About

Manual craft.
Procedural power.

Antipixel unifies 2D vector, 3D scene, and procedural animation into a single GPU-accelerated canvas. One tool for shape operators, physics simulation, per-character typography, real-time collaboration, and broadcast-quality export.

Mission

Why we
built this.

Motion designers jump between After Effects for animation, a 3D app for scenes, Cavalry or Rive for procedural work, and separate plugins for physics. Every tool switch breaks creative flow.

We built Antipixel to end that. A single native application where hand-crafted keyframe animation coexists with procedural shape operators, GPU-accelerated physics, and a full 3D rendering pipeline.

Written in C++20 with Vulkan rendering, running natively on Apple Silicon. No Electron. No web runtime. Just raw performance in a professional-grade editor.

Why antipixel

Built different.

How Antipixel compares to what you might already know.

3x

fewer tools in your pipeline

vs After Effects
  • Native 3D scene -- not plugin-dependent
  • 80+ procedural shape operators (AE has ~5)
  • GPU-accelerated physics built in
  • Real-time collaboration
vs Cavalry
  • Full 3D with PBR, cameras, lights
  • 91+ effects
  • Text per-character animation
  • SPH fluid simulation
vs Rive
  • True 3D support
  • 80+ shape operators
  • Physics engine -- not just constraints
  • Video export -- not just runtime
Antipixel

GPU-accelerated 2D + 3D on a unified timeline. Real-time multiplayer. 80+ procedural operators. Physics at 60 fps.

Under the hood

Technical specs

Native C++ performance. No Electron, no web runtime.

Engine

C++20, Qt 6, QML

GPU

Vulkan (Metal via MoltenVK)

Physics

Box2D 3.x + custom SPH

Collaboration

CRDT + WebSocket

Platform

macOS (Apple Silicon native)

File Format

.apx (JSON-based)

Import

SVG, Lottie, images, video, audio

Export

MP4, ProRes, PNG seq, Lottie, SVG, GIF

Architecture

From renderer to collaboration layer.

Rendering Pipeline

Scene GraphHierarchical transform tree with lazy evaluation
Vulkan BackendMulti-pass rendering with compute shaders for effects
MoltenVK BridgeMetal translation layer for macOS native performance
Compositor28 blend modes with GPU-accelerated compositing

Collaboration Engine

CRDT CoreConflict-free replicated data types for sync
WebSocketLow-latency real-time transport
PresenceLive cursors, selections, per-object locking
BranchingGit-style branch and merge for projects

Physics Simulation

Box2D 3.xRigid body dynamics with path-accurate colliders
SPH FluidsSmoothed particle hydrodynamics on GPU compute
Force FieldsGravity, wind, vortex, magnet -- composable forces

Expression Engine

JavaScriptV8-powered expressions on any animatable property
Block EditorVisual programming for non-coders
Node GraphProcedural motion with wave, noise, and time drivers
API SurfaceAccess time, index, value, composition, and layer data

One canvas for everything.

2D vector. 3D scene. Procedural operators. Physics simulation. Real-time collaboration. All in native C++, all on one timeline.