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Any plugin plans? In case you don't know, there is a standard for it: https://openeffects.org/ https://openeffects.org/ Would you like to share your developmen
by esafak 8mo ago
Any plugin plans? In case you don't know, there is a standard for it: https://openeffects.org/ https://openeffects.org/
Would you like to share your development experience? I suggest creating a CONTRIBUTING.md and enabling discussions if you are open to PRs.
- mohebifar 8mo agoGreat question! I actually have built a poc that is not released yet. It's on the roadmap. It requires some tooling for the devs building these plugins like a CLI for building the WASM binaries, bundling, manifests, etc. The current poc still has significant performance overhead, and that overhead grows as the plugin system becomes more powerful. If plugins are only allowed to apply a WGSL shader, the performance impact is almost negligible. But features that require broader access to timeline data, such as time shifts, speed ramps, or full timeline transformations, become much more expensive and make zero-copy architectures harder to reason about.
- deleted 8mo ago[deleted]
- mohebifar 8mo agoI added CONTRIBUTING.md. I also took a look at OpenFX. My current view is that supporting OFX in the browser would be hard, since the standard and its existing tooling are not designed around wgpu or browser execution. Tooscut would likely need its own plugin model rather than adopting OFX as is. That said, I would be very interested in hearing your thoughts if you are open to contributing or discussing what a practical plugin system should look like in this environment. Please file a GitHub issue if you can
- esafak 8mo agoThat may be. I would study the OpenFX spec (https://github.com/AcademySoftwareFoundation/openfx https://github.com/AcademySoftwareFoundation/openfx) to draft your own, then invite members of their community to critique it: https://openeffects.org/#get-involved https://openeffects.org/#get-involved