React Power-User Components
Components that carry state and physics rather than decoration. Command palettes, ledgers, orbital systems, ASCII render engines, particle and rigid-body simulations. These are the heaviest pieces in the registry and the ones with real APIs — most run a simulation loop, several own their own layout, and all of them expect to be wired to your data rather than dropped in as ornament.
21 components · all free
In This Collection
Command Palette
A cmdk command menu with a plain or liquid-glass surface and hotkey trigger.
Physics Engine
A from-scratch 2D rigid-body physics lab — fixed-timestep impulse solver, drag-to-throw bodies, force and velocity overlays, and a live energy readout on a blueprint grid.
Black Hole
A real-time Schwarzschild black hole raytraced per-pixel in a WebGL2 shader — null geodesics bend a lensed accretion disk over the event horizon, with Doppler beaming, gravitational redshift, a photon ring, and a lensed starfield, all under a cinematic orbit.
Vortex Bloom
A molten-gold-and-obsidian vortex funnel spiraling into a luminous SDF core — lotus, gem, or flame — raymarched per-pixel in a WebGL2 shader, with a GPU dust field spiraling down the flow toward the throat, all under a draggable orbit and a real two-pass bloom.
Smoke Field
A real-time GPU fluid you can stir — semi-Lagrangian advection, a Jacobi pressure solve, and vorticity confinement run every frame across ping-ponged float buffers, injecting a dark amethyst plume that curls, billows, and bleeds through the frame wherever you drag.
Ripple Field
A pool of dark, moonlit water you disturb by hand — a leapfrog solve of the 2D wave equation runs on a ping-ponged float field, ringing every pointer move outward, reflecting the swell off the walls, and lighting the surface with gradient-normal refraction, curvature-focused caustics, and a Fresnel glint riding each wavefront.
Umbral Orrery
An orrery of moons casting real eclipse shadows across a shadowed world; drag to orbit.
Parallax Rail
A pinned section where scrolling down drives content sideways across depth planes moving at different rates.
Approval Flow
A step-by-step approval checklist for agent permissions — radio and checkbox groups, an "Other…" escape hatch that grows a field in place, and per-step validation that blocks the commit. Answering a step sends the chosen option flying into a running record of what you have already decided, so the screen accumulates a decision trail instead of replacing itself.
Diff Review
A review surface for a patch an agent has proposed — accept or reject each hunk, fold long runs of unchanged lines away, and flip between unified and split. Switching views does not redraw the diff: every line is a shared element that flies from the stream into its column and back, so you never lose the line you were reading.
Ledger
A live activity log for a working agent. Consecutive events from the same source fold into one block instead of stacking as identical rows, the window holds a fixed number and lets the rest fall off the top, and the scroll stays pinned to the newest line only until you scroll away from it — after that it keeps running and tells you how far behind you are.
Rotunda
Real HTML panels on a drag-spun 3D cylinder. A hand-rolled perspective projection written onto DOM elements rather than a canvas — so the text stays selectable, the links stay clickable, and a screen reader still reads every panel while the ring turns.
Ascii Engine
A lit, raymarched 3D solid rendered at exactly one pixel per character cell, then quantised into a glyph ramp drawn once with fillText. Drag to orbit it through a full three-sixty. Real geometry underneath, terminal on top — and no scene graph, no mesh, and no second library to get there.
Swarm
Up to a quarter of a million particles integrated entirely on the GPU, morphing between words and solids, with a drag-orbit camera. Position and velocity live in floating-point textures and never come back to the CPU; text targets are sampled once out of an offscreen canvas, so the shape can be any string with no font atlas.
Mirage
Live, fully interactive HTML seen through moving air. An animated turbulence field displaces the real DOM subtree per pixel — no snapshot, no canvas replica — so the text stays selectable, the button still takes focus and the link is still a link while the whole panel shimmers.
Submerge
Live content held under water. A slow current bends it continuously, a press drops a stone and a drag leaves a wake that trails behind the cursor — and the text underneath stays selectable, the button still answers and the link is still a link, because the water bends the real tree rather than a picture of it.
Weave
A sheet of cloth on a position-based solver — particles and distance constraints relaxed to convergence every fixed step, with no forces, no rotations and no contacts. Drag it, load it, and pull until the constraints fail and the tear runs. Every quad is shaded by its own extension against the tear threshold, so the load path through the sheet is visible long before anything breaks.
Telemetry
A metric board that behaves as one instrument instead of eight sparklines. Hovering any tile broadcasts a single timestamp and every other tile resolves its own value at that same instant, so a latency spike and a queue backing up are visibly the same event rather than two coincidences. Threshold breaches are recorded on the sample rather than on a pixel, so the scar travels with its data and is still there forty seconds after the value recovered.
Rewind
An undo history you can scrub, and that refuses to throw the future away. Drag the head and the interface reverts live under your finger rather than on release; act from a past point and the abandoned future stays drawn on the rail as a branch you can walk back onto, instead of being silently destroyed the way every real undo stack destroys it. Controlled in the same shape as Ledger — it owns the rail, the gesture and the branch graph, and your reducer owns the states.
Stream
An AI response surface that streams the way live chat UIs stream — a shimmer while the model thinks, tokens arriving on an irregular clock and blurring into place, a generation caret riding the last word, and stop and regenerate controls that actually interrupt. The cadence rides the animation clock rather than timer chains, so pausing the bench freezes generation mid-word. Only the trailing window of tokens are live animated elements — everything older folds into one static text node, so a long answer never accumulates a thousand springs — and an invisible ghost of the full answer holds the final height, so neither the thinking-to-streaming swap nor the stream itself ever moves layout.
Infinite Canvas
A pannable, zoomable infinite board holding real DOM cards — one world element under a single translate-and-scale, so focus survives and nothing ever remounts when the camera moves. Drag the background to pan with inertia; the wheel zooms to the cursor by holding the world point under it fixed; cards drag independently and glide onto the grid on release; the corner minimap mirrors the extent and jumps the camera where you click. Camera state lives in one ref written by handlers and the loop, and every consumer — world transform, backdrop plane, minimap — derives from it in a single write pass per frame, so React never renders a camera frame. Arrow keys pan and plus and minus zoom when the board holds focus.