borisdalstein
Oh, and indeed, SDF is just completely irrelevant to the problem at hand here.
I would kindly suggest ninetenfour to avoid making bold statements without more domain experience. JS is great for many things. It's just not the tool for the job here.
But otherwise I clearly agree with you. There's no reason why I would make it web-based in the first place.
Note that the animation app actually needs to show 3D graphics for a 2D+time visualization which is part of the innovation in my research.
But even if I had to start from scratch, I would still use C++. It is the most-used language in this field for rational reasons, not just for mistaken beliefs. Multi-threading is important, supporting custom pen tablets hardware is important, accessing Metal and Direct3D graphics API is important, being able to use the core as a shared library for command-line tools is important, being able to not crash when another tab makes the browser crash is important (okay, for this I could use electron). Being able to embed a Python interpreter is important (yes, it has to be Python it's a design decision). And we're not talking 1Ks vertices, but millions.
Again, AAA games are not developed in Javascript for a reason. Professional productivity graphics application have the same requirements than AAA games.
And indeed I have a lot of catching up to do feature-wise :) VGC Illustration won't be able to be as feature-complete as Illustrator for a long time, but hopefully the killer features and better drawing experience will make up for it.
Rendering the vector paths requires the same type of heavy computation as a modern AAA game, and we don't see AAA games implemented in Javascript for good reasons. The paths need to be tessellated, sent to the GPU, then the different layers need to be composited, and all of this takes computational resources.
In addition, unlike Figma where the vector paths are created by manipulating control points, in VGC Illustration it is expected that the paths can be created by sketching them, hand-drawn. This requires extremely low latency and high FPS for the drawing experience to be any good. There's already quite a bit of lag between the stylus and the shown stroke even in Photoshop, you don't wan't this to be any worse :)
I hope this makes sense.