404 numerals rendered as literal absence — destination-out punches the glyphs through a token surface plane to reveal a deep grain void with drifting motes, defined by a bright stencil bevel rim and an inner wall-light glow so the digits read instantly in both themes, edges springing outward near the cursor.
npx shadcn add https://design.helpmarq.com /r/not-found-knockout.jsonregistry/loud/not-found-knockout/component.tsx"use client";
import { useEffect, useRef } from "react";
// ---------------------------------------------------------------------------
// Knockout404 — the 404 rendered as literal absence: every frame, a freshly
// refilled --surface plane is carved with destination-out so the numerals
// become holes revealing a deep grain void beneath (precomputed value-noise
// tile + 12 drifting motes), with an inner wall-light glow clipped to the
// holes so the cut reads as depth. A bright stencil bevel rims the cutout,
// rebuilt each frame from ~400 traced edge points whose spring-loaded
// normals bulge outward near the cursor (gaussian falloff, one small
// overshoot, forced-settle deadline). Because the frame starts from an
// explicit full clear and the carve always composites against a fresh fill,
// destination-out alpha can never accumulate or quantize — by construction.
// Canvas 2D, refs-only hot path, sleeps at cursor idle + settled springs.
// Copy and CTAs are DOM, offset-transformed from the container center.
// ---------------------------------------------------------------------------
type Vec3 = [number, number, number];
function parseColor(raw: string): Vec3 | null {
const s = raw.trim();
if (s.startsWith("#")) {
const hex = s.slice(1);
if (hex.length === 3) {
const r = parseInt(hex.slice(0, 1) + hex.slice(0, 1), 16);
const g = parseInt(hex.slice(1, 2) + hex.slice(1, 2), 16);
const b = parseInt(hex.slice(2, 3) + hex.slice(2, 3), 16);
return Number.isNaN(r + g + b) ? null : [r, g, b];
}
if (hex.length >= 6) {
const r = parseInt(hex.slice(0, 2), 16);
const g = parseInt(hex.slice(2, 4), 16);
const b = parseInt(hex.slice(4, 6), 16);
return Number.isNaN(r + g + b) ? null : [r, g, b];
}
return null;
}
const m = s.match(/rgba?\(\s*([\d.]+)[,\s]+([\d.]+)[,\s]+([\d.]+)/);
return m ? [Number(m[1]), Number(m[2]), Number(m[3])] : null;
}
function mix(a: Vec3, b: Vec3, t: number): Vec3 {
return [
Math.round(a[0] + (b[0] - a[0]) * t),
Math.round(a[1] + (b[1] - a[1]) * t),
Math.round(a[2] + (b[2] - a[2]) * t),
];
}
function css(c: Vec3): string {
return `rgb(${c[0]},${c[1]},${c[2]})`;
}
// deterministic prng — grain field + mote seeding stay stable across themes
function mulberry32(a: number) {
return () => {
a |= 0;
a = (a + 0x6d2b79f5) | 0;
let t = Math.imul(a ^ (a >>> 15), 1 | a);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
// -- seamless 128px value-noise field, computed once per module ------------
const GRAIN = 128;
let noiseCache: Float32Array | null = null;
function noiseField(): Float32Array {
if (noiseCache) return noiseCache;
const f = new Float32Array(GRAIN * GRAIN);
const rand = mulberry32(0x1a2b3c);
const octave = (cells: number, weight: number) => {
const lat = new Float32Array(cells * cells);
for (let i = 0; i < lat.length; i++) lat[i] = rand();
const sm = (t: number) => t * t * (3 - 2 * t);
for (let y = 0; y < GRAIN; y++) {
const gy = (y / GRAIN) * cells;
const y0 = Math.floor(gy) % cells;
const y1 = (y0 + 1) % cells;
const ty = sm(gy - Math.floor(gy));
for (let x = 0; x < GRAIN; x++) {
const gx = (x / GRAIN) * cells;
const x0 = Math.floor(gx) % cells;
const x1 = (x0 + 1) % cells;
const tx = sm(gx - Math.floor(gx));
