Tangible Interaction

A Clock for Aliens

This project explores an alternative system of timekeeping based on the behaviors of a giant cosmic turtle rather than celestial or mechanical clocks. Using generative animation, time is expressed through slow seasonal cycles, breathing rhythms, fin strokes, and a pendulum-like blink, all unfolding along an infinity-shaped path. The result is a living clock that frames time as organic, cyclical, and shaped by a creature’s presence rather than by Earth-based measurements.

Marcus T.

Oct 1, 2025

Inspiration

This project is inspired by the Native American legend of the World Turtle—the idea of existence resting on the back of a vast, cosmic creature—and the 2025 city-building game The Wandering Village, where human life adapts to the rhythms of a giant wandering being. Both sources highlight the concept of time and survival shaped by the cycles of something larger than ourselves, which guided the design of this clock as a living, creature-based system of time.

The World Turtle
Onbu from the game 'The Wandering Village'

Code Breakdown

Figure 8 Track

We draw the track as a polyline (sampled points) and orient all glyphs by rotating to the tangent (rotate(p.ang)).

// Parametric curve + tangent
x = a * sin(t),  y = (b/2) * sin(2t)

function infinityPoint(tau, a, b) {
  const x = a * sin(tau);
  const y = (b * 0.5) * sin(2 * tau);
  const dx = a * cos(tau);
  const dy = b * cos(2 * tau);
  const ang = atan2(dy, dx); // tangent angle
  return { x, y, ang };
}

4-Behaviors

Seasons = Turtle feeding cycles

Fin Strokes = Distance Measuring

Breath = Religious Timing/Calendar

Blink = Day/Night Cycle

// Parametric curve + tangent
x = a * sin(t),  y = (b/2) * sin(2t)

function infinityPoint(tau, a, b) {
  const x = a * sin(tau);
  const y = (b * 0.5) * sin(2 * tau);
  const dx = a * cos(tau);
  const dy = b * cos(2 * tau);
  const ang = atan2(dy, dx); // tangent angle
  return { x, y, ang };
}

Visual Language

Track Color Season color slowly shifts via four stops using seasonalHue() and wrap-aware lerpHue()

const seasonHue = seasonalHue(seasonCyc); // amber → green → violet → cyan
stroke(seasonHue, …); drawInfinityPolyline(...);


Track Color:
Season color slowly shifts via four stops using seasonalHue() and wrap-aware lerpHue()

const seasonHue = seasonalHue(seasonCyc); // amber → green → violet → cyan
stroke(seasonHue, …); drawInfinityPolyline(...);

An image of MF DOOM's iconic mask is divided into a grid of tiles. When a button is pressed, random hidden tiles are revealed, and newly revealed tiles briefly glow in response to the sound.

revealed[r][c] = true;

Reflection

This project sits somewhere between an instrument, a game, and a piece of interactive visual art.

It asks a simple question:

What if making music wasn’t about building something new — but revealing something that already exists?

By tying sound, touch, and imagery together, the machine transforms rhythm into progress.

Sometimes, the beat isn’t the point. Sometimes, the beat is the key.

Tangible Interaction

A Clock for Aliens

This project explores an alternative system of timekeeping based on the behaviors of a giant cosmic turtle rather than celestial or mechanical clocks. Using generative animation, time is expressed through slow seasonal cycles, breathing rhythms, fin strokes, and a pendulum-like blink, all unfolding along an infinity-shaped path. The result is a living clock that frames time as organic, cyclical, and shaped by a creature’s presence rather than by Earth-based measurements.

Marcus T.

Oct 1, 2025

Inspiration

This project is inspired by the Native American legend of the World Turtle—the idea of existence resting on the back of a vast, cosmic creature—and the 2025 city-building game The Wandering Village, where human life adapts to the rhythms of a giant wandering being. Both sources highlight the concept of time and survival shaped by the cycles of something larger than ourselves, which guided the design of this clock as a living, creature-based system of time.

