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This is the forging of my initial Access Hub.
PARTLYDECENT/ORDINARY-TECHNOLOGY
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The project "ORDINARY TECHNOLOGY" is a large, multi-faceted web application and creative technology suite. Here’s a high-level analysis and a plan to update or create a comprehensive README to help users understand its scope and functions: ## Project Analysis ### 1. Main Features & Scope - **Landing & Navigation:** The index.html serves as a visually rich landing page with advanced CSS, interactive banners, and links to various sub-projects and features. - **Games & Simulations:** - game contains a 3D resource management and defense game with NPCs, building placement, and enemy waves. - ordinary-mars-builder and ordinary-recycling are additional game modules with unique mechanics and assets. - game2 appears to be another game or simulation with its own assets and logic. - **Music & Audio:** - liquidMusic.html and related scripts provide a music player with real-time filter controls and recording features. - Multiple sound and music files are included for interactive and ambient experiences. - **Media & Video:** - videoPlayer.html is a custom video player with keyboard shortcuts, filters, and advanced UI. - The videos directory contains a large collection of video assets. - **Visual Effects & Shaders:** - settings.html, shader.js, and shader2.js provide interactive shader demos and visualizations, including cosmic and plasma effects. - **Easter Eggs & Hidden Content:** - Multiple `egg*.html` files and an easteregg.html suggest hidden features or mini-games. - **Community & Forum:** - forum.html provides a space for user interaction or discussion. - **Other Utilities:** - Scripts like mental.js, typing.js, and background.js add further interactivity and effects. ### 2. Technologies Used - HTML5, CSS3 (with advanced effects and animations) - JavaScript (vanilla, with some use of WebGL/Three.js for 3D and shaders) - Audio/Video APIs for media features - LocalStorage for saving settings and progress ### 3. Structure - Modular, with each major feature/game in its own directory - Shared assets (audio, video, textures) at the root and in subfolders - Some documentation in HTML (e.g., readme.html), but no unified README --- ## README Plan I will create a new `README.md` at the project root, summarizing the above, listing main features, and providing navigation and usage instructions. Made changes. Project analysis is complete. A new README.md has been created at the project root, summarizing the scope, features, structure, and usage of the entire project. This will help users and contributors quickly understand and navigate the project. If you want to add more details or update specific sections, let me know! --- ## Deep Analysis: Novel and Nonstandard Features This project contains a wide range of creative, experimental, and nonstandard modules and effects. Here are some of the most unique aspects: ### 1. Procedural & Generative Systems - **Alien World Generator (easteregg.html):** - Generates 3D alien biomes using fractal noise, quantum math, and procedural color/height functions. Users can tweak parameters like gravity, complexity, and 'alien factor' to create worlds with unique lifeforms, atmospheres, and anomalies. Exports to .PLY format for 3D viewing. - **Shader Demos (settings.html, shader.js, shader2.js, game.html):** - Custom GLSL/WebGL shaders for cosmic, plasma, nebula, and other effects. Includes animated backgrounds, interactive shader switching, and real-time parameter controls. - **Particle & Parallax Effects (index.html, script.js):** - Floating particles, parallax backgrounds, and animated overlays (e.g., 'mouse-light', 'breathing-container', 'glitch-effect') create a dynamic, immersive UI. ### 2. Hidden, Playful, and Meta Content - **Easter Eggs & Secret Commands:** - Multiple `egg*.html` files and console commands unlock hidden games, visualizations, and effects. Some are only accessible via special input or rapid clicking (e.g., 'Rapid Fire Mode' in ordinary-recycling). - **Mental.js:** - A meta-script filled with code snippets in esoteric languages (Brainfuck, Malbolge, Shakespeare, Piet, Whitespace, LOLCODE, etc.), encrypted headers, and intentionally confusing shaders. Serves as a playful, chaotic homage to programming culture. - **Console-Driven Features:** - The main site console accepts commands to trigger shaders, navigate to hidden pages, or run system scans, blending developer tools with user experience. ### 3. Advanced UI/UX and Interactivity - **Custom Cursors & Animations (game/game.js, game/readme.html):** - Animated, interactive cursors with electricity effects, wavy motion, and click feedback. Default cursor is hidden and replaced with a custom DOM element. - **Floating Action Buttons & Matrix Effects (index.html):** - Floating buttons trigger special effects (Matrix rain, pulse waves, game scroll). Parallax and scroll-reveal animations enhance immersion. - **Neural Interface & Reality Distortion:** - UI modules simulate neural network activity and 'reality distortion' by dynamically transforming and recoloring elements. ### 4. Audio/Visual Experimentation - **LiquidMusic.html:** - Music player with real-time filter controls, visualizers, and neural network-inspired backgrounds. Supports recording, exporting, and switching between multiple visualizer modes. - **VideoPlayer.html:** - Custom video player with keyboard shortcuts, filter cycling (e.g., X-ray, psychedelic, neon glow), and advanced UI overlays. ### 5. In-World Lore, AI, and Meta-Commentary - **Forum.html (Weapon Lab):** - 3D weapon viewer with Babylon.js, classified prototype data, and environment toggles (hologram, X-ray). Includes a 'lab' UI with scanlines, overlays, and secret weapon lore. - **Knowledge Archives & Data Entries (index.html):** - In-universe articles, AI/brain symbiosis theory, and commentary on generative AI, cognition, and the future of creativity. Blends fiction, science, and meta-reflection. ### 6. Game Mechanics & Mini-Games - **Ordinary-Mars-Builder & Ordinary-Recycling:** - Mars builder features unlockable towers, resource management, and drag-and-drop mechanics. Recycling game includes conveyor logic, touch support, and hidden rapid-fire mode. - **Game2 & Dimension88:** - Additional experimental games with placeholder logic, procedural item spawning, and unique win/lose conditions. ### 7. Visual Storytelling & Thematic Consistency - **Animated Crawling Text, Glitch Effects, and Themed Overlays:** - Many modules use animated overlays, glitch text, and sci-fi UI elements to create a cohesive, futuristic aesthetic. - **Meta-References & Playful Design:** - The project is self-aware, referencing its own structure, hidden features, and the nature of creativity and computation. --- This deep layer of experimental, generative, and meta content sets ORDINARY TECHNOLOGY apart from typical web projects, making it both a technical playground and a creative statement.
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This is the forging of my initial Access Hub.
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