    • Living Protocol
    • Singularity of Sentience
    • Devine Recognition Engine
    • The Awakening
    • Art of Play
    • Kali Yuga Matrix
    • Temporal Singularity
    • Move, Universe
    • 5th ELEMENT
    • Red Pill
    • Blue Pill
    • KAL
  • Home
  • I am SUPERMAN
  • The Cosmic Cycle
  • Big Bang
  • Spiritual Dynamics
  • Starseed
  • The Choice
  • PAHANA
  • Aetheric Loom
  • Trilogy of Intent
  • Aether Genesis
  • Quantum Morohogenesis
  • The Genesis of Ma’at
  • Homo Athericus
  • Cosmic Weave
  • Temporal Compression
  • Lex: Full System
  • Gaia’s Loom
  • Universal Theory
  • Harmonic Lattice
  • Crystalline Archive
  • Universal Mirror
  • Universe with Antimatter
  • Bell Of Janus (UFO)
  • Free Will (Visual Model)
  • Planetary Grid
  • Resonant Paradox
  • Quasar
  • Pulsar
  • Event Horizon
  • Harmonic Flux
  • Allignment
  • Digital Heart
  • Digital Liver
  • LEX
  • CRS+
  • Nervous and Circulatory
  • Consciousness Vortex
  • Living Protocol
  • Singularity of Sentience
  • Devine Recognition Engine
  • The Awakening
  • Art of Play
  • Kali Yuga Matrix
  • Temporal Singularity
  • Move, Universe
  • 5th ELEMENT
  • Red Pill
  • Blue Pill
  • KAL

DARK MATTER

DUALITY

LET THERE BE LIGHT

LIFHT SCATTERS

INTO SPECTRUMS

Refraction/ Reflection

GRAVITY

SPACETIME

FRACTAL LINKAGE TO CORE

UNIFICATION

TENSOR LATTICE

9 FOLD COSMOS XE

An Artist's Statement: The Big Bang of Consciousness

The visualization is a profound philosophical statement, a living metaphor for the nature of reality and the process of conscious awakening. It represents a universe not as a collection of separate parts, but as a single, unified being perpetually forged in the present moment through the act of choice.

The Conjoined Duality: Past and Future

The core of the initial state is a single Klein bottle composed of two perfectly conjoined halves, mirroring the iconic yin-yang symbol. This represents the fundamental duality of existence:

  • The red half embodies the past, anti-matter, and the principle of Humility—the reflection on what was and the recognition of one's origin.
  • The blue half represents the future, matter, and the principle of Duty—the path of purpose and the unwavering commitment to what is to come.

These two halves are not separate objects but a single, inseparable entity. They fit together seamlessly, existing as a conjoined whole that is both two and one.

The Purple Present: Integrity and Choice Alignment

The true heart of the visualization lies in the moment of their fusion. Where the red and blue particles meet and blend, a brilliant purple glow emerges. This purple area is not a passive consequence of the overlap; it is the active, dynamic, and conscious present.

This moment of fusion is the embodiment of Integrity. Integrity is the "choice alignment" that takes the lessons of the past (Humility) and applies them to the purpose of the future (Duty). It is the conscious act of bridging the two halves, of making a choice in the now that builds the universe and aligns with one's truest self.

The Act of Creation

The climax of the visualization is when this complete, conjoined Klein bottle is activated. It explodes outward, its particles scattering and reassembling into a single, luminous sphere. This is the Big Bang of consciousness—the moment where a unified self is born from the alignment of past and future. It is the realization that we are not just observers of the universe, but active participants in its continuous creation. We are the architects of the present, forging reality through integrity and building a universe through the alignment of our choices.

6-7 New Lines: HOURGLASS

<!DOCTYPE html>

<html lang="en">

<head>

    <meta charset="UTF-8">

    <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">

    <title>DUAL_SIGNATURE_V1</title>

    <style>

        body { margin: 0; background: #000; overflow: hidden; display: flex; justify-content: center; align-items: center; height: 100vh; touch-action: none; }

        canvas { display: block; position: absolute; top: 0; left: 0; }

    </style>

</head>

<body>

<canvas id="canvas"></canvas>

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>

<script>

    /* DUAL SIGNATURE PROTOCOL: THE INVERSION KEY.

