ReGenesis Field v1.0: A Minimal HTML Engine Cell for Depth, Motion, and Distortion
The ReGenesis Field is a minimal, self‑contained HTML and CSS engine cell that transforms any DOM element into a reactive, physics‑like surface. It implements the three foundational behaviours of the unified ReGenesis Visual Language — depth, motion, and distortion — using only native browser capabilities and no external dependencies. Each Field functions as a micro‑engine: a layered structure with its own depth plane, inertial motion cycle, and recursive transform stack, anchored by a stable content core. This release provides the canonical ReGenesis Field v1.0 snippet, now contextualised within the broader ReGenesis Engine hierarchy. The Field serves as the atomic unit from which larger systems are constructed, including the Fieldstack Engine (multi‑field, full‑viewport architectures) and the Reactor Engine (regime‑switching, cinematic field behaviour). The Field can be duplicated, nested, or stacked to form complex reactive worlds, making it suitable for research, experimentation, teaching, and engine prototyping. Included in this deposit: • The complete ReGenesis Field v1.0 snippet • A technical explanation of its structure and behaviour • Integration guidance for building larger systems • Notes on depth scaling, motion tuning, and distortion layering • Contextualisation within the ReGenesis Visual Language v3 and engine hierarchy The ReGenesis Field demonstrates how HTML and CSS can operate as a lightweight, browser‑native rendering engine. It provides a foundation for future extensions of the ReGenesis Engine and related Carlo frameworks, enabling the construction of reactive surfaces, layered visual systems, and DOM‑based simulation environments with minimal overhead. Keywords: ReGenesis Field; ReGenesis Engine; Fieldstack Engine; Reactor Engine; HTML engine cell; CSS engine cell; reactive surfaces; DOM physics; depth motion distortion; parallax fields; recursive transforms; inertial motion; breathing surfaces; DOM‑based simulation; visual engine primitives; minimal working example; engine architecture; CSS‑only animation; 3D transform fields; curved DOM space; reactive UI systems; computational surfaces; Carlo framework; Carlo engine primitives; Carlo visual language; browser‑native rendering; physics‑inspired animation; transform stacks; engine cell design; interactive surfaces; DOM curvature; motion fields; distortion fields; Computational Physics; Human–Computer Interaction; Web Technologies; Web Animation Systems; Rendering Engines; Interface Engineering; Simulation Environments; Digital Architecture; Computational Aesthetics; Systems Design; Software Frameworks; Experimental Interfaces; Browser‑based Engines; Visual Computing; Applied CSS Systems; HTML/CSS Research Artefacts; Reactive Systems Design; Interactive Media Technology.
Authors
- Matthew Arthur Carlo
Publication Details
- Journal
- Zenodo (CERN European Organization for Nuclear Research)
- Published
- 2026-06-16
- DOI
- https://doi.org/10.5281/zenodo.20714406
- Primary Topic
- Computer Graphics and Visualization Techniques
- Type
- article
- Field-Weighted Citation Impact
- 0.00