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The next step for thorvg for me would be to prove itself as useful at runtime as rive. I would really like to see a real implementation of this in game engines like Godot Engine. Just like there’s a Rive renderer for Defold. But I mean actually being able to render vectors, not that thing where you’re forced to rasterize a sprite sheet, lol.


I’ve been using it to render SVGs at runtime inside Godot, and while I haven’t really stress-tested it Ive found it to be plenty fast on my sleepy thinkpad


What you're doing is rasterizing an SVG at runtime — basically turning it into a PNG, and when there's a scale change you're rasterizing the SVG again at a new resolution.This is useful for displaying statics svgs and things like interfaces.But when we think about actually using animated vector art, characters, objects, this becomes largely useless. since it would require multiple frames and a huge spritesheet would need to be rasterized for that — increasing memory usage and causing many other issues.

I would like a way to truly draw the vectors and actually use real SVGs — especially via Thor/Lottie.


ThorVG is essentially a real-time graphics engine. Sprite sheets are part of Godot's integration strategy, not a limitation of ThorVG.




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