|
Thanks for the comment, I'm the developer of the app! Having it run in a browser would clearly be convenient, but unfortunately Javascript is really too slow. I even wish C++ was faster. 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. |
You can modify the vertices on the CPU, update the tessellation points and update those to the GPU. Get 60fps should be possible even when updating 1Ks of vertices (probably more) per second. Do this for whatever changed using dirty lists or something so you do not update everything to the GPU on each frame. This should be relatively fast if you using ArrayBuffers.
100% this can be done in JavaScript in a very fast fashion. It may only seem like it can not be done if you are doing JS poorly. Maybe people make the mistake of not using ArrayBuffers for everything and that makes it slow. The main limitation in JS is the lack of really great multithreading, but I do not think you need it here.
If you want ultimate speed use WASM for the CPU-based updating of your geometry structures.
Anyhow, you are mistaken in your current beliefs and it will hurt you going forward.