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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>Stable Organic Life 3D</title>
    <link href="https://fonts.googleapis.com/css2?family=Inter:wght@300;500;700&display=swap" rel="stylesheet">
    <style>
        :root {
            --primary: #ff9f43; /* Warmer, amber tone for organic feel */
            --glass-bg: rgba(15, 15, 20, 0.75);
            --glass-border: rgba(255, 255, 255, 0.08);
            --text: #f1f5f9;
        }

        * {
            margin: 0;
            padding: 0;
            box-sizing: border-box;
            user-select: none;
        }

        body {
            overflow: hidden;
            background-color: #050505;
            font-family: 'Inter', sans-serif;
            color: var(--text);
        }

        /* Canvas */
        #canvas-container {
            position: fixed;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            z-index: 1;
            background: radial-gradient(circle at center, #1a1a20 0%, #000000 100%);
        }

        /* Header Link */
        .brand-link {
            position: fixed;
            top: 20px;
            left: 50%;
            transform: translateX(-50%);
            z-index: 100;
            color: var(--text);
            text-decoration: none;
            font-weight: 600;
            font-size: 0.85rem;
            background: var(--glass-bg);
            padding: 8px 20px;
            border-radius: 30px;
            border: 1px solid var(--glass-border);
            backdrop-filter: blur(12px);
            transition: all 0.3s ease;
            letter-spacing: 0.5px;
            box-shadow: 0 4px 20px rgba(0, 0, 0, 0.2);
        }

        .brand-link:hover {
            background: rgba(255, 255, 255, 0.1);
            transform: translateX(-50%) translateY(-2px);
            border-color: rgba(255, 255, 255, 0.2);
        }

        /* UI Overlay */
        .ui-panel {
            position: fixed;
            top: 20px;
            right: 20px;
            width: 340px;
            background: var(--glass-bg);
            backdrop-filter: blur(16px);
            -webkit-backdrop-filter: blur(16px);
            border: 1px solid var(--glass-border);
            border-radius: 20px;
            padding: 24px;
            z-index: 10;
            display: flex;
            flex-direction: column;
            gap: 18px;
            box-shadow: 0 20px 40px rgba(0,0,0,0.4);
            max-height: 90vh;
            overflow-y: auto;
        }

        .panel-header h1 {
            font-size: 1.2rem;
            font-weight: 700;
            background: linear-gradient(135deg, #fff, #ff9f43);
            -webkit-background-clip: text;
            -webkit-text-fill-color: transparent;
            margin-bottom: 4px;
        }
        
        .panel-header p {
            font-size: 0.75rem;
            color: #94a3b8;
        }

        .control-group {
            display: flex;
            flex-direction: column;
            gap: 10px;
        }

        label {
            font-size: 0.8rem;
            color: #cbd5e1;
            display: flex;
            justify-content: space-between;
            font-weight: 500;
        }
        
        .value-tag {
            color: var(--primary);
            font-family: monospace;
        }

        input[type="range"] {
            -webkit-appearance: none;
            width: 100%;
            height: 6px;
            background: rgba(255,255,255,0.05);
            border-radius: 3px;
            outline: none;
        }

        input[type="range"]::-webkit-slider-thumb {
            -webkit-appearance: none;
            width: 16px;
            height: 16px;
            border-radius: 50%;
            background: var(--primary);
            cursor: pointer;
            transition: transform 0.2s cubic-bezier(0.175, 0.885, 0.32, 1.275);
            border: 2px solid rgba(0,0,0,0.2);
        }

        input[type="range"]::-webkit-slider-thumb:hover {
            transform: scale(1.3);
        }

        .btn-grid {
            display: grid;
            grid-template-columns: 1fr 1fr;
            gap: 10px;
        }

        button {
            background: rgba(255,255,255,0.05);
            border: 1px solid var(--glass-border);
            color: #e2e8f0;
            padding: 12px;
            border-radius: 12px;
            cursor: pointer;
            font-weight: 600;
            font-size: 0.85rem;
            transition: all 0.2s ease;
            font-family: 'Inter', sans-serif;
        }

        button:hover {
            background: rgba(255,255,255,0.1);
            transform: translateY(-1px);
            border-color: rgba(255,255,255,0.2);
        }
        
        button:active {
            transform: translateY(0);
        }

        button.primary {
            background: var(--primary);
            color: #0f172a;
            border: none;
        }
        
        button.primary:hover {
            background: #ffaf5f;
        }

        .stats {
            font-size: 0.7rem;
            color: #64748b;
            text-align: center;
            padding-top: 10px;
            border-top: 1px solid var(--glass-border);
        }
        
