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Show HN: Hyvector – A fast and modern SVG editor
168 jansan 41 5/9/2025, 10:45:40 AM hyvector.com ↗
I have been working on Hyvector for the last five years and finally decided to present the result of my work.
Hyvector is an SVG editor that runs in all modern browsers. It is stable, very fast, and capable of handling complex SVG images.
Big new features like art strokes, vector tracing, colorizing are in the making, but for now the focus is on pushing a polished first release out of the door.
I would love to hear any feedback on what you like, missing features, or any bugs you encounter via our issue tracker: https://github.com/hyvectorapp/hyvector-issues
Note that while Hyvector should work on a phone, it is much more usable on a desktop computer or tablet.
I usually fall back to Illustrator and then clean up the resulting markup, or a text-based editor such as https://www.svgviewer.dev/
Your UX is quite polished, and your tool already supports more features than other ones I've found, good work!
For reference this is my project, https://github.com/jwmcglynn/donner, which has a web-based "editor" (currently just code-based editing) prototype here: https://jwmcglynn.github.io/donner-editor/
SVG is one of those things that has lots of potential but has been impacted by not-so-great tooling, it's my passion and I'm glad to see innovation in the space.
Some obvious features which I missed:
- nodes tool should want to snap begin/end nodes together when editing (and the snap distance could be larger when initially creating, esp. w/ the pencil tool)
- rather than a Nodes tool for editing, something like to Wick Editor's Flash/Futurewave Smarksetch pull/push deforming would be much more mobile friendly
- if corner rounding doesn't work on polygons it should be hidden/disabled
Granted, I wish it somehow could had the functionalities SVG Path Editor[0] has, which I haven't been able to find in any other editor (like, for example, converting absolute `<path>` coordinates to relative, editing each line, curve, and so on for each `<path>`).
Another feature that would be great to have but would require a monumental amount of work, or maybe even be its own project, would be animation.
Edit: or make it moveable/collapsible
Also, while I assume/hope there are shortcut keys on desktop, I have no idea what there are and if they're documented anywhere I can't find it. If there aren't shortcut keys, it'd be super useful to add them, at least for common actions.
I might be slightly biased as I am more used to even/odd infill mode compared to non zero mode, but having user constantly keep track of which paths are clockwise and which are counterclockwise seems like unnecessary hassle, especially for paths without infill where it shouldn't matter. At least there is a UI indicator for it, otherwise I would be very confused.
Duh, I was not even aware that nodes get connected with a single node replacement in other apps. Somehow I missed that.
> Also the "connect paths" ignores selection and instead randomly picks one of the two ends with matching direction.
It should currently connect by selection order (first selected with first selected on other path), but I may have to rethink this.
Regarding fill rule I am aware that this is missing. Thanks a lot for the valuable feedback.
Don't know if your spline editing mechanism (i.e. the ability to drag the line around from an aribtrary point rather than tweaking the individual handles) is something you came up with yourself or borrowed from elsewhere, but I really really like it.
Only thing I noticed is that touch scrolling doesn't work on the tree on the left. Otherwise it's very smooth.
Have you implemented any keyboard shortcuts?
That tree on the left is difficult to get right on all devices. It has to support click, touch to click, drag and drop, swipe scrolling, touch scrolling, etc., and all that while acting as if it holds hundreds of elements. There are still a few issues, for example swipe scrolling and some jankiness on iOS, but I have them on my list.
Keyboard shortcuts are implemented for non-mobile devices. If you open a menu on the menu bar, you can see them at the right in the menu items.
https://math.stackexchange.com/a/952050
I'll write my first impressions of https://github.com/hyvectorapp so it helps usability and improvement.
Oh it's a freemium app.
hyvectorapp starts off looking like figma, penpot style which is a good sign.
I can export svg [x]
There's no align to grid system.
vector tracing is not generally solved except via the vectormagic product and machine learning research prototypes. I wonder how you solved it.
Can't interact more today so I'll end with this note of hopefulness.
I think Inkscape still uses Potrace internally, which is produces a bit better results.
Couple of questions for OP
What is it written in? What will the license be?
Context: Currently evaluating the venerable SVGEdit (MIT, JavaScript) for a project
https://github.com/SVG-Edit/svgedit
No comments yet
https://www.godsvg.com/
This way you get a fast and reliable rendering engine for free (including support for MathML and HTML objects), you can easily import third-party SVG assets with a normalizer such as SVGO and you don't need to bother with all the convoluted special cases.
[1] https://github.com/linebender/resvg/blob/main/crates/usvg/do...
https://svgedit.netlify.app/editor/index.html
https://github.com/SVG-Edit/svgedit
But I think Hyvector is easier to use, and this is the main focus. I spent a lot of time on cleaning up the UI, and I still see room for improvement.
Performance is comparable. I am testing with some massive SVGs that have tens of thousands of path nodes, and Inkscape and Hyvector can handle them equally well.
(I presume it’s not written in Hy/Hylang, the cute little Lisp that compiles to Python.)
Also what I always thought would be a real killer feature would be something similar to blender modifiers (array, mirror, etc.) but in a vector editor, allowing for non-destructive editing.
If I can continue developing this other features will follow: Corner rounding of paths, non-destructive boolean operations, variable stroke widths, multiple fills, distortions, etc.
The thing is that I want to keep SVG as the export format, because it it really good for the wbe can be styled with CSS. Therefore effects must be exportable as true SVG (even if composed of multiple SVG elements), not some fake bitmap inserted into an SVG as some other editors do it when exporting SVGs. This for example means that there will be no conic gradients unless they are supported by SVG one day.
Modern web browsers now support "clip-path" CSS property with inline/shorthand values which are much more convenient to use than <clipPath> element. There are some examples on MDN [1]. I haven't performed extensive tests yet but they seem to be working just fine with SVG objects.
[1] https://developer.mozilla.org/en-US/docs/Web/CSS/clip-path