Implement real-time vector graphics rendering (e.g. SVG, Rive)
### Describe the project you are working on Game development using vector art work. I'm a long-time (former) Flash/AIR/ActionScript3 developer, almost exclusively using vector art assets. ### Describe the problem or limitation you are having in your project Although vector art can be imported into Godot, it is rasterized on import and is a bitmap from that point and is not rendered in real time. Real-time vector art rendering has several benefits over bitmap art, which include: * Scalable (and rotatable, transformable etc) without quality loss * Much smaller file size * Transformable in real time, and transformations are not destructive (e.g. can be reversed) * Many vector asset types can be managed in source control as they are essentially text based Yes, there are negatives too - the main one being much slower to render than bitmaps, and lack of GPU acceleration. However, many game developers are willing to make this trade-off for the benefits that vector art can provide, ### Describe the feature / enhancement and how it helps to overcome the problem or limitation I propose a new Node2D descendent which supports real-time vector rendering using a TBD vector renderer. ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams The mechanism, if this is the way recommended by the core devs, would be basically to use the [custom drawing feature of CanvasItem](https://docs.godotengine.org/en/stable/tutorials/2d/custom_drawing_in_2d.html) to
Posted by projectitis on Jun 27, 2021, 10:23 AM
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Raise real-world problems, find people facing the same issue, and discuss solutions.3,000 issues0 comments
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struct's lifetime requirements can be bypassed via covariant field assignment
Proposal to Reorganize the Moderation Team and Review Moderation Policies
Progressive FPS degradation appears to be related to dota2.com — blocking the domain prevents the performance loss
proposal: container/...: generic collection types
Better Custom Endpoint BYOK
A concrete policy for backward compatibility until Godot 5.0
New MTP models not supported
Tracking: 429 / Capacity Issues
Implement real-time vector graphics rendering (e.g. SVG, Rive)
### Describe the project you are working on Game development using vector art work. I'm a long-time (former) Flash/AIR/ActionScript3 developer, almost exclusively using vector art assets. ### Describe the problem or limitation you are having in your project Although vector art can be imported into Godot, it is rasterized on import and is a bitmap from that point and is not rendered in real time. Real-time vector art rendering has several benefits over bitmap art, which include: * Scalable (and rotatable, transformable etc) without quality loss * Much smaller file size * Transformable in real time, and transformations are not destructive (e.g. can be reversed) * Many vector asset types can be managed in source control as they are essentially text based Yes, there are negatives too - the main one being much slower to render than bitmaps, and lack of GPU acceleration. However, many game developers are willing to make this trade-off for the benefits that vector art can provide, ### Describe the feature / enhancement and how it helps to overcome the problem or limitation I propose a new Node2D descendent which supports real-time vector rendering using a TBD vector renderer. ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams The mechanism, if this is the way recommended by the core devs, would be basically to use the [custom drawing feature of CanvasItem](https://docs.godotengine.org/en/stable/tutorials/2d/custom_drawing_in_2d.html) to
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