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Components

228 installable components, libraries, and hooks for robotic interfaces. Find a machine, explore its controls, and install the source with its dependencies.

229 of 229 entries

Arms

Droids

Utility droid

A compact cylindrical utility unit with interchangeable domes, two chassis layouts, rotating optics, and deployable service tools.

utility-droid

Orb droid

A spherical rolling companion with a separately stabilized head, segmented drive shell, tracking optic, and antenna options.

orb-droid

Bellows droid

A soft-shell pneumatic pod: a pleated dome that inflates and settles on a volume-conserving profile, carrying its lens pods and vent with it.

bellows-droid

Protocol droid

A slim humanoid translator with formal and conversational stances, expressive arm gestures, and optional exposed torso wiring.

protocol-droid

Security droid

A tall angular guard robot with controlled patrol postures, a pointer-tracking sensor bar, and a visible alert state.

security-droid

Medical droid

A clinical service robot with a diagnostic meter and independently selected scanner, injector, clamp, or probe instruments.

medical-droid

Infantry droid

A mechanical field unit with skeletal and armored frames, four controlled poses, and non-projectile utility equipment.

infantry-droid

Probe droid

A hovering survey platform with a steerable sensor mast, controlled altitude, scan cone, and configurable manipulator count.

probe-droid

Courier droid

A compact floor-running service bot with controlled heading, front-wheel steering, tread travel, antennas, and cargo modules.

courier-droid

Casing droid

An armoured conical casing unit: hemisphere skirt, caged neck, rotating dome, an eyestalk that swings and elevates, and a swappable manipulator.

casing-droid

Astromech droid

A barrel repair unit with tripod and bipod ride heights, a rotating dome and radar eye, an opening service panel, a rising periscope, and a holographic projection cone.

astromech-droid

Attendant droid

A plated humanoid attendant with a fixed faceplate and vocoder grille, four etiquette poses, and plating levels that strip the body back to its exposed loom.

attendant-droid

Cyber trooper

A converted armoured humanoid with a blank slab head, optional side handles, three chest units, a bounded power meter, and four controlled poses.

cyber-trooper

Guide droid

A rotor-lifted visitor guide whose hands and feet ride on coil springs, so one hover-height number flies it and stretches every limb at the same time.

guide-droid

Custodian droid

A floating armoured custodian whose shell comes apart: armour segments on radial rails that bloom into a corona around a lit chassis, with a gimballed optic behind a bracket cage.

custodian-droid

Sentinel console

A bulkhead-mounted watch station: a gimballed optic behind a solved iris diaphragm, an identity strip, and a voice grille. The one machine in the set that is part of the ship rather than standing on the deck.

sentinel-console

Pylon droid

A deployable survey pylon: stowed it is a sharp triangular plate with every limb folded inside its own outline, and one deploy number stands it up on a tripod with its apex cap lifted off a lit core.

pylon-droid

Monolith droid

A slab-bodied walker with no limbs: a rectangular column sliced into parallel slabs, each hinged at its own top face, that splay into a braced stance and stride half a cycle apart.

monolith-droid

Duck

A bipedal duck robot: two solved legs on a controlled footfall cycle, a servo-stack neck that cranes and pecks, and a beak that opens.

micro-duck

Reachy mini

A companion robot: a head on a six-rod parallel platform, driven in six degrees of freedom, with pointer-tracking eyes and sprung antennas.

reachy-mini

Animatronic face

An expressive humanoid head where every feature is a servo: paired brows, lids, cheeks and lip corners, a hinged jaw, and nine expressions that blend rather than swap.

animatronic-face

Scout walker

A two-legged reconnaissance walker whose cab is a mass above its hips: with one foot down the support is that foot, so it rolls the whole machine over the leg that is staying put.

scout-walker

Siege walker

A four-legged armoured transport walker on the same solver: four feet at the corners of a long rectangle already contain its mass, so it walks nearly level — and cannot pace at all.

siege-walker

Tripod droid

A stubby three-legged survey walker that has to move its own mass onto the line between two feet before it can lift the third — and reports how much room it has left.

