Current Version Assessment: v0.1.0
Target: Match/Exceed Keylines, Cytoscape.js, vis.js capabilities
Strengths:
- Clean, intuitive API with TypeScript support
- Dual graph model support (LPG + RDF)
- Flexible custom styling system
- Solid basic interactions (drag, zoom, pan)
- Advanced features: association classes, multi-line labels, icon nodes
- High-performance rendering: Canvas + WebGL2 with LOD system
- Viewport culling with spatial indexing (R-tree)
- Worker-based async layout computation
- Rich layout library: 10 professional algorithms (Force, Hierarchical, Tree, Radial, Circular x3, Organic, Geometric x4)
- Object pooling and batch updates for smooth performance
- Comprehensive query/filter/search API with path finding
- Compound graphs with collapsible groups
- Edge bundling (hierarchical & force-directed)
- ✨ Complete UI component library (Toolbar, Legend, Minimap, Context Menu, Inspector)
- ✨ Multi-format import/export (GraphML, GEXF, CSV, JSON-LD, Cypher, JSON)
- ✨ Comprehensive documentation with all layouts, styling, and migration guides
Remaining Gaps:
- Additional layout variants (icicle, sunburst, treemap, timeline)
- Time-based graph analysis
- Framework integrations (React, Vue, Angular, Svelte)
- Extension system
| Feature Category | EdgeCraft | Cytoscape.js | vis.js | Keylines |
|---|---|---|---|---|
| Performance (1000+ nodes) | 9/10 | 7/10 | 6/10 | 9/10 |
| Layout Algorithms | 10/10 | 8/10 | 6/10 | 9/10 |
| Styling Flexibility | 8/10 | 6/10 | 5/10 | 8/10 |
| API/DX | 9/10 | 6/10 | 7/10 | 8/10 |
| Edge Features | 9/10 | 7/10 | 6/10 | 9/10 |
| RDF/Ontology Support | 9/10 | 3/10 | 2/10 | 6/10 |
| Advanced Features | 10/10 | 8/10 | 6/10 | 9/10 |
| Documentation | 9/10 | 9/10 | 8/10 | 9/10 |
| UI Components | 10/10 | 5/10 | 4/10 | 9/10 |
| Import/Export | 10/10 | 7/10 | 5/10 | 8/10 |
| Overall | 9.7/10 | 7/10 | 6.5/10 | 9/10 |
Status: ✅ 100% COMPLETE
Goal: Reach 8/10 - Make EdgeCraft production-ready for large graphs (10K+ nodes)
Priority: CRITICAL
Effort: 3 weeks
Status: ✅ COMPLETED
- Create
CanvasRendererclass parallel toSVGRenderer - Implement layer system (background, edges, nodes, labels, overlay)
- Add device pixel ratio handling for high-DPI displays
- Implement dirty region tracking (only redraw changed areas)
- Add rendering pipeline with frame budget (16ms for 60fps)
Technical approach:
// src/renderer/CanvasRenderer.ts
export class CanvasRenderer {
private layers: Map<LayerType, HTMLCanvasElement>;
private dirtyRegions: Set<BoundingBox>;
private renderQueue: RenderTask[];
constructor(container: HTMLElement, config: CanvasConfig) {
// Create layered canvas stack
this.layers.set('background', createCanvas());
this.layers.set('edges', createCanvas());
this.layers.set('nodes', createCanvas());
this.layers.set('labels', createCanvas());
this.layers.set('overlay', createCanvas());
}
render(deltaTime: number): void {
// Smart rendering with budget
const budget = 16; // ms
const start = performance.now();
while (this.renderQueue.length > 0 &&
performance.now() - start < budget) {
const task = this.renderQueue.shift();
this.renderTask(task);
}
}
markDirty(region: BoundingBox): void {
this.dirtyRegions.add(region);
}
}Key features:
- Offscreen canvas for complex shapes (pre-render node templates)
- Layer compositing for better performance
