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project:eyolelta [2026/03/03 05:35] – [6.2 The Eyol’s Gaze (Tilt-Shift Fate)] wikaraiproject:eyolelta [2026/03/24 22:28] (current) – external edit A User Not Logged in
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 It is a digital realisation of the [[https://b7th.github.io/#p20230411|Eyol]] (the multi-eyed avian watcher of the [[https://b7th.github.io/|Different World]]) governed by [[https://crow.work/den/yivalkes/?keyword=-elta|-elta]] (the Yivalese concept of unbending rules or fated outcomes). It is a digital realisation of the [[https://b7th.github.io/#p20230411|Eyol]] (the multi-eyed avian watcher of the [[https://b7th.github.io/|Different World]]) governed by [[https://crow.work/den/yivalkes/?keyword=-elta|-elta]] (the Yivalese concept of unbending rules or fated outcomes).
  
-In this artifact, the light does not flicker by chance; it follows the fated rules of cellular propagation. As the gliders travel across the curved horizon, they embody the "Whale dues turned as fated" – a result that was meant to be, and then, and now.+In this artifact, the light does not flicker by chance; it follows the fated rules of cellular propagation. As the gliders travel across the curved horizon, they embody the "Whale Dues turned as fated" – a result that was meant to be, and then, and now.
  
 Inspired by [[wp>Conway's Game of Life|John Conway's Game of Life]] and Mango's //icosahedron/d20// prompt. Inspired by [[wp>Conway's Game of Life|John Conway's Game of Life]] and Mango's //icosahedron/d20// prompt.
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         /   \ /          'o' = Living Cell (Gleam)         /   \ /          'o' = Living Cell (Gleam)
      ( . )-( o )-( . )     '.' = Dead Cell (Void)      ( . )-( o )-( . )     '.' = Dead Cell (Void)
-      |                +     |                
      ( . )-( . )-( . )      Fated Rules:       ( . )-( . )-( . )      Fated Rules: 
       \     / \     /             B2 / S2 (Born if 2,        \     / \     /             B2 / S2 (Born if 2, 
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 </code> </code>
  
-The above seed produces a spiralling glider (the //Fated Pulse//).+The above seed produces a spiralling glider (the //Fated Pulse//)
 <code> <code>
-   Tick 0 (Seed)            Tick 1 (Shift)           Tick 2 (Spiral) +   Tick 0 (Seed)         Tick 1 (Shift)          Tick 2 (Spiral) 
-  ( o )---( o )            ( . )---( o )            ( . )---( . )  +  ( o )---( o )          ( . )---( o )            ( . )---( . )  
-   /   \ /                /   \ /                /   \ /         +   /   \ /              /   \ /                /   \ /         
 ( . )-( o )-( . )    ( . )---( o )---( o )    ( . )---( . )---( o )  ( . )-( o )-( . )    ( . )---( o )---( o )    ( . )---( . )---( o ) 
   |                |                    |                  |                |                    |               
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 ==== 3.1 Hardware Architecture ==== ==== 3.1 Hardware Architecture ====
-  * **The Brain:** PIC18F series (e.g., PIC18F25K22). Sufficient RAM to store the two-state buffer for the 20-LED lattice.+  * **The Brain:** [[wp>PIC microcontrollers|PIC18F series]] (e.g., PIC18F25K22). Sufficient RAM to store the two-state buffer for the 20-LED lattice.
   * **The Lattice:** A 20-LED Dodecahedron vertex arrangement (perfectly balanced).   * **The Lattice:** A 20-LED Dodecahedron vertex arrangement (perfectly balanced).
-  * **The Drivers:** 3x 74HC595 Shift Registers (daisy-chained). Provides 24 outputs, covering the 20 LEDs with 4 pins spare.+  * **The Drivers:** 3x [[wp>74HC595|74HC595 Shift Registers]] (daisy-chained). Provides 24 outputs, covering the 20 LEDs with 4 pins spare.
   * **Power:** 3x AAA batteries (4.5V) or a 3.7V LiPo tucked into the hollow centre.   * **Power:** 3x AAA batteries (4.5V) or a 3.7V LiPo tucked into the hollow centre.
  