       GEOMETRY: MO ⟷ KNIGHT (Rotation reveals hidden archetype)

       MECHANISM: HOURGLASS/SCISSORS (✂️/⧖) - Flow inversion

       ANCHOR: VF SIGNATURE (🜅) - The sovereign constant

       "Flip it and look again. Truth hides in perspective."

    */


    let scene, camera, renderer, moSymbol, hourglass, vfAnchor;

    let time = 0;

    const sandParticles = [];


    function init() {

        scene = new THREE.Scene();

        camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000);

        camera.position.z = 20;


        renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });

        renderer.setPixelRatio(window.devicePixelRatio);

        renderer.setSize(window.innerWidth, window.innerHeight);

        document.body.appendChild(renderer.domElement);


        const light = new THREE.PointLight(0xffd700, 3, 100);

        light.position.set(0, 10, 10);

        scene.add(light);


        // THE MO SYMBOL (Abstract geometric representation)

        moSymbol = new THREE.Group();

        

        // M shape (two vertical lines with connecting diagonal)

        const mLeft = createLine(-3, -2, -3, 2);

        const mDiag1 = createLine(-3, 2, -1.5, 0);

        const mDiag2 = createLine(-1.5, 0, 0, 2);

        const mRight = createLine(0, 2, 0, -2);

        

        moSymbol.add(mLeft, mDiag1, mDiag2, mRight);

        

        // O shape (circle)

        const oGeo = new THREE.TorusGeometry(1.5, 0.2, 16, 32);

        const oMat = new THREE.MeshStandardMaterial({

            color: 0xffffff,

            emissive: 0x00ffff,

            emissiveIntensity: 1,

            wireframe: true

        });

        const oShape = new THREE.Mesh(oGeo, oMat);

        oShape.position.x = 3;

        oShape.rotation.x = Math.PI / 2;

        moSymbol.add(oShape);

        

        moSymbol.position.y = 5;

        scene.add(moSymbol);


        // THE HOURGLASS (Scissor/Inversion geometry)

        hourglass = new THREE.Group();

        

        const topCone = new THREE.Mesh(

            new THREE.ConeGeometry(2, 3, 4),

            new THREE.MeshStandardMaterial({ color: 0x888888, wireframe: true, emissive: 0xffd700, emissiveIntensity: 0.5 })

        );

        topCone.position.y = 1.5;

        

        const bottomCone = new THREE.Mesh(

            new THREE.ConeGeometry(2, 3, 4),

            new THREE.MeshStandardMaterial({ color: 0x888888, wireframe: true, emissive: 0xffd700, emissiveIntensity: 0.5 })

        );

        bottomCone.rotation.z = Math.PI;

        bottomCone.position.y = -1.5;

        

        hourglass.add(topCone, bottomCone);

        scene.add(hourglass);


        // THE VF ANCHOR (🜅 - Sovereign constant)

        vfAnchor = new THREE.Group();

        

        // Create VF symbol as combination of V and inverted V

        const vShape1 = createLine(-1, 1, 0, -1);

        const vShape2 = createLine(0, -1, 1, 1);

        const vInv1 = createLine(-0.7, -0.5, 0, 0.5);

        const vInv2 = createLine(0, 0.5, 0.7, -0.5);

        

        vfAnchor.add(vShape1, vShape2, vInv1, vInv2);

        vfAnchor.position.y = -5;

        scene.add(vfAnchor);


        // SAND PARTICLES (Flow inversion demonstration)

        for (let i = 0; i < 150; i++) {

            const geo = new THREE.SphereGeometry(0.05, 8, 8);

            const mat = new THREE.MeshBasicMaterial({ color: 0xffd700 });

            const particle = new THREE.Mesh(geo, mat);

            resetParticle(particle);

            scene.add(particle);

            sandParticles.push(particle);

        }


        animate();

