Examples
Every card is a live, server-rendered page — islands hydrate the interactive parts. Badges tell you what each one exercises.
Counter (islands demo)
islandHydration lifecycle end-to-end: z-bind, z-on-click, forms that work with JS off, and a typed call round-trip.
Stopwatch
islandClient-only signals driven by a timer — start, stop, lap, reset.
Calculator
islandMultiple signals and derived state behind plain button exports.
Keystrokes
islandKeyboard events in an island: z-on-keydown, event key reads, modifier state.
Poll
island + server fnsServer functions from an island: vote, fetch tallies, re-bind the bars.
Bookmarks
no islandProgressive enhancement with actionForm + CSRF — fully working with JavaScript disabled.
Markdown playground
island + server fnsLive GFM preview — textarea input round-trips through a server function.
Chat (lite)
island + SSEServer-push over SSE: post a message, every connected tab sees it.
Animation engine
island + declarativeDeclarative entrance tweens, scroll triggers, split text, draggables, FLIP shuffles, and an imperative timeline island.
Sortable
stateful islandDrag-to-reorder list (FLIP sibling-shift) plus a two-column cross-list board that fires on_reorder / on_enter_group.
ScrollSmoother
island + declarativeNative scrolling with eased visuals, parallax layers, snap decks, and transform pinning.
Live visualization
island + SSEInteractive force graph with zoom/pan/drag, plus live server-pushed wire deltas over SSE.
WebGL viewer
stateful islandZig-computed scene graph and draw-command stream; JS is a dumb WebGL2 interpreter.
Declarative 3D scene
stateful islandctx.glScene: orbit camera, lighting, picking, and scroll-scrubbed rotation.
Mixed materials
stateful islandPer-submesh shader variants: a full-PBR cube beside a base-color-only cube, one draw stream, no über-shader.
Shadow map
stateful islandP9 directional shadow map: a cube casts a real depth-mapped shadow (3×3 PCF) onto a floor.
Spot light + shadow
stateful islandThree-light scene: spot caster (perspective shadow), fill directional, and a colored point accent.
Point-light shadow
stateful islandOmnidirectional point-light shadow via a 6-face RGBA8 distance atlas with 3×3 PCF face-select.
Multi-light shadows
stateful islandSlice 1 capstone: directional + spot + point lights all cast real shadows simultaneously.
Cascaded Shadow Maps
stateful islandSlice 2 capstone: ONE directional caster split into 4 cascades — near-crisp, far-covered, seamless.
Area light (LTC)
stateful islandSlice 3 capstone: rect area light + soft shadow via Linearly Transformed Cosines (Heitz 2016).
Distance fog
stateful islandLinear fog fades a 7×7 cube grid into a blue-grey haze — applied after PBR, before tonemap, on WebGL2 and WebGPU.
Morph targets
stateful islandThree blend shapes (Bulge/Wave/Twist) driven by a baked clip; runtime button overrides target 0 independently.
GPU instancing
stateful island256 hue-varied cubes drawn in one instanced call — EXT_mesh_gpu_instancing decoded from the vmesh.
Double-sided materials
stateful islandMASK and BLEND quads with doubleSided:true — back-face normals flipped in the shader so both sides are lit.
Alpha-test cutout
stateful islandMASK material with texture-alpha holes and a scroll-driven baseColorA dissolve; click to pick (verve:glpick-cutout).
Multi-instance push
island + SSETwo same-name islands subscribe to one push channel, each by its own vid — frames route to the right instance (P7).
Dashboard (routing)
no islandNested layouts, ctx.outlet, path params, active links, and a route guard.
Client runtime probe
island + server fnsTyped server-fn POSTs from WASM with correlated replies via the shared JSON service.
Showcase
island + declarativeOne stateful VizGraph island composed with split-text, staggered, and scroll-triggered declarative entrances — all on one page under the one-stateful-chunk rule.