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783 points Keavon | 2 comments | | HN request time: 0s | source

For the past three years I've been building what I hope will be the next Blender, tackling the lack of any good 2D design or image editing tools outside the Adobe monopoly. This was our first year participating in Google Summer of Code and this Q3 update includes the big payoff from that, covering the most progress we've made so far as a project. If you're a Rust dev, consider getting involved as we apply for the next GSoC in the new year— you could be our intern next summer :)

Q3 progress report: https://graphite.rs/blog/graphite-progress-report-q3-2024/

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bufferoverflow ◴[] No.41854627[source]
The appeal of Blender for me is not just the open-sourceness, but also the fact that everything in it is programmable. Any action you can do via UI, you can do by calling some Python method.

Why create a new project instead of advancing InkScape though?

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1. _flux ◴[] No.41859361[source]
My understanding is that InkScape is foremost an SVG editor. If SVG can't do it, then InkScape can't either. This seems quite somewhat limiting for a general-purpose graphical editor, aspiring to integrate good bitmap editing support as well later.

Though, I guess it does somehow extend the SVG format, as it provides saving as either Inkscape SVG or plain SVG.. So maybe my understanding is incorrect?

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2. Keavon ◴[] No.41862143[source]
Yes, and furthermore, Inkscape doesn't even have its own file format. You save your work to SVG. So the entire program is intrinsically tied to the SVG spec, and won't ever expand beyond that. It wouldn't be a good base to try and extend into a highly generalized program meeting the Graphite vision.