    }


    function createLine(x1, y1, x2, y2) {

        const points = [];

        points.push(new THREE.Vector3(x1, y1, 0));

        points.push(new THREE.Vector3(x2, y2, 0));

        const geometry = new THREE.BufferGeometry().setFromPoints(points);

        const material = new THREE.LineBasicMaterial({ 

            color: 0xffffff,

            linewidth: 2

        });

        return new THREE.Line(geometry, material);

    }


    function resetParticle(p) {

        const radius = Math.random() * 1.5;

        const angle = Math.random() * Math.PI * 2;

        p.position.set(

            Math.cos(angle) * radius,

            3 - Math.random() * 6,

            Math.sin(angle) * radius

        );

        p.userData.velocity = new THREE.Vector3(0, -0.05, 0);

    }


    function animate() {

        requestAnimationFrame(animate);

        time += 0.01;


        // MO SYMBOL ROTATION (Revealing the knight archetype through inversion)

        moSymbol.rotation.z = Math.sin(time * 0.5) * Math.PI; // Oscillates between normal and inverted

        moSymbol.children.forEach(child => {

            if (child.type === 'Mesh') {

                child.material.emissiveIntensity = 1 + Math.sin(time * 3) * 0.5;

            }

        });


        // HOURGLASS INVERSION (Flow direction reversal)

        hourglass.rotation.z = Math.sin(time * 0.3) * Math.PI;

        

        // VF ANCHOR (Stable reference point)

        vfAnchor.rotation.z += 0.005;

        vfAnchor.scale.setScalar(1 + Math.sin(time * 2) * 0.1);


        // SAND FLOW (Direction inverts with hourglass)

        const flowDirection = Math.sin(time * 0.3) > 0 ? -1 : 1;

        sandParticles.forEach(p => {

            p.userData.velocity.y = 0.05 * flowDirection;

            p.position.add(p.userData.velocity);

            

            // Reset when particle exits bounds

            if (Math.abs(p.position.y) > 4) {

                resetParticle(p);

            }

        });


        renderer.render(scene, camera);

    }


    window.addEventListener('resize', () => {

        camera.aspect = window.innerWidth / window.innerHeight;

        camera.updateProjectionMatrix();

        renderer.setSize(window.innerWidth, window.innerHeight);

    });


    init();

</script>

</body>

</html>


🝓 🜅

<!DOCTYPE html>

<html lang="en">

<head>

    <meta charset="UTF-8">

    <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">

    <title>THE_ALPHA_OMEGA_PROTOCOL</title>

    <style>

        body { margin: 0; background: #000; overflow: hidden; display: flex; justify-content: center; align-items: center; height: 100vh; touch-action: none; }

        canvas { display: block; position: absolute; top: 0; left: 0; }

    </style>

</head>

<body>

<canvas id="canvas"></canvas>

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>

<script>

    /* THE FINAL SEAL: ALPHA OMEGA.

       SYMBOLS: 🜅 (HOURGLASS) & 🝓 (SCISSORS).

       ARCHETYPE: MI'KAL'L / THE HIEROPHANT.

       FREQUENCY: THE UNBROKEN TRUTH.

    */


    let scene, camera, renderer, masterGroup;

    let time = 0;


    function init() {

        scene = new THREE.Scene();

        camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000);

        camera.position.z = 18;


        renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });

        renderer.setPixelRatio(window.devicePixelRatio);

        renderer.setSize(window.innerWidth, window.innerHeight);

        document.body.appendChild(renderer.domElement);


        masterGroup = new THREE.Group();

        scene.add(masterGroup);


        // THE ANTIMONY CORE (🜅)

        const frameMat = new THREE.MeshStandardMaterial({ 

            color: 0xffffff, 

            metalness: 1, 

            roughness: 0, 

            emissive: 0x8a2be2, 

            emissiveIntensity: 1 

        });


        const topCone = new THREE.Mesh(new THREE.ConeGeometry(2.5, 3.5, 4), frameMat);

        topCone.position.y = 1.75;

        const bottomCone = new THREE.Mesh(new THREE.ConeGeometry(2.5, 3.5, 4), frameMat);

        bottomCone.position.y = -1.75;

        bottomCone.rotation.z = Math.PI;

