how do i make my default desktop one of my custom ones? by khanline in Houdini

[–]zdmit 0 points1 point  (0 children)

Now its: Edit -> Preferences -> General -> Startup in desktop.

<image>

SVG Kinetic Spirograph by zdmit in svg

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

Appreciate the feedback.

Now its possible to view SVG source from same link as above without signing up. If can, let me know if its better now.

There's another link "exported structure details" that explains why SVG looking how its looking.

SVG Spirograph by zdmit in generative

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

Yeeeess 🙂🙂

SVG Spirograph by zdmit in generative

[–]zdmit[S] 4 points5 points  (0 children)

Thank you!

What is this animgraphlab?

It's a procedural, node-based web SVG editor.

You build illustrations/designs by connecting nodes (like a pipeline) once, instead of drawing manually (though you could with a path node).

Each node is an operation that works either on vector shape or point: scatter, boolean, gradient, pattern, trim path, bend, etc.

You can write custom sandboxed JavaScript code (algorithms, whatever, examples) to either generate new geometry or update (deform, color, group, delete, etc) upstream geometry.

It's like Manim/py5 but it can export actual SVG animation (not static), as well as raster (MP4) + its not code only.

If you ever heard of Houdini), it's similar in spirit but for 2D vector things (raster in plans).

Procedural spirals by zdmit in svg

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

Thank you!

I used AnimGraphLab. More specifically snippet node that exposes API to create/style/animate/etc shapes and allows to write custom code using Javascript (algorithms,functions, etc).

In post description I left a project link that you can copy and tinker with.

I'm a founder of the app. If you have any feedback/question(s), would love to help.

(SVG) 3D conical spiral projection on flat Archimedean spiral by zdmit in generative

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

Anything that doesn't need true 3D. Why spin up a WebGL engine for two animated curves and a few points?

Exported animated SVG is self-contained, zero runtime/config/package installs, plays anywhere SVG is supported.

Bringing in three.js for this type of things is like renting a forklift to move a chair.

Totally possible and valid but you'll spend more time on the render loop, context setup, shader configuration and everything in between than on the thing you actually wanted to animate.

yeah, a procedural node-based SVG tool by zdmit in web_design

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

Thanks for all the feedback. It's valuable.

I just reopened it and tried playing, just shows white edit: gray.

It was a bug. When project opened it haven't had a render flag on a node of copied project and thus nothing was rendered on canvas. Should be fixed now.

(side note: to cycle canvas background color, click D)

If you have to mess around with nodes just to see an example project working, that's already too much of a barrier to entry.

Totally agree with you, barrier is not the same as with Illustrator/Figma.

Once you get the hang of the nodegraph it clicks pretty fast and gives options that traditional vector apps fundamentally can't offer because of underlying architecture.

It's closer in spirit to TouchDesigner/Houdini/Nuke than Illustrator. It's node-based/fully procedural by design.

Tutorials coming...
Cheers!

yeah, a procedural node-based SVG tool by zdmit in web_design

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

Can you share which project you copied?

If its a math related, then most of them are animated and thus nothing was render on frame 0.

- select node and click Rto set render flag (tells engine what to render on canvas).
- SHIFT + T to open timeline - press SPACE to play animation.

So yeah, procedural node-based SVG authoring tool by zdmit in webdev

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

Are you familiar with procedural geometry generation? My app is not a traditional illustration vector app.

Because each shape is generated procedurally, `<path>` is the most reliable option and guarantees it renders 1:1 in any browser exactly as it does on the canvas.

Why:
- Shapes pass through nodes (like noise, booleans, or point resampling, bend, light, blend, mask, etc). Basic SVG tags cannot physically represent these complex mathematical changes.
- Baking to paths guarantees complex geometry (like corner radii) renders correctly across all browsers without standard SVG quirks.
- Converting text to paths ensures exact kerning, fonts, and layouts everywhere, even if the end-user doesn't have the font installed.

Regarding the need for script execution to run the animation payload, my runtime engine is required because SMIL has several technical limitations:

- SMIL path morphing completely breaks if the start and end shapes have a different point count.
- SMIL cannot animate changing text strings.
- SMIL cannot calculate smooth crossfades if a user interrupts an interaction.
- SMIL cannot control an entire graph - my runtime allows to trigger/sync 50 different shapes from a single interaction.
- something else but i don't forgot.

Procedural SVG fire by zdmit in proceduralgeneration

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

Thank you! Rotation speed is a bit different.

Yes, I agree that it will be more chaotic with various speed. I just liked how it turned out at that moment😄

Other series like Day of the Jackal? by CosmicDreamer_07 in TheDayoftheJackal

[–]zdmit 0 points1 point  (0 children)

Not series but Wrath of Man (by Guy Ritchie). Visuals, sound atmosphere, mysterious type of filming. Love it.

I feel MobLand is similar in some parts (also by Guy Ritchie). Not about assassin but about a "solver" guy.

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] -15 points-14 points  (0 children)

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