- Go WASM engineowns the scene graph, evaluates timelines, compiles draw commands
- Canvas2D frontend executes the command buffer (GPU-accelerated by the browser)
- Go backend handles collaboration, persistence, and video encoding via ffmpeg
- Operation-based document model - every mutation is an operation that supports undo/redo and real-time sync
We chose a command buffer architecture (engine emits draw commands, browser rasterizes) over Figma-style pixel rendering in WASM. Canvas2D is already GPU-accelerated, and Go's WASM ecosystem doesn't have a battle-tested software rasterizer. This gives us hardware rendering for free while keeping the engine deterministic.
The attached file doesn't have terms, and references an undefined "change date."
If you want people to understand that it's a real production tool and not a tech demo, your example animation in your readme should show a real production animation. Currently, what you're showing makes it look like a toy.