One of the key items was when position reports came back it needed to animate. Also, that drag delay needed an animation to let stuff settle down, meaning there was that damping factor to make mouse click drags when changing angle of view which needed more than just an instant stop because it would play for a fraction of a second. Not really sure how valuable that was though. I will say it took me a long time to get all that animation stuff working well, but it does seem like you’ve got an amazing handle on it from looking at your code changes.
@jlauer its going to change a few times, I can see that now. Going back to a simple paradigm to start, and then I’m going to start loading in large gcode files to then profile each loop. I’m thinking that the movement/inspect delay will live above the animate call ultimately. When doing nothing, it sits at zero fps, moving around will run at whatever speed it can reach, and tweening is currently locked at 30fps, but that will increase the delay dynamically based on another latency checking loop that I’ll factor in.
I’ve been out and about for a couple of weeks. Going to get back on to this refactor this week after I finish setting up my new dev machine. Got myself a sexy new 13" MacBook Pro and 5K monitor!missing/deleted image from Google+