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Making Movement Behave: Inside Vladyslav Penev’s Manufacturing-Prepared Interplay Programs

Admin by Admin
February 5, 2026
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Hey — I’m Vladyslav from Zaporizhzhia, Ukraine. I construct high-performance interactive internet experiences and I’m the writer of the StringTune library. Codrops was at all times my go-to place to seek out “artifacts” to dissect and study from, so being featured right here is particular.

I didn’t begin with the net. I spent years on C++ and C# dreaming of GameDev. In college, I teamed up with a buddy to construct a customized recreation engine for our coursework venture. Throughout our last presentation, a senior college member requested a query that caught with me: “Why construct this, if there are already ready-made options?“ I froze — however our mentor, Serhiy Shakun, answered for us: “As a result of somebody has to construct the ready-made options.”

That perspective modified all the pieces. I ended seeing instruments as magic packing containers and realized that all the pieces we use was engineered by somebody. That drive to construct instruments for others is what led to StringTune. At the moment, I need to share just a few initiatives constructed with it in collaboration with Fiddle.Digital.


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Fiddle.Digital is an company website, so the interplay layer needed to really feel premium and keep dependable in manufacturing. Dmytro Troshchylo led the design and a lot of the format, and I dealt with the movement layer — constructed as interface habits, not ornament.

We shipped it in waves: every iteration hit actual constraints (timing, responsiveness, edge instances) till it felt reliable.

Recognition: Awwwards SOTD • FWA SOTD • Webby (2025).
Stack: Nuxt • StringTune • Strapi • Internet Audio API

We would have liked a tiny little bit of depth: the block ought to “float” with the cursor, however softly — no wobble circus. I used SVG as an alternative of the same old canvas setup — it stayed light-weight and steady, and it matched the smooth, managed depth the design wanted.

We wished a residing icon wake behind the cursor. I didn’t need a hundred DOM nodes chasing the pointer, so I encoded the path right into a noise texture: pixel brightness = icon ID. The shader reads that texture and attracts the path on the GPU — so the impact scales with out DOM spam.

The temporary was easy: flip the cursor right into a preview window. It saved displaying up as a recurring UI sample, so I packaged it right into a reusable piece (StringCursor) as an alternative of hardcoding it into one web page. A couple of HTML attributes outline the states, and the habits plugs in cleanly.

Kaleida is a world experiential studio centered on holographic and immersive work — and this website was a reliability/efficiency venture first. It’s media-heavy and scene-heavy, with principally zero tolerance for “it’s positive on my machine.”

Dmytro Troshchylo led the design and a lot of the format, and I constructed the elements that transfer and maintain up: scroll habits, WebGL moments, and the efficiency work you solely discover when it’s lacking.

The media load pressured me to take supply critically. I rebuilt the lazy-loading layer beneath actual content material strain, then went deep on video: I applied HLS and wrote a small Node.js pipeline that converts movies uploaded to Strapi into HLS variants — so playback streams easily as an alternative of choking.

Recognition: Awwwards SOTD • FWA SOTD • CSS Design Awards SOTD
Stack: Nuxt • StringTune • Strapi • Node.js • HLS • WebGL

I mapped every metropolis label’s place within the viewport to a 0→1 progress worth (StringProgress) and used that quantity to drive the spotlight — principally a small script that updates a CSS variable, and the textual content coloration/opacity responds to it.

We tried masks + pictures first, and on actual gadgets it become a slideshow. I moved the transition into WebGL: a slice-based reveal with small overlaps for clear timing, working with each PNG and SVG belongings, and I wired it into the loading pipeline so belongings solely begin decoding once they’re truly wanted — the web page doesn’t attempt to render each heavy piece upfront.

That “takeoff gauge” is deliberately minimal: WebGL attracts the traces, and the movement is pushed by two alerts — scroll progress because the anchor and inertia because the lag. Progress follows scroll instantly; inertia trails behind it, which is why it feels weighted as an alternative of inflexible. StringTune handles the progress + inertia plumbing; WebGL simply renders a single strip of traces pushed by a small per-line knowledge buffer.

StringTune began as a “clear promo website” — a web page the place every part would showcase a single thought. That plan lasted about 5 minutes. It become an interactive, barely game-ish website the place the library isn’t defined — it’s the factor working the entire expertise.

That is additionally the place the library matured beneath actual strain: just a few interactions began as one-off experiments, then proved reusable, so I turned them into correct modules. And since typography is the centerpiece right here, I needed to make the textual content system behave like actual sort — kerning included. Pretend spacing turns into painfully apparent when the headline is the hero.

Recognition: Awwwards SOTD • CSS Design Awards WOTD • Orpetron SOTY
Stack: Nuxt • StringTune • Three.js

The sword needed to be controllable from three instructions directly: scripted poses, scroll-driven transitions, and cursor parallax. I break up management into three layers and blended them additively into one last pose. In any other case you get the same old “who wins this body?” mess — inputs struggle, the mannequin jitters, and nothing reads as intentional. This manner the sword stays coherent it doesn’t matter what’s driving it.

We didn’t need pixelation to really feel like a filter taped on prime of the scene. So as an alternative of 1 international overlay, I made the cursor spawn short-lived hotspots that flare up and decay. Flat results look glued-on as a result of they haven’t any native trigger. Hotspots make it really feel just like the floor reacts — after which heals.