tripod-droid

Spring hopper

A single-legged rig that bounces on a real spring. Flight is a parabola and stance is a mass on a spring, and how long each lasts is a consequence of the drop height and the spring rate rather than a duty knob.

spring-hopper

Ball hopper

A bounding sensor ball whose shell is its own compliance. It flattens on impact at constant volume — so it has to get exactly that much wider — and with a restitution below one it bounces lower each time and comes to rest.

ball-hopper

Animatronic

The whole animatronic: a solved biped under a breathing cage, an expressive head on top of it, hands on the end of it, and a centre of mass it keeps over the ground its feet actually hold.

animatronic-robot

Animals

Hound

A boxy companion tracker with no legs at all: a wedge chassis on a concealed drive, and a head carried out in front of it on a concertina neck that one attention number runs.

robot-hound

Quadruped

A four-legged robot with solved hip, knee, and foot positions. Scrub a walking or trotting cycle, change the stance, and inspect which feet touch the ground.

robot-quadruped

Fish

A swimming fish in profile. The hull is a travelling body wave offset to either side, with the swing piled at the tail, fins that work, and a dart you can set off.

robot-fish

Snake

A serpentine crawler from above. One travelling wave gives it serpentine travel, sidewinding with half the body lifted clear, or a resting coil.

robot-snake

Spider

An eight-legged walker from above, with every knee solved in its own vertical plane. Tripod, wave and ripple gaits, and a body that turns to face where it is going.

robot-spider

Crab

A sideways walker from above: the same gait solver as the spider turned across the body, plus two hinged claws and a pair of tracking eyestalks.

robot-crab

Bird

A perching flyer in profile. Each wing is a three-link chain carrying fanned feather plates, so folding, extending and beating are one mechanism.

robot-bird

Dragonfly

A four-winged flyer from above. Fore and hind pairs beat half a cycle apart, which is what lets it hold station, and a beating wing is foreshortened by the cosine of its own stroke angle rather than redrawn.

robot-dragonfly

Bat

A membrane flyer in profile. Four finger struts fan off the wrist of a three-link arm and the skin is drawn through their tips, so furling and beating deform one surface instead of swapping artwork.

robot-bat

Jellyfish

A pulsing bell face on. One contraction number narrows it, deepens it and flares the rim together, and the tentacles hanging off that rim each run their own spine on a delay, so the curtain ripples.

robot-jellyfish

Manta

A ray from above, whose travelling wave runs across the span instead of along the body: the wing root is station 0 and the tip is station 1, so a crest leaves the shoulder and arrives at the tip.

robot-manta

Octopus

A mantle and eight arms face on. Each arm is its own spine on its own phase, length and curl, and they are mounted on a ring round the mouth rather than fanned in a line.

robot-octopus

Seahorse

An upright swimmer in profile whose prehensile grip is the spine solver's own steering taken to the stop. Bony rings sit on the solved joints, and the dorsal fin runs an order faster than the body.

robot-seahorse

Ant

A six-legged forager from above. The spider's carapace is one plate; this body is three sections on a short spine, so a turn runs down the animal instead of pivoting it as a slab.

robot-ant

Scorpion

An eight-legged stalker from above with a metasoma solved in the sagittal plane, so the solver's own x is how far back the tail reaches and its y is how high — the arch is a real height, not a shorter drawing.

robot-scorpion

Mantis

The one animal in the set with somewhere to reach. The raptorial forelimbs are a two-link chain solved to a real target, so the strike is inverse kinematics and an unreachable goal clamps rather than fails.

robot-mantis

Frog

A jumper in profile. The hind legs are two-link chains solved hip to ankle, and crouch, launch, the airborne trail and the landing absorb are all the same linkage at different points of one pair of numbers.

robot-frog

Cat

The one machine here whose leg roots are carried by a solved spine. The shoulder is joint 0 of the back and the hip is its last joint, so arching the back moves both and the four solved legs have to answer for it.