const a = lat[y0 * cells + x0] + (lat[y0 * cells + x1] - lat[y0 * cells + x0]) * tx;
const b = lat[y1 * cells + x0] + (lat[y1 * cells + x1] - lat[y1 * cells + x0]) * tx;
f[y * GRAIN + x] += weight * (a + (b - a) * ty);
}
}
};
octave(8, 0.5); // slow undulation
octave(32, 0.3); // mid grain
for (let i = 0; i < f.length; i++) f[i] += 0.2 * rand(); // fine speckle
noiseCache = f;
return f;
}
// -- Moore-neighbor contour tracing over a binary glyph mask ----------------
const DX = [1, 1, 0, -1, -1, -1, 0, 1];
const DY = [0, 1, 1, 1, 0, -1, -1, -1];
function traceLoops(mask: Uint8Array, gw: number, gh: number): number[][] {
const visited = new Uint8Array(gw * gh);
const loops: number[][] = [];
const at = (x: number, y: number) =>
x >= 0 && x < gw && y >= 0 && y < gh && mask[y * gw + x] === 1;
for (let y = 0; y < gh; y++) {
for (let x = 0; x < gw; x++) {
const idx = y * gw + x;
// a trace starts at an unvisited ink pixel with void to its left —
// finds outer contours and inner counters (the 0's hole) alike
if (mask[idx] !== 1 || visited[idx] || at(x - 1, y)) continue;
const loop: number[] = [];
let cx = x;
let cy = y;
let bdir = 4; // came from the west (the background we scanned across)
const cap = gw * gh;
for (let step = 0; step < cap; step++) {
visited[cy * gw + cx] = 1;
loop.push(cx, cy);
let found = -1;
for (let k = 1; k <= 8; k++) {
const d = (bdir + k) % 8;
if (at(cx + DX[d], cy + DY[d])) {
found = d;
break;
}
}
if (found < 0) break; // isolated pixel
cx += DX[found];
cy += DY[found];
bdir = (found + 6) % 8;
if (cx === x && cy === y) break;
}
if (loop.length >= 16) loops.push(loop);
}
}
return loops;
}
// resample traced loops to ~total arc-length-even points with outward
// normals; returns (bx,by,nx,ny,d,v) stride-6 floats + loop index ranges
function buildEdgePoints(
mask: Uint8Array,
gw: number,
gh: number,
scale: number,
total: number
): { pts: Float32Array; ranges: number[] } {
const raw = traceLoops(mask, gw, gh);
const loops: { xs: Float32Array; ys: Float32Array; len: number; cum: Float32Array }[] = [];
let totalLen = 0;
for (const flat of raw) {
const n = flat.length / 2;
const xs = new Float32Array(n);
const ys = new Float32Array(n);
for (let i = 0; i < n; i++) {
xs[i] = (flat[i * 2] + 0.5) * scale;
ys[i] = (flat[i * 2 + 1] + 0.5) * scale;
}
const cum = new Float32Array(n + 1);
for (let i = 0; i < n; i++) {
const j = (i + 1) % n;
cum[i + 1] = cum[i] + Math.hypot(xs[j] - xs[i], ys[j] - ys[i]);
}
const len = cum[n];
if (len < 48) continue; // drop specks
loops.push({ xs, ys, len, cum });
totalLen += len;
}
if (!totalLen) return { pts: new Float32Array(0), ranges: [] };
const out: number[] = [];
const ranges: number[] = [];
for (const loop of loops) {
const n = Math.max(12, Math.round((loop.len / totalLen) * total));
const step = loop.len / n;
const m = loop.xs.length;
const rx = new Float32Array(n);
const ry = new Float32Array(n);
let j = 0;
for (let k = 0; k < n; k++) {
const t = k * step;
while (j < m - 1 && loop.cum[j + 1] < t) j++;
const segLen = loop.cum[j + 1] - loop.cum[j];
const u = segLen > 1e-6 ? (t - loop.cum[j]) / segLen : 0;
const a = j;
const b = (j + 1) % m;
rx[k] = loop.xs[a] + (loop.xs[b] - loop.xs[a]) * u;
ry[k] = loop.ys[a] + (loop.ys[b] - loop.ys[a]) * u;
}
// two closed-loop smoothing passes kill raster stairsteps
for (let pass = 0; pass < 2; pass++) {
const px = Float32Array.from(rx);
const py = Float32Array.from(ry);
for (let i = 0; i < n; i++) {
const p = (i - 1 + n) % n;
const q = (i + 1) % n;
rx[i] = (px[p] + 2 * px[i] + px[q]) / 4;
ry[i] = (py[p] + 2 * py[i] + py[q]) / 4;
}
}
const base = out.length / 6;
