Overthere / Methods & licences
Actual code adapted
Anime.js SVG drawable, MIT: normalized pathLength, stroke-dashoffset and stroke-dasharray interval math is adapted in vendor/drawable-lite.js. The complete Anime.js animation engine is not included. SVG measures path distance; the process engine separately measures the cubic routes’ arc lengths.
Polar-Extrusion, MIT: Cartesian-to-polar coordinates, logarithmic radial coordinates and angular texture scrolling are adapted from Unity/Cg to browser GLSL in band.js. The data texture and WebGL host are original; no Unity runtime or repository textures are used.
The shared process
Forty fictional sources emit deterministic smooth pulses. A wire at distance s receives its source at time t−s/v. A route’s arrival is sampled at its measured endpoint delay. Those arrivals produce a field indexed by receiving-bank height. Horizontal output lengths, line weights and the eight instruments use that field or its recorded history. The input and output are not independently randomized. The full-width camera uses a single height-derived scale in both axes, adds lateral world space, and translates the unchanged circle and fixed routes. Extra left-hand fibres are cached. Output sub-bands, black cores and clean notches are derived from the same arrived per-route samples and interpolated history; there is no separate noise clock. Native fullscreen starts only after pressing the Fullscreen button when supported. The slowly rotating band is an illustrative consolidation texture, not a scientific simulation.
The waveform plotting uses the sample-buffer-to-canvas method exemplified by MDN voice-change-o-matic; no MDN code or media are bundled.
What this is not
This is not the original Paper Lab source, an exact recreation, a fluid simulation or a view into an AI’s internal memory. Its geometry, note relationships and signal model are fictional. The original video’s actual algorithm is unknown. All image assets in the animation are procedural.