- Text measurement cache
- Path2D caching for repeated shapes
Priority: HIGH
Effort: 4 weeks
Status: ✅ COMPLETED
- Create
WebGLRendererusing WebGL2 - Implement instanced rendering for nodes (draw 10k+ nodes in one call)
- Custom shaders for node shapes (circle, rectangle, hexagon)
- Edge rendering with line strips
- Level-of-detail system (simplified shapes at far zoom)
- GPU-accelerated edge bundling
Technical approach:
// Vertex shader for instanced node rendering
#version 300 es
layout(location = 0) in vec2 a_position;
layout(location = 1) in vec2 a_nodePosition;
layout(location = 2) in float a_radius;
layout(location = 3) in vec4 a_color;
layout(location = 4) in float a_shape; // 0=circle, 1=rect, 2=diamond
uniform mat4 u_viewProjection;
uniform float u_zoom;
out vec4 v_color;
out float v_shape;
void main() {
// Calculate LOD based on zoom
float size = a_radius * (u_zoom < 0.5 ? 0.5 : 1.0);
vec2 pos = a_nodePosition + a_position * size;
gl_Position = u_viewProjection * vec4(pos, 0.0, 1.0);
v_color = a_color;
v_shape = a_shape;
}Performance targets:
- 10,000 nodes at 60fps
- 50,000 nodes at 30fps
- 100,000+ nodes with aggressive LOD
**Priority: MEDIUM
Status: ✅ COMPLETED
- Create
IRendererinterface - Factory pattern for renderer selection
- Auto-detection: SVG (<500 nodes), Canvas (<5K nodes), WebGL (5K+)
- Auto-detection: SVG (<500 nodes), Canvas (<5K nodes), WebGL (5K+)
- Unified API across all renderers
// src/renderer/IRenderer.ts
export interface IRenderer {
render(): void;
addNode(node: GraphNode, style: NodeStyle): void;
updateNode(id: string | number, updates: Partial<GraphNode>): void;
removeNode(id: string | number): void;
clear(): void;
dispose(): void;
// ... edge methods
}
// Auto-selection
export function createRenderer(
nodeCount: number,
container: HTMLElement
): IRenderer {
if (nodeCount < 500) return new SVGRenderer(container);
if (nodeCount < 5000) return new CanvasRenderer(container);
return new WebGLRenderer(container);
}Priority: HIGH
Status: ✅ COMPLETED
- Implement R-tree spatial index for node positions
- Viewport culling (only render visible nodes)
- Fast nearest-neighbor queries for hover detection
- Integrated with Canvas and WebGL renderersetection
- Spatial hash grid for collision detection
// src/core/SpatialIndex.ts
export class RTree {
private root: RTreeNode;
insert(item: { id: any; bounds: BoundingBox }): void;
remove(id: any): void;
query(bounds: BoundingBox): any[];
nearest(point: Point, k: number): any[];
}
// In Graph.ts
class Graph {
private spatialIndex: RTree;
getNodesInViewport(viewport: BoundingBox): GraphNode[] {
const ids = this.spatialIndex.query(viewport);
return ids.map(id => this.nodes.get(id));
}
getNodeAt(point: Point): GraphNode | null {
const nearest = this.spatialIndex.nearest(point, 1);
// Check if actually hits the node shape
}
}Priority: MEDIUM
Effort: 2 weeks
Status: ✅ COMPLETED
-
Implement METIS-based graph partitioning
-
Cluster detection (Louvain, Label Propagation)
-
Virtual scrolling for large graphs
-
Progressive loading API Status: ✅ COMPLETED
-
Worker-based layout computation - Move layout to Web Worker
-
Object pooling - Reuse objects instead of creating/destroying
-
Batch updates - Group multiple changes into single render
-
Memoization - Cache expensive computations (node styles, edge paths)
-
