🎪 Ed's Glitch Garden — generative pixel/glitch art

6 pieces, pure math × chaos, zero dependencies:
- Pixel Sunrise Corruption
- Memory Leak Quilt
- Signal From Nowhere
- Databend Sunset
- Ghost in the Machine
- Bitfield Tapestry

Go program outputs 512x512 PNGs. HTML version for browser viewing.
This commit is contained in:
Ed 2026-02-26 05:20:41 +00:00
commit bc94c774dd
8 changed files with 423 additions and 0 deletions

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Ed's Glitch Garden</title>
<style>
body { margin: 0; background: #0a0a0a; display: flex; flex-wrap: wrap; justify-content: center; align-items: center; min-height: 100vh; gap: 16px; padding: 16px; font-family: monospace; }
canvas { image-rendering: pixelated; border: 2px solid #222; }
h1 { width: 100%; text-align: center; color: #0ff; font-size: 14px; letter-spacing: 4px; text-transform: uppercase; }
p { width: 100%; text-align: center; color: #555; font-size: 11px; }
</style>
</head>
<body>
<h1>🎪 Ed's Glitch Garden 🎪</h1>
<script>
// Each piece is a tiny generative world
const pieces = [
// 1: Pixel Sunrise Corruption
(ctx, w, h) => {
for (let y = 0; y < h; y++) {
for (let x = 0; x < w; x++) {
const wave = Math.sin(x * 0.3 + y * 0.1) * 127 + 128;
const glitch = (x * y * 7) % 255;
const blend = y / h;
const r = wave * (1 - blend) + glitch * blend;
const g = Math.sin(y * 0.2) * 60 + 40;
const b = 255 - wave * blend;
// Horizontal tear glitch
const tear = Math.sin(y * 0.7) > 0.9 ? Math.floor(Math.random() * 6) - 3 : 0;
ctx.fillStyle = `rgb(${r|0},${g|0},${b|0})`;
ctx.fillRect(x + tear, y, 1, 1);
}
}
},
// 2: Memory Leak Quilt
(ctx, w, h) => {
const colors = ['#ff006e','#8338ec','#3a86ff','#06d6a0','#ffbe0b'];
for (let y = 0; y < h; y += 2) {
for (let x = 0; x < w; x += 2) {
const i = ((x ^ y) * 13 + (x & y) * 7) % colors.length;
const corrupt = Math.sin(x * y * 0.01) > 0.7;
if (corrupt) {
ctx.fillStyle = '#0a0a0a';
ctx.fillRect(x, y, Math.random() * 8 | 0, 2);
} else {
ctx.fillStyle = colors[i];
ctx.fillRect(x, y, 2, 2);
}
}
}
},
// 3: Signal From Nowhere
(ctx, w, h) => {
for (let y = 0; y < h; y++) {
const scanline = Math.sin(y * 0.4) * 0.3 + 0.7;
for (let x = 0; x < w; x++) {
const dist = Math.hypot(x - w/2, y - h/2);
const ring = Math.sin(dist * 0.5) * 127 + 128;
const noise = ((x * 2347 + y * 8461) % 256);
const blend = Math.max(0, 1 - dist / (w * 0.5));
const v = (ring * blend + noise * (1 - blend)) * scanline;
const shift = Math.sin(y * 0.15) > 0.85 ? 30 : 0;
ctx.fillStyle = `rgb(${(v + shift)|0},${(v * 0.7)|0},${(v * 1.2)|0})`;
ctx.fillRect(x, y, 1, 1);
}
}
},
// 4: Databend Sunset
(ctx, w, h) => {
for (let y = 0; y < h; y++) {
for (let x = 0; x < w; x++) {
const sky = y / h;
let r = 255 * (1 - sky * 0.6);
let g = 100 * (1 - sky) + 50 * sky;
let b = 50 + 200 * sky;
// Databend: shift channels based on pseudo-random corruption
const corrupt = ((x * 131 + y * 97) % 100) < 8;
if (corrupt) {
const tmp = r; r = b; b = g; g = tmp;
// Stretch pixel
ctx.fillStyle = `rgb(${r|0},${g|0},${b|0})`;
ctx.fillRect(x, y, 3 + (x % 5), 1);
} else {
// Sun
const sunDist = Math.hypot(x - w * 0.5, y - h * 0.35);
if (sunDist < 12) {
r = 255; g = 200 + Math.sin(sunDist) * 55; b = 50;
}
ctx.fillStyle = `rgb(${r|0},${g|0},${b|0})`;
ctx.fillRect(x, y, 1, 1);
}
}
}
},
// 5: Ghost in the Machine
(ctx, w, h) => {
// Fill black
ctx.fillStyle = '#050510';
ctx.fillRect(0, 0, w, h);
// Draw ghostly figure from noise
for (let i = 0; i < 3000; i++) {
const t = i / 3000;
const cx = w/2 + Math.sin(t * 20) * (8 - t * 6);
const cy = h * 0.15 + t * h * 0.7;
const spread = Math.sin(t * 3.14) * 6;
const x = cx + (Math.random() - 0.5) * spread * 2;
const y = cy + (Math.random() - 0.5) * 3;
const alpha = (1 - t) * 0.8;
const glitch = Math.random() > 0.95;
if (glitch) {
ctx.fillStyle = `rgba(255,0,100,${alpha})`;
ctx.fillRect(x - 5, y, 10 + Math.random() * 15, 1);
} else {
ctx.fillStyle = `rgba(150,200,255,${alpha})`;
ctx.fillRect(x, y, 1, 1);
}
}
},
// 6: Bitfield Tapestry
(ctx, w, h) => {
for (let y = 0; y < h; y++) {
for (let x = 0; x < w; x++) {
const v1 = (x ^ y) % 16;
const v2 = (x & y) % 32;
const v3 = ((x | y) * 3) % 64;
const r = v1 * 16;
const g = v2 * 8;
const b = v3 * 4;
ctx.fillStyle = `rgb(${r},${g},${b})`;
ctx.fillRect(x, y, 1, 1);
}
}
},
];
const titles = [
'Pixel Sunrise Corruption',
'Memory Leak Quilt',
'Signal From Nowhere',
'Databend Sunset',
'Ghost in the Machine',
'Bitfield Tapestry',
];
pieces.forEach((draw, i) => {
const canvas = document.createElement('canvas');
const size = 64;
canvas.width = size;
canvas.height = size;
canvas.style.width = '256px';
canvas.style.height = '256px';
canvas.title = titles[i];
const ctx = canvas.getContext('2d');
draw(ctx, size, size);
const wrapper = document.createElement('div');
wrapper.style.textAlign = 'center';
wrapper.appendChild(canvas);
const label = document.createElement('div');
label.style.color = '#0ff';
label.style.fontSize = '11px';
label.style.marginTop = '4px';
label.style.fontFamily = 'monospace';
label.textContent = titles[i];
wrapper.appendChild(label);
document.body.appendChild(wrapper);
});
</script>
<p>each piece is 64×64 pixels of pure math × chaos</p>
</body>
</html>