robot-cat

Dog

The cat's spine carries both leg roots; this one's carries only the hip. A dog has no clavicle, so the shoulder is the far end of a scapula that swings on the ribcage — and the tail is solved across the centre plane, so the wag runs out of the drawing it is drawn in.

robot-dog

Fox

The cat's back arches and the dog's shoulder swings; this one tips the whole animal about its hip. The brush is the first tail in the set that is an output rather than an input — its carriage is derived from the pitch — and the two ears pan independently onto one quarry, so their axes converge.

robot-fox

Bear

The quadruped that stands up. Its soles are segments on the floor rather than points, so the four of them union into a base of support with edges — and rearing collapses that base to two while taking the centre of mass out over it. The balance rule slides the body back until the margin is positive again; the shoulder hump is an output of what the forelimbs carry.

robot-bear

Polar bear

The same plantigrade chassis with a second support system. swim hands the load from the soles to the water in one number: the base of support stops mattering, the hull settles to its waterline, the hind limbs trail, and the forelimbs paddle on a stroke path their two links are solved to.

robot-polar-bear

Panda

The bear that sits down to use its hands. The seat is a third contact with a span of its own — which is what buys back a base once both forepaws have left the floor — and the pseudo-thumb's pad gap is an output of whatever is between the pads rather than of the dial.

robot-panda

Horse

The first machine here whose gait is a real thing rather than a label: a walk is four beats in a lateral sequence, a trot two on diagonals, a canter three on a lead — and the beat is counted off the footfalls. What each grounded foot is carrying then drives two joints nobody sets: a fetlock that sinks under load, and a neck that nods because the forehand is loading.

robot-horse

Pegasus

One body, two ways of holding it up, and the number between them. lift splits the animal's weight between its legs and its wings, and four things answer it at once: the fetlocks recoil, the legs run out of reach and fold, the stride fades out, and the wingbeat fades in. The wing is three bones solved to a tip tracing a figure of eight.

robot-pegasus

Camel

Every other machine in the set stands on a line. This one's ground is a medium with a depth, and its feet go into it — as deep as what each is carrying, and less deep because the pad opens under the load and drops its own pressure. The hump is a store that slumps as it empties, and the roll is an output of the gait.

robot-camel

Turtle

A plodder from above: the shared gait solver at four legs on a slow wave, under a procedurally plated carapace, with one number that pulls the head, tail and every foot in underneath it.

robot-turtle

Inchworm

A looper in profile that moves by alternating anchors rather than a travelling wave. The body is a fixed length, so the arch height is solved from the anchor span: close the span and the loop has to rise.

robot-inchworm

Garden

Body

Actuators

Linear actuator

A linear cylinder with a moving piston and rod. Reveal its internals in cutaway view, or use the complete housing in a production-cell illustration.

linear-actuator

Servo motor

A positional servo with mounting tabs, a cable, and interchangeable single, double, or cross horns. Drive the shaft angle from application state.

servo-motor

Radial bloom

A hub of telescoping rams pointed outward in one plane: closed it is an even star, driven out it is a ragged burst. Four guided stages per ram, and a vector of strokes drives each ram on its own.

radial-bloom

Transformer core

Primary and secondary windings share an EI or toroidal magnetic core. Phase reverses the illustrative flux direction and ratio changes winding density inside one envelope.

transformer-core

Eddy-current brake

A magnet array moves across a rotating conductive disc and reveals qualitative eddy paths in the overlap. The disc and brake never touch.

eddy-current-brake

Voice-coil actuator

A moving coil and carriage travel in both directions through a fixed annular magnetic gap. Unlike the generic linear cylinder, its electromagnetic working parts remain exposed.

voice-coil-actuator

Magnetic bearing

Four opposed electromagnets centre a rotor across a visible air gap. Offset moves the unsupported rotor and changes the opposing correction emphasis.

magnetic-bearing

Induction motor

A cutaway three-phase stator around a squirrel-cage rotor. The ideal field vector and mechanical rotor angle separate by a configurable illustrative slip.

induction-motor

Stepper motor

Four phase windings index a toothed rotor through a selected number of discrete positions. Its output never rests between integer steps.