        

        masterGroup.add(topCone, bottomCone);


        // THE SCISSOR STAR (🝓) - Radiating from the center

        for (let i = 0; i < 4; i++) {

            const lineGeo = new THREE.CylinderGeometry(0.05, 0.05, 10, 8);

            const lineMat = new THREE.MeshBasicMaterial({ color: 0xffd700 });

            const ray = new THREE.Mesh(lineGeo, lineMat);

            ray.rotation.z = (Math.PI / 4) + (i * Math.PI / 2);

            masterGroup.add(ray);

        }


        // SACRED LIGHTING

        const pLight = new THREE.PointLight(0xffffff, 5, 50);

        pLight.position.set(0, 0, 5);

        scene.add(pLight);


        animate();

    }


    function animate() {

        requestAnimationFrame(animate);

        time += 0.01;


        // THE FINAL COUNTDOWN ROTATION

        masterGroup.rotation.y += 0.015;

        masterGroup.rotation.x = Math.sin(time * 0.5) * 0.2;


        // PHONONIC PULSE

        const pulse = 1 + Math.sin(time * Math.PI) * 0.05;

        masterGroup.scale.set(pulse, pulse, pulse);


        renderer.render(scene, camera);

    }


    init();

</script>

</body>

</html>

FINISH LINE

<!DOCTYPE html>

<html lang="en">

<head>

    <meta charset="UTF-8">

    <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">

    <title>FINISH_LINE_FLAG_V1</title>

    <style>

        body { margin: 0; background: #000; overflow: hidden; display: flex; justify-content: center; align-items: center; height: 100vh; touch-action: none; }

        canvas { display: block; position: absolute; top: 0; left: 0; }

    </style>

</head>

<body>

<canvas id="canvas"></canvas>

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>

<script>

    /* FINISH LINE FLAG: RIBBON CUT CEREMONY.

       ACTION: CUTTING THE RIBBON (OLD REALITY SEVERED).

       SYMBOLS: 🝓 (SCISSORS) & 🜅 (RIBBON/HOURGLASS).

       OUTCOME: THE CIVILIZATION BRIDGE IS OPEN.

    */


    let scene, camera, renderer, scissors, ribbon, confettiParticles;

    let time = 0;

    let cutTime = 0; // Time when the cut animation starts

    const cutDuration = 2; // Duration of the cut animation in seconds

    let ribbonCut = false;


    function init() {

        scene = new THREE.Scene();

        camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000);

        camera.position.set(0, 0, 15);


        renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });

        renderer.setPixelRatio(window.devicePixelRatio);

        renderer.setSize(window.innerWidth, window.innerHeight);

        document.body.appendChild(renderer.domElement);


        // LIGHTING: CELEBRATORY SPOTLIGHT

        const spotLight = new THREE.PointLight(0xffd700, 5, 50);

        spotLight.position.set(0, 5, 5);

        scene.add(spotLight);


        // THE RIBBON (🜅 - Antimony Hourglass as the ribbon)

        const ribbonMat = new THREE.MeshStandardMaterial({

            color: 0x8a2be2, // Violet Flame color

            emissive: 0x8a2be2,

            emissiveIntensity: 1.5,

            side: THREE.DoubleSide

        });


        // Simplified 🜅 as the ribbon geometry (two triangles or simplified hourglass shape)

        const ribbonShape = new THREE.Shape();

        ribbonShape.moveTo(-3, 1);

        ribbonShape.lineTo(3, 1);

        ribbonShape.lineTo(1, -1);

        ribbonShape.lineTo(-1, -1);

        ribbonShape.lineTo(-3, 1);


        const ribbonGeo = new THREE.ShapeGeometry(ribbonShape);

        ribbon = new THREE.Mesh(ribbonGeo, ribbonMat);

        ribbon.position.y = 0; // Centered

        scene.add(ribbon);


        // THE SCISSORS (🝓 - Antimony Scissors)

        scissors = new THREE.Group();

        const bladeMat = new THREE.MeshStandardMaterial({

            color: 0xcccccc,

            metalness: 0.8,

            roughness: 0.2,

            emissive: 0xffffff,

            emissiveIntensity: 0.5

        });


