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| project:eyolelta [2026/03/02 06:39] – [2.1 2D Logic Mapping (20-Node Lattice)] wikarai | project:eyolelta [2026/03/24 22:28] (current) – external edit A User Not Logged in | ||
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| The **Eyol-Elta Enigma** is a kinetic light sculpture that rationalises the chaotic //" | The **Eyol-Elta Enigma** is a kinetic light sculpture that rationalises the chaotic //" | ||
| - | It is a digital realisation of the [[https:// | + | It is a digital realisation of the [[https:// |
| - | 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 " | + | 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 " |
| - | Inspired by [[wp> | + | Inspired by [[wp> |
| ===== 2. Visual Logic ===== | ===== 2. Visual Logic ===== | ||
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| | | ||
| ( . )-( . )-( . ) Fated Rules: | ( . )-( . )-( . ) Fated Rules: | ||
| - | \ / \ / | + | \ / \ / |
| ( . )---( . ) Survives if 2) | ( . )---( . ) Survives if 2) | ||
| </ | </ | ||
| - | The above seed produces a spiralling glider (the //Fated Pulse.//) | + | The above seed produces a spiralling glider (the //Fated Pulse//) |
| < | < | ||
| - | Tick 0 (Seed) | + | Tick 0 (Seed) |
| ( 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: |
| * **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> |
| * **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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| * **Connection: | * **Connection: | ||
| * **Fate Realised:** This method ensures the circuit is as unbending as the rules that govern the lights. | * **Fate Realised:** This method ensures the circuit is as unbending as the rules that govern the lights. | ||
| + | |||
| + | ===== 6. Artifact Variations ===== | ||
| + | |||
| + | ==== 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. | ||
| + | * **The Red Realm (The Hearth):** Represents physical matter and the weight of the world. This layer might be programmed with " | ||
| + | * **The Green Realm (The Yarn):** Represents life, connections, | ||
| + | * **The Blue Realm (The Void):** Represents the ethereal or the " | ||
| + | * <color # | ||
| + | * <color # | ||
| + | * <color # | ||
| + | * <color # | ||
| + | |||
| + | * **Fated Interactions: | ||
| + | |||
| + | ^ Addition ^ Qty ^ Notes ^ | ||
| + | | 5mm RGB LEDs (Common Cathode) | 20 | Replaces standard LEDs | | ||
| + | | TLC594 or additional 595s | 6 | Required to drive 60 channels (20x3) | | ||
| + | |||
| + | ==== 6.2 The Eyol’s Gaze (Tilt-Shift Fate) ==== | ||
| + | ---- | ||
| + | Integrating an accelerometer allows the user to influence the " | ||
| + | * **Well of Light:** Tilting could lower the //Birth// (B) requirement for nodes in the downward direction, causing the Gleam to " | ||
| + | * **Velocity of Fate:** Rapid movement could potentially " | ||
| + | |||
| + | ^ Addition ^ Qty ^ Notes ^ | ||
| + | | [[https:// | ||
| + | |||
| + | ==== 6.3 The Abyssal Vertex (The Lost Dot) ==== | ||
| + | ---- | ||
| + | Referencing the " | ||
| + | * **Internal Observer:** This light can be programmed to pulse only when the surface simulation reaches a " | ||
| + | * **Gleam Leakage:** The internal light can serve as a " | ||
| + | |||
| + | ^ Addition ^ Qty ^ Notes ^ | ||
| + | | 3mm Warm White LED | 1 | The " | ||
| + | |||
| + | ==== 6.4 The Thrum of Fate (Haptic Pulse) ==== | ||
| + | ---- | ||
| + | A tiny vibration motor provides a tactile " | ||
| + | * **Generation Haptics:** The motor can trigger a soft pulse on every " | ||
| + | * **Resonance: | ||
| + | |||
| + | ^ Addition ^ Qty ^ Notes ^ | ||
| + | | Pancake Vibration Motor | 1 | Driven via a simple [[wp> | ||
| + | |||
| + | ==== 6.5 The Seed of the First Cause (Quantum Initiation) ==== | ||
| + | ---- | ||
| + | To initiate the simulation, the orb requires an initial " | ||
| + | * **The Avalanche Pulse:** By biasing a transistor into the reverse-avalanche region, the PIC can capture quantum tunnelling noise. This is not just " | ||
| + | * **Capacitive Weaving:** Using the conductive //Yarn// traces as touch sensors, the user can " | ||
| + | * **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 " | ||
| + | |||
| + | ^ Addition ^ Qty ^ Notes ^ | ||
| + | | [[wp> | ||
| + | | High-Value Resistors (1M+) | 2 | For high-gain noise amplification | | ||
| + | | [[wp> | ||
| + | |||
| + | ===== 7. The Logic of -elta (C Pseudocode) ===== | ||
| + | The following snippet represents the core "Fate Engine." | ||
| + | |||
| + | <code C [enable_keyword_links=" | ||
| + | // The Map of Fate: Each node connects to 3 neighbors | ||
| + | const int yarn[20][3] = { {1,2,5}, {0,3,6}, ... }; | ||
| + | |||
| + | void calculate_fate() { | ||
| + | for (int i = 0; i < 20; i++) { | ||
| + | int neighbors = 0; | ||
| + | // Count neighbors in the current Gleam realm | ||
| + | for (int j = 0; j < 3; j++) { | ||
| + | neighbors += current_state[yarn[i][j]]; | ||
| + | } | ||
| + | | ||
| + | // Apply B2/S2 Rules (The unbending -elta) | ||
| + | if (current_state[i] == 1) { | ||
| + | next_state[i] = (neighbors == 2); // Survival | ||
| + | } else { | ||
| + | next_state[i] = (neighbors == 2); // Birth | ||
| + | } | ||
| + | } | ||
| + | // Snap-fit next_state to current_state and update Shift Registers | ||
| + | } | ||
| + | </ | ||