can you add a simplified version of genetic algo to "getDeviation" and "const cpDist" function to produce more interesting shapeshit. here's my superme kod: const canvas = document.createElement('canvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);

const ctx = canvas.getContext('2d');

const vertices = [
  [0, 0, 0],
  [0, 1, 0],
  [1, 1, 0],
  [1, 0, 0],
  [0, 0, 1],
  [0, 1, 1],
  [1, 1, 1],
  [1, 0, 1],
];

const edges = [
  [0, 1],
  [1, 2],
  [2, 3],
  [3, 0],
  [0, 4],
  [1, 5],
  [2, 6],
  [3, 7],
  [4, 5],
  [5, 6],
  [6, 7],
  [7, 4],
];

// Transformation parameters
const scale = 0.02;
const zoom = 1;
const offsetX = 0.5;
const offsetY = 0.5;

function rotateX(angle) {
  const c = Math.cos(angle);
  const s = Math.sin(angle);
  return [
    [1, 0, 0],
    [0, c, -s],
    [0, s, c],
  ];
}

function rotateY(angle) {
  const c = Math.cos(angle);
  const s = Math.sin(angle);
  return [
    [c, 0, s],
    [0, 1, 0],
    [-s, 0, c],
  ];
}

function rotateZ(angle) {
  const c = Math.cos(angle);
  const s = Math.sin(angle);
  return [
    [c, -s, 0],
    [s, c, 0],
    [0, 0, 1],
  ];
}

function project(vertex, scale, offsetX, offsetY, zoom) {
  const [x, y, z] = vertex;
  const posX = (x - offsetX) * scale;
  const posY = (y - offsetY) * scale;
  const posZ = z * scale;

  return [
    (posX * (zoom + posZ) + canvas.width / 2),
    (posY * (zoom + posZ) + canvas.height / 2),
  ];
}

function transform(vertex, rotationMatrix) {
  const [x, y, z] = vertex;
  const [rowX, rowY, rowZ] = rotationMatrix;
  return [
    x * rowX[0] + y * rowX[1] + z * rowX[2],
    x * rowY[0] + y * rowY[1] + z * rowY[2],
    x * rowZ[0] + y * rowZ[1] + z * rowZ[2],
  ];
}

function extraterrestrialTransformation(vertex, frequency, amplitude) {
  const [x, y, z] = vertex;
  const cosX = (Math.cos(x * frequency) * amplitude);
  const cosY = (Math.cos(y * frequency) * amplitude);
  const cosZ = (Math.cos(z * frequency) * amplitude);

  return [x + cosX, y + cosY, z + cosZ];
}

let angleX = 0;
let angleY = 0;
let angleZ = 0;

function getDeviation(maxDeviation) {
const t = Date.now() / 1000;
const frequency = 1 / 5;
const amplitude = maxDeviation / 2;
const deviation = Math.sin(t * frequency) * amplitude;
return deviation.toFixed(3);
}

function render() {
  ctx.fillStyle = '#FFF';
  ctx.fillRect(0, 0, canvas.width, canvas.height);

  const rotX = rotateX(angleX);
  const rotY = rotateY(angleY);
  const rotZ = rotateZ(angleZ);

  // Extraterrestrial transformation parameters
  const frequency = 1;
  const amplitude = 0.08;

  const transformedVertices = vertices.map(vertex => {
    const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude);
    const cx = extraterrestrialVertex[0] - offsetX;
    const cy = extraterrestrialVertex[1] - offsetY;
    const cz = extraterrestrialVertex[2] - offsetY;

    const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ);

    return [
      rotated[0] + offsetX,
      rotated[1] + offsetY,
      rotated[2] + offsetY,
    ];
  });

  const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom));

ctx.lineWidth = 6;
ctx.strokeStyle = 'hsla(' + (angleX + angleY) * 100 + ', 100%, 50%, 0.8)';
ctx.beginPath();

for (let edge of edges) {
const [a, b] = edge;
const [x1, y1] = projectedVertices[a];
const [x2, y2] = projectedVertices[b];

const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2);
const angle = Math.atan2(y2 - y1, x2 - x1);

// Calculate control point for curved edge
const cpDist = 0.25 * dist;
const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(5);
const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(5);

ctx.moveTo(x1, y1);
ctx.quadraticCurveTo(cpX, cpY, x2, y2);
}

ctx.stroke();

angleX += +getDeviation(0.05);
angleY += +getDeviation(0.05);
angleZ += +getDeviation(0.05);

  requestAnimationFrame(render);
}

requestAnimationFrame(render);
window.addEventListener("resize", () => {
  canvas.width = window.innerWidth;
  canvas.height = window.innerHeight;
});