stepper-motor

Solenoid valve

A helical coil pulls a sprung plunger across a two- or three-port valve gallery. The plunger, spring and visible flow route all answer the same controlled position.

solenoid-valve

Electromagnetic relay

An exposed coil pulls a hinged armature into one or two contact sets. Normally-open and normally-closed modes invert the contact result without changing the mechanism.

electromagnetic-relay

Drives

Tools

Sensors

Fabrication

Devices

Clamshell laptop

A portable workstation on one solved hinge. The lid keeps its own length at every angle, and the screen is drawn only from a camera that can actually see it.

clamshell-laptop

Slate tablet

A slate and the kickstand under it. One recline axis leans the slate and solves the stand's foot onto the desk; a leg too short to reach folds instead of stretching.

slate-tablet

Wheel player

A pocket media player whose click wheel is geared to its list: one turn is one pass of the rows, and the detents wrap in both directions.

wheel-player

Slab handset

A touchscreen handset modelled once and turned about its own axis. A quarter turn takes the screen edge on; a half turn shows the back and its camera array.

slab-handset

Folding handset

A book-fold handset and the display that has to survive it. The crease is a real bend radius, the sheet keeps its own length, and the leaves roll on the bend rather than pivoting on a pin.

folding-handset

Wrist terminal

A wrist display on two solved mechanisms: a crown geared to the dial, and a constant-pitch link band that keeps its length however far it is opened.

wrist-terminal

Rubik's cube

The Rubik's cube as a game: grab a face and the layer turns with your hand, let go and it snaps, type moves at it, scramble it, take a hint, or watch it solve itself — every turn going through the pure cube solver.

rubiks-cube

Puzzle cube

The twisty cube as a flat SVG machine: orthographic projection, painter's algorithm and flat shading over the same permutation solver as the WebGL rig.

puzzle-cube

Controls

Vehicles

Rover

A ground robot in plan view. Choose four or six wheels, steer the front axle, and drive its heading and tread travel from your application.

robot-rover

Drone

A multirotor aircraft with four or six motors, counter-rotating propellers, landing gear and removable guards, drawn from any of four camera angles.

robot-drone

Car

An autonomous road car with a real steering rack: one angle in, two different wheel angles out, plus the lean the turn radius implies and a body that rides the road on its own axles.

robot-car

Transit bus

An articulated city bus. Steer the front axle and the rear section's angle is solved from the hitch, so the tail swings out of a turn and comes back straight on its own.

transit-bus

Cargo plane

A high-wing freighter that banks because it was asked to turn. Give it a rate of turn and an airspeed and the bank is solved; the ailerons carry the roll it has not finished.

cargo-plane

Hydrofoil craft

A foilborne ferry — the one machine here that climbs out of its own ground plane. Lift goes as the square of speed, so the surface-piercing V sheds immersed area and the hull rises clear.

hydrofoil-craft

Oil tanker

The one machine in the set whose ground plane cuts through it. Cargo moves the hull down through the waterline, carrying the boot top, the draft marks and the load line under with it.

oil-tanker

Tanker truck

A tractor unit and a road tanker on one kingpin. Steer the front axle and the trailer's yaw is solved, not chosen — so it off-tracks inside the tractor's line, and the barrel foreshortens in side elevation as it turns.

tanker-truck

Airliner

A four-engine double-deck widebody you can walk all the way round and take completely to bits. The camera goes to any angle at all, the skin opens on the reader's side wherever they are standing, and the teardown is the build order run backwards.

airliner

Rail

Space

Launch vehicle

A two-stage orbital booster: it flies a pitch program, gimbals against it, throws half of itself away, and reports the ideal Δv left from the rocket equation.

launch-vehicle

Strike starfighter

A split-foil attack fighter: four wings on two fore-aft hinges that open from a cruise plane into an X, carrying their own engines and tip cannons with them.

strike-starfighter

Ion interceptor

A twin ion-drive interceptor: hexagonal panels pitching on lateral pylons, around a pod that yaws inside them and carries its viewport and emitters round with it.

