> This editor relies on WebGPU for rendering, which currently works best in Chrome or other Chromium-based browsers. You may experience issues in your current browser.
I used it to combine the sounds from one video with the imagery of another video. It worked easily enough. It feels really simple to use, there aren't many ways for me to make mistakes. I could easily switch to using this tool. Fyi I used Brave Browser without issue.
I've been using kdenlive and it is functional as an open source video editor. I don't know if kdenlive supports shared assets and projects, but this feels like something this project could offer and exceed expectations. Is that on the roadmap?
Yes, that was part of the thinking behind the licensing choice. The goal was to keep the engine itself open source, while creating opportunities to monetize adjacent offerings like cloud file management, sharing, AI editing, and other higher-level capabilities.
I tried taking a video and underlaying music from an mp3 i have. This is not possible. I can not create a second audio track only video tracks. When i create more video tracks i can't scroll down to the audio track. If I take the audio from the music and try to drag it over the audio of the video it deletes the video. One of the most trivial use cases of video editing is already not covered.
It is possible with two videos. When I did this, I dragged the two video files into the timeline (one a LED globe with background noise, second video a fireplace with fire crackling sounds), clicked the eye to hide the fire in one video, clicked the mute to silence the LED globe noise, and then copy pasted the sounds from the fire video a few times over. I think I know what you mean by the scrolling, I hovered over the lower bar top and made the track bars window taller instead so I didn't need to scroll. I didn't try with an mp3.
For nitpicking like that let me do some counter-nitpicking: please write 'Open Source (OSI)', 'Open Source (TM)' or at least capitalize it as 'Open Source' so that people know where you're coming from. The commonly used 'open source' just means 'the source is in the open'. Let's not allow organizations to hijack commonly used words.
Open source has a commonly held definition, it's not nitpicking. I will not let corporations cynically hijack the definition to mean "you can look at the source" the way you suggest.
I think you selected the wrong license. Your license currently as written actually forbids _using_ the software for a commercial purpose, eg if someone monetizes a video edited using your software, they are in violation of your license, which is not what you want.
Look at something like the Hashicorp BSL [1] for inspiration on crafting a license that forbids specific commercialization of the software itself.
If you want free, Resolve will run circles around whatever open source thing you can find. No need for WGPU, it just runs the GPU.
Sadly, things like this just put a bad taste in my mouth about the whole concept of running code in a browser like this. It's buggy as hell. It doesn't run in all browsers. And I really have to ask why we think the browser is the place to run this. We've moved from Java and now to WASM in a browser, but only some browsers.
Really cool! It may not replace a dedicated NLE for professional editors, but I love that it's a fully functional NLE that you could drop into an existing web app that handles video.
Tried it in Firefox and it was working for a few minutes and then managed to crash the whole browser. Definitely a firefox and/or gpu driver bug though. I can't wait for WebGPU browser/platform support to get a bit more mature, because it's awesome (although the security implications do make me nervous).
I'd love to have nethack/slashem, the terminal version, ported to it. No, not HTML+JS, VT220 output with colour at least, usable in any VT emulator with Ricket.
That way I would play Slashem everywhere without even needing to have an ANSI C+POSIX compiler with tons of Unix dependencies. 9front has some compat but the game looks like a maze of ifdefs for different Unix systems. GLHack can be compiled with NPE (a small POSIX+SDL2/3 wrapper) and TinyGL but for these games I'm faster with the terminal output.
What would be really awesome is if it could use the server its hosted on's GPUs. I have a multi GPU server and it would be great to be able to edit videos from my table or couch without spinning up my laptop so hard.
I like the promise, but the hill is very steep and I don't see much on delivery here. Very hopeful, but I would rather see this kind of thing launch significantly further than where it is at. This appears to be a good base, now let's see it again when there is Text support, animations, transitions, filters, etc.
Nice tool, but not a very useful license.. I would love to integrate something like this as an additive to users but if I'm not mistaken, that's completely off limits for this license type ?
Great stuff, but the license killed the "open source" vibe. I wanted to use in my project, and yes its commercial, video editing would be only small part of it.
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> Browser not fully supported
> This editor relies on WebGPU for rendering, which currently works best in Chrome or other Chromium-based browsers. You may experience issues in your current browser.
(reminds of works in IE6)
Missing support in Firefox on Linux and Android, otherwise seems to be pretty well supported in recent browsers.
It violates point 1,5 and 6 of the open source definition https://opensource.org/osd
I did a poll on this on a Discord server a while ago
What does open source mean
You can view the source code: 0 votes
View + use + redistribute for any purpose: 14 votes
So no, your version of it is not the common usage
As far as I know the most restrictive open source license is the AGPL, with a CLA that allows for commercial dual licensing.
Look at something like the Hashicorp BSL [1] for inspiration on crafting a license that forbids specific commercialization of the software itself.
[1] https://www.hashicorp.com/en/bsl
Would you like to share your development experience? I suggest creating a CONTRIBUTING.md and enabling discussions if you are open to PRs.
Sadly, things like this just put a bad taste in my mouth about the whole concept of running code in a browser like this. It's buggy as hell. It doesn't run in all browsers. And I really have to ask why we think the browser is the place to run this. We've moved from Java and now to WASM in a browser, but only some browsers.
https://shithub.us/slashscreen/ricket/HEAD/info.html
I'd love to have nethack/slashem, the terminal version, ported to it. No, not HTML+JS, VT220 output with colour at least, usable in any VT emulator with Ricket.
That way I would play Slashem everywhere without even needing to have an ANSI C+POSIX compiler with tons of Unix dependencies. 9front has some compat but the game looks like a maze of ifdefs for different Unix systems. GLHack can be compiled with NPE (a small POSIX+SDL2/3 wrapper) and TinyGL but for these games I'm faster with the terminal output.
- You can't delete the audio track from a video, only mute it
- You can't add a new Audio track
- Because of the two points above you can't really seem to be able to overlay a song to a video that already has an audio track?
- You can only scroll horizontally and not vertically in the track block, so tracks can go out of screen and remain invisible
Not really sure why someone would use this instead of a proper native application.
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