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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>3D Continuous Particle Life</title>
    <link href="https://fonts.googleapis.com/css2?family=Inter:wght@300;500;700&display=swap" rel="stylesheet">
    <style>
        :root {
            --primary: #00f2ff;
            --glass-bg: rgba(15, 23, 42, 0.6);
            --glass-border: rgba(255, 255, 255, 0.1);
            --text: #e2e8f0;
        }

        * {
            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;
        }

        /* Header Link */
        .brand-link {
            position: fixed;
            top: 20px;
            left: 50%;
            transform: translateX(-50%);
            z-index: 100;
            color: var(--primary);
            text-decoration: none;
            font-weight: 700;
            font-size: 0.9rem;
            background: var(--glass-bg);
            padding: 8px 16px;
            border-radius: 20px;
            border: 1px solid var(--glass-border);
            backdrop-filter: blur(10px);
            transition: all 0.3s ease;
            text-transform: uppercase;
            letter-spacing: 1px;
            box-shadow: 0 4px 15px rgba(0, 242, 255, 0.1);
        }

        .brand-link:hover {
            background: rgba(0, 242, 255, 0.1);
            box-shadow: 0 4px 25px rgba(0, 242, 255, 0.3);
            transform: translateX(-50%) translateY(-2px);
        }

        /* UI Overlay */
        .ui-panel {
            position: fixed;
            top: 20px;
            right: 20px;
            width: 300px;
            background: var(--glass-bg);
            backdrop-filter: blur(12px);
            -webkit-backdrop-filter: blur(12px);
            border: 1px solid var(--glass-border);
            border-radius: 16px;
            padding: 20px;
            z-index: 10;
            display: flex;
            flex-direction: column;
            gap: 15px;
            box-shadow: 0 10px 30px rgba(0,0,0,0.3);
            transition: transform 0.3s ease, opacity 0.3s ease;
            max-height: 90vh;
            overflow-y: auto;
        }

        .ui-panel.hidden {
            transform: translateX(120%);
            opacity: 0;
        }

        .panel-header {
            display: flex;
            justify-content: space-between;
            align-items: center;
            margin-bottom: 5px;
        }

        h1 {
            font-size: 1.1rem;
            font-weight: 700;
            background: linear-gradient(90deg, #fff, #94a3b8);
            -webkit-background-clip: text;
            -webkit-text-fill-color: transparent;
        }

        .control-group {
            display: flex;
            flex-direction: column;
            gap: 8px;
        }

        label {
            font-size: 0.8rem;
            color: #94a3b8;
            display: flex;
            justify-content: space-between;
        }

        input[type="range"] {
            -webkit-appearance: none;
            width: 100%;
            height: 4px;
            background: rgba(255,255,255,0.1);
            border-radius: 2px;
            outline: none;
        }

        input[type="range"]::-webkit-slider-thumb {
            -webkit-appearance: none;
            width: 14px;
            height: 14px;
            border-radius: 50%;
            background: var(--primary);
            cursor: pointer;
            transition: transform 0.1s;
        }

        input[type="range"]::-webkit-slider-thumb:hover {
            transform: scale(1.2);
        }

        button {
            background: rgba(255,255,255,0.05);
            border: 1px solid var(--glass-border);
            color: white;
            padding: 10px;
            border-radius: 8px;
            cursor: pointer;
            font-weight: 500;
            transition: all 0.2s;
            font-family: 'Inter', sans-serif;
        }

        button:hover {
            background: var(--primary);
            color: black;
            border-color: var(--primary);
        }

        button.secondary {
            background: transparent;
            border: 1px solid rgba(255,255,255,0.2);
        }
        button.secondary:hover {
            background: rgba(255,255,255,0.1);
            color: white;
        }

        .toggle-btn {
            position: fixed;
            top: 20px;
            right: 20px;
            z-index: 11;
            width: 40px;
            height: 40px;
            border-radius: 50%;
            background: var(--glass-bg);
            backdrop-filter: blur(10px);
            border: 1px solid var(--glass-border);
            color: white;
            display: none; /* Shown via JS logic if needed, or just use CSS media queries */
            align-items: center;
            justify-content: center;
            cursor: pointer;
        }

