Power-User Systems
Rubiks Cube
ProA Rubik's cube that scrambles and solves itself on an endless loop while spinning like a planet. Two independent rotation layers, and every quarter-turn is quantised back to exact integers, so an hour of turns drifts by nothing at all.
Install
Props
What It Demonstrates
- Rotate
- Spin an element around a point.
- Orbit
- An element circling around another in a continuous path.
- Loop
- An animation that repeats, a set number of times or infinitely.
- Drag
- Moving an element by grabbing it, often with momentum when released.
- Easing
- The rate at which an animation speeds up or slows down.
- Idle animation
- Subtle motion that plays while an element is just sitting there, waiting to be interacted with.
Related Components
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, with no scene graph, no mesh, and no second library to get there.
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, either 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.
Umbral Orrery
An orrery of moons casting real eclipse shadows across a shadowed world; drag to orbit.
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.