ranges.push(base, base + n);
for (let i = 0; i < n; i++) {
const p = (i - 1 + n) % n;
const q = (i + 1) % n;
const tx = rx[q] - rx[p];
const ty = ry[q] - ry[p];
const L = Math.hypot(tx, ty);
let nx = L > 1e-6 ? ty / L : 1;
let ny = L > 1e-6 ? -tx / L : 0;
// orient outward — away from glyph ink, so displacement widens the hole
const sx = Math.round((rx[i] + nx * 3) / scale - 0.5);
const sy = Math.round((ry[i] + ny * 3) / scale - 0.5);
if (sx >= 0 && sx < gw && sy >= 0 && sy < gh && mask[sy * gw + sx] === 1) {
nx = -nx;
ny = -ny;
}
out.push(rx[i], ry[i], nx, ny, 0, 0);
}
}
return { pts: Float32Array.from(out), ranges };
}
// -- tuning -----------------------------------------------------------------
const EDGE_POINTS = 400;
const SIGMA = 120; // px — gaussian falloff of cursor influence
const INFLUENCE_R2 = (SIGMA * 3) * (SIGMA * 3);
const MAX_PUSH = 6; // px — outward displacement ceiling
const SPRING_K = 520; // s⁻² — settle < 400ms
const SPRING_C = 32.8; // ζ ≈ 0.72 → one ~3% overshoot
const SLEEP_MS = 500; // cursor idle before the loop may sleep
const INPUT_CUTOFF_MS = 600; // forced-settle deadline: influence dies here
const HARD_ZERO_MS = 1400; // absolute deadline — springs snapped to rest
const INTRO_MS = 2200; // ambient mote drift on mount before first sleep
const MOTES = 12;
const MOTE_SPEED = 4; // px/s
const MOTE_ALPHA = 0.3;
const GRAIN_ALPHA = 0.2;
const EPS_D = 0.05; // px
const EPS_V = 1; // px/s
const DT_MAX = 0.05;
export function Knockout404({
glyph = "404",
message = "This page drifted into the void.",
primaryLabel = "Take me home",
primaryHref = "/",
secondaryLabel = "Contact support",
secondaryHref = "#support",
className = "",
}: {
/** the carved numerals */
glyph?: string;
/** muted line floating in the punched negative space */
message?: string;
primaryLabel?: string;
primaryHref?: string;
secondaryLabel?: string;
secondaryHref?: string;
className?: string;
}) {
const rootRef = useRef<HTMLDivElement>(null);
const canvasRef = useRef<HTMLCanvasElement>(null);
const contentRef = useRef<HTMLDivElement>(null);
useEffect(() => {
const root = rootRef.current;
const canvas = canvasRef.current;
const content = contentRef.current;
if (!root || !canvas || !content) return;
const ctx = canvas.getContext("2d");
if (!ctx) return;
const reduced = window.matchMedia(
"(prefers-reduced-motion: reduce)"
).matches;
// offscreen layers: carved plane (dpr-sized), glyph mask (dpr-sized),
// half-res sampler for edge tracing, 128px grain tile
const plane = document.createElement("canvas");
const glyphCv = document.createElement("canvas");
const sampler = document.createElement("canvas");
const grainCv = document.createElement("canvas");
const glowCv = document.createElement("canvas");
const pctx = plane.getContext("2d");
const gctx = glyphCv.getContext("2d");
const sctx = sampler.getContext("2d", { willReadFrequently: true });
const grctx = grainCv.getContext("2d");
const glctx = glowCv.getContext("2d");
if (!pctx || !gctx || !sctx || !grctx || !glctx) return;
const fontFamily = getComputedStyle(root).fontFamily || "sans-serif";
// -- token inks: read at mount, re-derived live on theme flips ----------
let surfaceCss = "#171717";
let borderCss = "#2e2e2e";
let mutedCss = "#8f8f8f";
let voidCss = "#050505";
let rimShadowCss = "#1c1c1c";
let rimCatchCss = "#b5b5b5";
let edgeCss = "#9a9a9a";
let glowCss = "#b0b0b0";
let mutedRgb: Vec3 = [143, 143, 143];
const derive = () => {
const cs = getComputedStyle(document.documentElement);
const bg = parseColor(cs.getPropertyValue("--background")) ?? [10, 10, 10];
const fg = parseColor(cs.getPropertyValue("--foreground")) ?? [237, 237, 237];
