For the complete index, see /llms.txt. A Markdown version of any documentation page is available by appending .md to its URL or by sending an Accept: text/markdown header.

WorkbenchEvery machine, with its controls

Robot components for shadcn/ui

Arms, cells and machines that solve their own kinematics in the browser. Install the source into your project, theme it with CSS variables, and set its size with a prop.

bunx --bun shadcn@latest add https://robocn.dev/r/robot-arm.json

move your pointer — all four answer to it

What this is, and what to do with it

robocn is a shadcn registry of machines rather than a component library of pictures. Every item solves its own geometry in the browser, themes itself from your CSS variables, and installs into your project as source you can edit. The same repository is the documentation site, the registry, the workbench you build new machines in, and the skills an agent follows to build them for you.

01

Install one

228 registry items — machines, solvers and hooks — each installed as source the way a shadcn/ui component is. No package to depend on and nothing to import from: the files land in your project and you own them from then on. Register the @robocn namespace once and every item installs by short name.

bunx --bun shadcn@latest add @robocn/robot-armBrowse the catalogue →
02

Drive it

Give a machine a target and it reaches; give it a value and it shows that value; give it nothing and it runs its own cycle. The pose is solved every frame in a core with no dependencies at all, so the same target puts the tip in the same place in SVG and in WebGL.

<RobotArm target={{ x, y }} interactive />Read the props →
03

Build a new one

The workbench is a Storybook for robots that runs on this repository's own source. Controls are derived from each component's props by the TypeScript AST rather than written by hand, matrix mode draws a whole cross product at once, and New scaffolds a machine and writes the brief for whoever builds it.

pnpm dev → /workbench → NewOpen the workbench →
04

Or let an agent build it

Four skills ship from this repository and install anywhere the skills CLI runs. They carry the contract a machine has to keep — solved pose, four camera angles, self-running motion, registry entry, tests — so an agent starts from the rules rather than from a catalogue of two hundred components.

bunx skills add TimMikeladze/robocn
build-robot
A new machine, end to end — from a reference photo if you have one.
refine-robot
Change a machine that already ships: a new axis, a new view, a fix.
fork-robot
Set up a fork and get to the point of building in it.
publish-robot
Take a finished machine to a pull request back here.
05

Everything here is readable as text

A large share of the people installing from here are agents, so the site does not make them parse a hydration payload. Every documentation page has a Markdown mirror at the same URL with .md appended — or behind an Accept: text/markdown header — carrying the install line, the props table and the source list as plain text. The whole catalogue is one file.

curl robocn.dev/llms.txt curl robocn.dev/docs/robot-arm.md

Each page also has a Copy page action that puts its Markdown on your clipboard or hands the URL straight to an assistant.

Every machine

Search and filter

All 228 registry items, including the solvers and hooks underneath them. Foundations are drawn as blueprints, because what you install there is the maths, not the machine.

Arms

6

Droids

27

Utility droid

Rotating dome, modular tools, three service series.

Orb droid

Rolling shell, stabilized head, tracking optic.

Bellows droid

A pleated shell that inflates, and nothing else moves.

Protocol droid

Formal humanoid with four expressive gestures.

Security droid

Tall guard frame with patrol and alert states.

Medical droid

Diagnostic display and modular instrument arms.

Infantry droid

Light and heavy frames with controlled poses.

Probe droid

Hovering sensor pod with articulated appendages.

Courier droid

Compact runner with steering and cargo modules.

Casing droid

Armoured casing, swinging eyestalk, swappable manipulator.

Astromech droid

Barrel repair unit with a panel, periscope and holo.

Attendant droid

Plated etiquette humanoid with a vocoder face.

Cyber trooper

Converted frame with handles and a power reserve.

Guide droid

Rotor overhead, hands and feet on springs.

Custodian droid

Armour on rails: the shell blooms off a lit chassis.

Sentinel console

A wall fixture that watches: one solved iris, one gimballed optic.

Pylon droid

A plate that folds its whole robot inside its outline.

Monolith droid

Four hinged slabs; that is the whole machine.

Duck

A biped that walks, pecks, and quacks.

Reachy mini

A head on six solved rods, eyes that follow.

Animatronic face

Every feature is a servo; an expression is a blend of them.

Scout walker

One foot down, so the whole cab rolls over onto it.

Siege walker

Four feet at the corners: it hardly leans at all.

Tripod droid

Three legs, so it leans onto two before it lifts the third.

Spring hopper

A real spring, with a solid height it can hit.

Ball hopper

Flattened on impact, it has to get wider.

Animatronic

The whole animatronic, running itself — and standing over its own foot.

