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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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Implement real-time vector graphics rendering (e.g. SVG, Rive)

projectitisJun 27, 2021, 10:23 AM

### 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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