Examples

Every card is a live, server-rendered page — islands hydrate the interactive parts. Badges tell you what each one exercises.

Counter (islands demo)

island

Hydration lifecycle end-to-end: z-bind, z-on-click, forms that work with JS off, and a typed call round-trip.

Stopwatch

island

Client-only signals driven by a timer — start, stop, lap, reset.

Calculator

island

Multiple signals and derived state behind plain button exports.

Keystrokes

island

Keyboard events in an island: z-on-keydown, event key reads, modifier state.

Poll

island + server fns

Server functions from an island: vote, fetch tallies, re-bind the bars.

Bookmarks

no island

Progressive enhancement with actionForm + CSRF — fully working with JavaScript disabled.

Markdown playground

island + server fns

Live GFM preview — textarea input round-trips through a server function.

Chat (lite)

island + SSE

Server-push over SSE: post a message, every connected tab sees it.

Animation engine

island + declarative

Declarative entrance tweens, scroll triggers, split text, draggables, FLIP shuffles, and an imperative timeline island.

Sortable

stateful island

Drag-to-reorder list (FLIP sibling-shift) plus a two-column cross-list board that fires on_reorder / on_enter_group.

ScrollSmoother

island + declarative

Native scrolling with eased visuals, parallax layers, snap decks, and transform pinning.

Live visualization

island + SSE

Interactive force graph with zoom/pan/drag, plus live server-pushed wire deltas over SSE.

WebGL viewer

stateful island

Zig-computed scene graph and draw-command stream; JS is a dumb WebGL2 interpreter.

Declarative 3D scene

stateful island

ctx.glScene: orbit camera, lighting, picking, and scroll-scrubbed rotation.

Mixed materials

stateful island

Per-submesh shader variants: a full-PBR cube beside a base-color-only cube, one draw stream, no über-shader.

Shadow map

stateful island

P9 directional shadow map: a cube casts a real depth-mapped shadow (3×3 PCF) onto a floor.

Spot light + shadow

stateful island

Three-light scene: spot caster (perspective shadow), fill directional, and a colored point accent.

Point-light shadow

stateful island

Omnidirectional point-light shadow via a 6-face RGBA8 distance atlas with 3×3 PCF face-select.

Multi-light shadows

stateful island

Slice 1 capstone: directional + spot + point lights all cast real shadows simultaneously.

Cascaded Shadow Maps

stateful island

Slice 2 capstone: ONE directional caster split into 4 cascades — near-crisp, far-covered, seamless.

Area light (LTC)

stateful island

Slice 3 capstone: rect area light + soft shadow via Linearly Transformed Cosines (Heitz 2016).

Distance fog

stateful island

Linear fog fades a 7×7 cube grid into a blue-grey haze — applied after PBR, before tonemap, on WebGL2 and WebGPU.

Morph targets

stateful island

Three blend shapes (Bulge/Wave/Twist) driven by a baked clip; runtime button overrides target 0 independently.

GPU instancing

stateful island

256 hue-varied cubes drawn in one instanced call — EXT_mesh_gpu_instancing decoded from the vmesh.

Double-sided materials

stateful island

MASK and BLEND quads with doubleSided:true — back-face normals flipped in the shader so both sides are lit.

Alpha-test cutout

stateful island

MASK material with texture-alpha holes and a scroll-driven baseColorA dissolve; click to pick (verve:glpick-cutout).

Multi-instance push

island + SSE

Two same-name islands subscribe to one push channel, each by its own vid — frames route to the right instance (P7).

Dashboard (routing)

no island

Nested layouts, ctx.outlet, path params, active links, and a route guard.

Client runtime probe

island + server fns

Typed server-fn POSTs from WASM with correlated replies via the shared JSON service.

Showcase

island + declarative

One stateful VizGraph island composed with split-text, staggered, and scroll-triggered declarative entrances — all on one page under the one-stateful-chunk rule.