BONEYARD · part · layer
The yard
src/25-yard.js · one module, no third-party code
ParametersFactory
How it works
This layer is the establishing shot before BAY 01. A broad RELIEF console fills the lower frame while a tall JUMP cabinet and a low SCOPE station sit farther up the floor. Their bases, service rails and scale all point back to the shared vanishing point. The bodies use broad dark faces, silver edge planes, recessed vents, feet, controls and restrained cyan screen spill, so they read as heavy stored hardware instead of glowing wire boxes. Their cast pools and shadows widen away from the shared vanishing point, while a service cable sits on the same floor plane. Landscape keeps the centre console low beneath the title. Portrait gives it a taller chassis, a deeper glass opening and a wider screen, with both side machines cropped at the edges like a close camera placement.
The host publishes ctx.share.yardProgress as scrollY / bayHeight. At zero the yard holds; after the visitor leaves, the consoles drift toward the lens and dissolve before JUMP takes the frame. A standalone part has no published progress and therefore stays at zero. Full motion breathes the tubes and service lamps, Calm slows and reduces that motion, and still() chooses one fixed phase. Image loading is optional: each CRT has a vector fallback and redraws synchronously when a local capture arrives. All geometry paths are built once and the blank post-yard path clears only once, so the layer allocates almost nothing while idle or after it has left the screen.
Provenance
- technique
- layered Canvas 2D industrial matte: cached multi-plane chassis paths, local effect captures clipped into recessed CRT glass, projected screen spill, contact shadows, floor cabling and three machines staged in one-point perspective
- lineage
- the black-and-cyan light world of Tron (Steven Lisberger, 1982); the Tektronix 4014 storage terminal (1974); Syd Mead's painted production designs for electronic landscapes and working machines
- original
- a Desert Data Labs salvage observatory built from new vector shapes; its three live screens are actual captures of BONEYARD's own JUMP, RELIEF and SCOPE parts, with hand-drawn fallbacks from the same ideas
- not
- a film prop, a copied vehicle or a geographic view. The distant ridge is an illustrative desert profile, and every cabinet, control deck, vent, foot, dish and service light was drawn for this scene
- deps
- three local BONEYARD stills · Canvas 2D · 2026-09
- budget
- 0.10 ms/frame @ 1440x900 dpr 1; 0.13 ms/frame @ 390x844 dpr 1, standalone headless Chromium harness (2026-09-30); JavaScript time only
- api
- mount(canvas, params, ctx) -> { tick(dt, t, progress, pointer), resize(w, h, dpr), still(t), destroy(), params(p) }
- license
- MIT, Desert Data Labs LLC
Budget: 0.10 ms/frame @ 1440x900 dpr 1; 0.13 ms/frame @ 390x844 dpr 1, standalone headless Chromium harness (2026-09-30); JavaScript time only