The World Turtle
Onbu from the game 'The Wandering Village'
Tangible Interaction

A Clock for Aliens

This project explores an alternative system of timekeeping based on the behaviors of a giant cosmic turtle rather than celestial or mechanical clocks. Using generative animation, time is expressed through slow seasonal cycles, breathing rhythms, fin strokes, and a pendulum-like blink, all unfolding along an infinity-shaped path. The result is a living clock that frames time as organic, cyclical, and shaped by a creature’s presence rather than by Earth-based measurements.

Marcus T.

Oct 1, 2025

Inspiration

This project is inspired by the Native American legend of the World Turtle—the idea of existence resting on the back of a vast, cosmic creature—and the 2025 city-building game The Wandering Village, where human life adapts to the rhythms of a giant wandering being. Both sources highlight the concept of time and survival shaped by the cycles of something larger than ourselves, which guided the design of this clock as a living, creature-based system of time.

The World Turtle
Onbu from the game 'The Wandering Village'

Process

Physical Interface

At the heart of the system is a custom-built controller powered by an Arduino ESP32 Feather housed in a cardboard enclosure.

The interface includes:

  • Four physical buttons
    • Each button triggers a different sound sample and reveals tiles from a specific region of the image.
  • One slide potentiometer
    • The slider controls pitch, shifting the musical mood from low and heavy to sharp and elevated. It also acts as a modifier, changing how the sounds feel without changing how they’re played.

Breadboard with inputs

Full view + Slide Potentiometer

DOOMBOX Exterior Housing

Arduino IDE: Reading the Interface

On the hardware side, the ESP32 reads four buttons and a B10K slide potentiometer. Each loop, it sends their values as a single line of comma-separated data over USB serial.

#define B1 13
#define B2 12
#define B3 27
#define B4 33
#define POT_PIN 32

void loop() {
  Serial.print(digitalRead(B1));
  Serial.print(',');
  Serial.print(digitalRead(B2));
  Serial.print(',');
  Serial.print(digitalRead(B3));
  Serial.print(',');
  Serial.print(digitalRead(B4));
  Serial.print(',');
  Serial.println(analogRead(POT_PIN));
}

Processing: Sound Playback and Pitch Control

In Processing, serial data is parsed and mapped to musical behavior. Each button triggers a drum sample, while the slider controls pitch by adjusting playback rate.

pitchRate = map(potRaw, 0, 4095, 0.5, 2.0);
pitchRate = constrain(pitchRate, 0.5, 2.0);

drums[i].rate(pitchRate);
drums[i].play();

Processing: Image Reveal

An image of MF DOOM's iconic mask is divided into a grid of tiles. When a button is pressed, random hidden tiles are revealed, and newly revealed tiles briefly glow in response to the sound.

revealed[r][c] = true;

Processing: Image Reveal

On the hardware side, the ESP32 reads four buttons and a B10K slide potentiometer. Each loop, it sends their values as a single line of comma-separated data over USB serial.

#define B1 13
#define B2 12
#define B3 27
#define B4 33
#define POT_PIN 32

void loop() {
  Serial.print(digitalRead(B1));
  Serial.print(',');
  Serial.print(digitalRead(B2));
  Serial.print(',');
  Serial.print(digitalRead(B3));
  Serial.print(',');
  Serial.print(digitalRead(B4));
  Serial.print(',');
  Serial.println(analogRead(POT_PIN));
}

Reflection

This project sits somewhere between an instrument, a game, and a piece of interactive visual art.

It asks a simple question:

What if making music wasn’t about building something new — but revealing something that already exists?

By tying sound, touch, and imagery together, the machine transforms rhythm into progress.

Sometimes, the beat isn’t the point. Sometimes, the beat is the key.

Tangible Interaction

Logic be Dammed:
Representing Forces and Nature in Code

This project explores an alternative system of timekeeping based on the behaviors of a giant cosmic turtle rather than celestial or mechanical clocks. Using generative animation, time is expressed through slow seasonal cycles, breathing rhythms, fin strokes, and a pendulum-like blink, all unfolding along an infinity-shaped path. The result is a living clock that frames time as organic, cyclical, and shaped by a creature’s presence rather than by Earth-based measurements.

Marcus T.

Oct 1, 2025

Inspiration

This project is inspired by the Native American legend of the World Turtle—the idea of existence resting on the back of a vast, cosmic creature—and the 2025 city-building game The Wandering Village, where human life adapts to the rhythms of a giant wandering being. Both sources highlight the concept of time and survival shaped by the cycles of something larger than ourselves, which guided the design of this clock as a living, creature-based system of time.