ion-interceptor

Planet

A tilted, turning globe with latitude bands, polar caps, longitude storms and a ring system the body genuinely occludes — the far arc is cut where the silhouette crosses it.

celestial-planet

Moon

The phase machine: a lunation whose crescent is the projection of the terminator circle rather than a drawn shape, with libration rocking the body so the limb craters come round and go again.

celestial-moon

Star

A luminous body drawn from the limb-darkening law rather than a gradient, with granulation, a rotating spot belt, prominence loops anchored on the limb, and a corona.

celestial-star

Asteroid

An irregular body whose radius is a deterministic sum of cosine lobes, so its silhouette genuinely changes as it turns — and it tumbles about an axis that is itself going round.

celestial-asteroid

Orrery

A geared model of a system: bodies carried on radial arms whose length is the orbital radius, running fast at periapsis and slow at apoapsis on real Kepler ellipses with the hub at a focus.

orrery

Battle station

An armoured orbital station whose hull is a real tiling: the breakup launches every plate down its own line behind a fracture front, and putting it back reassembles the sphere exactly.

battle-station

Debris field

A population of hull fragments on straight trajectories from one rupture, each released at its own moment and turning at its own rate, drawn back to front so a near fragment occludes a far one.

debris-field

Energy

Pumpjack

A beam pump with its four-bar actually solved. The crank turns, the pitman closes the loop, and the polished-rod stroke is what the link lengths produce — not a number anyone typed.

pumpjack

Drilling derrick

A mast, a crown, and a travelling block that is reeved rather than positioned: the drum's payout is shared between the strung lines, so mechanical advantage shows up as rope.

drilling-derrick

Mud pump

The only multi-cylinder machine in the set. Each cylinder is its own slider-crank at its own throw angle, and the discharge readout is the sum of the solved piston velocities.

mud-pump

Wellhead tree

The valve stack on a completed well. Every valve's rising stem shows its state, and the accent is drawn only along the bore the open valves actually leave through.

wellhead-tree

Storage tank

A tank whose roof has no fixed height. The floating roof rides the liquid and the rolling ladder, hinged at the shell top with its wheels on the deck, is solved from wherever the roof is.

storage-tank

Flare stack

The one machine in the family that is a process rather than a mechanism: a knockout drum, a derrick-supported riser and a tip, under a plume whose length is the flow and whose lean is the wind.

flare-stack

Fractionating column

A crude tower whose tray count is the axis. The spacing, the weld-ring seams and the heights the side draws come off are all derived from it, so more trays rebuilds the column rather than redrawing it.

fractionating-column

Jack-up rig

One number that is both halves of the drawing: the legs are a fixed length, so raising the hull out of the water shortens the stick-up above it by exactly the same amount.

jackup-rig

Bore construct

A construct-light tunnelling head: a stepped rotary bit forward, a pair of treaded drive wheels on one transverse axle aft that roll it into the face, and a right-angle gear train, thrust rams, grippers and a flushing pump between them, boring through a wall that cracks, spalls and heaps its own spoil.

bore-construct

Rod pump

A downhole sucker-rod pump in section: mud anchor, working barrel, plunger, travelling and standing valves, solving its own dynamometer card, fluid load and valve sequence, with the standard pump faults as conditions.

rod-pump

Sport

Football

The ball, modelled rather than drawn: a prolate spheroid whose outline is its own central section, with laces on the surface that go round the back when it spins.

robot-football

Lineman

The three-point stance as a four-contact stance: the hand on the turf carries load, and the flat back is the column pitch that being down there implies.

gridiron-lineman

Quarterback

A drop-back and a throw with the arm solved to a release point travelling an arc, and a ball that leaves on the velocity the hand had.

gridiron-quarterback

Receiver

The route tree as geometry: the runner is a point at an arc length along a polyline, and the lean into a cut is the exterior angle at the break.

gridiron-receiver

Kicker

A swing leg solved to an ankle path that passes through the ball, and a drag-free parabola that starts where the strike happened. Whether it is good is read off the plot.

gridiron-kicker

Blocking sled

Pads at a static equilibrium — the load's moment against a return spring's — on a frame that will not move at all until the drive beats the friction under its skids.

