One shared window (journey/card-gaps.ts, CARD_GAP) describes the open road
after each chapter's panel in section-local progress; the district relight
and cutover, the last yard lift and the relay station's beams now key off
it instead of their own numbers, and the chapter margin widens from 44vh
to 48vh so the gap reads as a stretch of road. Unit tests prove every
payoff's peak sits inside the window for every chapter span.
A 240-degree SVG dial with a spring needle, three-digit readout, unit
label, warning lamp (BRAKE / OVERDRIVE / ENGINE OFF), trip odometer and
gear chip, driven by the journey's own frame loop from the scroll drive,
route progress, navigator state, scene ignition and the high beam. Hover
or focus shows route, exit and time on the road; a click toggles km/h
and mph (remembered). The model and DOM driver load as a lazy chunk so
the initial bundle grows by about 1.3 kB gzipped; reduced motion snaps
the readout, and the bay hides below 1280px.
I warm the world's programs with renderer.compileAsync() at the end of the
async build, with the composer's scene target bound so tone mapping and
output colour space key the same programs the composer draws with, and with
hidden subtrees revealed so the light count matches the frame-0 warm render.
The wait is capped at 2.5 s; the warm render stays as the safety net for the
post passes, texture uploads and anything a slow or extension-less driver
left. Test builds report renderer.info.programs, and a browser spec pins zero
program growth after frame 0.
On the Intel ARL laptop the frame-0 task drops from ~1.74 s to ~0.34 s with a
pixel-identical first frame; measurements in
docs/overnight/compile-async-results.md.
The sign closes in over the road on a gantry truss, arcs into a wider
window and hands off to a flat 2D plate that mirrors its face; content
steps aside for the interlude and rises after. The bay keeps sound and
settings; volume and Pause motion move into the settings popover.
Every card title now sits first inside its card under a mono registration
plate; chapter titles stay outside, above the plate. Cards rise and unmask
as they enter the reading window, lift on hover and focus, chapters settle
in sequence on arrival and the gantry lane lamps light along the route.
All motion is transform and clip-path, behind reduced-motion.
Phones and the low tier load a decimated grand tourer built by a headless
Blender script (31k to 11k faces, same nodes and materials). Desktop gets
clearcoat paint and a soft halo parented to the tail bar.
On arrival the camera cranes back toward the sun on a long lens, letterbox
bars close in on every tier and a closing credit of real identity facts
fades into the upper bar. Leaving the destination reverses it.
The top bar becomes a steel gantry. Its centre window is a mask cut-out the
3D exit sign docks into; between signs the window shows the dash read-out.
The drive controls move into the right bay, and the reading viewport is
clipped at the beam, so the empty band under the bar is gone.
Keep native document geometry while translating content behind one viewport fade. Preserve navigation, focus, media preloading, and Static cleanup without changing 3D quality or render resolution.
Validated assets, types, production builds, prerendered artifacts and transfer budgets; compared 64 layouts and checked 87 live interactions plus uncached media and repeated cleanup. High improved from 71.7 to 101.4 FPS at DPR 1 and 47.8 to 62.2 FPS in the full-size DPR 1.5 window, with occasional sub-60 intervals still remaining.