What's New
Full renderer overhaul. SpaceView was rebuilt around cached layouts and batched rendering after profiling showed the old renderer re-computing every folder's treemap layout up to 3 times per frame and leaking memory under heavy zooming.
- Cached treemap layouts. Each folder's squarified layout is computed once when it expands and reused every frame. Render, hit testing, and the minimap all share the cache. Measured 100-316 layout recomputes per frame during zoom thrash before, 0-6 now.
- Batched mesh rendering. The whole treemap draws as one vertex-colored mesh instead of thousands of individual rects. Cushion shading is now a free vertex gradient. Massive win on weak GPUs and software GL.
- Bounded memory. Folder expansion caps at 2048 children (the rest collapse into a "+N more" cell), a global 250k node budget gates expansion, and pruning actually releases memory now. The old prune retained heap capacity forever, ratcheting RAM up ~90 MB per minute of aggressive zooming until an eventual crash. A 3M-file 60-second stress run now holds RSS flat.
- Safer delete. Right-click actions resolve the exact block you clicked through the layout tree. The old name+size lookup could match a different file with the same name and size.
- Smoother camera. Zoom and pan easing is frame-rate independent (the old math gave slow machines longer animation tails).
- Crash log. Panics write to
%APPDATA%\SpaceView\panic.logwith a backtrace. - Perf harness.
spaceview.exe --synthetic 3000000 --stress 60generates a synthetic 3M-file tree and thrash-tests the camera with CSV metrics. Used to verify all of the above. - Faster builds. Release profile switched from size-optimized to speed-optimized (binary grew ~3.6 MB to ~7 MB, still a single portable exe).
No installer, no runtime. Download spaceview.exe and run it.