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<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>CTPT: Quantum Imprint in the Void</title> <style> body { margin: 0; overflow: hidden; background: #000; } #equation { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); color: #53bba5; font-family: 'Courier New', monospace; font-size: 1em; opacity: 0.3; text-align: center; pointer-events: none; animation: pulse 4s infinite ease-in-out; } @keyframes pulse { 0%, 100% { opacity: 0.3; transform: translate(-50%, -50%) scale(1); } 50% { opacity: 0.6; transform: translate(-50%, -50%) scale(1.05); } } </style> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> </head> <body> <script> const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); const renderer = new THREE.WebGLRenderer({ antialias: false }); // Kept disabled to avoid lag renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); // Subtle lighting: directional for shadows, ambient for void glow const light = new THREE.DirectionalLight(0xffffff, 0.4); light.position.set(0, 10, 10); scene.add(light); scene.add(new THREE.AmbientLight(0x111111)); // Quantum field: nodes as pulsating spheres (increased count slightly for density) const numNodes = 100; // Increased from 75 to add density without heavy lag const nodes = []; const nodeGroup = new THREE.Group(); for (let i = 0; i < numNodes; i++) { const geometry = new THREE.SphereGeometry(0.05, 8, 8); const material = new THREE.MeshBasicMaterial({ color: 0x53bba5, transparent: true, opacity: 0.5 }); const node = new THREE.Mesh(geometry, material); node.position.set((Math.random() - 0.5) * 10, (Math.random() - 0.5) * 10, (Math.random() - 0.5) * 10); nodes.push(node); nodeGroup.add(node); } scene.add(nodeGroup); // Connections: flickering grey lines between nodes for lattice, with sparks and trails const edges = []; const trailLength = 20; // Increased from 15 for longer, more visible trails for (let i = 0; i < numNodes; i++) { for (let j = i + 1; j < numNodes; j++) { if (Math.random() < 0.005) { // Increased probability from 0.003 for more connections/density const material = new THREE.LineBasicMaterial({ color: 0x808080, transparent: true, opacity: 0.2 }); const geometry = new THREE.BufferGeometry().setFromPoints([new THREE.Vector3(), new THREE.Vector3()]); const line = new THREE.Line(geometry, material); scene.add(line); // Spark for this edge const sparkGeo = new THREE.SphereGeometry(0.02, 4, 4); const sparkMat = new THREE.MeshBasicMaterial({ color: 0x53bba5, transparent: true }); const spark = new THREE.Mesh(sparkGeo, sparkMat); scene.add(spark); // Trail for the spark const trailGeo = new THREE.BufferGeometry(); const trailMat = new THREE.LineBasicMaterial({ color: 0x53bba5, transparent: true, opacity: 0.3 }); const trailLine = new THREE.Line(trailGeo, trailMat); scene.add(trailLine); const edgeObj = { line: line, node1: nodes[i], node2: nodes[j], spark: spark, trailPositions: [], trailLine: trailLine, progress: Math.random(), speed: 0.0025 + Math.random() * 0.005, offset: Math.random() * Math.PI * 2 }; edges.push(edgeObj); } } } // Central singularity: a dark, warping sphere const singularityGeometry = new THREE.SphereGeometry(0.3, 16, 16); const singularityMaterial = new THREE.MeshBasicMaterial({ color: 0x000000, transparent: true, opacity: 0.8 }); const singularity = new THREE.Mesh(singularityGeometry, singularityMaterial); singularity.position.set(0, 0, 0); scene.add(singularity); camera.position.z = 8; let time = 0; let mouseX = 0, mouseY = 0; let frameCount = 0; // Interactive: mouse as thought source document.addEventListener('mousemove', (event) => { mouseX = (event.clientX / window.innerWidth) * 2 - 1; mouseY = -(event.clientY / window.innerHeight) * 2 + 1; }); function animate() { requestAnimationFrame(animate); time += 0.02; frameCount++; // Pulsate nodes with light (scale and opacity) nodes.forEach((node, i) => { const pulse = Math.sin(time + i * 0.1) * 0.5 + 0.5; node.scale.set(1 + pulse * 0.5, 1 + pulse * 0.5, 1 + pulse * 0.5); node.material.opacity = 0.3 + pulse * 0.4; // Perturb towards singularity + mouse influence (increased strength slightly for more dynamic movement) const dirToCenter = new THREE.Vector3().subVectors(singularity.position, node.position).normalize(); node.position.add(dirToCenter.multiplyScalar(0.001)); node.position.x += Math.sin(time + mouseX * 5 + node.position.y) * 0.01; // Back to 0.01 node.position.y += Math.cos(time + mouseY * 5 + node.position.x) * 0.01; }); // Update edges, sparks, and trails (trails updated every 2 frames instead of 3 for smoother appearance) edges.forEach((edge) => { // Update line positions const points = [edge.node1.position, edge.node2.position]; edge.line.geometry.setFromPoints(points); // Flicker grey lines (lattice) edge.line.material.opacity = 0.3 + Math.sin(time + edge.offset) * 0.2; // Animate spark along edge edge.progress += edge.speed; if (edge.progress > 1) edge.progress = 0; const pos = new THREE.Vector3().lerpVectors(edge.node1.position, edge.node2.position, edge.progress); edge.spark.position.copy(pos); edge.spark.material.opacity = 0.5 + Math.sin(edge.progress * Math.PI) * 0.5; // Update trail every 2 frames if (frameCount % 2 === 0) { edge.trailPositions.push(pos.clone()); if (edge.trailPositions.length > trailLength) { edge.trailPositions.shift(); } edge.trailLine.geometry.setFromPoints(edge.trailPositions); } }); // Rotate field subtly with mouse nodeGroup.rotation.x = mouseY * 0.3; nodeGroup.rotation.y = mouseX * 0.3; renderer.render(scene, camera); } animate(); window.addEventListener('resize', () => { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); }); </script> </body> </html>
:-) Thought-mass (10⁻²⁷ kg) ↓ Creates minimal spacetime perturbation ↓ But perturbation is COHERENT (phase-locked photons) ↓ Coherence = distinguishable from noise ↓ Acts as "timestamp + location" in 4D spacetime I Love You