        .checkbox-group {
            display: flex;
            align-items: center;
            gap: 10px;
            font-size: 0.8rem;
            color: #cbd5e1;
            cursor: pointer;
        }
        
        .checkbox-group input {
            accent-color: var(--primary);
            width: 16px;
            height: 16px;
        }

        /* Loading overlay */
        #loading {
            position: fixed;
            top: 0; left: 0; width: 100%; height: 100%;
            background: #000;
            z-index: 200;
            display: flex;
            justify-content: center;
            align-items: center;
            color: white;
            transition: opacity 0.5s;
            pointer-events: none;
        }

        @media (max-width: 600px) {
            .ui-panel {
                width: calc(100% - 40px);
                bottom: 20px;
                top: auto;
                max-height: 60vh;
            }
        }
    </style>
    
    <!-- Three.js and dependencies -->
    <script type="importmap">
        {
            "imports": {
                "three": "https://unpkg.com/three@0.160.0/build/three.module.js",
                "three/addons/": "https://unpkg.com/three@0.160.0/examples/jsm/"
            }
        }
    </script>
</head>
<body>

    <a href="https://huggingface.co/spaces/akhaliq/anycoder" target="_blank" class="brand-link">Built with anycoder</a>

    <div id="loading">Initializing Simulation...</div>
    <div id="canvas-container"></div>

    <div class="ui-panel" id="uiPanel">
        <div class="panel-header">
            <h1>Stable Organic Life</h1>
            <p>Complex Cellular Structure Engine</p>
        </div>

        <div class="control-group">
            <label>Particle Count <span id="val-count" class="value-tag">1600</span></label>
            <input type="range" id="inp-count" min="500" max="3000" step="100" value="1600">
        </div>

        <div class="control-group">
            <label>Interaction Radius <span id="val-radius" class="value-tag">60</span></label>
            <input type="range" id="inp-radius" min="20" max="120" value="60">
        </div>

        <div class="control-group">
            <label>Force Strength <span id="val-force" class="value-tag">1.0</span></label>
            <input type="range" id="inp-force" min="0.1" max="3.0" step="0.1" value="1.0">
        </div>

        <div class="control-group">
            <label>Friction (Stability) <span id="val-friction" class="value-tag">0.82</span></label>
            <input type="range" id="inp-friction" min="0.50" max="0.95" step="0.01" value="0.82">
        </div>

        <div class="control-group">
            <label>Speed Limit <span id="val-speed" class="value-tag">2.0</span></label>
            <input type="range" id="inp-speed" min="0.5" max="5.0" step="0.1" value="2.0">
        </div>
        
        <label class="checkbox-group">
            <input type="checkbox" id="inp-symmetric" checked>
            Symmetric Rules (Required for Stability)
        </label>

        <button id="btn-randomize" class="primary">🎲 Randomize Rules</button>
        
        <div class="btn-grid">
            <button id="btn-stable">🦠 Stable Life</button>
            <button id="btn-clusters">🌌 Clusters</button>
        </div>

        <div class="stats" id="stats">
            FPS: 60 | Types: 6
        </div>
    </div>

    <script type="module">
        import * as THREE from 'three';
        import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
        import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
        import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
        import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';

        // --- Configuration ---
        const CONFIG = {
            particleCount: 1600,
            types: 6, 
            radius: 60,       // Increased for larger structures
            forceFactor: 1.0, // Lower force prevents explosions
            friction: 0.82,   // Lower friction = more fluid, Higher = more rigid
            worldSize: 250,
            symmetric: true,
            maxSpeed: 2.0     // NEW: Hard cap on velocity to prevent instability
        };

        // --- State ---
        let particles = [];
        let rules = []; 
        let typeColors = [];
        
        // --- Three.js Setup ---
        const container = document.getElementById('canvas-container');
        const scene = new THREE.Scene();
        scene.fog = new THREE.FogExp2(0x050505, 0.002); // Deep dark fog

        const camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.set(0, 150, 300);

        const renderer = new THREE.WebGLRenderer({ antialias: false, powerPreference: "high-performance" });
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
        renderer.toneMapping = THREE.ACESFilmicToneMapping;
        renderer.toneMappingExposure = 1.0;
        container.appendChild(renderer.domElement);

