No dates, no promises. Just honest status. This page updates when something changes.
WebGPU-powered fragment shaders. Parametric, composable, audio-reactive. The core of the platform.
Custom GPU pipeline from scratch. Bind group management, texture lifecycle, MSAA resolve, stencil masking, per-layer GPU state isolation. Zero external dependencies.
Layers, blend modes, opacity, precompose, visual hierarchy. Effects interleave at precisely the right point in the rendering order.
16 GPU effects: fire, metaballs, lightning, plasma, ripple, fractal, animated spots, sinusoid strings, 3 equalizer types, static glow, shadow, outline, and more. Registry architecture makes adding new effects trivial.
16 post-processors: blur, bloom, gooey, vignette, chromatic aberration, refraction, halftone, pixelate, posterize, color correction, colorize, desaturate, drop shadow, inflate, outline morph, voronoi shatter. Same registry pattern – new post-processors plug in instantly.
Procedural layers: Lens Flare and HUD Elements. GPU-accelerated, fully parametric, SDF-based rendering. Registry-driven – new generators register like effects.
FFT, CQT, baked spectrum analysis. Any parameter on any effect can react to bass, mids, highs, or full spectrum.
Pipelined MP4/WebM/GIF/PNG at up to 4K/60fps. Zero-allocation GPU readback. Batch spritesheet capture.
Every frame is a pure function of (time, params, audio). Merkle-tree node cache with 80–90% GPU reduction.
Full keyframe system with easing curves, layer timing, time remap, parent-child hierarchy, and per-property audio modulation.
Publish, discover, compose, pay. Categories, trending, creator profiles, live previews. Architecture ready, UI in progress.
Two AIs for two roles. Creator AI helps write shader math. Creative Assistant helps find and configure effects.
The top 100 things people actually do in Photoshop – in a free browser tool. No subscription, no install, no watermark. Built on the same WebGPU engine as the main platform. A standalone app for anyone who needs quick, professional image editing.
Curves, levels, hue/saturation, color balance, LUTs, gradient maps, split toning, color wheels. Expanding the existing color grading pipeline with professional-grade tools.
Characters, words, lines, Bezier paths, stroke segments – all animatable atoms. One of the first planned builds.
Particle physics, fluid dynamics, cloth, flocking. WASM + SIMD, off-thread, deterministic. Same pipeline, same export.
Embed real-time GPU animations on any website. Lightweight player, zero server cost.
Cloud GPU export for heavy scenes. No memory limits, hardware encoders, resolutions beyond local capability.
Not a question of if, but when. The architecture supports it. We’re exploring how to integrate 3D as a native part of the platform – not a bolt-on.
Pay with credit card or bank transfer. Automatic conversion to Sanki behind the scenes.