The World Turtle
Onbu from the game 'The Wandering Village'

Code Breakdown

Classes

  • Hydro – tile grids for water, target, age, barren; column arrays for velCol, noiseCol
    • Builds trunk + branches with Perlin noise and stochastic jitter.
    • Spawns new estuaries on a timer; widens old undammed channels; applies right-side desiccation and water-adjacent recovery.
  • Forest – 2D fields for willow and aspen (0–1). Growth moves toward a cap reduced by barren; blocked under lodges; harvest() does a ring search for richest patch.
  • DamSpans – spans are {row, cL, cR, integrity} across a gap bounded by land. Integrity decays with time and high flow; collapsed spans are removed.
  • Colony, Beaver – array of agents; mortality filter; metrics; per-beaver FSM with vector steering.
  • Lodge – simple sprite; count tied to population

Making the world

Why this order: environment first, then resources, then structures that shape flow, then agents reacting to the current state.

Creates subsystems and enforces the following update order (water → resources → structures → agents).

class World {
  constructor(hud){
    this.hud=hud;
    this.hydro=new Hydro(hud);
    this.forest=new Forest(hud,this.hydro);
    this.dams=new DamSpans(hud,this.hydro);
    this.colony=new Colony(hud,this.hydro,this.dams,this.forest);
    this.lodges=[]; this.updateLodges(true);
  }
  update(){
    this.hydro.update();                     // rivers grow/branch/widen/dry
    this.forest.update(this.lodges,this.hydro); // growth capped by barren
    this.dams.update(this.hydro);            // span decay vs flow
    this.colony.update(this.dams,this.hydro);    // FSM + mortality
    if (this.colony.prunedThisTick){ this.updateLodges(); this.colony.prunedThisTick=false; }
    this.forest.blockUnderLodges(this.lodges,this.hydro);
  }
}

Rivers

The simulation starts with building a target river tree (trunk + noisy branches), reveals it over time (slider), then keep it alive with estuaries, widening, and right-side desiccation.

Beavers “feel” water via noiseCol[c] (stress driver).

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Forests & Barren Tiles

Willows (for building dams) and Aspen (food for the beavers) grow on land toward a cap that shrinks with barren; growth is blocked under lodges and zeroed on water.The simulation starts with building a target river tree (trunk + noisy branches), reveals it over time (slider), then keep it alive with estuaries, widening, and right-side desiccation.

Resulting effects: near water → fertile patches; dry right side → patchy, low-cap growth.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Dams & Bank-to-Bank Spans

Dam Spans exist only across contiguous water segments bounded by land; integrity increases with work and decays with flow.

This prevents the beavers from spam building, and makes dams visually & mechanically legible.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Agents & Interaction: Beavers, Vectors, HUD

Beavers are need-driven agents with vector steering.

Input from the right-side menu allows the user to shape conditions.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Input & HUD

  • Keys: G generate new river; SPACE pause.
  • Mouse: Left = plant Willow, Shift+Left = plant Aspen; toggle Spawn Mode then Right-click to add a random beaver.
  • Sliders (stacked under descriptions; buttons below sliders—no overlap):
    1. River Creation Speed → reveal rate of Hydro.target
    2. Food Spawn Rate (Aspen) → forest growth term
    3. Building Material Spawn Rate (Willow) → forest growth term
    4. Dam Building Speed → per-action span integrity

This closes the system loop: environment drives needs; agents act; structures reshape the environment; HUD lets you adjust parameters and watch new equilibria emerge.

Tangible Interaction

Logic be Dammed:
Representing Forces and Nature in Code

This project explores an alternative system of timekeeping based on the behaviors of a giant cosmic turtle rather than celestial or mechanical clocks. Using generative animation, time is expressed through slow seasonal cycles, breathing rhythms, fin strokes, and a pendulum-like blink, all unfolding along an infinity-shaped path. The result is a living clock that frames time as organic, cyclical, and shaped by a creature’s presence rather than by Earth-based measurements.

Marcus T.

