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.
- Live demo (experimental): Proto Recon (Cloudflare Workers)
- Repository: github.com/katsutoshi0katsutoshi/proto_recon
- Sandbox for isolated experiments: CodePen / @wlzpaovm-the-bashful
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.
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 3. Main Features (excerpt) 3.1 Video filter 3.2 AI lock-on 3.3 Sensor-linked instruments 4. Development Phases (roadmap at the time) 5. Distribution Strategy Dev logs on Qiita / Zenn, short-form video on social, posts on Reddit, etc. Created: April 29, 2026 (planning stage)Full planning document (PROJECT: LOCK-ON draft)
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]
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).
UI animation and audio control without device permissions.Source reading roadmap (32 parts — click to expand)
Stage 1 — Config and skeleton (no permissions needed)
#
Title / theme
Main files
Core tech
Common pitfalls
01Full map — roles in src/-Which file owns whatMemorizing filenames without reading code
02
devConfig — behavior remote controlappConfig.jsCamera, 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.htmlLayer stack (video / canvas / HUD)
z-index vs hidden attribute
Stage 2 ⭐⭐ — Look and boot "theater" (testable without camera)
#
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.jsAsync status during startup
Failed step never transitions to
error
08
Web Audio — play after click
audioFx.js
AudioContext and user gestureAutoplay 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 preferencemain.js
facingMode, stream acquisitioniOS 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.jsAfter 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.jsExternal tile map, marker
Handling location denial
18
Speed HUD — km/h from
coords.speed
miniMap.jsSpeed 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.jsGraphics API fallback
Unsupported devices, first compile, heat
20
COCO-SSD intro —
ensureModel and throttlingpersonDetection.jsModel load, inference throttling
CDN load failure, dynamic
import()
21
Detection box drawing —
drawVideoCover and canvaspersonDetection.jsDrawing aligned to
video aspectCoordinate drift, DPR
22
Lock-on — zone, dwell, key stabilization
personDetection.jsTracking 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.jsrAF + throttled inference
Draw cycle vs inference collision
25
Mosaic interval and heat —
intervalMs
facePrivacy.jsInference 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.jsMain-thread stall monitoring
False positives under load spikes
27
Startup error handling — timeout and
catch
main.jsAsync error gaps
Model load timeout
28
Second visit and cache
vite.config.jsPWA, Vite build
failed to fetch dynamically imported module
29
Revisit and restart — model disposal
main.jsMemory leak prevention
Second run extremely heavy
30
motionStabilityLink — why parallax was cutmotionStabilityLink.jsParallax 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).
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