        .stats {
            font-size: 0.7rem;
            color: #64748b;
            margin-top: 10px;
            text-align: center;
        }

        /* Scrollbar */
        .ui-panel::-webkit-scrollbar {
            width: 4px;
        }
        .ui-panel::-webkit-scrollbar-thumb {
            background: rgba(255,255,255,0.2);
            border-radius: 4px;
        }

        @media (max-width: 600px) {
            .ui-panel {
                width: calc(100% - 40px);
                bottom: 20px;
                top: auto;
                max-height: 50vh;
            }
            .brand-link {
                top: 10px;
                font-size: 0.75rem;
            }
        }
    </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="canvas-container"></div>

    <div class="ui-panel" id="uiPanel">
        <div class="panel-header">
            <h1>Particle Life 3D</h1>
        </div>

        <div class="control-group">
            <label>Particles <span id="val-count">1000</span></label>
            <input type="range" id="inp-count" min="200" max="2000" step="100" value="1000">
        </div>

        <div class="control-group">
            <label>Interaction Radius <span id="val-radius">30</span></label>
            <input type="range" id="inp-radius" min="10" max="100" value="30">
        </div>

        <div class="control-group">
            <label>Force Strength <span id="val-force">1.0</span></label>
            <input type="range" id="inp-force" min="0.1" max="5.0" step="0.1" value="1.0">
        </div>

        <div class="control-group">
            <label>Friction <span id="val-friction">0.85</span></label>
            <input type="range" id="inp-friction" min="0.50" max="0.99" step="0.01" value="0.85">
        </div>

        <button id="btn-randomize">🎲 Randomize Rules</button>
        <button id="btn-reset" class="secondary">Example: Cells</button>
        <button id="btn-reset-snake" class="secondary">Example: Serpents</button>

        <div class="stats" id="stats">
            FPS: 60 | Types: 4
        </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: 1000,
            types: 4,
            radius: 30,
            forceFactor: 1.0,
            friction: 0.85,
            worldSize: 200,
            wrap: true
        };

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

        const camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.set(0, 100, 250);

        const renderer = new THREE.WebGLRenderer({ antialias: false, powerPreference: "high-performance" });
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); // Cap pixel ratio for performance
        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 = 0.1;
        bloomPass.strength = 1.2; // Glowing effect
        bloomPass.radius = 0.5;

        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 = 0.5;

        // Lighting
        const ambientLight = new THREE.AmbientLight(0x404040);
        scene.add(ambientLight);
        const dirLight = new THREE.DirectionalLight(0xffffff, 1);
        dirLight.position.set(10, 10, 10);
        scene.add(dirLight);

        // --- Particle System (InstancedMesh) ---
        const geometry = new THREE.SphereGeometry(1, 16, 16);
        const material = new THREE.MeshStandardMaterial({
            color: 0xffffff,
            roughness: 0.2,
            metalness: 0.8,
            emissive: 0xffffff,
            emissiveIntensity: 0.2
        });
        
        let instancedMesh;
        const dummy = new THREE.Object3D();
        const _color = new THREE.Color();

        // --- Logic ---

        function initSystem() {
            // Clear old mesh
            if (instancedMesh) {
                scene.remove(instancedMesh);
                instancedMesh.dispose();
            }

            // Create Colors
            typeColors = [
                new THREE.Color(0x00f2ff), // Cyan
                new THREE.Color(0xff0055), // Magenta
                new THREE.Color(0x00ffaa), // Green
                new THREE.Color(0xffaa00)  // Orange
            ];
            CONFIG.types = typeColors.length;

            // Create Particles
            particles = new Float32Array(CONFIG.particleCount * 8); // x, y, z, vx, vy, vz, type, size
            
            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)
                particles[i8+7] = 1.0 + Math.random() * 1.5;
            }