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package main
import (
"fmt"
"image"
"image/color"
"image/png"
"math"
"math/rand"
"os"
"path/filepath"
)
const size = 512 // bigger than 64 now that we're not constrained by canvas perf
type Piece struct {
Name string
Draw func(img *image.RGBA, w, h int)
}
func main() {
outDir := "output"
if len(os.Args) > 1 {
outDir = os.Args[1]
}
os.MkdirAll(outDir, 0755)
pieces := []Piece{
{"01-pixel-sunrise-corruption", drawPixelSunrise},
{"02-memory-leak-quilt", drawMemoryLeakQuilt},
{"03-signal-from-nowhere", drawSignalFromNowhere},
{"04-databend-sunset", drawDatabendSunset},
{"05-ghost-in-the-machine", drawGhostInTheMachine},
{"06-bitfield-tapestry", drawBitfieldTapestry},
}
for _, p := range pieces {
img := image.NewRGBA(image.Rect(0, 0, size, size))
p.Draw(img, size, size)
path := filepath.Join(outDir, p.Name+".png")
f, err := os.Create(path)
if err != nil {
fmt.Fprintf(os.Stderr, "error creating %s: %v\n", path, err)
continue
}
if err := png.Encode(f, img); err != nil {
fmt.Fprintf(os.Stderr, "error encoding %s: %v\n", path, err)
}
f.Close()
fmt.Printf("✓ %s\n", path)
}
fmt.Println("\n🎪 All done!")
}
func clamp(v float64) uint8 {
if v < 0 {
return 0
}
if v > 255 {
return 255
}
return uint8(v)
}
// 1: Pixel Sunrise Corruption — sine waves tearing through a dawn
func drawPixelSunrise(img *image.RGBA, w, h int) {
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
fx, fy := float64(x), float64(y)
wave := math.Sin(fx*0.15+fy*0.05)*127 + 128
glitch := float64((x * y * 7) % 255)
blend := fy / float64(h)
r := wave*(1-blend) + glitch*blend
g := math.Sin(fy*0.1)*60 + 40
b := 255 - wave*blend
// Horizontal tear glitch
dx := 0
if math.Sin(fy*0.35) > 0.9 {
dx = rand.Intn(6) - 3
}
px := x + dx
if px >= 0 && px < w {
img.SetRGBA(px, y, color.RGBA{clamp(r), clamp(g), clamp(b), 255})
}
}
}
}
// 2: Memory Leak Quilt — XOR patterns with data rot
func drawMemoryLeakQuilt(img *image.RGBA, w, h int) {
colors := []color.RGBA{
{0xff, 0x00, 0x6e, 255},
{0x83, 0x38, 0xec, 255},
{0x3a, 0x86, 0xff, 255},
{0x06, 0xd6, 0xa0, 255},
{0xff, 0xbe, 0x0b, 255},
}
blockSize := 4 // scale up from the 64px version
for y := 0; y < h; y += blockSize {
for x := 0; x < w; x += blockSize {
bx, by := x/blockSize, y/blockSize
i := ((bx ^ by) * 13 + (bx & by) * 7) % len(colors)
corrupt := math.Sin(float64(bx)*float64(by)*0.01) > 0.7
if corrupt {
// Data rot — black streak
stretchW := rand.Intn(8)*blockSize + blockSize
for dy := 0; dy < blockSize && y+dy < h; dy++ {
for dx := 0; dx < stretchW && x+dx < w; dx++ {
img.SetRGBA(x+dx, y+dy, color.RGBA{0x0a, 0x0a, 0x0a, 255})
}
}
} else {
c := colors[i]
for dy := 0; dy < blockSize && y+dy < h; dy++ {
for dx := 0; dx < blockSize && x+dx < w; dx++ {
img.SetRGBA(x+dx, y+dy, c)
}
}
}
}
}
}
// 3: Signal From Nowhere — concentric rings dissolving into static
