union, subtract, intersect, exclude), and independent mask vs. content transform matrices.player.0.health $0\rightarrow100$) to visual dimensions ($0\text{px}\rightarrow300\text{px}$) with configurable transition curves.{{scope}}.health without manual rebinding.ws://localhost:3636 with fallback to WebRTC for remote tournament production setups.pnpm p0:acceptance) checking database migrations, draft publishing, CDN asset delivery, and runtime URL hydration across 5 distinct services.@repo/hud-contracts (TypeScript): Shared type definitions, JSON scene-graph schema, validation rules, and publishing contracts.@repo/hud-engine (Pure TypeScript): Headless canvas interaction math, transform matrix pipelines, undo/redo history stack, and reactive binding evaluator.@repo/hud-renderer-pixi (PixiJS / WebGL): Hardware-accelerated 2D renderer shared across both editor preview and live runtime.apps/hud-editor (React / Vite): Figma-style overlay creation suite, layer manager, and live data simulator.apps/hud-runtime (Vanilla JS / PixiJS): Zero-overhead OBS browser source runtime for live broadcasts.packages/api & packages/db (Prisma / CockroachDB): Auto-saving draft service, version history, rollback, and asset pipeline.localhost:3636) or P2P WebRTC and merging it client-side with immutable tournament metadata fetched once from the CDN, we achieved true zero-latency rendering at a fraction of cloud operating costs.


Posted Aug 16, 2026
Built a 60 FPS esports HUD studio & PixiJS WebGL broadcast engine with reactive telemetry bindings, Figma-grade vector tools, and <16ms latency.
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