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Event based rendering to lower CPU/GPU usage #24

@unkcpz

Description

@unkcpz

The visualizer is static most of time, the rendering happens usually with user's input.
It is not an intense game where entities in the screen keep on moving.

  • we want to keep low cpu/gpu usage when the structure positions keep stale, but only keep high FPS when there are inputs events triggered.
  • we can have a display mode to keep camera spinning in a pace to view the structure.
  • we can have a MD mode when clicked the atom position updated.

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