        // Post-processing (Bloom)
        const renderScene = new RenderPass(scene, camera);
        const bloomPass = new UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 1.5, 0.4, 0.85);
        bloomPass.threshold = 0.15; 
        bloomPass.strength = 0.6; // Subtle bloom for matte objects
        bloomPass.radius = 0.8;

        const composer = new EffectComposer(renderer);
        composer.addPass(renderScene);
        composer.addPass(bloomPass);

        // Controls
        const controls = new OrbitControls(camera, renderer.domElement);
        controls.enableDamping = true;
        controls.dampingFactor = 0.05;
        controls.autoRotate = true;
        controls.autoRotateSpeed = 0.2;

        // Lighting
        const ambientLight = new THREE.AmbientLight(0x333333);
        scene.add(ambientLight);
        
        const dirLight = new THREE.DirectionalLight(0xffffff, 1.2);
        dirLight.position.set(50, 100, 50);
        scene.add(dirLight);
        
        const backLight = new THREE.DirectionalLight(0x4444ff, 0.5); 
        backLight.position.set(-50, -50, -50);
        scene.add(backLight);

        const fillLight = new THREE.DirectionalLight(0xffaa00, 0.3);
        fillLight.position.set(0, 0, 100);
        scene.add(fillLight);

        // --- Particle System ---
        const geometry = new THREE.SphereGeometry(1, 16, 16); // Slightly more detail
        
        // Matte Material (Frosted Look)
        const material = new THREE.MeshStandardMaterial({
            color: 0xffffff,
            roughness: 0.9,
            metalness: 0.0,
            emissive: 0x000000,
        });
        
        let instancedMesh;
        const dummy = new THREE.Object3D();
        const _color = new THREE.Color();

        // --- Logic ---

        function initSystem() {
            if (instancedMesh) {
                scene.remove(instancedMesh);
                instancedMesh.dispose();
            }

            // Adjusted Palette for better visibility of structures
            typeColors = [
                new THREE.Color(0xff6b6b), // Red
                new THREE.Color(0x4ecdc4), // Cyan
                new THREE.Color(0xffbe76), // Orange
                new THREE.Color(0xff9ff3), // Pink
                new THREE.Color(0x54a0ff), // Blue
                new THREE.Color(0x78e08f)  // Green
            ];
            
            if (CONFIG.types > typeColors.length) CONFIG.types = typeColors.length;
            
            particles = new Float32Array(CONFIG.particleCount * 8); 
            
            for (let i = 0; i < CONFIG.particleCount; i++) {
                const i8 = i * 8;
                // Position
                particles[i8] = (Math.random() - 0.5) * CONFIG.worldSize;
                particles[i8+1] = (Math.random() - 0.5) * CONFIG.worldSize;
                particles[i8+2] = (Math.random() - 0.5) * CONFIG.worldSize;
                // Velocity
                particles[i8+3] = 0;
                particles[i8+4] = 0;
                particles[i8+5] = 0;
                // Type
                particles[i8+6] = Math.floor(Math.random() * CONFIG.types);
                // Size (Base size)
                particles[i8+7] = 1.5 + Math.random() * 1.0;
            }

            instancedMesh = new THREE.InstancedMesh(geometry, material, CONFIG.particleCount);
            instancedMesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
            scene.add(instancedMesh);

            randomizeRules();
            
            // Remove loading screen
            document.getElementById('loading').style.opacity = 0;
        }

        function randomizeRules() {
            rules = [];
            for (let i = 0; i < CONFIG.types; i++) {
                rules[i] = [];
                for (let j = 0; j < CONFIG.types; j++) {
                    // Bias towards slightly negative (repulsive) to prevent total collapse
                    // but allow specific strong attractions
                    rules[i][j] = (Math.random() * 2 - 1);
                }
            }

