Haha, @
Zephyranthes, well timed. Just as I was starting to draft this post.
So! Been a bit quiet for a bit, but I've been fairly busy finding a slightly larger platform to migrate the HUD systems to. The biggest contenders were PyGame and Blender Game Engine, but PyGame presented the same 3D animation issues that Processing did, and Blender Game engine was lovely besides the incredibly painful lag (~3-20 seconds) on live video textures. CryEngine was also on the table, but got nixed since I couldn't verify a few things. Sorry for the delay, but I've been literally learning a game engine to see if a specific few things work, finding out they don't, and then learning an entirely new game engine for the last few months.
So the latest one I've tested, and the one I think I'm going with, is Unity3D.
I've got support for dynamic text working (hence the live time, being updated from the system clock), it barely drops below 40FPS even when I move the camera around a ton, and I can directly build it to Linux/Windows/Mac, and potentially Android. This, in combination with either an Android tablet or something like Intel's Compute Stick, is where the data systems and HUD are moving.
Seems pretty lightweight on the CPU, and that's running inside the editor (should be slightly better standalone). Anyway, I hope to have Mk 0.5 pre-alpha up in the next two weeks on GitHub as a .exe, depending on licensing. I'm in the process of trying to acquire an educational license, since my job qualifies me for some of that stuff, but otherwise the license is 1500$, which is a nice chunk of change. Either way, the HUD will most likely have a Unity educational or trial watermark, but it'll be available for free, so I don't think that will be an issue. If anybody's willing to test it on their machine, please do and let me know of any performance issues. I have 4 machines total in my shop, but that's nowhere near representative of a wide computing audience.
Oh, and Happy New Year!
Cheers,
~LK