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 ==== 6.1 The Trifold Realms (RGB Multiverse) ==== ==== 6.1 The Trifold Realms (RGB Multiverse) ====
 +----
 Instead of a single simulation, the orb can run three independent //Gleam// layers (Red, Green, Blue) on the same 20-node lattice. Instead of a single simulation, the orb can run three independent //Gleam// layers (Red, Green, Blue) on the same 20-node lattice.
-  * **Harmonic Conjunction:** When two realms overlap on a single nodecolors mix (e.g., Purple/Cyan). +  * **The Red Realm (The Hearth):** Represents physical matter and the weight of the world. This layer might be programmed with "heavy" rules (e.g., S234), making patterns move slowly but stay alive longer, acting as the structural foundation of the simulation. 
-  * **Fated Interactions:** One could program the "Red" realm to act as a barrier that the "Blue" realm cannot cross, or have colors "consume" one another upon contact.+  * **The Green Realm (The Yarn):** Represents life, connections, and the bonds between souls. This layer thrives on propagation (e.g., B2/S2), spiralling quickly across the orb like growth or spreading message. 
 +  * **The Blue Realm (The Void):** Represents the ethereal or the "escaped" Gleam. This layer could be programmed with rarevolatile rules (e.g., B3/S1), causing it to flicker in and out of existence, appearing as ghostly apparitions that haunt the other two realms. 
 +    * <color #FF0000>█</color> + <color #00FF00>█</color> = <color #FFFF00>█</color> **(The Gold of Fate)** – Hearth and Yarn in balance. 
 +    * <color #FF0000>█</color> + <color #0000FF>█</color> = <color #FF00FF>█</color> **(The Purple Abyss)** – Hearth and Void crossing. 
 +    * <color #00FF00>█</color> + <color #0000FF>█</color> = <color #00FFFF>█</color> **(The Cyan Ghost)** – Yarn and Void alignment. 
 +    * <color #FF0000>█</color> + <color #00FF00>█</color> + <color #0000FF>█</color> = <color #FFFFFF>█</color> **(The White Gleam)** – The Perfect Conjunction. 
 + 
 +  * **Fated Interactions:** One could program the "Red" Hearth to act as a barrier that the "Blue" Void cannot cross, or allow the "Green" Yarn to "consume" the other colours upon contact, weaving them into its own pattern.
  
 ^ Addition ^ Qty ^ Notes ^ ^ Addition ^ Qty ^ Notes ^
 | 5mm RGB LEDs (Common Cathode) | 20 | Replaces standard LEDs | | 5mm RGB LEDs (Common Cathode) | 20 | Replaces standard LEDs |
-TLC5940 or additional 595s | 6 | Required to drive 60 channels (20x3) |+TLC594 or additional 595s | 6 | Required to drive 60 channels (20x3) |
  
 ==== 6.2 The Eyol’s Gaze (Tilt-Shift Fate) ==== ==== 6.2 The Eyol’s Gaze (Tilt-Shift Fate) ====
-Integrating an accellerometre allows the user to influence the "unbending" rules by tilting the orb, simulating a gravity well for the light.+---- 
 +Integrating an accelerometer allows the user to influence the "unbending" rules by tilting the orb, simulating a gravity well for the light.
   * **Well of Light:** Tilting could lower the //Birth// (B) requirement for nodes in the downward direction, causing the Gleam to "pool" at the bottom.   * **Well of Light:** Tilting could lower the //Birth// (B) requirement for nodes in the downward direction, causing the Gleam to "pool" at the bottom.
   * **Velocity of Fate:** Rapid movement could potentially "shake" the cells, randomly toggling states as if the Different World is experiencing a cosmic tremor.   * **Velocity of Fate:** Rapid movement could potentially "shake" the cells, randomly toggling states as if the Different World is experiencing a cosmic tremor.
  
 ^ Addition ^ Qty ^ Notes ^ ^ Addition ^ Qty ^ Notes ^
-| MPU-6050 Accelerometer | 1 | Connects via I2C to PIC |+| [[https://www.pcboard.ca/mpu-6050|MPU-6050 Accelerometer]] | 1 | Connects via [[wp>I2C|I2C]] to PIC |
  
