dmtrKovalenko/fframes

▲ 313 stars today★ 1,791⑂ 36

programmatic video rendering framework that is actually fast

About dmtrKovalenko/fframes

dmtrKovalenko/fframes is an open-source project on GitHub, mainly written in Rust. programmatic video rendering framework that is actually fast It currently holds 1,791 stars and 36 forks with 5 open issues, and was last pushed on 2026-10-01 (repository created 2021-11-22).

Project Overview

Git Homed tracks it on the Today's Trending board, currently at rank #23 with 313 new stars today.

GitHub Repository Details

Repository dmtrKovalenko/fframes · default branch main · size 954229 KB · watchers 59 · source: GitHub REST API and repository README

README

https://github.com/dmtrKovalenko/fframes/blob/HEAD/fframes

Video vibe coding framework that is actually fast.
Write your video in Rust and SVG, render it on the GPU.

https://github.com/dmtrKovalenko/fframes/blob/HEAD/crates.io https://github.com/dmtrKovalenko/fframes/blob/HEAD/docs.rs https://github.com/dmtrKovalenko/fframes/blob/HEAD/MIT license https://github.com/dmtrKovalenko/fframes/blob/HEAD/@fframes_rust on X

https://github.com/dmtrKovalenko/fframes/blob/HEAD/The fframes launch video, made with fframes

This 128 second video was vibed in 48 minutes and rendered in 36 seconds.
It is an fframes project: examples/fframes-intro.

---

Ask your agent for a video

fframes ships a skill for coding agents. Add it once:

npx skills add https://fframes.studio

Then describe the video you want, the way you would brief a motion designer. The skill takes your agent from an empty folder to a rendered .mp4: it installs fframes, creates a project, designs the motion, places the sound, and checks the result before handing it to you.

The fframes API is explicit and verbose, and that is why it stayed unreleased for years. Writing explicit, verbose code is exactly what an agent with the right skill is good at.

Built for an author that cannot watch

A coding agent cannot watch a video or hear a soundtrack. Every generated project comes with a command line that turns a video into things an agent can read: PNGs, text and numbers.

Your agent You
Checks every frame without rendering pixels.
inspect reports missing fonts or images, text cut off by the canvas, invalid SVG and panics, each with its time and scene.

Looks at the motion.
strip lays evenly spaced frames out on one contact sheet, onion blends frames to show a movement's path and easing, frame writes full-size PNGs.

Measures the sound.
audio analyze reports loudness (LUFS), true peak, clipping and silence, per scene.
Watch it in real time, with sound.
preview opens a GPU window to play, pause, seek and step through frame by frame.

Scrub it in the browser.
The editor runs the video compiled to WebAssembly, with a timeline.

Ship it.
render writes the final file; render --draft encodes one scene at half size in about a second.

Every command runs as cargo run --release -- inside the project:

| command | output | | --- | --- | | timeline | the scenes with their frame and second ranges, and every audio track with its mix settings | | inspect | problems in a frame every 0.25 s and the first and last frame of every scene; exit code 2 on errors | | strip -n 12 | strip.png, a labelled contact sheet | | frame @end,@50% | full-size PNGs in frames/ | | onion "@0..@1s" -n 6 | onion.png, the blended movement | | audio analyze --waveform w.png | the loudness report and a waveform with scene lines and cue ticks | | snapshot | a comparison with approved PNGs, .diff.png marks what changed | | preview | the real-time window, for a human | | render [--draft] | the video, or a part of it |

` is the name of a scene struct in your video. Times read as 120 (frame), 3.2s, 50%, @1.2s`, and ranges like @0..@1s. Add --json to parse the output.

Why it is fast

What your agent writes

Every frame is an SVG tree returned by a Rust function, written with the svgr! macro. From examples/hello-world, shortened: a square moves along a timeline and a line of text prints the current frame.

Show the code
impl Video for HelloWorldVideo<'_> {
    const FPS: usize = 30;
    const WIDTH: usize = 1920;
    const HEIGHT: usize = 1080;

fn duration(&self) -> fframes::Duration<'_> { fframes::Duration::Seconds(30.) }

fn audio(&self) -> AudioMap<'_> { AudioMap::none() }

fn render_frame(&self, frame: Frame, ctx: &FFramesContext) -> fframes::Svgr<'_> { fframes::svgr!( ) } }

The skill's guides are plain Markdown and worth reading as a human too: the workflow, the API cheat sheet, design and sound. The full API reference is on docs.rs/fframes.

Examples

| example | what it shows | | --- | --- | | fframes-intro | the 128 second launch video, everything placed on the beat grid of its soundtrack | | signal-lab | a 24 second motion study: product UI, data storytelling and a technical explainer | | motion-graphics | spring "punch in" motion and monospace text fitted to its box | | shaders | GPU shader layers composed with SVG: an SkSL background and a Shadertoy raymarcher clipped into a card | | neon-triangle | a minimal shader clip built to make banding and motion artifacts easy to spot | | hello-world | a simple "hello world" video | | beta | a complicated multi-scene example (our beta announce video) | | marketing | our marketing video | | audio-announce | an automated workflow to create audio visualisation with automated subtitles | | podcast | an audio visualization for a podcast placeholder video | | teej-podcast | teej's podcast with video and chapters visualization | | tiktok | a TikTok-like vertical video | | conference-splash-screen | one splash screen per conference talk, rendered in batch | | low-poly-art | a renderer stress test: animal art with a lot of polygons | | pixel-memory | my dog's memorial video generator (totally randomized) |

From the repository root, just run podcast opens an example in the editor with live reload and just render podcast writes it to a file.

