Overview
Thirty-two glass shards, each its own rigid body pulled back toward the origin every frame, with a pointer-driven collider barging through the middle. The fracture is cut at runtime as a hollow shell, so the shard count, the seed and the shell thickness are controls rather than a baked mesh. Tune the stage, camera, fracture, glass, bloom, physics and pointer in the live editor, then export a standalone HTML file.
Highlights
- Refined, production-ready UI composition
- Organized, reusable Figma components
- Clean layout system you can adapt fast






