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Building PROTO RECON — From Vague Idea to a Browser-Based Tactical HUD
Katsuo Imai · 2026-05-24 · via DEV Community

Introduction

This post walks through how PROTO RECON — an experimental app that combines phone sensors with in-browser ML — evolved from pre-coding requirements to its current implementation. I've verified the UI behavior, but I'm still at the stage of reading the source code for the first time. Here I organize the original requirements and an AI-generated source map as a foundation for deeper dives in future posts.

Note: This is still in testing. Performance tuning for heavy workloads hasn't been done yet — use at your own risk.


Where It Started

It began with a vague question: Can we build a digital user experience on top of the real world? The seed of the idea was whether today's phone sensors could overlay something like the robot-view or cockpit-view perspectives from old sci-fi and games onto live scenery.

Before writing code, I summarized the requirements, turned functional specs into prose through dialogue with AI, and then started development.


Technology Choices (Before Implementation)

Area Adopted / Considered Notes
Object detection TensorFlow.js (COCO-SSD / BlazeFace) "Object recognition" as the core of the robot-view feel, fully in the browser
Map Leaflet Familiar "you are here" display from games
Noise / effects Initially GLSL / three.js Wanted to reuse past effect-building experience

The noise layer was added later. When I had Cursor implement it, three.js was skipped in favor of Canvas 2D and CSS for CRT-style effects. Writing directly without extra modules kept things lighter — a decision that has paid off on real devices.

Gyro, compass, altitude (on supported devices), GPS, and similar sensors were also in scope, wired to the HUD and minimap.


Requirements at the Time (Summary)

The planning document — built through repeated conversations with AI — was titled Tactical Recon & Guidance Terminal "PROJECT: LOCK-ON (working title)". At that point, sensor accuracy led us to assume Phase 2 would require a Unity (native) rewrite. After coding with Cursor, however, things moved better than expected even without three.js, and the outlook shifted to Phase 1 might be achievable on the web alone.

Core Concept

  • Visuals: Monochrome green military-terminal UI, scan lines, noise
  • AI: Real-time object detection for targeting and lock-on
  • Immersion: Gyro, altitude, BEEP sounds — instrument and audio feedback
  • Future: VR-goggle HUD, gaze control (concept stage)

Plan vs. Current State

Item Plan (as of Apr 2026) Current (PROTO RECON)
Stack Next.js + Three.js + TF.js Vite + vanilla JS + TF.js (no Three.js)
Altimeter Barometric sensor (native assumed) Geolocation altitude (supported devices only)
Map (lightly specified in the plan) Leaflet minimap implemented
Missile effect Tap to fire a virtual missile Not implemented
Phase 2 Unity Barometric altitude, haptics, etc. Not started (web prototype continues)
Distance display (mostly undefined in planning) WebXR hit-test measurements only (no bbox-estimated distance)

The full planning document is collapsed below due to length.

Full planning document (PROJECT: LOCK-ON draft)

Tactical Recon & Guidance Terminal App — "PROJECT: LOCK-ON (working title)" Planning Document

This document summarizes a concept for a smartphone camera-filter app that blends retro-futuristic UI with modern AI.

1. Project Overview

A "play" app that recreates the experience of a military recon terminal from 1980s–90s sci-fi films and games, using live smartphone camera feed and AI.

2. Core Concept

  • Visuals: Monochrome green evoking old terminals. Retro feel via scan lines and noise.
  • AI interaction: Automatic targeting and lock-on through real-time object detection.
  • Immersion: Gyro, barometric sensor (altimeter), BEEP feedback.
  • Extensibility: HUD and gaze control with VR goggles (e.g. Hacosco) — concept stage.

3. Main Features (excerpt)

3.1 Video filter

  • Green overlay (night-vision goggle texture)
  • Edge bar graphs and scan indicators

3.2 AI lock-on

  • Automatic moving-object detection with green bounding-box tracking
  • SE accelerates when the target stays in the reticle center
  • Lock complete: box turns red, warning sound
  • Tap to fire a virtual missile (effect)

3.3 Sensor-linked instruments

  • Gyro: pitch and roll numeric display
  • Altimeter: relative altitude from barometric sensor (iPhone, etc.)