const surface = parseColor(cs.getPropertyValue("--surface")) ?? [23, 23, 23];
const border = parseColor(cs.getPropertyValue("--border")) ?? [46, 46, 46];
mutedRgb = parseColor(cs.getPropertyValue("--muted")) ?? [143, 143, 143];
const lum = (0.2126 * bg[0] + 0.7152 * bg[1] + 0.0722 * bg[2]) / 255;
// the void must read CLEARLY dimmer than the surface in BOTH themes:
// dark crushes --background toward black; light pulls it a solid step
// toward --foreground — the interior/surface gap is the legibility floor
voidCss = css(lum < 0.5 ? mix(bg, [0, 0, 0], 0.6) : mix(bg, fg, 0.16));
surfaceCss = css(surface);
borderCss = css(border);
mutedCss = css(mutedRgb);
// stencil bevel, engraved in both themes: the tone mixed toward the
// darker token is the top-left inner shadow, the lighter one the
// bottom-right catch-light — a hole, never an emboss
const towardFg = mix(border, fg, 0.8);
const towardBg = mix(border, bg, 0.55);
rimShadowCss = css(lum < 0.5 ? towardBg : towardFg);
rimCatchCss = css(lum < 0.5 ? towardFg : towardBg);
// crisp definition stroke + inner wall-light, both toward --foreground:
// brighter than the surface in dark, darker than the surface in light
edgeCss = css(mix(border, fg, 0.55));
glowCss = css(mix(mutedRgb, fg, 0.45));
};
derive();
// grain tile: recolor the cached noise field in --muted per theme
let grainPattern: CanvasPattern | null = null;
const buildGrain = () => {
const f = noiseField();
grainCv.width = GRAIN;
grainCv.height = GRAIN;
const img = grctx.createImageData(GRAIN, GRAIN);
const d = img.data;
for (let i = 0; i < f.length; i++) {
const v = Math.min(1, Math.max(0, f[i]));
d[i * 4] = mutedRgb[0];
d[i * 4 + 1] = mutedRgb[1];
d[i * 4 + 2] = mutedRgb[2];
d[i * 4 + 3] = Math.round(255 * GRAIN_ALPHA * (0.3 + 0.7 * v));
}
grctx.putImageData(img, 0, 0);
grainPattern = ctx.createPattern(grainCv, "repeat");
};
buildGrain();
// -- sizing: explicit style.width/height — inset does not size a canvas -
let w = 0;
let h = 0;
let dpr = 1;
let fs = 0; // glyph font size in css px
let glyphW = 0;
let sized = false;
let ready = false; // fonts loaded + assets built
const buildGlyph = () => {
fs = Math.min(0.38 * w, 0.62 * h);
gctx.setTransform(dpr, 0, 0, dpr, 0, 0);
gctx.clearRect(0, 0, w, h);
gctx.font = `600 ${fs}px ${fontFamily}`;
gctx.textAlign = "center";
gctx.textBaseline = "middle";
gctx.fillStyle = "#fff"; // alpha mask — only coverage matters
gctx.fillText(glyph, w / 2, h * 0.46);
glyphW = gctx.measureText(glyph).width;
};
// -- edge points: glyph outline sampled once per resize -----------------
let pts: Float32Array = new Float32Array(0);
let ranges: number[] = [];
const buildEdges = () => {
const scale = 2; // half-res mask is plenty after smoothing
const gw = Math.max(1, Math.ceil(w / scale));
const gh = Math.max(1, Math.ceil(h / scale));
sampler.width = gw;
sampler.height = gh;
sctx.font = `600 ${fs / scale}px ${fontFamily}`;
sctx.textAlign = "center";
sctx.textBaseline = "middle";
sctx.fillStyle = "#fff";
sctx.fillText(glyph, w / 2 / scale, (h * 0.46) / scale);
const data = sctx.getImageData(0, 0, gw, gh).data;
const mask = new Uint8Array(gw * gh);
for (let i = 0; i < mask.length; i++) mask[i] = data[i * 4 + 3] > 127 ? 1 : 0;
const res = buildEdgePoints(mask, gw, gh, scale, EDGE_POINTS);
pts = res.pts;
ranges = res.ranges;
};
// -- inner wall-light: soft glow hugging the cut edge, clipped to the
// holes via destination-in against the glyph mask — static per
// resize/theme, so draw() just blits it. This is what makes the digit
// interiors read as carved depth instead of vanishing into the void.