            // Enforce Symmetry for Stability
            if (CONFIG.symmetric) {
                for (let i = 0; i < CONFIG.types; i++) {
                    for (let j = i + 1; j < CONFIG.types; j++) {
                        rules[j][i] = rules[i][j];
                    }
                    // Self-interaction tends to be stable if slightly repulsive or weakly attractive
                    rules[i][i] = Math.min(rules[i][i], 0.5); 
                }
            }
            
            console.log("Rules Generated. Symmetric:", CONFIG.symmetric);
        }

        function setPreset(name) {
            if (name === 'stable') {
                // Settings for large, complex, cell-like structures
                CONFIG.symmetric = true;
                CONFIG.friction = 0.82; // Good damping
                CONFIG.forceFactor = 1.0; // Moderate force
                CONFIG.radius = 60; // Large radius = Large structures
                CONFIG.maxSpeed = 2.0;
                document.getElementById('inp-symmetric').checked = true;
                randomizeRules(); 
            } else if (name === 'clusters') {
                // Settings for tighter, denser clusters
                CONFIG.symmetric = true;
                CONFIG.friction = 0.70; // Slippery
                CONFIG.forceFactor = 1.5;
                CONFIG.radius = 40;
                CONFIG.maxSpeed = 3.0;
                document.getElementById('inp-symmetric').checked = true;
                randomizeRules();
            }
            updateUiValues();
        }

        // --- Physics Loop ---
        
        function updatePhysics() {
            const count = CONFIG.particleCount;
            const rMax = CONFIG.radius;
            const rMaxSq = rMax * rMax;
            const forceFactor = CONFIG.forceFactor;
            const friction = CONFIG.friction;
            const worldSize = CONFIG.worldSize;
            const halfWorld = worldSize / 2;
            const maxSpeed = CONFIG.maxSpeed;

            for (let i = 0; i < count; i++) {
                const i8 = i * 8;
                let fx = 0, fy = 0, fz = 0;
                const typeI = particles[i8+6];
                
                const px = particles[i8];
                const py = particles[i8+1];
                const pz = particles[i8+2];

                for (let j = 0; j < count; j++) {
                    if (i === j) continue;
                    
                    const j8 = j * 8;
                    let dx = particles[j8] - px;
                    let dy = particles[j8+1] - py;
                    let dz = particles[j8+2] - pz;

                    // Wrap around (Toroidal world)
                    if (dx > halfWorld) dx -= worldSize;
                    if (dx < -halfWorld) dx += worldSize;
                    if (dy > halfWorld) dy -= worldSize;
                    if (dy < -halfWorld) dy += worldSize;
                    if (dz > halfWorld) dz -= worldSize;
                    if (dz < -halfWorld) dz += worldSize;

                    const distSq = dx*dx + dy*dy + dz*dz;

                    if (distSq > 0 && distSq < rMaxSq) {
                        const dist = Math.sqrt(distSq);
                        const q = dist / rMax; 
                        const typeJ = particles[j8+6];
                        
                        let f = 0;
                        
                        // Modified Force Curve for Stability
                        if (q < 0.25) {
                            // Strong Repulsion zone (prevents collapse)
                            f = (q / 0.25 - 1.0) * 2.0; 
                        } else {
                            // Interaction zone
                            // Standard Particle Life: f = val * (1 - Math.abs(2 * q - 1));
                            // Smoother curve:
                            const val = rules[typeI][typeJ];
                            f = val * (1.0 - q) * 2.0; // Linear fade out
                            
                            // Or the classic peak at mid-distance
                            // f = val * Math.max(0, 1.0 - Math.abs(2.0 * q - 1.0 - 0.2));
                        }

                        const fScaled = (f * forceFactor) / dist;
                        fx += dx * fScaled;
                        fy += dy * fScaled;
                        fz += dz * fScaled;
                    }
                }

                // Apply Forces
                particles[i8+3] += fx;
                particles[i8+4] += fy;
                particles[i8+5] += fz;

                // Friction
                particles[i8+3] *= friction;
                particles[i8+4] *= friction;
                particles[i8+5] *= friction;

                // SPEED LIMIT (CRITICAL FOR STABILITY)
                const vx = particles[i8+3];
                const vy = particles[i8+4];
                const vz = particles[i8+5];
                const speed = Math.sqrt(vx*vx + vy*vy + vz*vz);

                if (speed > maxSpeed) {
                    const ratio = maxSpeed / speed;
                    particles[i8+3] *= ratio;
                    particles[i8+4] *= ratio;
                    particles[i8+5] *= ratio;
                }

                // Move
                particles[i8] += particles[i8+3];
                particles[i8+1] += particles[i8+4];
                particles[i8+2] += particles[i8+5];