4. Development Phases (roadmap at the time)

  • Phase 1: Web prototype (Next.js + Three.js + TF.js). Shareable via URL.
  • Phase 2: Unity port. Barometric altitude, vibration.
  • Phase 3: VR/XR. Stereoscopic display, gaze lock-on.

5. Distribution Strategy

Dev logs on Qiita / Zenn, short-form video on social, posts on Reddit, etc.

Created: April 29, 2026 (planning stage)


How Development Proceeded

Coding was delegated to Cursor, adding features one prompt at a time until the current state. For prompts, I load the requirements document into Gemini and ask what kind of prompt would work best. I've checked JS behavior through the UI, but reading the source comes next. The file list and dependency diagram below were AI-generated and cleaned up for this article.


Source Layout

HTML (root level)

File Role
index.html Main screen. BIOS/splash, boot progress, camera feed, reticle/detection overlay, compass/altitude tape, minimap, CRT effects, etc. Loads /src/main.js as a module
privacy.html Privacy policy (static page: collected data, purpose of use, etc.)
oss-notice.html Static OSS / third-party license notice

src/ — runtime files

Entry, config, UI

File Role
main.js App hub. Boot sequence, camera acquisition, start/stop of modules, HUD updates, user actions (start/stop, lock, .etc.)
appConfig.js Dev tuning defaults (camera, CRT, object detection, face mask, minimap, motion linkage, live health, etc.)
applyDevConfig.js Applies devConfig.crt as CSS variables on document.documentElement (vignette, scan lines, etc.)
uiLexicon.js Single source for UI copy (splash, status, errors, minimap labels, etc.) including functions to apply text to HTML
style.css Global layout, HUD, CRT, minimap, reticle styles (green military UI)

Video & AI inference

File Role
tfBackend.js One-time TensorFlow.js backend init (WebGPU → WebGL → CPU)
personDetection.js COCO-SSD object detection. Bounding-box drawing, lock zone, target events, inference health notifications
facePrivacy.js BlazeFace face detection and masking (privacy overlay)
lockTrackKeys.js Stable IDs for targets in the lock zone (position quantization + match with previous frame)

Distance & AR

File Role
objectRange.js Distance to target on HUD — measured distances only (WebXR, etc.); no bbox-estimated distance
webxrHitTestRange.js WebXR immersive-ar + hit-test for real-world distance (m) fed into objectRange

Navigation, map, sensors

File Role
compass.js Device heading (compass) wrapper. Heading parse, cardinal labels, iOS permission request
miniMap.js Geolocation watch and minimap facade (position, heading, speed, altitude callbacks)
miniMapLeaflet.js Leaflet map init, current-location marker (heading arrow), tile display
motionHud.js Tilt β/γ from DeviceOrientation for the right vertical tape HUD
motionStabilityLink.js Links tilt/shake to reticle/minimap parallax and notifications (including vibration)

Feedback & monitoring

File Role
liveHealth.js Lightweight live health monitoring (inference latency, consecutive failures, video stall) and HUD notifications
audioFx.js Web Audio API for boot, detection, lock-on, error sounds, etc.

src/ — tests only (not used on screen)

File Role
lockTrackKeys.test.js Unit tests for lockTrackKeys.js
liveHealth.test.js Unit tests for liveHealth.js
tfBackend.test.js Unit tests for tfBackend.js

Dependencies (overview)

flowchart TB
  index[index.html] --> main[main.js]
  main --> config[appConfig / applyDevConfig / uiLexicon]
  main --> cam[camera + HUD]
  main --> det[personDetection]
  main --> face[facePrivacy]
  det --> tf[tfBackend]
  face --> tf
  main --> map[miniMap]
  map --> leaf[miniMapLeaflet]
  main --> nav[compass / motionHud / motionStabilityLink]
  main --> range[objectRange]
  range --> xr[webxrHitTestRange]
  main --> health[liveHealth]
  main --> sfx[audioFx]

Enter fullscreen mode Exit fullscreen mode

main.js ties almost everything together; appConfig.js settings and uiLexicon.js copy drive behavior and display across modules.


Closing — What to Read Next

Future posts will open the source and go deep feature by feature. The study roadmap below is the planned reading order (01 is done with this article's file map).

