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- Sprite-atlas the orbs: render each (ink, sheen, darken) appearance once, blit it per node, instead of allocating a radial gradient every frame. - Split paint into a cached static layer + a live core scramble; the heavy scene only re-renders on real change, so an idle map costs a scramble + one drawImage rather than a full redraw. - Pause the render loop while the window is hidden/blurred; resume on focus. - Make the scramble's glyph count data-independent (constant cells to the rim, clamped size) so it's the same field on any graph; size tracks zoom. - Size nodes against the rested fit (fitScale), held stable through playback's spore-zoom — so t≈0 no longer balloons orbs into bubbles. - Wind the timeline constellation along a helix for depth. |
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