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Arcade › Ballistic Design Interface (BDI)
An simple software meant to simulate an weapons creator.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Vetra Coins built it with Cinevva, so it works on a phone or a tablet too.
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Ballistic Design Interface (BDI) was built by Vetra Coins with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Ballistic Design Interface (BDI) opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Recreate a desktop-first, responsive single-screen UI titled “Ballistic Design Interface (BDI)” as a non-operational visual system model. Use a stark black background, white-only 1px borders and white typography in Arial/Helvetica, with generous technical spacing, uppercase labels, and letter spacing. The layout is a two-column application: a left control console about 31vw wide with a white right border, and a larger right engine panel. On narrow screens, stack the console above the engine with the console’s bottom border replacing its right border. Left console: add a top brand header with the small eyebrow “SYSTEMS LABORATORY / INTERFACE”, the bold two-line title “Ballistic Design” and “Interface (BDI)”, and a small outlined “R.01” revision badge at right. Beneath it show “MECHANICAL PARAMETERS / CONTROL CONSOLE”. Provide four live controls separated by thin horizontal rules: (1) Frame System select with options Compact, Modular, Heavy and default Modular; (2) Caliber Profile select with options 9x19mm, 5.56x45mm, 7.62x51mm and default 9x19mm; (3) Barrel Specification, consisting of a horizontal range slider from 2 to 30 in 0.1 increments, default 16, plus a numeric field synchronized to the slider; (4) Feed Mechanism select with options Box Magazine, Drum, Internal and default Box Magazine. Selects and number inputs should be black with white outlines, square corners, white text, and custom minimal dropdown chevrons. The slider should have a thin white track and a black square thumb outlined in white. At the bottom of the console display the disclaimer: “VISUAL SYSTEM MODEL ONLY. OUTPUT IS A NON-OPERATIONAL INTERFACE STUDY; NO REAL-WORLD BALLISTIC CALCULATIONS ARE PERFORMED.” Right engine panel: show a header reading “VECTOR ENGINE / SCHEMATIC OVERVIEW” and right-aligned telemetry “LIVE GEOMETRY LINK // ENGAGED”, separated from the body by a white bottom rule. Below, place a large black bordered schematic canvas with a small white crosshair marker near the top center (short vertical and horizontal strokes, semi-transparent). Draw a white thin-line side-view technical outline of a generic firearm-like mechanical assembly, with no filled details: a large angular rectangular body at left, a rectangular barrel extending right, and two outlined angled supports beneath the body. Add a short dimension marker and label “REF. AXIS” to the left of the body, and another marker and “MUZZLE PLANE” near the barrel end. Add a dashed horizontal baseline beneath the assembly. Along the bottom of the schematic, show live labels: “FRAME / [selected frame uppercase]”, “CALIBER / [selected caliber]”, and “FEED / [selected feed uppercase]”. Scale the drawing responsively to the canvas; the body starts around the left sixth of the canvas, the barrel length changes with the barrel value, and the barrel end remains inside the right edge. Under the canvas, show a four-column telemetry data table separated by white rules: “[DRY WEIGHT]”, “[MUZZLE VELOCITY]”, “[RECOIL COEFFICIENT]”, and “[SYSTEM INTEGRITY]”. Update values instantly whenever a control changes. Use these exact model calculations: frame mass Compact=1.9, Modular=2.7, Heavy=4.2; feed mass Box Magazine=0.35, Drum=0.85, Internal=0.15; caliber mass 9x19mm=0.32, 5.56x45mm=0.48, 7.62x51mm=0.62. Dry weight is frame mass + feed mass + caliber mass + barrel length*0.045, displayed to 2 decimals followed by “ KG”. Muzzle velocity is round(280 + barrel length*14 + caliber mass*90), followed by “ M/S”. Recoil coefficient is 0.18 + caliber mass*0.22 + frame modifier (Heavy=-0.04, Compact=+0.04, Modular=0) + short-barrel penalty (0.05 when barrel<8, otherwise 0), displayed to 2 decimals. System integrity reads exactly “OPERATIONAL STATUS: NOMINAL” except it reads “CRITICAL FAILURE DETECTED” when barrel<3, or when Compact with barrel>24, or Heavy with barrel<5. The interface should be an interactive configurator/readout rather than an action game: changing the frame, caliber, feed, or barrel updates the schematic labels, barrel geometry, and telemetry immediately. Preserve the minimal monochrome CAD/industrial-lab aesthetic, no animation, no extra screens, no enemies, no scoring, no sound, and no additional gameplay systems.