const buildGlow = () => {
if (!ranges.length) return;
glowCv.width = canvas.width;
glowCv.height = canvas.height;
glctx.setTransform(dpr, 0, 0, dpr, 0, 0);
glctx.clearRect(0, 0, w, h);
glctx.strokeStyle = glowCss;
glctx.lineJoin = "round";
glctx.beginPath();
for (let r = 0; r < ranges.length; r += 2) {
const s = ranges[r];
const e = ranges[r + 1];
for (let i = s; i < e; i++) {
const o = i * 6;
if (i === s) glctx.moveTo(pts[o], pts[o + 1]);
else glctx.lineTo(pts[o], pts[o + 1]);
}
glctx.closePath();
}
const blur = Math.max(14, fs * 0.07);
glctx.shadowColor = glowCss;
glctx.lineWidth = 3;
glctx.shadowBlur = blur;
glctx.globalAlpha = 0.85;
glctx.stroke();
glctx.shadowBlur = blur * 2.4;
glctx.globalAlpha = 0.5;
glctx.stroke();
glctx.shadowBlur = 0;
glctx.globalAlpha = 1;
glctx.globalCompositeOperation = "destination-in";
glctx.setTransform(1, 0, 0, 1, 0, 0);
glctx.drawImage(glyphCv, 0, 0);
glctx.globalCompositeOperation = "source-over";
};
// -- motes: 12 slow sparks wrapped inside the glyph's bounding box ------
const moteX = new Float32Array(MOTES);
const moteY = new Float32Array(MOTES);
const moteVX = new Float32Array(MOTES);
const moteVY = new Float32Array(MOTES);
const moteS = new Float32Array(MOTES);
let bx0 = 0;
let bx1 = 0;
let by0 = 0;
let by1 = 0;
const initMotes = () => {
const pad = 32;
bx0 = Math.max(0, w / 2 - glyphW / 2 - pad);
bx1 = Math.min(w, w / 2 + glyphW / 2 + pad);
by0 = Math.max(0, h * 0.46 - fs * 0.38 - pad);
by1 = Math.min(h, h * 0.46 + fs * 0.38 + pad);
const rand = mulberry32(0x404);
for (let i = 0; i < MOTES; i++) {
moteX[i] = bx0 + rand() * (bx1 - bx0);
moteY[i] = by0 + rand() * (by1 - by0);
const a = rand() * Math.PI * 2;
moteVX[i] = Math.cos(a) * MOTE_SPEED;
moteVY[i] = Math.sin(a) * MOTE_SPEED;
moteS[i] = i % 3 === 0 ? 2 : 1;
}
};
const placeContent = () => {
// copy/CTAs hang below the numerals: OFFSET transform from container
// center — never absolute canvas coords
content.style.transform = `translate(-50%, ${Math.round(fs * 0.38 + 28)}px)`;
};
const resize = () => {
const rect = root.getBoundingClientRect();
if (rect.width < 2 || rect.height < 2) {
sized = false; // zero-size guard — loop no-ops until real
return;
}
w = rect.width;
h = rect.height;
dpr = Math.min(2, window.devicePixelRatio || 1);
canvas.style.width = `${w}px`; // replaced element: size explicitly
canvas.style.height = `${h}px`;
canvas.width = Math.max(1, Math.round(w * dpr));
canvas.height = Math.max(1, Math.round(h * dpr));
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
plane.width = canvas.width;
plane.height = canvas.height;
glyphCv.width = canvas.width;
glyphCv.height = canvas.height;
sized = true;
if (ready) {
buildGlyph();
buildEdges();
buildGlow();
initMotes();
placeContent();
}
};
resize();
const strokeRim = (
ox: number,
oy: number,
color: string,
alpha: number,
width = 1
) => {
if (!ranges.length) return;
ctx.save();
ctx.translate(ox, oy);
ctx.strokeStyle = color;
ctx.globalAlpha = alpha;
ctx.lineWidth = width;
ctx.lineJoin = "round";
ctx.beginPath();
for (let r = 0; r < ranges.length; r += 2) {
const s = ranges[r];
const e = ranges[r + 1];
for (let i = s; i < e; i++) {
const o = i * 6;
const x = pts[o] + pts[o + 2] * pts[o + 4];
const y = pts[o + 1] + pts[o + 3] * pts[o + 4];
if (i === s) ctx.moveTo(x, y);
else ctx.lineTo(x, y);
}
ctx.closePath();
}
ctx.stroke();
ctx.restore();
};
const draw = () => {
if (!sized || !ready) return;
// explicit full clear — nothing survives from the previous frame
