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.
fewer tools in your pipeline
- Native 3D scene -- not plugin-dependent
- 80+ procedural shape operators (AE has ~5)
- GPU-accelerated physics built in
- Real-time collaboration
- Full 3D with PBR, cameras, lights
- 91+ effects
- Text per-character animation
- SPH fluid simulation
- True 3D support
- 80+ shape operators
- Physics engine -- not just constraints
- Video export -- not just runtime
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.
C++20, Qt 6, QML
Vulkan (Metal via MoltenVK)
Box2D 3.x + custom SPH
CRDT + WebSocket
macOS (Apple Silicon native)
.apx (JSON-based)
SVG, Lottie, images, video, audio
MP4, ProRes, PNG seq, Lottie, SVG, GIF
Architecture
From renderer to collaboration layer.
Rendering Pipeline
Collaboration Engine
Physics Simulation
Expression Engine
One canvas for everything.
2D vector. 3D scene. Procedural operators. Physics simulation. Real-time collaboration. All in native C++, all on one timeline.