- Edited
The last few weeks have seen a complete overhaul of both the UI and previously-disclosed multi-map system. The new multi-map/docking/panel system, as well as the new UI, require somewhat of a rewrite of my initial next-gen rendering engine from the fall, because we now (advantageously) render everything within one full-size GPU swapchain output window, including the GUI, as opposed to the old design where different maps were different Windows OS-level panels having different swapchains and using native Windows UI controls (CPU rendered).
I will have more details later about this incredible refactoring which has extreme promises for:
- Speed/efficiency - especially minimizing CPU rendering overhead in multi-map scenarios
- Rapidity of UI development as I build concrete features
- Visual appeal of the UI
- Ability to have rich on-map graphical editors/UI components directly related to map content, minimizing user navigation
- Ability to customize UI for space-constrained/mobile applications where WSV3 Tactical Mesoanalyst might not be given full monitor space by the user
- Ability to add rich GPU-rendered chart plots/graphs for numerical timeseries point data
- Detethering from Windows to facilitate eventual native versions for different platforms, if ever deemed desirable
- Massive further minimization of EXE file size for fast, efficient updates
- Launch time reduction