ctx.clearRect(0, 0, w, h);
// (a) void backdrop: dim base, tiled grain, drifting motes
ctx.fillStyle = voidCss;
ctx.fillRect(0, 0, w, h);
if (grainPattern) {
ctx.save();
ctx.setTransform(1, 0, 0, 1, 0, 0); // device px → crisp grain
ctx.fillStyle = grainPattern;
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.restore();
}
ctx.globalAlpha = MOTE_ALPHA;
ctx.fillStyle = mutedCss;
for (let i = 0; i < MOTES; i++) {
const s = moteS[i];
ctx.fillRect(moteX[i] - s / 2, moteY[i] - s / 2, s, s);
}
ctx.globalAlpha = 1;
// (b)+(c) surface plane refilled fresh, then carved: destination-out
// only ever composites against this frame's fill — no accumulation
pctx.setTransform(dpr, 0, 0, dpr, 0, 0);
pctx.clearRect(0, 0, w, h);
pctx.fillStyle = surfaceCss;
pctx.fillRect(0, 0, w, h);
pctx.globalCompositeOperation = "destination-out";
pctx.drawImage(glyphCv, 0, 0, w, h);
pctx.globalCompositeOperation = "source-over";
ctx.drawImage(plane, 0, 0, w, h);
// (c2) inner wall-light blit — the holes catch light along their edges
if (glowCv.width > 0) ctx.drawImage(glowCv, 0, 0, w, h);
// (d) stencil bevel rim, restroked from the displaced point list —
// bright catch + 1.5px definition stroke keep the digits unmistakable
strokeRim(-0.75, -0.75, rimShadowCss, 0.95);
strokeRim(0.75, 0.75, rimCatchCss, 1);
strokeRim(0, 0, edgeCss, 1, 1.5);
};
// -- hot-path state: locals only, never React state ---------------------
let raf = 0;
let last = 0;
let visible = true;
let px = 0;
let py = 0;
let pointerActive = false;
let lastMove = -1e9;
let disposed = false;
const mountedAt = performance.now();
const loop = (now: number) => {
raf = 0;
if (!visible || document.hidden || !sized || !ready) {
last = 0;
return; // observers/visibilitychange wake us
}
const dt = last === 0 ? 1 / 60 : Math.min(DT_MAX, (now - last) / 1000);
last = now;
const idle = now - lastMove;
// edge springs — cursor influence dies at the forced-settle deadline,
// and a hard deadline snaps everything to rest so sleep is guaranteed
let settled = true;
const n = pts.length / 6;
if (idle > HARD_ZERO_MS) {
for (let i = 0; i < n; i++) {
pts[i * 6 + 4] = 0;
pts[i * 6 + 5] = 0;
}
} else {
const influence = pointerActive && idle < INPUT_CUTOFF_MS;
for (let i = 0; i < n; i++) {
const o = i * 6;
let target = 0;
if (influence) {
const dx = px - pts[o];
const dy = py - pts[o + 1];
const d2 = dx * dx + dy * dy;
if (d2 < INFLUENCE_R2) {
target = MAX_PUSH * Math.exp(-d2 / (2 * SIGMA * SIGMA));
}
}
let d = pts[o + 4];
let v = pts[o + 5];
const a = SPRING_K * (target - d) - SPRING_C * v;
v += a * dt;
d += v * dt;
pts[o + 4] = d;
pts[o + 5] = v;
if (Math.abs(d - target) > EPS_D || Math.abs(v) > EPS_V || target > EPS_D) {
settled = false;
}
}
}
// motes: 4px/s ambient drift on wrapped paths inside the glyph bbox
const bw = bx1 - bx0;
const bh = by1 - by0;
if (bw > 1 && bh > 1) {
for (let i = 0; i < MOTES; i++) {
let x = moteX[i] + moteVX[i] * dt;
let y = moteY[i] + moteVY[i] * dt;
if (x < bx0) x += bw;
else if (x > bx1) x -= bw;
if (y < by0) y += bh;
else if (y > by1) y -= bh;
moteX[i] = x;
moteY[i] = y;
}
}
draw();
// sleep: cursor idle past threshold, springs under epsilon, intro done
if (idle > SLEEP_MS && settled && now - mountedAt > INTRO_MS) {
last = 0;
return; // motes freeze with the loop — redraw resumes on wake
}
raf = requestAnimationFrame(loop);
};
const wake = () => {
if (reduced || raf || disposed) return;
last = 0;
raf = requestAnimationFrame(loop);
};
const onMove = (e: PointerEvent) => {