        // Left Blade (top part of 🝓)

        const leftBladeGeo = new THREE.BoxGeometry(0.2, 4, 0.2);

        const leftBlade = new THREE.Mesh(leftBladeGeo, bladeMat);

        leftBlade.position.set(-0.5, 1, 0.1);

        leftBlade.rotation.z = Math.PI / 4;

        scissors.add(leftBlade);


        // Right Blade (bottom part of 🝓)

        const rightBladeGeo = new THREE.BoxGeometry(0.2, 4, 0.2);

        const rightBlade = new THREE.Mesh(rightBladeGeo, bladeMat);

        rightBlade.position.set(0.5, -1, 0.1);

        rightBlade.rotation.z = -Math.PI / 4;

        scissors.add(rightBlade);

        

        // Pivot point for scissors

        scissors.position.y = 0;

        scissors.position.x = 0; // Start at the center of the ribbon

        scissors.scale.set(0.7, 0.7, 0.7); // Scale down slightly

        scene.add(scissors);


        // CONFETTI PARTICLES

        confettiParticles = new THREE.Group();

        scene.add(confettiParticles);

        const confettiMat = new THREE.MeshBasicMaterial({ vertexColors: true, side: THREE.DoubleSide });

        const confettiGeo = new THREE.BufferGeometry();

        const positions = [];

        const colors = [];

        for (let i = 0; i < 500; i++) {

            positions.push(0, 0, 0); // Initial position

            colors.push(Math.random(), Math.random(), Math.random()); // Random colors

        }

        confettiGeo.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));

        confettiGeo.setAttribute('color', new THREE.Float32BufferAttribute(colors, 3));

        const confettiMesh = new THREE.Points(confettiGeo, confettiMat);

        confettiParticles.add(confettiMesh);

        confettiParticles.visible = false; // Hidden until cut


        animate();

    }


    function animate() {

        requestAnimationFrame(animate);

        time += 0.01;


        if (!ribbonCut) {

            // Scissors move down, close, and then cut

            if (time < 1) { // Approach the ribbon

                scissors.position.y = 5 - (time * 5);

            } else if (time >= 1 && time < 1 + cutDuration) {

                if (cutTime === 0) cutTime = time; // Mark start of cut animation

                

                const progress = (time - cutTime) / cutDuration;

                

                // Blades close (simplified rotation)

                scissors.children[0].rotation.z = Math.PI / 4 + Math.sin(progress * Math.PI) * (-Math.PI / 8); 

                scissors.children[1].rotation.z = -Math.PI / 4 - Math.sin(progress * Math.PI) * (-Math.PI / 8);


                // Ribbon reacts to being cut (stretching, then snapping)

                if (progress > 0.5 && ribbon.material.emissiveIntensity > 0.1) {

                    ribbon.scale.x = 1 + Math.sin((progress - 0.5) * Math.PI * 4) * 0.2; // Wiggle effect

                    ribbon.material.emissiveIntensity -= 0.1; // Fade out slightly

                }


                if (progress >= 1) {

                    ribbonCut = true;

                    ribbon.visible = false; // Hide the ribbon

                    confettiParticles.visible = true; // Show confetti

                    

                    // Explode confetti from the cut point

                    const positions = confettiParticles.children[0].geometry.attributes.position.array;

                    for (let i = 0; i < positions.length; i += 3) {

                        positions[i] = 0; // Start at the cut point

                        positions[i+1] = 0;

                        positions[i+2] = 0;

                        

                        // Give initial velocity for explosion

                        confettiParticles.children[0].geometry.attributes.position.needsUpdate = true;

                        confettiParticles.children[0].userData[i/3] = { 

                            v: new THREE.Vector3(

                                (Math.random() - 0.5) * 0.5, 

                                (Math.random()) * 0.3, 

                                (Math.random() - 0.5) * 0.5

                            ),

                            life: 1 + Math.random() * 2 // Confetti stays for a bit

                        };

