389 animated React components for Tailwind v4 and React 19, with a CLI and an MCP server.
A version-history rail styled as scraping vellum: dragging a vertical depth slider reveals each paragraph's overwritten text exactly where it lived, in real selectable DOM, with a per-run restore control to re-ink an old passage as the document's true content.
A processing/analyzing loader shaped as an industrial Venturi vacuum ejector: a particle stream necks through a 22%-of-inlet throat and visibly speeds up there, a second entrainment stream merges in from a side port just before the constriction, and one marked tracer crosses the whole nozzle every 2.4s at full opacity against the ambient field's 55%.
List/grid/board view switcher that draws a faint curved rail from every item's old slot to its new one and lets it ride that exact rail, releasing cards in reading order like cars cut loose over a classification-yard hump.
Voice-capture chip whose amplitude strip is real Web Audio, not Math.random() bars: flat at rest, live spectrum while listening, an honest error if the mic is denied.
An ambient divider/background texture whose guide bar shogs a short lateral distance every course, lapping each needle's thread diagonally across its neighbours to build a continuously-scrolling zigzag chevron field. The diagonal wale structure of warp knitting, distinct from a weft shuttle's full-width crossing.
An audio-style waveform rendered as columns of ASCII density glyphs with a draggable playhead: dragging (or hovering, or holding keyboard focus) subdivides the glyph columns nearest the cursor into finer sub-columns that re-ink the region at higher resolution, while the rest of the strip stays coarse.
A full-bleed pricing surface built as a spillway: three plans stand in one rising reservoir as dams of different crest heights, and the volume slider raises a single shared water level until a plan's crest is overtopped and pours, which is exactly the moment its overage starts costing money.
A full-bleed liquid-metal hero whose headline is summed into the shader's height field rather than layered over it, so the letterforms are lit, warped and dented by the same molten surface they sit in.
A full-width section divider modeled on Goodyear-welted shoe construction: a needle locks one welt stitch at a time at a single working point while, a few stitches behind it, the channel flap that exposed the last batch of stitches folds shut on a real CSS 3D hinge and hides them for good. The lockstitch is never drawn; only a plain flush seam is ever visible once a flap closes.
A streaming media buffer-ahead strip modelled on a pipe organ's wind supply: a feeder bellows pumps discrete strokes into a reservoir whose weighted lid smooths that into a steady reading, and a spring-loaded spill valve bleeds off the excess whenever the lid threatens to overshoot, replacing the flat grey "buffered" overlay most players use.
A full-bleed hero built on a real grain-cleaning mechanic: winnowing. A mixed charge of grain and chaff falls through a steady crosswind: heavy grain's momentum wins over drag and it drops in a tight, near-vertical column, while light chaff loses to the wind and fans out laterally before it lands. The separation reads entirely from trajectory and softness, never colour.
A wizard stepper built as a flight of canal locks: the next chamber's water level climbs to meet the current one, and only once they equalize does the shared gate split open for the active highlight to glide through. An invalid step's level visibly stalls short of the gate line instead of popping a toast.
A multi-step form whose completed steps physically interlock: each step contributes an SVG dovetail chip to a rail, sliding in to mate on a spring when valid, or bouncing off the joint and returning when it isn't.
Merge resolution staged as closing a zipper: two columns of timestamped edit ops, meshed by dragging a handle down the spine that physically jams at the first same-offset conflict until you pick a side.