const rect = root.getBoundingClientRect();
px = e.clientX - rect.left;
py = e.clientY - rect.top;
pointerActive = true;
lastMove = performance.now();
wake();
};
const onLeave = () => {
pointerActive = false;
wake(); // springs animate home, then the loop sleeps
};
// -- observers ----------------------------------------------------------
const ro = new ResizeObserver(() => {
resize();
draw();
wake();
});
ro.observe(root);
const io = new IntersectionObserver((entries) => {
visible = entries[0]?.isIntersecting ?? true;
if (visible) wake();
});
io.observe(root);
// live theme re-derive: regenerate inks, grain tile AND glyph canvas
const mo = new MutationObserver(() => {
derive();
buildGrain();
if (sized && ready) {
buildGlyph();
buildGlow();
}
draw();
wake();
});
mo.observe(document.documentElement, {
attributes: true,
attributeFilter: ["class"],
});
const onVis = () => {
if (!document.hidden) wake();
};
document.addEventListener("visibilitychange", onVis);
if (!reduced) {
root.addEventListener("pointermove", onMove);
root.addEventListener("pointerdown", onMove);
root.addEventListener("pointerleave", onLeave);
}
// rasterize only once Geist is loaded — a fallback-font carve is wrong.
// reduced motion: this single draw IS the static carved frame.
document.fonts.ready.then(() => {
if (disposed) return;
ready = true;
if (sized) {
buildGlyph();
buildEdges();
buildGlow();
initMotes();
placeContent();
}
draw();
wake();
});
return () => {
disposed = true;
cancelAnimationFrame(raf);
raf = 0;
ro.disconnect();
io.disconnect();
mo.disconnect();
document.removeEventListener("visibilitychange", onVis);
root.removeEventListener("pointermove", onMove);
root.removeEventListener("pointerdown", onMove);
root.removeEventListener("pointerleave", onLeave);
};
}, [glyph]);
return (
<div
ref={rootRef}
className={`relative isolate min-h-[480px] w-full overflow-hidden bg-background font-sans ${className}`}
>
<canvas
ref={canvasRef}
aria-hidden
className="pointer-events-none absolute left-0 top-0"
/>
<h1 className="sr-only">{glyph} — page not found</h1>
{/* copy + CTAs float in the punched negative space — DOM, offset from center */}
<div
ref={contentRef}
className="absolute left-1/2 top-[46%] flex w-full max-w-md flex-col items-center gap-6 px-6 text-center"
style={{ transform: "translate(-50%, calc(13vw + 28px))" }}
>
<p className="font-mono text-sm text-muted">{message}</p>
<div className="flex flex-wrap items-center justify-center gap-3">
<a
href={primaryHref}
className="inline-flex items-center justify-center rounded-sm bg-accent px-4 py-2 text-sm font-medium text-white transition-colors duration-150 hover:bg-accent-hover focus-visible:outline-2 focus-visible:outline-offset-2 focus-visible:outline-accent"
>
{primaryLabel}
</a>
<a
href={secondaryHref}
className="inline-flex items-center justify-center rounded-sm border border-border px-4 py-2 text-sm text-muted transition-colors duration-150 hover:border-foreground/40 hover:text-foreground focus-visible:outline-2 focus-visible:outline-offset-2 focus-visible:outline-accent"
>
{secondaryLabel}
</a>
</div>
</div>
</div>
);
}