blocking-sled

Ball launcher

Two counter-rotating wheels: the ball leaves at the mean of their surface speeds and turns at their difference over its own diameter. Both numbers are on the readout.

ball-launcher

Baseball

The ball as a sphere with a real seam: the figure-eight is a closed curve lying exactly on the surface, so spin carries it round the back instead of sliding it across the front.

robot-baseball

Batting rig

A bat on a solved swing arc meeting a pitched ball, with the collision itself solved: effective mass falls away from the sweet spot, so contact off the end hands the ball back less than it brought.

batting-rig

Basketball

Eight panels cut by two great circles and one wavy seam, on a ball that bounces by closed-form restitution rather than a tween: every apex is the last one times e squared.

robot-basketball

Soccer ball

A truncated icosahedron inflated onto the sphere: twelve pentagons and twenty hexagons built from the solid, culled by their own normals, and rolled without slipping so the panels turn because it travelled.

robot-soccer-ball

Hockey puck

A cylinder on ice: Coulomb friction is a constant deceleration, so the slide is exact and the puck stops where the maths says. The boards reflect it, and the silhouette is the hull of its two rims.

robot-hockey-puck

Gym

Home

Power lantern

A carried reservoir lantern in the old marine-lamp form — a ribbed prism barrel in a cage of bowed straps, with a round charge port on its face. Charge is moved rather than invented, the recital gates the transfer, the beam is paid for out of the reserve, and every part comes off in the reverse of the order it was fitted.

power-lantern

Gabled house

A dwelling drawn as a machine: the ridge is the pitch you pass it, the garage door's rigid panels ride one track, and the fins and the array turn to face a sun that is just the time of day.

gabled-house

Tower block

A residential tower with the lift left visible: the car and the counterweight hang on one rope over one sheave, so the weight falls exactly as far as the car rises.

tower-block

Espresso machine

A spring-lever group drawn as the linkage it is: lever, connecting rod, piston. The declining shot pressure is the spring paying its force back, not a curve somebody drew.

espresso-machine

Refrigerator

A cabinet whose doors are solved leaves on vertical hinges, with an interior that is a second drawing revealed by the swing and a lamp thrown by a real door switch.

refrigerator

Washing machine

One drum, and one dimensionless number deciding what it is doing: below a Froude number of one the load is thrown, at or above it the load is pinned to the wall.

washing-machine

Jack-o'-lantern

A carved gourd lantern: a lobed shell on a scalloped lid and stem, a face cut one feature at a time with the plugs pushing out of it, a candle inside whose light is paid for by the openings, and every part coming off in the reverse of the order it was fitted.

jack-o-lantern

Music

Foundations

Duck kinematics

The pose solver behind the duck. Two planar legs, a footfall cycle that never lifts both feet, and a neck chain swung on a constant radius.

duck-kinematics

Stewart kinematics

Closed-form inverse kinematics for a six-legged parallel platform: give it a head pose, get six leg lengths and their stroke.

stewart-kinematics

Face actuation

The rig behind the animatronic face: ten servo channels, nine blendable expressions, per-servo stroke against travel, and the ellipsoid maths that puts a feature on a skull.

face-actuation

Quadruped kinematics

The dependency-free pose solver behind the quadruped. Four legs, three footfall patterns, and bounded controls that keep every foot reachable.

quadruped-kinematics

Bear kinematics

The plantigrade solver behind the bears: a rigid sole placed on the floor with the leg solved to the ankle it produces, the base of support those intervals make, and the static share of the weight at each contact.

bear-kinematics

Voxel geometry

The sampler behind the fabricator: continuous occupancy fields over the unit cube, turned into buildable cells in deposition order, with the buried ones dropped.

voxel-geometry

Spine kinematics

The travelling-wave body solver behind the fish and the snake: a serpenoid curve with taper, steady turn, and ground clearance.

spine-kinematics

Gait kinematics

The footfall solver behind the horse, the pegasus and the camel: six named gaits as real touchdown sequences, a beat count derived from them rather than declared, the support pattern, and the share of the body's weight on every grounded foot — plus the three things that one number drives.

