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?
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.
> 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.
- 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.
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.
The attached file doesn't have terms, and references an undefined "change date."