The architecture was designed for determinism and performance:
- Go WASM engineowns the scene graph, evaluates timelines, compiles draw commands
- Canvas2D frontend executes the command buffer (GPU-accelerated by the browser)
- Go backend handles collaboration, persistence, and video encoding via ffmpeg
- Operation-based document model - every mutation is an operation that supports undo/redo and real-time sync
We chose a command buffer architecture (engine emits draw commands, browser rasterizes) over Figma-style pixel rendering in WASM. Canvas2D is already GPU-accelerated, and Go's WASM ecosystem doesn't have a battle-tested software rasterizer. This gives us hardware rendering for free while keeping the engine deterministic.
Does the engine support 'Merge Drawing' mode (destructive vector editing where overlapping shapes flatten, combine, or cut into each other), or is it strictly object-based?
> 2D animation deserves an open-source option that isn't a toy. We've been working with a professional animator to guide feature priorities and ensure we're building something that actually fits real production workflows - not just a tech demo.
If you want people to understand that it's a real production tool and not a tech demo, your example animation in your readme should show a real production animation. Currently, what you're showing makes it look like a toy.
Haven't you heard the good news? Rust is life .. Rust is love .. Rust is all! only partially being sarcastic here, considering how it is glazed and championed.
The architecture was designed for determinism and performance:
- Go WASM engineowns the scene graph, evaluates timelines, compiles draw commands
- Canvas2D frontend executes the command buffer (GPU-accelerated by the browser)
- Go backend handles collaboration, persistence, and video encoding via ffmpeg
- Operation-based document model - every mutation is an operation that supports undo/redo and real-time sync
We chose a command buffer architecture (engine emits draw commands, browser rasterizes) over Figma-style pixel rendering in WASM. Canvas2D is already GPU-accelerated, and Go's WASM ecosystem doesn't have a battle-tested software rasterizer. This gives us hardware rendering for free while keeping the engine deterministic.
The BSL is not considered open source, so this is a "source-available 2D animation tool"
BSL is eventually open source. Which is not the same as open source now but not quite the same as source available either IMHO
Does the engine support 'Merge Drawing' mode (destructive vector editing where overlapping shapes flatten, combine, or cut into each other), or is it strictly object-based?
What's the Business Source License?
The attached file doesn't have terms, and references an undefined "change date."
The default change date for BSL is " four years after the first publicly available distribution of a specific version"
wonderful
> 2D animation deserves an open-source option that isn't a toy. We've been working with a professional animator to guide feature priorities and ensure we're building something that actually fits real production workflows - not just a tech demo.
If you want people to understand that it's a real production tool and not a tech demo, your example animation in your readme should show a real production animation. Currently, what you're showing makes it look like a toy.
Synfig is a toy?
Why not Rust?
Why Rust?
Haven't you heard the good news? Rust is life .. Rust is love .. Rust is all! only partially being sarcastic here, considering how it is glazed and championed.