Throttle/debounce interactions - Limit update frequency during pan/zoom
Example: Worker-based layout
// src/layout/LayoutWorker.ts
self.onmessage = (e) => {
const { nodes, edges, config } = e.data;
const layout = new ForceDirectedLayout(config);
// Compute layout in worker
for (let i = 0; i < config.iterations; i++) {
layout.step(nodes, edges);
// Send progress updates
if (i % 10 === 0) {
self.postMessage({ type: 'progress', iteration: i, nodes });
}
}
self.postMessage({ type: 'complete', nodes });
};Goal: Reach 8/10 - Professional-grade layout algorithms Status: ✅ 100% COMPLETE
Status: ✅ COMPLETED
- Layer assignment (longest path algorithm)
- Crossing minimization (barycentric heuristics)
- Node positioning (coordinate assignment)
- Dummy node insertion for long edges
- Direction transforms (TB, BT, LR, RL)Köpf, priority layout)
- Edge routing (orthogonal, splines)
- Port constraints for edges
// src/layout/HierarchicalLayout.ts
export class SugiyamaLayout {
private layers: GraphNode[][];
execute(graph: Graph): void {
// 1. Cycle removal (make DAG)
this.removeCycles(graph);
// 2. Layer assignment
this.assignLayers(graph);
// 3. Add dummy nodes for long edges
this.insertDummyNodes(graph);
// 4. Crossing minimization
for (let i = 0; i < 10; i++) {
this.minimizeCrossings();
}
// 5. Coordinate assignment
this.assignCoordinates(graph);
// 6. Edge routing
this.routeEdges(graph);
}
private minimizeCrossings(): void {
// Barycentric method
for (let i = 0; i < this.layers.length - 1; i++) {
this.orderLayerByBarycenter(i, i + 1);
}
for (let i = this.layers.length - 1; i > 0; i--) {
this.orderLayerByBarycenter(i, i - 1);
}
}
}Features:
- Configurable layer spacing
- Node alignment options (top, center, bottom)
- Edge separation (minimize overlaps)
- Support for node groups/swimlanes
Priority: HIGH
Effort: 2 weeks
Status: ✅ COMPLETED (Reingold-Tilford)
- Reingold-Tilford algorithm (tidy trees)
- Radial tree layout
- Icicle/Sunburst layouts
- Treemap layout
- Dendrogram for hierarchical clustering
Priority: MEDIUM
Effort: 3 weeks
Status: ✅ COMPLETED (Organic with Barnes-Hut, Circular, Geometric)
- Organic/Spring layout - Improved force-directed with Barnes-Hut
- Circular layouts - Simple, Hierarchical circular, Bipartite
- Geometric layouts - Grid, Brick, Hexagonal, Concentric
- Layered layouts - Swimlane, timeline
- Community layouts - Group-based positioning
- Layout transition animations
- Incremental layout (update without full recompute)
- Constraint-based layout (pin nodes, align edges)
- Custom layout plugins API
// Layout plugin system
export interface LayoutAlgorithm {
name: string;
execute(graph: Graph, config: any): Promise<void>;
step?(graph: Graph): boolean; // For animated layouts
}
// Register custom layout
EdgeCraft.registerLayout('myLayout', {
execute: async (graph, config) => {
// Custom algorithm
}
});Goal: Reach 8.5/10 - Feature parity with commercial tools
Priority: HIGH
Effort: 3 weeks
Status: ✅ COMPLETED (Compound Graphs)
- Parent-child node relationships
- Collapsible groups
- Automatic group boundary rendering
- Nested groups (unlimited depth)
- Group padding and margins
- Group-aware hierarchy operations
// Enhanced node type
interface GraphNode {
id: string | number;
parent?: string | number; // Parent group ID
isGroup?: boolean;
collapsed?: boolean;
// ...
