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The Plan: Open Sourcing the Kinetix Engine

K
Kinetix Team
January 16, 2026

Building Kinetix has been a journey into the deep end of web performance. We’ve built a custom 2D rendering engine, a frame-perfect offline exporter, and a React-based editor harness.

But looking at the landscape of web video, I see a gap.

On one side, we have Remotion. It’s brilliant, but it’s fundamentally tied to React. It uses the DOM (or Canvas via React) for rendering, which is great for UI-style videos but hits performance ceilings with complex particle systems or thousands of moving objects.

On the other side, we have raw libraries like PixiJS or Three.js. They are powerful renderers but “dumb” about video. They don’t know about timelines, sequencing, or offline rendering (encoding 60fps video on a 15fps laptop).

It’s time to set the Kinetix Engine free.

I am planning to extract the core of Kinetix into a standalone open-source library. Here is the master plan.

The Vision: kinetix-core

The goal is to create a lightweight, high-performance video orchestration library that is framework agnostic.

npm install @kinetix/core

It won’t care if you use React, Vue, Svelte, or vanilla JS. It will provide:

  1. The Scene Graph: A robust object model for 2D graphics, text, and charts.
  2. The Time Machine: A precise timeline controller that handles play(), pause(), and seek() with millisecond accuracy.
  3. The Exporter: A unified pipeline to export MP4/WebM blobs using Web Workers, handling the complex math of “rendering time” vs “wall-clock time”.

vs. Remotion

Remotion renders React components. kinetix-core renders Canvas intent. This means Kinetix can be significantly faster for heavy motion graphics, generative art, and data visualization videos. It can also act as a complement to Remotion—you could use a <KinetixPlayer /> inside a Remotion composition!

The Roadmap

Phase 1: Extraction (Weeks 1-4)

The current codebase is a bit tailored to the Kinetix UI.

  • Move src/engine to a monorepo.
  • Remove all specific “editor” logic (selection highlights, gizmos) into a separate plugin or layer.
  • Ensure 0 dependencies on React.
  • Milestone: A “Hello World” rotating rectangle rendered in a vanilla HTML file.

Phase 2: The Plugin System (Weeks 5-8)

To make this a community project, it needs to be extensible.

  • Custom Objects: Allow users to define their own GameObject classes with custom draw() methods.
  • Renderer Plugins: Support WebGL contexts alongside the current Canvas2D context for high-performance shaders.

Phase 3: Documentation & Demos

A library is only as good as its docs.

  • Interactive documentation site (built with Astro Starlight?).
  • Copy-paste examples for: “Instagram Story Maker”, “Audio Visualizer”, “Code Snippet Animator”.

Sustainability & Monetization

Open source is free as in speech, not free as in beer (for the maintainer). To make this sustainable, I’m launching a multi-tiered sponsorship model.

💖 Why Sponsor?

Developing a video engine requires deep knowledge of codecs, browser quirks, and math. Your support buys dedicated time for:

  • Bug Fixes: Video on the web is flaky. I’ll smooth it out.
  • Performance Tuning: Making sure exports are blazing fast.
  • New Features: ProRes export? Gif export? Lottie support?

Sponsorship Tiers (GitHub Sponsors / Ko-fi / Patreon)

TierPricePerks
Supporter$5/moMy eternal gratitude + Badge on README
Pro$25/moEarly Access to new plugins (e.g. The “Chart.js” adapter)
Insider$100/moDirect access to me for implementation advice + Logo on website
SponsorwareOne-timeSpecific large features (e.g. “Add MP4 Client-side encoding”) will be locked to sponsors for the first 30 days.

Conclusion

The web is ready for a professional-grade, framework-agnostic video engine. Kinetix has proven the tech stack works. Now let’s share it with the world.

Star the repo, follow the journey, and let’s build the future of video.


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