Source reading roadmap (32 parts — click to expand)

Stage 1 — Config and skeleton (no permissions needed)

# Title / theme Main files Core tech Common pitfalls
01 Full map — roles in src/ - Which file owns what Memorizing filenames without reading code
02 devConfig — behavior remote control appConfig.js Camera, detection, CRT key meanings One change affects the whole app
03 Single source for UI copy — uiLexicon uiLexicon.js, index.html Centralized strings and error messages Finding leftover hardcoded text
04 CRT tokens to CSS — applyDevConfig applyDevConfig.js, style.css JS config → CSS variables (:root) Typo in variable name breaks styles
05 HTML skeleton — splash & HUD DOM index.html Layer stack (video / canvas / HUD) z-index vs hidden attribute

Stage 2 ⭐⭐ — Look and boot "theater" (testable without camera)

UI animation and audio control without device permissions.

# Title / theme Main files Core tech Common pitfalls
06 Splash, BIOS, scramble text main.js, style.css First-run UI flow, timer control Duplicate timers, garbled text
07 Boot overlay — progress and steps main.js Async status during startup Failed step never transitions to error
08 Web Audio — play after click audioFx.js AudioContext and user gesture Autoplay policy, silent bugs
09 Reticle SVG and fixed layout index.html, style.css Center-fixed CSS layout Why motionStabilityLink was disabled
10 Live HUD frame and CRT noise style.css, main.js Scan-line effects over video Rendering cost of noise canvas

Stage 3 ⭐⭐⭐ — Media, sensors, tapes (real device required)

# Title / theme Main files Core tech Common pitfalls
11 Camera — getUserMedia and rear preference main.js facingMode, stream acquisition iOS permission timing, connection hang
12 Video presentation — object-fit: cover style.css, main.js Hidden → visible preview transition Unintended camera zoom
13 Full boot sequence — startCamera main.js After tap: camera → model load Failure logs when changing parallel vs sequential
14 Heading tape — continuous angle and N jump compass.js, main.js 0°–360° unwrap, SVG control Clipping at north (N), insufficient padding
15 Tilt tape — β / γ and motionHud motionHud.js, main.js DeviceOrientation deviceorientationabsolute behavior differences
16 Altitude tape — GPS altitude callback miniMap.js, main.js Geolocation API Devices where altitude is null
17 Minimap — Leaflet and OSM/CARTO miniMap.js External tile map, marker Handling location denial
18 Speed HUD — km/h from coords.speed miniMap.js Speed from coordinate changes Speed shows -- when stationary

Stage 4 ⭐⭐⭐⭐ — Detection, privacy, ML

# Title / theme Main files Core tech Common pitfalls
19 TF.js backend — WebGPU→WebGL→CPU tfBackend.js Graphics API fallback Unsupported devices, first compile, heat
20 COCO-SSD intro — ensureModel and throttling personDetection.js Model load, inference throttling CDN load failure, dynamic import()
21 Detection box drawing — drawVideoCover and canvas personDetection.js Drawing aligned to video aspect Coordinate drift, DPR
22 Lock-on — zone, dwell, key stabilization personDetection.js Tracking ID, smoothing ID swaps, flicker
23 Distance — WebXR hit-test only objectRange.js, webxrHitTestRange.js Measured distance on HUD No distance on unsupported devices
24 Face mosaic — BlazeFace and canvas compositing facePrivacy.js rAF + throttled inference Draw cycle vs inference collision
25 Mosaic interval and heat — intervalMs facePrivacy.js Inference FPS vs load tradeoff Device freeze, thermal throttling

Stage 5 ⭐⭐⭐⭐⭐ — Integration, ops, errors

# Title / theme Main files Core tech Common pitfalls
26 Live health — latency, video stall liveHealth.js Main-thread stall monitoring False positives under load spikes
27 Startup error handling — timeout and catch main.js Async error gaps Model load timeout
28 Second visit and cache vite.config.js PWA, Vite build failed to fetch dynamically imported module
29 Revisit and restart — model disposal main.js Memory leak prevention Second run extremely heavy
30 motionStabilityLink — why parallax was cut motionStabilityLink.js Parallax vs readability Janky rendering
31 Integration — main.js orchestration main.js (full) Lifecycle management Tight coupling breaks on touch
32 Retrospective — bug list and what's next App overall Settling on load mitigation Defining "fatal bugs are gone"

The next post will start with roadmap #02 (appConfig.js).