                // Boundary Wrap
                if (particles[i8] <= -halfWorld) particles[i8] += worldSize;
                if (particles[i8] >= halfWorld) particles[i8] -= worldSize;
                if (particles[i8+1] <= -halfWorld) particles[i8+1] += worldSize;
                if (particles[i8+1] >= halfWorld) particles[i8+1] -= worldSize;
                if (particles[i8+2] <= -halfWorld) particles[i8+2] += worldSize;
                if (particles[i8+2] >= halfWorld) particles[i8+2] -= worldSize;
            }
        }

        function updateVisuals() {
            const count = CONFIG.particleCount;
            
            for (let i = 0; i < count; i++) {
                const i8 = i * 8;
                
                dummy.position.set(
                    particles[i8],
                    particles[i8+1],
                    particles[i8+2]
                );

                // Visual scale based on type and slight pulse
                const baseSize = particles[i8+7];
                dummy.scale.set(baseSize, baseSize, baseSize);
                dummy.updateMatrix();
                
                instancedMesh.setMatrixAt(i, dummy.matrix);
                
                const type = particles[i8+6];
                _color.copy(typeColors[type]);
                
                // Slight color variation based on velocity
                const speed = Math.sqrt(particles[i8+3]**2 + particles[i8+4]**2 + particles[i8+5]**2);
                const normalizedSpeed = Math.min(speed / CONFIG.maxSpeed, 1.0);
                
                // Brighten slightly when moving fast
                _color.r += normalizedSpeed * 0.2;
                _color.g += normalizedSpeed * 0.2;
                _color.b += normalizedSpeed * 0.2;
                
                instancedMesh.setColorAt(i, _color);
            }
            instancedMesh.instanceMatrix.needsUpdate = true;
            if(instancedMesh.instanceColor) instancedMesh.instanceColor.needsUpdate = true;
        }

        // --- Main Loop ---
        const statsEl = document.getElementById('stats');
        let frames = 0;
        let fpsTime = 0;

        function animate(time) {
            requestAnimationFrame(animate);

            frames++;
            if (time - fpsTime > 1000) {
                statsEl.innerHTML = `FPS: ${frames} | Particles: ${CONFIG.particleCount} | Limit: ${CONFIG.maxSpeed}`;
                frames = 0;
                fpsTime = time;
            }

            updatePhysics();
            updateVisuals();
            controls.update();
            composer.render();
        }

        // --- UI Event Listeners ---
        
        document.getElementById('inp-count').addEventListener('change', (e) => {
            CONFIG.particleCount = parseInt(e.target.value);
            document.getElementById('val-count').innerText = CONFIG.particleCount;
            initSystem();
        });

        document.getElementById('inp-radius').addEventListener('input', (e) => {
            CONFIG.radius = parseInt(e.target.value);
            document.getElementById('val-radius').innerText = CONFIG.radius;
        });

        document.getElementById('inp-force').addEventListener('input', (e) => {
            CONFIG.forceFactor = parseFloat(e.target.value);
            document.getElementById('val-force').innerText = CONFIG.forceFactor;
        });

        document.getElementById('inp-friction').addEventListener('input', (e) => {
            CONFIG.friction = parseFloat(e.target.value);
            document.getElementById('val-friction').innerText = CONFIG.friction;
        });

        document.getElementById('inp-speed').addEventListener('input', (e) => {
            CONFIG.maxSpeed = parseFloat(e.target.value);
            document.getElementById('val-speed').innerText = CONFIG.maxSpeed;
        });

        document.getElementById('inp-symmetric').addEventListener('change', (e) => {
            CONFIG.symmetric = e.target.checked;
        });

        document.getElementById('btn-randomize').addEventListener('click', () => {
            randomizeRules();
        });

        document.getElementById('btn-stable').addEventListener('click', () => {
            setPreset('stable');
        });

        document.getElementById('btn-clusters').addEventListener('click', () => {
            setPreset('clusters');
        });

        function updateUiValues() {
            document.getElementById('inp-friction').value = CONFIG.friction;
            document.getElementById('val-friction').innerText = CONFIG.friction;
            document.getElementById('inp-force').value = CONFIG.forceFactor;
            document.getElementById('val-force').innerText = CONFIG.forceFactor;
            document.getElementById('inp-radius').value = CONFIG.radius;
            document.getElementById('val-radius').innerText = CONFIG.radius;
            document.getElementById('inp-speed').value = CONFIG.maxSpeed;
            document.getElementById('val-speed').innerText = CONFIG.maxSpeed;
        }

        window.addEventListener('resize', () => {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
            composer.setSize(window.innerWidth, window.innerHeight);
        });

        initSystem();
        animate();

    </script>
</body>
</html>