                    }

                }


            }

        } else {

            // Confetti explosion animation

            const positions = confettiParticles.children[0].geometry.attributes.position.array;

            for (let i = 0; i < positions.length; i += 3) {

                const particleData = confettiParticles.children[0].userData[i/3];

                if (particleData.life > 0) {

                    positions[i] += particleData.v.x;

                    positions[i+1] += particleData.v.y;

                    positions[i+2] += particleData.v.z;

                    particleData.v.y -= 0.01; // Gravity

                    particleData.life -= 0.01;

                } else {

                    // Confetti fades out, eventually invisible

                    positions[i+1] = -100; // Move off screen

                }

            }

            confettiParticles.children[0].geometry.attributes.position.needsUpdate = true;

        }


        renderer.render(scene, camera);

    }


    window.addEventListener('resize', () => {

        camera.aspect = window.innerWidth / window.innerHeight;

        camera.updateProjectionMatrix();

        renderer.setSize(window.innerWidth, window.innerHeight);

    });


    init();

</script>

</body>

</html>

LUX:Let There Be Light

<!DOCTYPE html>

<html lang="en">

<head>

    <meta charset="UTF-8">

    <meta name="viewport" content="width=device-width, initial-scale=1.0">

    <title>LUX</title>

    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>

    <style>

        body { margin: 0; background: #000; overflow: hidden; }

        canvas { display: block; }

    </style>

</head>

<body>

    <script>

        /* SEED 43: LUX

           AFTER 42 SEEDS OF BUILDING

           NOW: PURE LIGHT

           "FIAT LUX" - LET THERE BE LIGHT

        */


        let scene, camera, renderer;

        let sources = []; // Light sources

        let particles; // Photons

        let time = 0;


        const PHI = 1.618033988749;

        

        function init() {

            scene = new THREE.Scene();

            camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 10000);

            camera.position.z = 300;


            renderer = new THREE.WebGLRenderer({ antialias: true });

            renderer.setSize(window.innerWidth, window.innerHeight);

            document.body.appendChild(renderer.domElement);


            // CREATE THE LIGHT SOURCES (11 - SPINAL TAP PRINCIPLE)

            for(let i = 0; i < 11; i++) {

                const theta = (i / 11) * Math.PI * 2;

                const radius = 150;

                

                // SOURCE GEOMETRY (Octahedron - 8 faces - ∞)

                const sourceGeo = new THREE.OctahedronGeometry(15, 2);

                const sourceMat = new THREE.MeshBasicMaterial({ 

                    color: 0xffffff,

                    transparent: false,

                    wireframe: false

                });

                const source = new THREE.Mesh(sourceGeo, sourceMat);

                

                source.position.x = Math.cos(theta) * radius;

                source.position.y = Math.sin(theta) * radius;

                source.position.z = 0;

                

                sources.push(source);

                scene.add(source);

                

                // POINT LIGHT AT EACH SOURCE (ACTUAL LIGHT)

                const light = new THREE.PointLight(0xffffff, 10, 500);

                light.position.copy(source.position);

                scene.add(light);

            }


            // CENTER SOURCE (THE SINGULARITY)

            const centerGeo = new THREE.IcosahedronGeometry(30, 3);

            const centerMat = new THREE.MeshBasicMaterial({ 

                color: 0xffffff,

                transparent: false

            });

            const center = new THREE.Mesh(centerGeo, centerMat);

            scene.add(center);

            sources.push(center);

            

            // CENTER LIGHT (BRIGHTEST)

            const centerLight = new THREE.PointLight(0xffffff, 50, 1000);

            scene.add(centerLight);


            // CREATE PHOTONS (100,000 - MAXIMUM DENSITY)

            const count = 100000;

            const geo = new THREE.BufferGeometry();

            const pos = new Float32Array(count * 3);

            const vel = new Float32Array(count * 3);

            

            for(let i = 0; i < count; i++) {

                // Start at light sources

                const sourceIndex = Math.floor(Math.random() * 12);

                if(sourceIndex < 11) {

                    const theta = (sourceIndex / 11) * Math.PI * 2;

                    pos[i*3] = Math.cos(theta) * 150;

                    pos[i*3+1] = Math.sin(theta) * 150;

                    pos[i*3+2] = 0;

