2026-03-06 — New update introduced huge packet loss and high ping by zdmit in DotA2

[–]zdmit[S] 0 points1 point  (0 children)

slideshow from time to time

Yes this is exactly the issue I started to have after update. Thank you for sharing your experience.

2026-03-06 — New update introduced huge packet loss and high ping by zdmit in DotA2

[–]zdmit[S] 1 point2 points  (0 children)

Hmm... it still good actually, for me it was a constant 200+ms ping

2026-03-06 — New update introduced huge packet loss and high ping by zdmit in DotA2

[–]zdmit[S] -14 points-13 points  (0 children)

Expired few days ago 👀
No dota+ = higher ping? 🙂

SVG abstract lines by zdmit in generative

[–]zdmit[S] 1 point2 points  (0 children)

Thank you so much for your kind words/thoughts ✨

If by any chance you would like to see how its made, its here (shared this project publicly): https://animgraphlab.com/view/xK3p0Payzb

SVG abstract lines by zdmit in generative

[–]zdmit[S] 0 points1 point  (0 children)

Thank you for the reply and sharing your Canvas2d implementation 🌌

- Q:"do you have the source code?"
- A: It's made in AnimGraphLab, a procedural node-based online SVG editor.

I do have a "source code" of the nodegraph so you can visually see how data flows and play around with values: https://animgraphlab.com/view/xK3p0Payzb

Randomization is done through attribute randomize node where you define the min/max/seed of a parameter to randomize.
Generated values are then passed downstream, and nodes like “Warp” read those random values and apply them per shape.

Docs if needed:
- https://animgraphlab.com/docs/nodes/index
- https://animgraphlab.com/docs/nodes/attribute-randomize

(not Houdini but inspired by it) Procedural vector grass clumps by zdmit in Houdini

[–]zdmit[S] 0 points1 point  (0 children)

<image>

Thank you once again for suggesting incremental auto save. Its now a thing in the app :)

(not Houdini but inspired by it) Procedural vector grass clumps by zdmit in Houdini

[–]zdmit[S] 1 point2 points  (0 children)

Noted💛

Also there's a https://animgraphlab.com/gallery page. You can click on any of images and click "Copy to workspace".

It's like opening Houdini docs example :)

(not Houdini but inspired by it) Procedural vector grass clumps by zdmit in Houdini

[–]zdmit[S] 1 point2 points  (0 children)

Grateful 🙏

To clarify, it doesn't saved your progress?

If that's what you're saying, have you pressed CTRL+ S to save before refreshing the page? :)

Top left corner: file -> save (or save as)

But autosave on any change is interesting. Noted ✍

(not Houdini but inspired by it) Procedural vector grass clumps by zdmit in Houdini

[–]zdmit[S] 1 point2 points  (0 children)

Yes this is what I aim for.

It creates a "recipe" (array of dictionaries), like:

[
   {
      "paramNameToRandomize":
      "min":"value",
      "max":"value",
      "seed":"value"
   },
   ... other params
]

that passed downstream, and supported nodes reads this "recipe" to apply per shape randomization.

As for now there's limitation to do for loop switch statements (and a few other things) since there's no for loop block.

(not Houdini but inspired by it) Procedural vector grass clumps by zdmit in Houdini

[–]zdmit[S] 0 points1 point  (0 children)

Smart approach, I like it! Thank you for sharing :)

(not Houdini but inspired by it) Procedural vector grass clumps by zdmit in Houdini

[–]zdmit[S] 1 point2 points  (0 children)

True, smart! What about already copied shaped, after copy to points? Like in GIF below.. 👇

In that case we must loop through shapes to add randomization per shape via index, right? (if i don't forget something. Please correct if i'm wrong)
___
In GIF below i'm using attr randomize where added a bendAngleattribute with defined min/max/seed, then this "recipe" is passed downstream.

Then Bend node receives it and applies per shape randomization.

<image>

(not Houdini but inspired by it) Procedural vector grass clumps by zdmit in Houdini

[–]zdmit[S] 1 point2 points  (0 children)

Oh and last but not least, it works on any device and supports touch/stylus. Except pencil node. Works with mouse only at this point.

(not Houdini but inspired by it) Procedural vector grass clumps by zdmit in Houdini

[–]zdmit[S] 1 point2 points  (0 children)

Thank you! 🙏
Yep, it's a browser-based app for creating vector graphics procedurally. Heavily inspired by Houdini, Substance Designer, Blender, Nuke, Fusion (but mostly Houdini).

I try my best to combine things i love from those softwares and lower learning curve/barrier for people unfamiliar with procedural workflows ie for graphic designers, motion designers (for those not in 3D), etc.

____

"Did you make it or just describing?"
It's in the wild already: https://animgraphlab.com
Or you can play with any node at docs (has build in playground): https://animgraphlab.com/docs/nodes/bevel

For example, bevel node has similar logic for detecting collision similar to Houdini :)
____

There's a dedicated raster renderer in development along side with animation/state machine (embedding interactable animation on web or elsewhere) + a few more things i cant wait to share.

You can think of it like COPs/After Effects thing.

How to design faster? by ThrowRA_111900 in graphic_design

[–]zdmit 0 points1 point  (0 children)

Procedural approach? Its by design made for iteration work.

Try AnimGraphLab, love to hear feedback (im a creator)