Oct 1, 2025

Inspiration

This project is inspired by the Native American legend of the World Turtle—the idea of existence resting on the back of a vast, cosmic creature—and the 2025 city-building game The Wandering Village, where human life adapts to the rhythms of a giant wandering being. Both sources highlight the concept of time and survival shaped by the cycles of something larger than ourselves, which guided the design of this clock as a living, creature-based system of time.

The World Turtle
Onbu from the game 'The Wandering Village'

Code Breakdown

Classes

  • Hydro – tile grids for water, target, age, barren; column arrays for velCol, noiseCol
    • Builds trunk + branches with Perlin noise and stochastic jitter.
    • Spawns new estuaries on a timer; widens old undammed channels; applies right-side desiccation and water-adjacent recovery.
  • Forest – 2D fields for willow and aspen (0–1). Growth moves toward a cap reduced by barren; blocked under lodges; harvest() does a ring search for richest patch.
  • DamSpans – spans are {row, cL, cR, integrity} across a gap bounded by land. Integrity decays with time and high flow; collapsed spans are removed.
  • Colony, Beaver – array of agents; mortality filter; metrics; per-beaver FSM with vector steering.
  • Lodge – simple sprite; count tied to population

Making the world

Why this order: environment first, then resources, then structures that shape flow, then agents reacting to the current state.

Creates subsystems and enforces the following update order (water → resources → structures → agents).

class World {
  constructor(hud){
    this.hud=hud;
    this.hydro=new Hydro(hud);
    this.forest=new Forest(hud,this.hydro);
    this.dams=new DamSpans(hud,this.hydro);
    this.colony=new Colony(hud,this.hydro,this.dams,this.forest);
    this.lodges=[]; this.updateLodges(true);
  }
  update(){
    this.hydro.update();                     // rivers grow/branch/widen/dry
    this.forest.update(this.lodges,this.hydro); // growth capped by barren
    this.dams.update(this.hydro);            // span decay vs flow
    this.colony.update(this.dams,this.hydro);    // FSM + mortality
    if (this.colony.prunedThisTick){ this.updateLodges(); this.colony.prunedThisTick=false; }
    this.forest.blockUnderLodges(this.lodges,this.hydro);
  }
}

Rivers

The simulation starts with building a target river tree (trunk + noisy branches), reveals it over time (slider), then keep it alive with estuaries, widening, and right-side desiccation.

Beavers “feel” water via noiseCol[c] (stress driver).

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Forests & Barren Tiles

Willows (for building dams) and Aspen (food for the beavers) grow on land toward a cap that shrinks with barren; growth is blocked under lodges and zeroed on water.The simulation starts with building a target river tree (trunk + noisy branches), reveals it over time (slider), then keep it alive with estuaries, widening, and right-side desiccation.

Resulting effects: near water → fertile patches; dry right side → patchy, low-cap growth.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Dams & Bank-to-Bank Spans

Dam Spans exist only across contiguous water segments bounded by land; integrity increases with work and decays with flow.

This prevents the beavers from spam building, and makes dams visually & mechanically legible.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Agents & Interaction: Beavers, Vectors, HUD

Beavers are need-driven agents with vector steering.

Input from the right-side menu allows the user to shape conditions.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Input & HUD

  • Keys: G generate new river; SPACE pause.
  • Mouse: Left = plant Willow, Shift+Left = plant Aspen; toggle Spawn Mode then Right-click to add a random beaver.
  • Sliders (stacked under descriptions; buttons below sliders—no overlap):
    1. River Creation Speed → reveal rate of Hydro.target
    2. Food Spawn Rate (Aspen) → forest growth term
    3. Building Material Spawn Rate (Willow) → forest growth term
    4. Dam Building Speed → per-action span integrity

This closes the system loop: environment drives needs; agents act; structures reshape the environment; HUD lets you adjust parameters and watch new equilibria emerge.

Tangible Interaction

Logic be Dammed:
Representing Forces and Nature in Code

This project explores an alternative system of timekeeping based on the behaviors of a giant cosmic turtle rather than celestial or mechanical clocks. Using generative animation, time is expressed through slow seasonal cycles, breathing rhythms, fin strokes, and a pendulum-like blink, all unfolding along an infinity-shaped path. The result is a living clock that frames time as organic, cyclical, and shaped by a creature’s presence rather than by Earth-based measurements.