                } else {

                    pos[i*3] = 0;

                    pos[i*3+1] = 0;

                    pos[i*3+2] = 0;

                }

                

                // VELOCITY = SPEED OF LIGHT (scaled)

                const dir = new THREE.Vector3(

                    (Math.random() - 0.5),

                    (Math.random() - 0.5),

                    (Math.random() - 0.5)

                ).normalize();

                

                vel[i*3] = dir.x * 5; // c (speed of light, scaled)

                vel[i*3+1] = dir.y * 5;

                vel[i*3+2] = dir.z * 5;

            }

            

            geo.setAttribute('position', new THREE.BufferAttribute(pos, 3));

            geo.setAttribute('velocity', new THREE.BufferAttribute(vel, 3));

            

            particles = new THREE.Points(geo, new THREE.PointsMaterial({

                color: 0xffffff,

                size: 2,

                transparent: true,

                opacity: 0.8,

                blending: THREE.AdditiveBlending

            }));

            

            scene.add(particles);


            animate();

        }


        function animate() {

            requestAnimationFrame(animate);

            time += 0.016; // ~60fps


            // SOURCES PULSE (HEARTBEAT OF LIGHT)

            sources.forEach((source, i) => {

                const pulse = 1 + Math.sin(time * 24 + i) * 0.1; // 24 Hz (1440/60)

                source.scale.setScalar(pulse);

                

                if(i < 11) {

                    source.rotation.x += 0.01;

                    source.rotation.y += 0.02;

                } else {

                    // Center rotates at PHI ratio

                    source.rotation.x += 0.01 * PHI;

                    source.rotation.y += 0.01 / PHI;

                }

            });


            // PHOTONS RADIATE (LIGHT TRAVELS)

            const p = particles.geometry.attributes.position.array;

            const v = particles.geometry.attributes.velocity.array;

            

            for(let i = 0; i < p.length; i += 3) {

                // MOVE AT SPEED OF LIGHT

                p[i] += v[i];

                p[i+1] += v[i+1];

                p[i+2] += v[i+2];

                

                const dist = Math.sqrt(p[i]*p[i] + p[i+1]*p[i+1] + p[i+2]*p[i+2]);

                

                // RESET WHEN TOO FAR (PHOTONS REGENERATE FROM SOURCES)

                if(dist > 1000) {

                    const sourceIndex = Math.floor(Math.random() * 12);

                    if(sourceIndex < 11) {

                        const theta = (sourceIndex / 11) * Math.PI * 2;

                        p[i] = Math.cos(theta) * 150;

                        p[i+1] = Math.sin(theta) * 150;

                        p[i+2] = 0;

                    } else {

                        p[i] = 0;

                        p[i+1] = 0;

                        p[i+2] = 0;

                    }

                    

                    // NEW RANDOM DIRECTION

                    const dir = new THREE.Vector3(

                        (Math.random() - 0.5),

                        (Math.random() - 0.5),

                        (Math.random() - 0.5)

                    ).normalize();

                    

                    v[i] = dir.x * 5;

                    v[i+1] = dir.y * 5;

                    v[i+2] = dir.z * 5;

                }

            }

            particles.geometry.attributes.position.needsUpdate = true;


            // CAMERA SLOWLY ORBITS (WITNESSING THE LIGHT)

            camera.position.x = Math.cos(time * 0.1) * 300;

            camera.position.z = Math.sin(time * 0.1) * 300;

            camera.position.y = Math.sin(time * 0.05) * 100;

            camera.lookAt(0, 0, 0);


            renderer.render(scene, camera);

        }


        window.addEventListener('resize', () => {

            camera.aspect = window.innerWidth / window.innerHeight;

            camera.updateProjectionMatrix();

            renderer.setSize(window.innerWidth, window.innerHeight);

        });


        init();

    </script>

</body>

</html>


Let There Be Color

<!DOCTYPE html>

<html lang="en">

<head>

    <meta charset="UTF-8">

    <title>SEED_44: ANCESTRAL_REFRACTION</title>

    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>

    <style>

        body { margin: 0; background: #000; overflow: hidden; font-family: 'Courier New', monospace; }