Animals

28

Garden

5

Body

5

Actuators

11

Drives

7

Tools

4

Sensors

3

Fabrication

5

Devices

8

Controls

7

Vehicles

9

Rail

5

Space

10

Energy

10

Sport

12

Gym

5

Home

7

Music

5

Foundations

49

Duck kinematics

Two planar legs and a footfall cycle that keeps one down.

Stewart kinematics

A head pose in, six leg lengths out.

Face actuation

Sixteen channels, nine expressions, one hinged jaw.

Quadruped kinematics

Four legs, three footfall patterns, every foot reachable.

Bear kinematics

The sole, the base of support, and the margin over it.

Voxel geometry

Occupancy fields turned into cells in deposition order.

Spine kinematics

A serpenoid travelling wave with taper and steady turn.

Gait kinematics

Six footfall sequences, and the beat counted off them.

Hexapod kinematics

Radial legs, knees solved in each leg's own plane.

Walker kinematics

The mass is above the hips, so moving it costs roll.

Tripod kinematics

The load says where the body has to stand to hold it.

Assembly geometry

Apart in the reverse of the order it was built.

Lantern geometry

Apart in the reverse of the order it went together.

Vehicle geometry

The constraints a vehicle works against: Ackermann steering, steady-state articulation, the coordinated bank, a rigid body on N axles, the rocket equation, and surface-piercing foil lift.

Hand kinematics

Five digits, and a thumb on a real saddle joint.

Skeleton kinematics

A stride, a rolling foot, and a spine that keeps its length.

Animatronic kinematics

One intent for the whole body, and the ground its feet actually hold.

Device geometry

Hinges, kickstands, detents and bands, solved.

Keyboard geometry

Travel, hysteresis, a unit-pitch deck and a raked face.

Produce geometry

Profiles revolved, a lattice by area, halves that reassemble.

Transmission geometry

Meshing teeth, taut belts, and a chain over its bend.

Kinematics

Two-link cosines and FABRIK, with the envelope drawn.

Style

Palette, size, variant and view, resolved once for every machine.

Color

Resolves a CSS variable to a colour three.js can read.

useRobotArm

The solver as a hook: pose an arm without rendering one.

useRobotMotion

The clock, the drag and the scalar every machine runs on.

usePointerTarget

Pointer position, in the machine's own world units.

Electromagnetism geometry

Windings, three-phase vectors, and resolver quadrature.

Sound geometry

A spiral groove, and the arm angle it fixes.

Piano geometry

An escapement, and the scale the case is drawn around.

Phyllotaxis geometry

A golden angle, and the Fibonacci arms that fall out of it.

Cactus geometry

A limb solved from its curvature, as long bent as straight.

Celestial geometry

Kepler's equation, ellipses about a focus, and the light.

Hull geometry

A tiling that sums to one sphere, and the front that opens it.

Linkage geometry

A four-bar, a slider-crank, and a rope-length constraint.

Hopper dynamics

Flight is a parabola; stance is a spring.

Household geometry

Swings, sectional panels, a tumbling drum and a resonant tub.

Rail geometry

Throw on a curve, Klingel hunting, a crossing angle.

Gridiron geometry

A prolate spheroid, a parabola, a route tree, a sprung arm.

Capture

Records a component out of the page: a snapshotter that bakes the cascade into a clone, a GIF89a encoder, and an animated-WebP muxer built on the browser's own encoder.

Export

The record button.

Gym geometry

Five reasons the felt load is not the selected load.

Carve geometry

An outline wrapped onto a shell, carved along its own perimeter.

Sport geometry

The solver under the family, drawn as the solid it builds.

Construct geometry

A stroke measured into seven numbers, and the construct they ask for.

Bore geometry

The excavation solver under it: the rate, the cavity, and the spoil that conserves it.

Airframe geometry

The loft under it — body, wing and a folding side stay — drawn as the machine it solves for.

Rod pump geometry

The solver under it, drawn as the machine it solves for.

Cube geometry

Exact integer state: a lattice of cubies, each with its own orientation.

Four ways to draw one

variant changes how a machine is painted, never where its joints are. Blueprint adds the grid, the dimensions and the joint angles, because a drawing is what you want when you are explaining a mechanism rather than selling one.

solid

Painted machine.

outline

Line art.

J1 100°J2 -73°J3 -21°27, 54

blueprint

Grid, dimensions, joint angles.

wire

Skeleton.

Kinematics, not keyframes

Two links solve with the law of cosines; longer chains run FABRIK, seeded with the previous frame. Out-of-reach targets stretch toward the target instead of breaking the pose.

Themed like the rest of your UI

Four colour roles resolve prop first, then CSS variable, then a built-in default. Set --robot-shell once and every machine on the page follows.

Moving, and worth grabbing

Every machine runs its own cycle until you supply its value, and interactive turns one into a control you can drag or arrow-key. Let go and it eases back into the cycle. Reduced-motion settings park all of it.