Marcus T.

Oct 1, 2025

Inspiration

This project is inspired by the Native American legend of the World Turtle—the idea of existence resting on the back of a vast, cosmic creature—and the 2025 city-building game The Wandering Village, where human life adapts to the rhythms of a giant wandering being. Both sources highlight the concept of time and survival shaped by the cycles of something larger than ourselves, which guided the design of this clock as a living, creature-based system of time.

The World Turtle
Onbu from the game 'The Wandering Village'

Code Breakdown

Classes

  • Hydro – tile grids for water, target, age, barren; column arrays for velCol, noiseCol
    • Builds trunk + branches with Perlin noise and stochastic jitter.
    • Spawns new estuaries on a timer; widens old undammed channels; applies right-side desiccation and water-adjacent recovery.
  • Forest – 2D fields for willow and aspen (0–1). Growth moves toward a cap reduced by barren; blocked under lodges; harvest() does a ring search for richest patch.
  • DamSpans – spans are {row, cL, cR, integrity} across a gap bounded by land. Integrity decays with time and high flow; collapsed spans are removed.
  • Colony, Beaver – array of agents; mortality filter; metrics; per-beaver FSM with vector steering.
  • Lodge – simple sprite; count tied to population

Making the world

Why this order: environment first, then resources, then structures that shape flow, then agents reacting to the current state.

Creates subsystems and enforces the following update order (water → resources → structures → agents).

class World {
  constructor(hud){
    this.hud=hud;
    this.hydro=new Hydro(hud);
    this.forest=new Forest(hud,this.hydro);
    this.dams=new DamSpans(hud,this.hydro);
    this.colony=new Colony(hud,this.hydro,this.dams,this.forest);
    this.lodges=[]; this.updateLodges(true);
  }
  update(){
    this.hydro.update();                     // rivers grow/branch/widen/dry
    this.forest.update(this.lodges,this.hydro); // growth capped by barren
    this.dams.update(this.hydro);            // span decay vs flow
    this.colony.update(this.dams,this.hydro);    // FSM + mortality
    if (this.colony.prunedThisTick){ this.updateLodges(); this.colony.prunedThisTick=false; }
    this.forest.blockUnderLodges(this.lodges,this.hydro);
  }
}

Rivers

The simulation starts with building a target river tree (trunk + noisy branches), reveals it over time (slider), then keep it alive with estuaries, widening, and right-side desiccation.

Beavers “feel” water via noiseCol[c] (stress driver).

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Forests & Barren Tiles

Willows (for building dams) and Aspen (food for the beavers) grow on land toward a cap that shrinks with barren; growth is blocked under lodges and zeroed on water.The simulation starts with building a target river tree (trunk + noisy branches), reveals it over time (slider), then keep it alive with estuaries, widening, and right-side desiccation.

Resulting effects: near water → fertile patches; dry right side → patchy, low-cap growth.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Dams & Bank-to-Bank Spans

Dam Spans exist only across contiguous water segments bounded by land; integrity increases with work and decays with flow.

This prevents the beavers from spam building, and makes dams visually & mechanically legible.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Agents & Interaction: Beavers, Vectors, HUD

Beavers are need-driven agents with vector steering.

Input from the right-side menu allows the user to shape conditions.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Input & HUD

  • Keys: G generate new river; SPACE pause.
  • Mouse: Left = plant Willow, Shift+Left = plant Aspen; toggle Spawn Mode then Right-click to add a random beaver.
  • Sliders (stacked under descriptions; buttons below sliders—no overlap):
    1. River Creation Speed → reveal rate of Hydro.target
    2. Food Spawn Rate (Aspen) → forest growth term
    3. Building Material Spawn Rate (Willow) → forest growth term
    4. Dam Building Speed → per-action span integrity

This closes the system loop: environment drives needs; agents act; structures reshape the environment; HUD lets you adjust parameters and watch new equilibria emerge.