Without an agent

cargo install --locked cargo-fframes
cargo fframes new my-video
cd my-video && cargo run --release -- preview

cargo fframes new takes --template single-scene|multi-scene, --format landscape|portrait|square|uhd, --fps, --title and --backend. On macOS and Linux (arm64, x86_64) the first build downloads prebuilt Skia and ffmpeg libraries and takes under a minute on a fast machine; other targets and feature combinations compile them from source (up to ~20 minutes). Later builds take seconds. --backend cpu skips Skia (no preview window, slower renders). To track main, install with --git https://github.com/dmtrKovalenko/fframes.

Requirements

Rust and, for working on the editor, NodeJS. fframes links ffmpeg's libav libraries statically. A prebuilt build is downloaded for macOS and Linux (arm64 and x86_64) and compiled from source for other targets or FFMPEG_FORCE_BUILD=1; either way the system encoders they link against have to be installed.

The examples enable fframes/build-portable on native non-Windows targets. CI builds the whole workspace, combining the examples' x264, x265, VPX and Opus features; no published FFmpeg archive currently matches that combination, so it falls back to a source build. Without build-portable, that build uses -march=native -mtune=native. Caching it and restoring it on a runner with a different CPU can cause SIGILL (illegal instruction). The feature omits those flags for source builds while keeping matching prebuilt downloads enabled, and also applies to FFmpeg used by the compile-time media macro.

Within this workspace, use the same setting for native builds that will be cached or run on other machines:

[target.'cfg(not(any(target_arch = "wasm32", windows)))'.dependencies]
fframes = { workspace = true, features = ["build-portable"] }

build-portable also enables FFmpeg's source-build support, so the examples exclude Windows (which links a shared FFmpeg installation) and browser targets. Setting FFMPEG_MARCH or FFMPEG_MTUNE, even to an empty string, bypasses prebuilt downloads; prefer the feature when you want portable source fallbacks and prebuilt downloads.

macOS
brew install pkg-config ffmpeg x264 x265 opus nasm ninja

Linux

for debian based distros:

sudo apt-get install -y yasm nasm ffmpeg libx264-dev libx265-dev libopus-dev libclang-dev clang ninja-build libvpx-dev libasound2-dev

for arch based distros:

sudo pacman -S ninja yasm nasm ffmpeg x264 x265 opus clang

for nix users:

nix-shell

Windows

On Windows ffmpeg is not compiled from source. Instead fframes links a prebuilt FFmpeg 9.0 shared build (for example ffmpeg-n9.0-latest-win64-gpl-shared-9.0.zip from BtbN/FFmpeg-Builds) and needs LLVM for bindgen:

winget install LLVM.LLVM

unzip the ffmpeg build somewhere, then point the build to it:

$env:FFMPEG_DIR = "C:\ffmpeg-n9.0-latest-win64-gpl-shared-9.0" $env:LIBCLANG_PATH = "C:\Program Files\LLVM\bin"

the ffmpeg DLLs must be reachable when building (proc macros load them) and running

$env:PATH = "$env:FFMPEG_DIR\bin;$env:PATH"

vcpkg install ffmpeg works as well instead of FFMPEG_DIR. Codecs come from the prebuilt build, so leave the codec features (h264, h265, ...) off: they request a from-source ffmpeg build which is not supported on Windows.

Codecs

Cargo features of the fframes crate choose which codecs and hardware acceleration libraries are linked:

[dependencies]

this will enable and try to link libx264 during the build

fframes = { version = "1", features = ["h264", "libav-agree-gpl"] }

All the build and linking of codecs and other system libs are leveraging the ffmpeg build system, so for troubleshooting please refer the ffmpeg compilation guide.

Troubleshooting
  • Build fails in ffmpeg-sys-fframes: a system library from the list above is missing (nasm, pkg-config, the codec packages).
  • Build fails in the Skia bindings with a bindgen or libclang error (only when Skia is compiled from source, e.g. with
both metal and vulkan enabled): point LIBCLANG_PATH at a working libclang, on macOS Xcode's: export LIBCLANG_PATH=$(xcode-select -p)/Toolchains/XcodeDefault.xctoolchain/usr/lib.
  • Text renders in the wrong font: inspect reports No match for ... font-family; put the font file in the
project's media/ folder and use its exact family name.

Working on fframes

Agents working on fframes itself should start from AGENTS.md. For humans, install the just command runner and init the repo:

npm install --global pnpm # the package manager for the nodejs based editor
cargo install --locked just cargo-watch wasm-bindgen-cli wasm-pack
just init-repo
just watch-editor # in a separate terminal, to work on the editor

License

fframes is released under the MIT License.

GitHub Stars & Activity

1,791Stars
36Forks
5Open issues
RustLanguage

GitHub Popularity

GitHub stars1,791
Forks36
Open issues5
Primary languageRust
LicenseMIT
Stars gained today313
Created2021-11-22
Last pushed2026-10-01

Trending History

Daily boardrank #23 · ▲ 313 stars

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