a version of this existed for a few months last year but it was static. it was HTML with writing and pictures and videos and sounds. i had this feeling that the code should be as important as the content, that structurally each piece in relation to each other piece shouldn't change, that the mazelike quality should emerge from me intricately arranging paths through it. like classic hypertext

"No, it'll get cold!"
"Put a tut ahh put a-"

barren land

a heavy, heavy rain. a clear day.

I created this site

.



Sun, 23 Nov 2025 10:37:17

        13       |
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            H   |
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. . . .         |
. . . .         |
. . . .         |
. . . .         |
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Imprint, memory, impact, representation, impression

you have a beautiful account btw

that is unstable and lets me operate in that discovery mode that i can create within and also produce works from.

something for the future. something to look at when this is more. I've been thinking about... whatever

i got bored though because i knew all of the different arrangements of it. i probably needed to stick at it longer to get it dense enough to feel navigable in a way that was engaging to me

Thu, 06 Nov 2025 21:22:59

there's probably something in that, but I don't feel like thinking about it too much yet.

IWGD

theres a kind of a cowardice to generative art that i want to avoid though. i want the kind of relationship to this thing that a game designer has to a game engine

currently

brb i will read and reply sincerely
"I'm only attracted to you", he replies. "Like, you only."

I'm trying to picture the scene inside, like I was trying to picture the scene in the tree.