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ARMYCANDLE — every candle is a battle

Live crypto price action rendered as a cinematic war between spartan archer miniatures. Green army = buyers, red army = sellers. Every closed candle is a volley of arrows; wicks are failed charges; volume brings reinforcements; round-number price levels are stone ramparts.

100% static site — no build step, no backend. Upload the folder to any host (Cloudflare Pages, Hostinger, Netlify…) and it runs. Three.js is vendored locally in js/vendor/ so there are no CDN dependencies.

Run locally

cd ARMYCANDLE
python3 -m http.server 8080   # then open http://localhost:8080

(Any static server works; opening index.html via file:// won't, because of ES modules.)

Data

  • LIVE — Binance WebSocket, straight from the browser:
    • <sym>@kline_1s — every closed 1-second candle = one battle round
    • <sym>@trade — real-time ticker price
    • fstream …@forceOrder — real liquidations (futures) → soldiers explode with "LIQUIDATED $X"
  • SIM — random-walk fallback with volatility regimes, god-candle impulses and fake liquidations. Automatically engages if the live feed can't connect.
  • Coins: BTC / ETH / SOL (top-right tabs).

Battle rules (how to read the field)

Market Battlefield
Candle closes green/red That side attacks, other side takes casualties ∝ body size
Upper / lower wick Failed assault — a squad charges into no-man's land and dies
Volume Reinforcements marching in from the edges
Price vs EMA(90) Frontline position drifts across the field
Body > 2.6× average GOD CANDLE / CAPITULATION — pillar of light, shockwave, slow-mo, permanent crater
Volume > 3.2× average 🐋 WHALE — giant golden titan (crown + great spear) stomps through enemy lines
Real liquidation 💀 soldier explodes + "LIQUIDATED $X" popup; 5 within 3s = CASCADE
Round-number level 🧱 stone rampart; price crossing it = breached fort (soldiers climb over the rubble line)

Controls

  • 1 / 2 / 3 — Cinematic (auto-directed) / Follow / Free camera
  • WASD move · Q/E down/up · Shift boost · drag orbit · scroll zoom
  • Sliders: CHAOS (battle scale), MUSIC, SFX (all audio is procedural WebAudio — no files)
  • 📸 CLIP IT — saves a PNG screenshot

Tech

Three.js r160 (vendored) · EffectComposer: UnrealBloom + custom tilt-shift/grade/grain/vignette pass + ACES output · InstancedMesh crowds (soldiers, shards, tracers, sandbags) · all VFX pooled · procedural WebAudio · mobile automatically lowers pixel ratio and disables tilt-shift blur.

All geometry is procedural (no downloaded assets → zero licensing risk).

About

CANDEL ARMY ISOMETRIC DIORAMA

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