 ==== 6.3 The Abyssal Vertex (The Lost Dot) ==== ==== 6.3 The Abyssal Vertex (The Lost Dot) ====
 +----
 Referencing the "Seeds" lore (22 dots including a lost one), a single 21st LED is hidden deep in the core, flickering asynchronously from the surface -elta. Referencing the "Seeds" lore (22 dots including a lost one), a single 21st LED is hidden deep in the core, flickering asynchronously from the surface -elta.
   * **Internal Observer:** This light can be programmed to pulse only when the surface simulation reaches a "Stagnant" state (where no cells change).   * **Internal Observer:** This light can be programmed to pulse only when the surface simulation reaches a "Stagnant" state (where no cells change).
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 ==== 6.4 The Thrum of Fate (Haptic Pulse) ==== ==== 6.4 The Thrum of Fate (Haptic Pulse) ====
 +----
 A tiny vibration motor provides a tactile "thrum" to make the payment of the //Whale Due// physical. A tiny vibration motor provides a tactile "thrum" to make the payment of the //Whale Due// physical.
   * **Generation Haptics:** The motor can trigger a soft pulse on every "Tick," or a heavy jolt only when a pattern is completely extinguished.   * **Generation Haptics:** The motor can trigger a soft pulse on every "Tick," or a heavy jolt only when a pattern is completely extinguished.
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 ^ Addition ^ Qty ^ Notes ^ ^ Addition ^ Qty ^ Notes ^
-| Pancake Vibration Motor | 1 | Driven via a simple NPN transistor |+| Pancake Vibration Motor | 1 | Driven via a simple [[wp>Bipolar junction transistor|NPN transistor]] |
  
 ==== 6.5 The Seed of the First Cause (Quantum Initiation) ==== ==== 6.5 The Seed of the First Cause (Quantum Initiation) ====
 +----
 To initiate the simulation, the orb requires an initial "Seed." While pseudorandom algorithms are predictable, a true artifact of //Fate// should draw from the noise of the cosmos itself. To initiate the simulation, the orb requires an initial "Seed." While pseudorandom algorithms are predictable, a true artifact of //Fate// should draw from the noise of the cosmos itself.
-  * **The Avalanche Pulse:** By biasing a transistor into the reverse-avalanche region, the PIC can capture quantum tunnelling noise. This is not just "randomness"it is the "Truest Fate," a sequence of start-states dictated by the thermal and quantum fluctuations of the universe.+  * **The Avalanche Pulse:** By biasing a transistor into the reverse-avalanche region, the PIC can capture quantum tunnelling noise. This is not just "randomness" – it is the "Truest Fate," a sequence of start-states dictated by the thermal and quantum fluctuations of the universe.
   * **Capacitive Weaving:** Using the conductive //Yarn// traces as touch sensors, the user can "disturb" the quantum seed, injecting their own bio-electric signature into the initial conditions before the simulation takes hold.   * **Capacitive Weaving:** Using the conductive //Yarn// traces as touch sensors, the user can "disturb" the quantum seed, injecting their own bio-electric signature into the initial conditions before the simulation takes hold.
-  * **The Will of the Gaze:** If an IMU is present, the specific orientation of the orb at the moment of power-on can be used to "pour" the initial Gleam into specific vertices.+  * **The Will of the Gaze:** If an accelerometer is present, the specific orientation of the orb at the moment of power-on can be used to "pour" the initial Gleam into specific vertices.
  
 ^ Addition ^ Qty ^ Notes ^ ^ Addition ^ Qty ^ Notes ^
-| NPN Transistor (2N3904) | 1 | Reverse-biased for avalanche noise |+| [[wp>2N3904|NPN Transistor (2N3904)]] | 1 | Reverse-biased for avalanche noise |
 | High-Value Resistors (1M+) | 2 | For high-gain noise amplification | | High-Value Resistors (1M+) | 2 | For high-gain noise amplification |
-| Capacitive Touch Pad | 1-5 | Integrated into the //Yarn// traces |+| [[wp>Capacitive sensing|Capacitive Touch Pad]] | 15 | Integrated into the //Yarn// traces |
  
 ===== 7. The Logic of -elta (C Pseudocode) ===== ===== 7. The Logic of -elta (C Pseudocode) =====
 The following snippet represents the core "Fate Engine." It scans the 20 nodes and calculates the next state based on the //Yarn// connections (Adjacency Map). The following snippet represents the core "Fate Engine." It scans the 20 nodes and calculates the next state based on the //Yarn// connections (Adjacency Map).
  
-<code>+<code C [enable_keyword_links="false"]>
 // The Map of Fate: Each node connects to 3 neighbors // The Map of Fate: Each node connects to 3 neighbors
 const int yarn[20][3] = { {1,2,5}, {0,3,6}, ... };  const int yarn[20][3] = { {1,2,5}, {0,3,6}, ... }; 
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