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The Monolith Trap: Why Kinetix Needs a UI Library

K
Kinetix Team
January 20, 2026

The Monolith Trap: Why Kinetix Needs a UI Library

We recently spent several hours building the /engine demo page. We hooked up a timeline slider, formatted time strings (00:05), handled play/pause toggles, and managed canvas resizing.

The result is beautiful, but the code in engine.astro is becoming a “Monolith”—a mix of app logic, UI handling, and engine glue code.

The Problem: Reinventing the Wheel

Every time a developer wants to build a tool with Kinetix, they currently have to:

  1. Instantiate the Engine.
  2. Build their own HTML buttons for “Play”, “Pause”, “Export”.
  3. Write custom event listeners to sync a range input with engine.currentTime.
  4. Figure out the CSS to make the canvas responsive.

This slows down adoption. A developer who wants a “Video Player” doesn’t want to write a formatTime(ms) helper function from scratch.

The Solution: @kinetix/ui

It is not enough to just ship the Logic (the Engine). We must also ship the Interface.

We are proposing a new package (or exports from the core) that provides “Headless” and “Styled” components.

1. The “Headless” Hooks

Imagine using Kinetix with React or Vue easily:

const { isPlaying, togglePlay, currentTime, duration } = useKinetix(engine);

This abstracts away the event listener boilerplate.

2. The Pre-built Components

For faster prototyping, we should offer web components or framework-agnostic UI blocks:

<kinetix-player engine={myEngine}>
  <kinetix-canvas slot="screen" />
  <kinetix-controls slot="controls" theme="dark" />
</kinetix-player>

Moving Forward

By extracting our custom logic from engine.astro into reusable components, we achieve two things:

  1. Dogfooding: We verify that our components are flexible enough for real apps.
  2. Velocity: Future demo pages (or user apps) can be spun up in minutes, not hours.

The goal is to make Kinetix not just an Engine, but a Platform.


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