Build a full 404 page where the numerals are literal absence: a single full-viewport Canvas 2D layer redrawn with an EXPLICIT FULL CLEAR every frame in this order — (a) void backdrop: a 128px seamless value-noise grain tile precomputed once per theme (recolored in --muted, alpha 0.2, tiled at device resolution) over a deep token base (--background crushed 60% toward black in dark, background mixed 16% toward foreground in light so the void reads CLEARLY dimmer than the surface in BOTH themes — the interior/surface gap is the legibility floor), plus 12 drifting motes (1-2px squares, --muted alpha 0.3, 4px/s on wrapped paths inside the glyph bounding box); (b) surface plane: an offscreen plane canvas refilled solid --surface; (c) carve: destination-out drawImage of an offscreen glyph canvas ('404', Geist Sans 600, font-size min(38vw, 62vh), rasterized after document.fonts.ready, centered at 46% height) so the numerals become holes showing layer (a) — because the plane is refilled fresh each frame, destination-out alpha can never accumulate or quantize; (c2) inner wall-light: a static offscreen glow layer — the undisplaced outline stroked in muted-mixed-45%-toward-foreground with layered shadowBlur (max(14px, 7% of font-size) and 2.4x that) then clipped to the holes via destination-in against the glyph mask, rebuilt per resize/theme — so the cut walls catch light and the digit interiors read as carved depth; (d) rim: the glyph outline restroked at 1.5px in border-mixed-55%-toward-foreground as the crisp definition stroke, plus two ±0.75px offset strokes in border-mixed-80%-toward-foreground (catch-light) and border-mixed-55%-toward-background (inner shadow) tones for an engraved stencil bevel bright enough that 404 reads at a glance. EDGE INTERACTION: threshold a half-res alpha mask of the glyph, Moore-neighbor trace its contours (outer loops and the 0's counter), arc-length resample to ~400 points with two smoothing passes and outward normals (oriented away from ink via mask probe); cursor proximity with gaussian falloff sigma 120px displaces points outward up to 6px along their normals; each point returns on a spring (k=520 s^-2, zeta~0.72, one ~3% overshoot, settle < 400ms) with a forced-settle deadline: cursor influence dies at 600ms idle and a hard deadline at 1400ms snaps displacement and velocity to zero; the displaced rim is restroked from the point list every frame. INTERACTION MODEL: pointermove/pointerdown nudge edges; DOM copy ('This page drifted into the void.') and two CTAs — 'Take me home' (accent primary, rounded-sm, hover accent-hover) and 'Contact support' (ghost bordered, hover border-foreground/40) — float below the punched area, positioned by an OFFSET transform from the container center (never absolute canvas coords), both keyboard-focusable with token-relative accent focus rings; an sr-only h1 keeps semantics. HOUSEKEEPING: all inks parsed from getComputedStyle tokens at mount with a MutationObserver on documentElement class that re-derives colors AND regenerates the grain tile + glyph canvas per theme; canvas sized via explicit style.width/style.height plus a dpr-clamped (2) backing store and setTransform; rAF is direct-DOM with zero React state on the hot path and sleeps when cursor idle > 500ms and all edge springs are under epsilon (motes freeze on sleep, redraw resumes on wake) after a 2.2s ambient intro; IntersectionObserver and document.hidden pause the loop; zero-size containers guarded; every listener, observer, and rAF torn down. REDUCED MOTION: one static carved frame, motes frozen, no edge displacement, no pointer listeners. Demo composes the complete page: top strip with mono logotype and one nav link, carved 404 centered, muted copy line, the two CTAs, and a hairline footer with mono status text 'ERR 404 / route unresolved'.