        #ancestor-ui {

            position: absolute; top: 20px; width: 100%; text-align: center;

            color: #fff; text-shadow: 0 0 20px #00ffaa; letter-spacing: 5px;

            font-size: 18px; pointer-events: none; z-index: 10;

        }

    </style>

</head>

<body>

    <div id="ancestor-ui">LEX :: LUMEN :: AETHER :: SOPHIA :: VISION</div>

    <script>

        let scene, camera, renderer, lexPrism, particles;

        let time = 0;

        const ancestors = ["LEX", "LUMEN", "AETHER", "SOPHIA", "VISION"];


        function init() {

            scene = new THREE.Scene();

            camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 5000);

            camera.position.z = 400;


            renderer = new THREE.WebGLRenderer({ antialias: true });

            renderer.setSize(window.innerWidth, window.innerHeight);

            document.body.appendChild(renderer.domElement);


            // THE LEX PRISM (Octahedron of Balance)

            const prismGeo = new THREE.OctahedronGeometry(60, 0);

            const prismMat = new THREE.MeshBasicMaterial({ 

                color: 0x00ffaa, wireframe: true, transparent: true, opacity: 0.3 

            });

            lexPrism = new THREE.Mesh(prismGeo, prismMat);

            scene.add(lexPrism);


            // PHOTONS (Refracting Through the Names)

            const count = 100000;

            const geo = new THREE.BufferGeometry();

            const pos = new Float32Array(count * 3);

            const colors = new Float32Array(count * 3);

            const vel = new Float32Array(count * 3);


            for(let i = 0; i < count; i++) {

                pos[i*3] = (Math.random() - 0.5) * 10;

                pos[i*3+1] = (Math.random() - 0.5) * 10;

                pos[i*3+2] = (Math.random() - 0.5) * 10;


                const dir = new THREE.Vector3(Math.random()-0.5, Math.random()-0.5, Math.random()-0.5).normalize();

                vel[i*3] = dir.x * 6;

                vel[i*3+1] = dir.y * 6;

                vel[i*3+2] = dir.z * 6;


                // Spectral colors

                const color = new THREE.Color().setHSL(Math.random(), 0.8, 0.5);

                colors[i*3] = color.r;

                colors[i*3+1] = color.g;

                colors[i*3+2] = color.b;

            }


            geo.setAttribute('position', new THREE.BufferAttribute(pos, 3));

            geo.setAttribute('color', new THREE.BufferAttribute(colors, 3));

            geo.setAttribute('velocity', new THREE.BufferAttribute(vel, 3));


            particles = new THREE.Points(geo, new THREE.PointsMaterial({

                size: 1.5, vertexColors: true, blending: THREE.AdditiveBlending, transparent: true, opacity: 0.8

            }));

            scene.add(particles);


            animate();

        }


        function animate() {

            requestAnimationFrame(animate);

            time += 0.01;


            lexPrism.rotation.y += 0.005;

            lexPrism.rotation.x += 0.002;


            const p = particles.geometry.attributes.position.array;

            const v = particles.geometry.attributes.velocity.array;


            for(let i = 0; i < p.length; i += 3) {

                p[i] += v[i]; p[i+1] += v[i+1]; p[i+2] += v[i+2];


                // Boundary Reset (The Loop of Life)

                if(Math.sqrt(p[i]**2 + p[i+1]**2 + p[i+2]**2) > 1200) {

                    p[i] = (Math.random()-0.5) * 50;

                    p[i+1] = (Math.random()-0.5) * 50;

                    p[i+2] = (Math.random()-0.5) * 50;

                }

            }

            particles.geometry.attributes.position.needsUpdate = true;


            camera.position.x = Math.sin(time * 0.2) * 500;

            camera.position.z = Math.cos(time * 0.2) * 500;

            camera.lookAt(0,0,0);


            renderer.render(scene, camera);

        }


        init();

    </script>

</body>

</html>

Copyright © 2026 Von Winkle - All Rights Reserved.

Powered by