Conflict Field
make contradiction, uncertainty, and unstable state visible
Running the actual pattern live via applyPattern() — switch the substrate, stack overlays, watch the signals, or reverse the dynamics. Not a mock.
"Conflict Field" — make contradiction, uncertainty, and unstable state visible. It has a charge layer (attract/repel charged matter), a repel layer (carve a void / keep-clear region), a morph layer (assemble matter into a mark/shape (never words, §11)), and a diffuse layer (spread a quantity over the medium). The active render stack is particles, heatmap.
Opposing states repel and raise entropy (electromagnetic); morph carries the transformation pressure toward resolution or a decayed warning (weak).
Copy this pattern
<field-root></field-root>
<div data-body="charge" data-strength="0.8" data-range="260" data-spin="-1"></div>
<div data-body="repel" data-strength="0.7" data-range="220"></div>
<div data-body="morph" data-strength="0.5" data-range="240"></div>
<div data-body="diffuse" data-strength="0.4" data-range="240"></div> <script type="module">
import '@fundamental-engine/elements';
</script>
<field-root></field-root>
<div data-body="charge" data-strength="0.8" data-range="260" data-spin="-1"></div>
<div data-body="repel" data-strength="0.7" data-range="220"></div>
<div data-body="morph" data-strength="0.5" data-range="240"></div>
<div data-body="diffuse" data-strength="0.4" data-range="240"></div> import { FieldField } from '@fundamental-engine/react';
export default function ConflictField() {
return (
<FieldField>
<div data-body="charge" data-strength="0.8" data-range="260" data-spin="-1" />
<div data-body="repel" data-strength="0.7" data-range="220" />
<div data-body="morph" data-strength="0.5" data-range="240" />
<div data-body="diffuse" data-strength="0.4" data-range="240" />
</FieldField>
);
} {
"id": "conflict-field",
"name": "Conflict Field",
"intent": "make contradiction, uncertainty, and unstable state visible",
"naturalField": "weak",
"primitives": [
"charge",
"repel",
"morph",
"diffuse"
],
"bodies": [
{
"body": "charge",
"strength": 0.8,
"range": 260,
"spin": -1
},
{
"body": "repel",
"strength": 0.7,
"range": 220
},
{
"body": "morph",
"strength": 0.5,
"range": 240
},
{
"body": "diffuse",
"strength": 0.4,
"range": 240
}
],
"render": [
"particles",
"heatmap"
],
"metrics": [
"conflict",
"entropy",
"coherence"
],
"diagnostics": [
"causality",
"contours",
"inspector"
],
"accessibility": {
"reducedMotion": "a static conflict rail lists contradictions and the fields they affect",
"meaningWithoutMotion": "each contradiction is named with the states in conflict"
},
"notes": "Opposing states repel and raise entropy (electromagnetic); morph carries the transformation pressure toward resolution or a decayed warning (weak).",
"tier": "core",
"status": "shipped",
"concepts": [
"conflict"
],
"conditions": [
"conflicted"
]
} See also
- Priority Well make important elements feel naturally weighted without shouting
- Focus Orbit keep related options moving around the active item
- Search Relevance Field let search results settle by relevance, confidence, and recency
- Signal Path show information flowing through citations, dependencies, or routes
- Evidence Field show how sources support, weaken, or contradict a claim
- Relationship Bond keep related elements visually and behaviorally connected