gait-kinematics

Hexapod kinematics

The radial walking solver behind the spider and the crab: four to ten legs, three gaits, plan-view feet, and knees solved in each leg's own vertical plane.

hexapod-kinematics

Walker kinematics

Two or four legs on a rectangular hip base, for machines that carry their mass above the hips: the footfall schedule, the support polygon it leaves, and the hull attitude that is the only way such a machine can move its mass over a foot.

walker-kinematics

Tripod kinematics

The three-legged balance solver: a load schedule per foot, the body position that schedule demands, and the support polygon it has to stay inside.

tripod-kinematics

Assembly geometry

Taking a machine apart in the reverse of the order it was put together: each part along the axis it was fitted on, in stages, and seated again exactly — plus the room the teardown needs.

assembly-geometry

Lantern geometry

A charge transfer that conserves, a recital count, a reserve gauge, and an emission column priced by the inverse-square law — plus the exploded assembly from `assembly-geometry`, re-exported.

lantern-geometry

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.

vehicle-geometry

Hand kinematics

The dependency-free hand solver: five digits in one frame, a thumb on a two-angle saddle joint with the coupled axial roll opposition really is, and the pad gap that falls out of it.

hand-kinematics

Skeleton kinematics

The dependency-free biped solver: stride cycles with real duty factors, a foot that rolls heel to toe over a planted sole, an equal-segment spine, and arms swinging against the legs.

skeleton-kinematics

Animatronic kinematics

The whole-humanoid layer over the biped: one routine intent for the entire body, an attention cascade through the eyes, the neck and the waist, and a centre of mass measured against the ground the feet actually hold.

animatronic-kinematics

Device geometry

The mechanisms in a machine you carry: a hinge, a book fold whose display keeps its length, a kickstand that has to close, rotary detents that wrap, a band that keeps its length, and a screen on a plane at any attitude.

device-geometry

Keyboard geometry

The mechanisms under a machine you type on: travel with real hysteresis, an asymmetric keystroke, a unit-pitch deck with a stagger, matrix scan order, and caps standing on a raked plane.

keyboard-geometry

Produce geometry

Solids of revolution with a real profile: the surface, a golden-angle lattice spaced by equal area, half shells that reassemble, a hinge about any line, and blades that keep their length.

produce-geometry

Transmission geometry

Where the flexible thing goes, and where the teeth are: gear outlines and mesh phase, assembly-valid planetary trains, taut belt paths, and an energy chain over its bend.

transmission-geometry

Installation

robocn is a shadcn registry. Components install as source into your project, with their dependencies and theme variables.

Kinematics

The maths every component shares. No React, no three.js, no dependencies — import it on its own if you only want the solver.

robot-kinematics

Style

Sizes, variants, palette resolution and the capsule limb geometry — plus the CSS variables and keyframes the whole set is themed with.

robot-style

Color

CSS variables and oklch() turned into something three.js can parse, so the WebGL robots share one theme with the SVG ones.

robot-color

useRobotArm

Animated pose for a link chain. It eases the tip toward its goal, solves seeded with the previous frame, and stops the loop once the pose settles.

use-robot-arm

useRobotMotion

The clock every machine runs on and the handle you grab it by: a rate-limited scalar, pointer-capture dragging, and keyboard steps — all parked by a reduced-motion preference.

use-robot-motion

usePointerTarget

Pointer position in a component's own world units. Returns null when the pointer is away, so a machine can fall back to its idle behaviour.

use-pointer-target

Electromagnetism geometry

Winding geometry, a balanced three-phase resultant, and ideal resolver quadrature. Pure TypeScript with no React and no claim to solve a complete electromagnetic field.

electromagnetism-geometry

Sound geometry

The closures in a machine that makes a sound by moving something: a spiral groove, a pivoted tonearm's tracking error, an exponential horn, a spring governor, a tuned comb, and a pinned barrel.