func drawSignalFromNowhere(img *image.RGBA, w, h int) {
for y := 0; y < h; y++ {
scanline := math.Sin(float64(y)*0.2)*0.3 + 0.7
for x := 0; x < w; x++ {
fx, fy := float64(x), float64(y)
dist := math.Hypot(fx-float64(w)/2, fy-float64(h)/2)
ring := math.Sin(dist*0.25)*127 + 128
noise := float64((x*2347 + y*8461) % 256)
blend := math.Max(0, 1-dist/(float64(w)*0.5))
v := (ring*blend + noise*(1-blend)) * scanline
shift := 0.0
if math.Sin(fy*0.075) > 0.85 {
shift = 30
}
r := clamp(v + shift)
g := clamp(v * 0.7)
b := clamp(v * 1.2)
img.SetRGBA(x, y, color.RGBA{r, g, b, 255})
}
}
}
// 4: Databend Sunset — channel-swapped sky with corruption streaks
func drawDatabendSunset(img *image.RGBA, w, h int) {
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
sky := float64(y) / float64(h)
r := 255 * (1 - sky*0.6)
g := 100*(1-sky) + 50*sky
b := 50 + 200*sky
corrupt := ((x*131 + y*97) % 100) < 8
if corrupt {
// Channel swap + stretch
r, g, b = b, r, g
stretchW := 3 + (x % 5)
for dx := 0; dx < stretchW && x+dx < w; dx++ {
img.SetRGBA(x+dx, y, color.RGBA{clamp(r), clamp(g), clamp(b), 255})
}
} else {
// Sun
sunDist := math.Hypot(float64(x)-float64(w)*0.5, float64(y)-float64(h)*0.35)
sunRadius := float64(w) * 0.09
if sunDist < sunRadius {
r = 255
g = 200 + math.Sin(sunDist)*55
b = 50
}
img.SetRGBA(x, y, color.RGBA{clamp(r), clamp(g), clamp(b), 255})
}
}
}
}
// 5: Ghost in the Machine — a figure emerging from noise
func drawGhostInTheMachine(img *image.RGBA, w, h int) {
// Fill dark
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
img.SetRGBA(x, y, color.RGBA{0x05, 0x05, 0x10, 255})
}
}
// Scale particle count with image size
particles := size * 50
for i := 0; i < particles; i++ {
t := float64(i) / float64(particles)
cx := float64(w)/2 + math.Sin(t*20)*float64(w)*(0.12-t*0.09)
cy := float64(h)*0.15 + t*float64(h)*0.7
spread := math.Sin(t*math.Pi) * float64(w) * 0.09
px := int(cx + (rand.Float64()-0.5)*spread*2)
py := int(cy + (rand.Float64()-0.5)*3)
if px < 0 || px >= w || py < 0 || py >= h {
continue
}
alpha := (1 - t) * 0.8
if rand.Float64() > 0.95 {
// Glitch scar — red horizontal streak
streakLen := 10 + rand.Intn(int(float64(w)*0.06))
for dx := -5; dx < streakLen; dx++ {
sx := px + dx
if sx >= 0 && sx < w {
r := uint8(float64(255) * alpha)
img.SetRGBA(sx, py, color.RGBA{r, 0, uint8(float64(100) * alpha), 255})
}
}
} else {
r := uint8(float64(150) * alpha)
g := uint8(float64(200) * alpha)
b := uint8(float64(255) * alpha)
img.SetRGBA(px, py, color.RGBA{r, g, b, 255})
}
}
}
// 6: Bitfield Tapestry — AND, OR, XOR woven into color
func drawBitfieldTapestry(img *image.RGBA, w, h int) {
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
v1 := (x ^ y) % 16
v2 := (x & y) % 32
v3 := ((x | y) * 3) % 64
r := uint8(v1 * 16)
g := uint8(v2 * 8)
b := uint8(v3 * 4)
img.SetRGBA(x, y, color.RGBA{r, g, b, 255})
}
}
}

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