Tangible Interaction

Logic be Dammed:
Representing Forces and Nature in Code

This project explores an alternative system of timekeeping based on the behaviors of a giant cosmic turtle rather than celestial or mechanical clocks. Using generative animation, time is expressed through slow seasonal cycles, breathing rhythms, fin strokes, and a pendulum-like blink, all unfolding along an infinity-shaped path. The result is a living clock that frames time as organic, cyclical, and shaped by a creature’s presence rather than by Earth-based measurements.

Marcus T.

Oct 1, 2025

Inspiration

This project is inspired by the Native American legend of the World Turtle—the idea of existence resting on the back of a vast, cosmic creature—and the 2025 city-building game The Wandering Village, where human life adapts to the rhythms of a giant wandering being. Both sources highlight the concept of time and survival shaped by the cycles of something larger than ourselves, which guided the design of this clock as a living, creature-based system of time.

The World Turtle
Onbu from the game 'The Wandering Village'

Code Breakdown

Classes

  • Hydro – tile grids for water, target, age, barren; column arrays for velCol, noiseCol
    • Builds trunk + branches with Perlin noise and stochastic jitter.
    • Spawns new estuaries on a timer; widens old undammed channels; applies right-side desiccation and water-adjacent recovery.
  • Forest – 2D fields for willow and aspen (0–1). Growth moves toward a cap reduced by barren; blocked under lodges; harvest() does a ring search for richest patch.
  • DamSpans – spans are {row, cL, cR, integrity} across a gap bounded by land. Integrity decays with time and high flow; collapsed spans are removed.
  • Colony, Beaver – array of agents; mortality filter; metrics; per-beaver FSM with vector steering.
  • Lodge – simple sprite; count tied to population

Making the world

Why this order: environment first, then resources, then structures that shape flow, then agents reacting to the current state.

Creates subsystems and enforces the following update order (water → resources → structures → agents).

class World {
  constructor(hud){
    this.hud=hud;
    this.hydro=new Hydro(hud);
    this.forest=new Forest(hud,this.hydro);
    this.dams=new DamSpans(hud,this.hydro);
    this.colony=new Colony(hud,this.hydro,this.dams,this.forest);
    this.lodges=[]; this.updateLodges(true);
  }
  update(){
    this.hydro.update();                     // rivers grow/branch/widen/dry
    this.forest.update(this.lodges,this.hydro); // growth capped by barren
    this.dams.update(this.hydro);            // span decay vs flow
    this.colony.update(this.dams,this.hydro);    // FSM + mortality
    if (this.colony.prunedThisTick){ this.updateLodges(); this.colony.prunedThisTick=false; }
    this.forest.blockUnderLodges(this.lodges,this.hydro);
  }
}

Rivers

The simulation starts with building a target river tree (trunk + noisy branches), reveals it over time (slider), then keep it alive with estuaries, widening, and right-side desiccation.

Beavers “feel” water via noiseCol[c] (stress driver).

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Forests & Barren Tiles

Willows (for building dams) and Aspen (food for the beavers) grow on land toward a cap that shrinks with barren; growth is blocked under lodges and zeroed on water.The simulation starts with building a target river tree (trunk + noisy branches), reveals it over time (slider), then keep it alive with estuaries, widening, and right-side desiccation.

Resulting effects: near water → fertile patches; dry right side → patchy, low-cap growth.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Dams & Bank-to-Bank Spans

Dam Spans exist only across contiguous water segments bounded by land; integrity increases with work and decays with flow.

This prevents the beavers from spam building, and makes dams visually & mechanically legible.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Agents & Interaction: Beavers, Vectors, HUD

Beavers are need-driven agents with vector steering.

Input from the right-side menu allows the user to shape conditions.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Input & HUD

  • Keys: G generate new river; SPACE pause.
  • Mouse: Left = plant Willow, Shift+Left = plant Aspen; toggle Spawn Mode then Right-click to add a random beaver.
  • Sliders (stacked under descriptions; buttons below sliders—no overlap):
    1. River Creation Speed → reveal rate of Hydro.target
    2. Food Spawn Rate (Aspen) → forest growth term
    3. Building Material Spawn Rate (Willow) → forest growth term
    4. Dam Building Speed → per-action span integrity

This closes the system loop: environment drives needs; agents act; structures reshape the environment; HUD lets you adjust parameters and watch new equilibria emerge.