Bind the timeline, not the handler
A single useScroll gives one progress value for the whole section. Every element below reads from it through useTransform, so adding the tenth animated layer costs about the same as the first.
A working reference of twelve interaction patterns — scroll timelines, drag physics, spring tuning, pointer fields. Each one animates transform, opacity, filter and clip-path only, adapts itself to touch input, and stands down when you ask for reduced motion.
Track speed and direction derive from scroll velocity. Scroll upward and the whole field reverses.










Four chapters and five frames, all mounted at once, all driven by a single spring-smoothed progress value.
A single useScroll gives one progress value for the whole section. Every element below reads from it through useTransform, so adding the tenth animated layer costs about the same as the first.
Panels crossfade on opacity instead of mounting and unmounting. Nothing re-decodes, nothing re-measures, and scroll position never jumps as content leaves the tree.
Wheel and trackpad scroll arrives as a step function. Wrapping progress in useSpring once, at the source, smooths every derived value downstream for the price of a single spring.
Opacity, scale, translate and clip-path are the only properties touched here. No width, no top, no margin, nothing that would force layout on a scroll frame.





Pointer offset multiplied by release velocity decides whether a card commits or snaps home. Rotation and the two stamps all read from the same x motion value, so the card reacts continuously to the gesture without a single React re-render.
Deck empty






Drag the top card in any direction. A short, slow drag returns it to centre; a decisive flick sends it out along the vector you let go on. The arrow buttons drive the same code path, so pointer, touch and keyboard all get identical physics.
One AnimatePresence, one keyed child. Direction is passed through `custom` so the exiting frame leaves on the same axis the incoming one arrives on. Neighbours are rendered as cheap static peeks rather than three synchronised stacks.

Frame 1 of 5
Three columns, three travel rates, one shared scroll timeline. Everything moves on translate.



Hover or tap a row. The lean is a variant on the list item, not an imperative animate() call against an element id — so it cannot target the wrong row, and it resets itself.
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Gridlines are one element. The spotlight is a mask position built from two motion values, so pointer movement never re-renders React. The ripple is a CSS animation with a per-cell delay, so a tap costs one render of plain divs.
Tap anywhere to ripple
The previous build of this effect rendered 1,410 cells and called two hooks inside each one. Same idea, a few hundred plain nodes, and nothing allocated on pointer move.
Position and lifetime are written straight to element style from the pointer handler. A mouse draws a trail; a finger drops a single frame where it lands.
The heart's memory
magnifies the good
Duration and bounce, or stiffness, damping and mass. Changing any control replays the preview immediately — springs can be interrupted mid-flight and still resolve, which is why every gesture on this site uses one.
const transition = {
type: "spring",
duration: 0.80,
bounce: 0.25,
}Editing a control switches to the mode it belongs to, so the panel can never show values that are not driving the preview.
AnimatePresence with mode="wait" holds the incoming panel until the outgoing one has finished leaving, which is what stops the two overlapping mid-swap.
The outgoing panel closes from the bottom while the incoming one opens from the top. clip-path is composited, so a full-bleed wipe costs the same as a small one.
exit: { clipPath: "inset(100% 0 0 0)" }
enter: { clipPath: "inset(0 0 100% 0)" }Validated with one shared module on both sides, rate-limited per address, and credentials read only from server-side environment variables.