These buttons needed to react like materials beneath a shifting gentle, not like generic hover CSS. I constructed it with StringSpotlight: cursor movement is tracked globally, and every button computes its personal angle/distance regionally to form the spotlight — so the lighting stays constant with out each part reinventing the mathematics.

The textual content right here doesn’t “reveal properly” — it bends, and it bends for a motive. I tied the deformation to scroll inertia, so velocity turns into the sign: scroll tougher and the twist will get stronger, scroll gently and it stays delicate. Place alone at all times seems to be ornamental. Inertia makes it really feel just like the web page has weight.

SkillHub couldn’t be a “web page of hyperlinks,” as a result of folks wanted to truly use the demos — not simply stare at thumbnails. So I constructed it as an interactive catalog the place you’ll be able to launch an impact in a sandbox or seize the uncooked HTML immediately, relying on what you got here for.

After I began constructing StringTune-3D, I saved tripping over the identical UI drawback: including Three.js pushed all the pieces into an “engine mindset”. The DOM become a passive reference, and I’d find yourself writing glue code simply to maintain 3D aligned with format, scroll, and responsive states. I wished to maintain working the best way the net already works — the place HTML and CSS keep the supply of fact.

So I constructed the inspiration round “format as fact”: 3D objects are anchored to actual DOM parts and hold monitoring their place and measurement by way of scroll and resize, so the scene behaves like a disciplined UI layer as an alternative of a separate world. That’s what powers the mannequin catalog demo — the format drives the place every preview lives, and CSS drives the way it feels. Publish-processing is authored the identical approach: a single –filter worth is parsed into an impact chain, mapped to shader uniforms, and utilized throughout render, so hover states and transitions can animate bloom/blur/pixel the identical approach they animate another CSS state. Customized filters plug into the identical pipeline by way of a registry, which makes “design-system results” doable with out hardcoding one-off shader logic per web page.

For particles, I wished transitions that really feel like UI state adjustments, not hand-scripted simulations. In instanced mode, switching the supply (a model-driven distribution or a procedural form) triggers a morph of occasion positions: the system captures the present level set, builds the goal set, and interpolates between them with the timing and easing you’d count on from CSS transitions — and it doesn’t begin the morph till the brand new geometry is definitely prepared. It’s a small element, but it surely’s the distinction between “good demo” and “usable in manufacturing,” as a result of it turns a heavy visible change right into a predictable state transition.

And since typography is the place faux programs get uncovered quick, I made 3D textual content a first-class citizen as an alternative of a separate pipeline. The textual content comes from the DOM, will get transformed into extruded geometry with bevel, after which behaves like another object within the scene — which means it may be lit, shaded, filtered, and animated by way of the identical CSS-first management floor. The purpose throughout all three examples is constant: I’m not attempting to cover Three.js — I’m attempting to make 3D obey the identical guidelines as the remainder of the net, so interplay stays declarative and layout-driven.

About

I’ve been constructing for the net since 2014, shifting totally into artistic improvement in 2022. Whereas I concentrate on movement and WebGL, I keep a full-stack method. I consider that to construct a very seamless expertise, you want management over each layer—from the backend logic to the ultimate pixel.

I’m a part of Palemiya — what began as a chaotic scholar crew (no Git, no security nets) developed right into a shared philosophy: ship actual issues, stress-test them, and lift the bar till “ok” stops being acceptable. I deliver this identical mindset to my ongoing collaboration with Fiddle.Digital, specializing in high-performance movement and interplay programs (StringTune).

Philosophy

I don’t belief concepts till they survive the browser. I begin with the smallest model that proves the “learn” in movement — as a result of the proper factor in your head typically turns into jitter, format fights, or a useless interplay. As soon as the core works, I summary aggressively: not for complexity, however as a result of clear construction makes iteration low-cost. If a sample repeats, it turns into a module — and it has to remain sincere beneath actual constraints.

Instruments & Workflow

My core stack is Nuxt/Vue/TypeScript with Strapi and Node.js, plus WebGL/Three.js when the UI wants an actual rendering layer. I attempt to hold movement programs boring in the easiest way: just a few normalized inputs (scroll, cursor, velocity) feed predictable state (typically through CSS variables), and all the pieces else reacts regionally — so efficiency doesn’t collapse the second actual content material exhibits up.

Subsequent experiments

I’m exploring Rust/WASM and WebGPU for a similar motive: extra headroom for results that don’t match comfortably into “simply JS” (heavier simulation, sign processing, greater scenes). I’m additionally interested by CSS Houdini — largely as a result of it’s nonetheless one of many few locations the place CSS can shock you in a helpful approach.

One very last thing

That query from college nonetheless sticks with me: “Why construct this if there are already ready-made options?” The reply is straightforward: As a result of somebody has to construct the ready-made options.

In the event you’re studying this and sitting on a “bizarre thought” — ship a small model and make it actual. The online remains to be among the finest locations to show curiosity right into a working artifact.

Join with me: GitHub • LinkedIn • X (Twitter)

Tags: BehaveinteractionMakingMotionPenevsproductionreadySystemsVladyslav
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