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

            randomizeRules();
        }

        function randomizeRules() {
            // Generate interaction matrix: force between type A and B
            rules = [];
            for (let i = 0; i < CONFIG.types; i++) {
                rules[i] = [];
                for (let j = 0; j < CONFIG.types; j++) {
                    // Value between -1 (repel) and 1 (attract)
                    rules[i][j] = (Math.random() * 2 - 1);
                }
            }
            console.log("Rules Randomized", rules);
        }

        function setPreset(name) {
            // Presets for interesting behaviors
            if (name === 'cells') {
                // Similar types attract, different repel slightly
                for(let i=0; i<CONFIG.types; i++) {
                    for(let j=0; j<CONFIG.types; j++) {
                        if (i === j) rules[i][j] = 0.8;
                        else rules[i][j] = -0.4;
                    }
                }
            } else if (name === 'snakes') {
                // Cyclic attraction: 0->1, 1->2, 2->3, 3->0
                for(let i=0; i<CONFIG.types; i++) {
                    for(let j=0; j<CONFIG.types; j++) {
                        rules[i][j] = 0;
                    }
                    rules[i][(i+1)%CONFIG.types] = 0.6; // Chase next
                    rules[i][(i-1+CONFIG.types)%CONFIG.types] = -0.2; // Run from prev
                }
            }
        }

        // --- 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;

            // Brute force O(N^2) - acceptable for N < 1500 in JS on modern devices
            // Optimized slightly by pre-calculating constants
            
            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 distance for continuous field illusion
                    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; // Normalized distance 0..1
                        const typeJ = particles[j8+6];
                        
                        // Force calculation
                        // 1. Repulsion if very close (prevent overlap)
                        // 2. Interaction based on rule matrix
                        
                        let f = 0;
                        
                        if (q < 0.3) {
                            // Strong repulsion
                            f = q - 1; 
                        } else {
                            // Rule based force.
                            // Smooth curve: rises then falls off
                            // Standard Particle Life formula variant
                            const g = rules[typeI][typeJ];
                            // Peak force at q=0.5 approx
                            f = g * (1 - Math.abs(2 * q - 1)) * 0.5; 
                        }

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

                // Apply Force to Velocity
                particles[i8+3] = (particles[i8+3] + fx) * friction;
                particles[i8+4] = (particles[i8+4] + fy) * friction;
                particles[i8+5] = (particles[i8+5] + fz) * friction;

                // Update Position
                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]
                );

                // Dynamic Scale based on velocity (stretch effect)
                const speed = Math.sqrt(particles[i8+3]**2 + particles[i8+4]**2 + particles[i8+5]**2);
                const baseSize = particles[i8+7];
                const scale = baseSize + speed * 2; 
                
                // Orient towards velocity for "looking alive"
                // Not strictly necessary for spheres but helps if we change geometry later
                // dummy.lookAt(dummy.position.clone().add(new THREE.Vector3(particles[i8+3], particles[i8+4], particles[i8+5])));
                
                dummy.scale.set(scale, scale, scale);
                dummy.updateMatrix();
                
                instancedMesh.setMatrixAt(i, dummy.matrix);
                
                // Color
                const type = particles[i8+6];
                _color.copy(typeColors[type]);
                
                // Brighten based on speed (activity)
                const intensity = 1 + speed * 0.5;
                _color.multiplyScalar(intensity);
                
                instancedMesh.setColorAt(i, _color);
            }
            instancedMesh.instanceMatrix.needsUpdate = true;
            if(instancedMesh.instanceColor) instancedMesh.instanceColor.needsUpdate = true;
        }

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

        function animate(time) {
            requestAnimationFrame(animate);

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

            updatePhysics();
            updateVisuals();
            controls.update();
            
            // Render with Bloom
            composer.render();
        }

        // --- UI Event Listeners ---
        
        document.getElementById('inp-count').addEventListener('input', (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('btn-randomize').addEventListener('click', () => {
            randomizeRules();
            // Add a flash effect to canvas maybe?
        });

        document.getElementById('btn-reset').addEventListener('click', () => {
            setPreset('cells');
            // Reset Friction/Force for this preset
            CONFIG.friction = 0.80;
            CONFIG.forceFactor = 1.2;
            CONFIG.radius = 40;
            updateUiValues();
        });

        document.getElementById('btn-reset-snake').addEventListener('click', () => {
            setPreset('snakes');
            CONFIG.friction = 0.90;
            CONFIG.forceFactor = 2.0;
            CONFIG.radius = 60;
            updateUiValues();
        });

        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;
        }

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

        // --- Boot ---
        initSystem();
        animate();

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