I invite you to add https://polygonjs.com, which is fully node-based (I'm the author). You can create procedural geometry, shaders, behaviors, with just nodes.
It looks like an interesting approach, gonna take a deeper peek at it.
Any particular reason for the player part to be LGPL rather than something more permissive? Don't see the player portions being badly appropriated or fork-extended commercially w/o the main tool that definetly should remain GPL:ed. (I'm still active in the demoscene doing 64k's where exe-compression usually works with single exe's)
If it was up to me it'd actually be at least GPLv3 and likely AGPL haha but many were involved in licensing choices and this is where the common ground landed.
And the player is what actually contains most of the interesting algorithmic "meat" ; a company could build a custom DAW on top of it without much trouble for instance.
Hmm, maybe you're right. I was mostly considering the parts needed for me (linear-replay) but I guess when you have OSC,Midi and all other kinds of integrations there's a lot more integration code weight.
Though from experience with my own tools, I suspect that in the end the UI code for the tool will outweight most other parts in the end.
Yes, there's definitely more UI code (roughly 20% of the total is engine code). But it's also a much, much easier code to write than the engine code which has to be threadsafe, has to perform no allocations as far as is possible, comes with various graph algorithms, etc
thanks for adding it! I find so interesting in terms of how we market it that you added it to the "3D & visuals" category, when it had audio features before even being able to display anything haha
I have recently implemented a fairly complex workflow editor [1] at Northflank (https://northflank.com) using react-flow and elkjs. They make for a very powerful and flexible combination, great for our needs.
Plug: Im making a keyboard-centric flowchart editor designed for speed. Its node/wires but instead of being a canvas and mouse interaction, its a grid like a spreadsheet and has navigation and selection like a spreadsheet. Free to use (below). It would go in the Diagramming section.
This is VERY anemic, as far as features go, but if you're just looking for something easy to understand that uses native web features (vanilla js and web components), I've built a starting point: https://catapart.github.io/Magnit.NodeGraph/
I have been building this canvas-based graphing library since 2011, and it contains a good number of features around customization and interactivity that are not found in other libraries. It is commercial for non-academic use however.
https://www.easydatatransform.com : A node based data transformation (ETL) tool where nodes are inputs, transformations (61 to choose from) and outputs.
https://www.hyperplan.com : A card-based task planner. The Professional edition supports drawing connections between tools (e.g. dependencies). It will auto-layout a graph based on the connections (which was a challenging bit of programming).
Not the most feature rich - I'm developing it for a single project, so that's project's needs come first. But it's rudimentary enough to start from if you're looking to build your own, and it's simple enough to customize if it already does what you need.
Maybe add GitHub stars to this list? React Flow stands far above most (all?) of these in terms of use, maturity, and community, but it doesn’t stand out in the list.
The repo owner of this collection is also the creator of React Flow fyi. He probably wasn’t trying to show off but provide a list for people to browse and decide for themselves.
I'm looking for a library that draws lines and arrows between boxes, but the boxes can generally be plain old div's or iframe's. HTML can do the box content, it's just the lines & arrows that are the hard part. The box connection can be the 8 compass references: N,E,S,W,NE,SE,SW,NW
FME deserves a mention, an ETL aimed at GIS data. It is the only automation tool I have ever used that doesn't make me want to switch to code. Everything can output to a node which makes it easier to understand errors. And every stage of processing can be inspected.
My previous employer also had a (proprietary) data transformation system like that, with a column-oriented table data structure and lazy evaluation. It was also part of a larger hierarchical system of (table) data sources and sinks. Powerful stuff.
It is inspired by Houdini/Nuke/Unreal. The main engine is open source ( https://github.com/polygonjs/polygonjs ) and there are more and more examples ( https://polygonjs.com/examples/ )
(edit - oh, it was already there! thank you!)