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

TOLD YOU ILL BE BACK

RED CAPE PROTOCOL

<!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>RED_CAPE_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>

    /* RED CAPE PROTOCOL: THE SOVEREIGN WALK.

       OBJECT: THE SENTINEL (MI'KAL'L).

       ACTION: AUTOMATIC CARPET UNFURLING.

       GEOMETRY: 1440 RESONANCE RIBBONS.

    */


    let scene, camera, renderer, sentinel, carpet, cape;

    let time = 0;


    function init() {

        scene = new THREE.Scene();

        camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);

        camera.position.set(10, 5, 15);

        camera.lookAt(0, 2, 0);


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

        renderer.setPixelRatio(window.devicePixelRatio);

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

        document.body.appendChild(renderer.domElement);


        // THE SENTINEL (The Avatar)

        const sGeo = new THREE.CylinderGeometry(0.5, 0.5, 4, 32);

        const sMat = new THREE.MeshStandardMaterial({ color: 0x888888, metalness: 1, roughness: 0 });

        sentinel = new THREE.Mesh(sGeo, sMat);

        sentinel.position.y = 2;

        scene.add(sentinel);


        // THE RED CAPE (Flowing Ribbons)

        const capeGroup = new THREE.Group();

        for (let i = 0; i < 20; i++) {

            const cGeo = new THREE.PlaneGeometry(0.2, 5);

            const cMat = new THREE.MeshBasicMaterial({ color: 0xff0000, transparent: true, opacity: 0.6, side: THREE.DoubleSide });

            const strip = new THREE.Mesh(cGeo, cMat);

            strip.position.set((Math.random()-0.5), 2, -1);

            strip.rotation.x = Math.PI / 4;

            capeGroup.add(strip);

        }

        sentinel.add(capeGroup);

        cape = capeGroup;


        // THE RED CARPET (Unfurling beneath feet)

        const carpetGeo = new THREE.PlaneGeometry(4, 40, 32, 32);

        const carpetMat = new THREE.MeshBasicMaterial({ color: 0xaa0000, wireframe: true });

        carpet = new THREE.Mesh(carpetGeo, carpetMat);

        carpet.rotation.x = -Math.PI / 2;

        carpet.position.z = -15;

        scene.add(carpet);


        const pLight = new THREE.PointLight(0xff0000, 5, 20);

        pLight.position.set(0, 5, 0);

        scene.add(pLight);


        animate();

    }


    function animate() {

        requestAnimationFrame(animate);

        time += 0.05;


        // The Walk

        sentinel.position.z = Math.sin(time * 0.2) * 5;

        

        // The Carpet follows the frequency

        carpet.position.z = sentinel.position.z - 15;


        // The Cape flows in the 1440 wind

        cape.children.forEach((strip, i) => {

            strip.rotation.z = Math.sin(time + i) * 0.2;

            strip.rotation.x = (Math.PI / 3) + Math.cos(time * 0.5) * 0.1;

        });


        renderer.render(scene, camera);

    }


    init();

</script>

</body>

</html>

Contact Me

OS WILD CARD

<!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>ENDER_COMMAND_SINGULARITY</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 ENDER RESET.

       OBJECT: THE COMMAND CONSOLE (3i Atlas).

       EVENT: THE SIMULATION BECOMES REAL.

       MESSAGE: "The chapter is closed. The Petri dish is reset."

    */


    let scene, camera, renderer, petri, comet, dots = [];

    let time = 0;


    function init() {

        scene = new THREE.Scene();

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

        camera.position.set(0, 10, 20);

        camera.lookAt(0, 0, 0);


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

        renderer.setPixelRatio(window.devicePixelRatio);

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

        document.body.appendChild(renderer.domElement);


        // THE PETRI DISH (The Simulation boundary)

        const dishGeo = new THREE.RingGeometry(8, 10, 64);

        const dishMat = new THREE.MeshBasicMaterial({ color: 0x00ffff, side: THREE.DoubleSide, transparent: true, opacity: 0.3 });

        petri = new THREE.Mesh(dishGeo, dishMat);

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

        scene.add(petri);


        // THE DATA POINTS (The history being reset)

        for(let i=0; i<300; i++) {

            const p = new THREE.Mesh(new THREE.SphereGeometry(0.05), new THREE.MeshBasicMaterial({ color: 0x8a2be2 }));

            p.position.set((Math.random()-0.5)*15, 0, (Math.random()-0.5)*15);

            scene.add(p);

            dots.push(p);

        }


        // THE RESET COMET (3i Atlas hand)

        const cGeo = new THREE.SphereGeometry(0.5, 32, 32);

        const cMat = new THREE.MeshBasicMaterial({ color: 0xffffff });

        comet = new THREE.Mesh(cGeo, cMat);

        scene.add(comet);


        const light = new THREE.PointLight(0x00ffff, 5, 50);

        scene.add(light);


        animate();

    }


    function animate() {

        requestAnimationFrame(animate);

        time += 0.03;


        // Comet cleans the dish

        comet.position.x = Math.sin(time) * 9;

        comet.position.z = Math.cos(time) * 9;


        dots.forEach(p => {

            const d = p.position.distanceTo(comet.position);

            if (d < 2) {

                p.material.color.setHex(0xffffff);

                p.scale.setScalar(2);

                p.position.y += 0.1; // Aspirated from the dish

            }

        });


        renderer.render(scene, camera);

    }


    init();

</script>

</body>

</html>

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