Recent submissions

Comment · 2 years ago
We've thought about this. Site has an "early startup" vibe (because it is an early startup). It's hard to know exactly how to reach the next level. Maybe just building more content? We're definitely not just dabbling with the idea or pulling the plug.
Comment · 2 years ago
Comment · 2 years ago
We're not sure. WebGPU seemed too early to us. But as I got deeper into WebGL, the ability to do more arbitrary computation sounded more and more appealing. I wouldn't be surprised if migrated down the road.
Comment · 2 years ago
Whoa, that's brilliant. I think that just works for out app. Is there a public reference I could look at?
Comment · 2 years ago
We've only focused on latin script so far. We'll expand over time.

You actually just found a bug in our text editing. Cut/copy/paste is supposed to work. We've always tested with hotkeys instead of right clicking. So thanks for the bug report :)

Comment · 2 years ago
We weren't planning on it. It's not very clean or transferrable. We really hacked it together. We'd have to do a ton of work to make it useful for anyone.
Comment · 2 years ago
Thanks! Yeah, text rendering nearly killed me. And all I did was latin script. I even punted on ligatures for now. I'm insanely impressed by the people who made full text support.

And maybe it sounds silly, but we don't personally feel pure love for technology. We're obsessed with a vision. And we've decided to conquer any technical challenge to make it real.

Comment · 2 years ago
We already do lots of rendering to cached images. It's not a panacea. It saves you from unnecessary recomputing. But many actions update the rendered state per-frame. Zooming is a great example. You can't cache it at every resolution.

Maybe there's a way and we didn't find it? We looked at every example we could find. There's a lot of canvas apps without WebGL. But they're all orders of magnitude behind the Figma benchmark. Everything not using WebGL felt noticeably less smooth.

And in our user testing, our texting editing is already past the valley :)

Comment · 2 years ago
Fixed. Thanks for the note!
Comment · 2 years ago
There's a playground in the post if you want to try it without making an account :)
Comment · 2 years ago
Thanks for the notes! I'll look into spline.

I've never of a web app that lets you pull panels to a second screen. Sounds neat though. Is there a good reference?

Comment · 2 years ago
Code export wasn't our original plan, but we've been thinking about it more and more. It seems like Repaint is only a couple steps away from a pretty sweet "design tool for real code".

You're right about the exporting though. We're not sure exactly how to synchronize a code editor & Repaint editor for two way updates.

Comment · 2 years ago
Yeah, I really want to improve the AA. The built-in AA only supports 4 samples. In testing, it didn't seem to do much. My research suggested most apps like this handle it at the shader level, and we just haven't gotten to perfecting them all.
Comment · 2 years ago
We use msdf textures. Generate them dynamically when people upload fonts. We tried 3 methods, and we're sticking with msdf for now because its very fast.
Comment · 2 years ago
Man you're right. The text layout system was brutal. I had a particularly memorable day where I couldn't figure out why our line height didn't match the browser (and each browser was different). I fixed it by adding a constant that was buried in the font files. It took 12 hours. It was a one liner.

Haven't planned accessibility help yet. But I think simple warnings could go far. When I break guidelines, it's usually by accident.

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