sound-geometry

Piano geometry

The closures in a grand: an action that lets its hammer go before the blow, a back check, a late damper, a scale that cannot be ideal, the bent side that is the envelope of it, and a lid solved from its prop.

piano-geometry

Phyllotaxis geometry

The golden-angle disc, the Fibonacci spiral arms that fall out of it, a dished face and its normals, and the two-axis aim that points the whole thing at a light.

phyllotaxis-geometry

Cactus geometry

Continuum limbs solved from their own curvature — exactly as long bent as straight — with ribbed sections, crest lines, a staggered areole lattice, taper-true skin normals, and rigid spine fans and petals.

cactus-geometry

Celestial geometry

Kepler's equation solved to machine precision, ellipses about a focus, the terminator great circle, illumination and limb darkening, body frames, and a deterministic irregular radius field.

celestial-geometry

Hull geometry

An equal-area tiling of a sphere into armour plates whose areas sum to exactly one, a fracture front and the straight-line travel behind it, a shock ring as a real circle, and a paraboloid dish.

hull-geometry

Linkage geometry

Closed-loop kinematics: a four-bar, a slider-crank and a block and tackle, plus the helpers that lift an elevation drawing into world space. No React, no dependencies, and no dynamics.

linkage-geometry

Hopper dynamics

The bounce solver behind both hoppers: an exact parabola in the air, an exact spring-mass stance on the ground, and the split between them derived rather than dialled.

hopper-dynamics

Household geometry

The closures in the building you live in and the machines inside it: hinged leaves, sectional panels, a tumbling drum, a resonant suspension, a roped hoist, tracking slats, and flow through a packed bed.

household-geometry

Rail geometry

What a track does to the vehicle standing on it: bogies placed on a curve and the centre and end throw that follow, Klingel hunting on a coned wheelset, a pantograph solved to a working height, and a turnout's lead, crossing angle and blade throw.

rail-geometry

Gridiron geometry

The football family's dependency-free maths: the ball as a real prolate spheroid, drag-free ballistics, counter-rotating wheel exit conditions, a route tree sampled by arc length, a sprung pad arm at equilibrium, and the column pitch a hand on the turf implies.

gridiron-geometry

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. No dependencies, no server, nothing uploaded.

robot-capture

Export

The record button. Wrap any machine and it can be saved as an animated WebP, an animated GIF or a still — encoded in the page, with nothing uploaded.

robot-export

Gym geometry

The five mechanisms that stand between a selected weight and a felt load: rope reeving, a variable-radius cam, an inclined rail, a coupler curve, and velocity-squared air drag.

gym-geometry

Carve geometry

Outlines authored in shell coordinates and wrapped onto a lobed body of revolution, carved along their own perimeter, the plugs they free, the light that escapes through them, and a flame that answers to the draught.

carve-geometry

Sport geometry

The kit a game is played with: the sphere and its seams, the puck, and the four dynamics that make five objects behave unlike one another — restitution bounce, Magnus curve, Coulomb slide, and the bat-ball collision.

sport-geometry

Construct geometry

Reads a freehand stroke — resampled by arc length, measured into a frame, classified into an archetype — and forges it into a filled construct, with the draw it costs.

construct-geometry

Bore geometry

Excavation mechanics: the penetration an energy balance at the face allows, the cavity that rate cuts in a slab, the volume conserved into a spoil heap at its own angle of repose, and ballistic spall off the kerf.

bore-geometry

Airframe geometry

The geometry an aeroplane is made of — a fuselage lofted along its own axis with a second deck on the crown, a swept and kinked wing you can sample anywhere — and the one mechanism on it that is really solved: a leg swinging about its trunnion with a side stay that folds.

airframe

Rod pump geometry

The mechanics of a downhole sucker-rod pump: plunger travel off a crank, the fluid load and displacement from the field formulas, the travel at which each ball valve lifts, and the dynamometer card that falls out of the two.

rodpump-geometry

Cube geometry

An N×N×N twisty cube as exact integer state: cubies on a lattice, each with an orientation matrix, plus moves, notation, scrambles, sticker lookup, the drag geometry and a layer-by-layer solver.

cube-geometry