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Ask HN: What are some best practices for making a drawing app?
Mainly thinking about pixel not vector. Like generally how to structure the app, commands, undo system, performance tricks etc, feel like there's a lot of existing knowledge I can learn from.
- Someone 5y agohttp://www.catb.org/~esr/faqs/smart-questions.html http://www.catb.org/~esr/faqs/smart-questions.html, in particular http://www.catb.org/~esr/faqs/smart-questions.html#before http://www.catb.org/~esr/faqs/smart-questions.html#before, http://www.catb.org/~esr/faqs/smart-questions.html#beprecise http://www.catb.org/~esr/faqs/smart-questions.html#beprecise, http://www.catb.org/~esr/faqs/smart-questions.html#explicit http://www.catb.org/~esr/faqs/smart-questions.html#explicit. The answer to about each phrase of your question can easily take tens of pages, most of which likely will be wasted. For example: - why do you want to write one? Learning experience, or do you think you can add a feature the competition doesn’t have? If so, what feature? That might affect architecture. - target platform? Web browser, Windows 1.0, Raspberry Pi, Commodore 64, Altair? (On small systems, undo info may have to reside on disk, if you can afford it at all) - target OS? Linux, Windows, Mac, Amiga, raw metal on a FPGA… - “think pixels”: are you thinking about multi-megapixel or even gigapixel photos, icons for a modern OS, 32×32 monochrome Mac icons, MRI images…