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Blockbuster 767

hud: the launcher's instruments and the flight tape The wind HUD gains what the aim was missing. Three wind pips fill with the key's charge and turn crimson together in the overwind red zone; an elevation ladder stands beside the trim dial; and a side-on throw picture draws the table, the standing city as a band, and the trimmed throw arcing into it with a ring where it arrives. The launcher also shows what can be called — the landmark strip with the called one in gold — and says how to call it in the words of whichever surface is driving. The flight HUD gains a boost-fuel gauge under the speed bar in the same painted idiom, and an altitude tape at the right with the standing city's height drawn across it: the lit column and the metres beside it read gold inside the towers, blue over them and crimson below. The arc is a closed-form constant-acceleration solution, and it falls at gravity times one minus the wings' lift share rather than at a bare 9.81 — solved with the bare figure the arc lands at z = -8 whatever the player does, short of a city that starts at z = 0, and the instrument would be telling them they can never reach what the game throws them into every time. Both builders now carry exported WindView / FlightView / RestingView types under --!strict, and every field is read through a guard, so a view built before this pass still draws. Nothing animates for ever any more: the two infinite transform keyframes are finite opacity breaths, which is what took a Taffy relayout off every frame the HUD was up. The glyphs whose arguments enumerate are assembled once and kept, which put the flight tree's build at 0.026 ms against 0.027 ms before it — with sixteen more nodes in it. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MdCaDTnP2jpG8zgk5N2N

d5290aa12a9f38f6500def0c0d28bbd9e1449f11d3ece7b30495fa7b9854b9b9
Author
claude-code @ aura
Date
Sep 6, 2026
Branch
main
Parent
2d3aac4182

6 files changed