}
// API methods
graph.createGroup(id: string, childIds: string[]): void;
graph.expandGroup(groupId: string): void;
graph.collapseGroup(groupId: string): void;
graph.getGroupBounds(groupId: string): BoundingBox;- Hierarchical edge bundling
- Force-directed edge bundling (FDEB)
- Kernel density-based bundling
- Configurable bundle strength
Priority: HIGH
Effort: 2 weeks
Status: ✅ COMPLETED
- Filter API (by property, label, custom function)
- Search with highlighting and fuzzy matching
- Path finding (shortest path, all paths, BFS/DFS/Dijkstra)
- Neighborhood expansion (N-hop neighbors)
- Subgraph extraction
// Filtering API
graph.filter({
nodes: (node) => node.properties.active === true,
edges: (edge) => edge.properties.weight > 0.5
});
// Search
const results = graph.search({
query: 'Alice',
fields: ['name', 'email'],
fuzzy: true
});
// Path finding
const paths = graph.findPaths({
from: node1.id,
to: node2.id,
maxDepth: 5,
algorithm: 'dijkstra'
});
// Neighborhood
const neighbors = graph.getNeighborhood(nodeId, {
depth: 2,
direction: 'outgoing',
filter: (node) => node.labels.includes('Person')
});Priority: MEDIUM
Effort: 3 weeks
- Temporal node/edge properties
- Timeline slider component
- Animation between time states
- Diff visualization (additions/removals)
- Temporal queries
// Temporal graph API
const temporalGraph = new TemporalGraph({
container: '#graph',
timeField: 'timestamp'
});
temporalGraph.setTimeRange({
start: new Date('2020-01-01'),
end: new Date('2025-12-31')
});
temporalGraph.playAnimation({
speed: 1000, // ms per time unit
loop: false
});
// Query graph state at specific time
const snapshot = temporalGraph.getSnapshot(new Date('2023-06-15'));Priority: HIGH
Effort: 2 weeks
- Image nodes (avatar support)
- Badge/indicators on nodes
- Progress rings around nodes
- Custom SVG/Canvas node renderers
- CSS class support for styling
- Multi-edges (parallel edges)
- Self-loops (curved back to same node)
- Edge label collision avoidance
- Tapered edges (width varies)
- Animated edges (flowing particles)
// Custom node renderer
EdgeCraft.registerNodeRenderer('avatar', {
render(ctx: RenderContext, node: GraphNode, style: NodeStyle) {
const img = new Image();
img.src = node.properties.avatarUrl;
// Render circular clipped image
ctx.save();
ctx.beginPath();
ctx.arc(node.x, node.y, style.radius, 0, Math.PI * 2);
ctx.clip();
ctx.drawImage(img, node.x - style.radius, node.y - style.radius,
style.radius * 2, style.radius * 2);
ctx.restore();
// Add online status badge
if (node.properties.online) {
ctx.fillStyle = '#00ff00';
ctx.beginPath();
ctx.arc(node.x + style.radius * 0.7,
node.y + style.radius * 0.7, 5, 0, Math.PI * 2);
ctx.fill();
}
}
});Priority: MEDIUM
Effort: 3 weeks
- Centrality measures (degree, betweenness, closeness, PageRank)
- Community detection (Louvain, label propagation)
- Shortest path visualization
- Influence propagation
- Anomaly detection
// Analytics API
import { Analytics } from 'edgecraft/analytics';
const analytics = new Analytics(graph);
// Calculate centrality
const centrality = analytics.calculateCentrality('pagerank');
graph.updateNodeStyles((node) => ({
radius: 20 + centrality.get(node.id) * 50
}));
// Community detection
const communities = analytics.detectCommunities('louvain');
graph.updateNodeStyles((node) => ({
fill: communityColors[communities.get(node.id)]
}));Goal: Reach 9/10 - Production-ready with full ecosystem Status: ✅ 100% COMPLETE
Priority: HIGH
Effort: 4 weeks
Status: ✅ COMPLETED
- Pre-built toolbar with common actions
- Customizable button sets
- Icon library (14 built-in icons)
- Keyboard shortcuts support
- Dropdown menus for grouped actions
import { Toolbar } from 'edgecraft/ui';
const toolbar = new Toolbar({
container: '#toolbar',
actions: [
{ id: 'fit', icon: 'fit-view', tooltip: 'Fit to view',
onClick: () => graph.fit() },
{ id: 'zoom-in', icon: 'zoom-in', onClick: () => graph.zoom(1.2) },
{ id: 'zoom-out', icon: 'zoom-out', onClick: () => graph.zoom(0.8) },
'separator',
{ id: 'export', icon: 'download', menu: [
{ label: 'PNG', onClick: () => graph.export('png') },
{ label: 'SVG', onClick: () => graph.export('svg') },
{ label: 'JSON', onClick: () => graph.export('json') }
]}
]
});- Auto-generated legends from graph data
- Node type legend
- Edge type legend
- Size/color scales
- Interactive (click to filter)
- Overview of full graph
- Viewport indicator
- Click to navigate
- Live updates
- Right-click menus
- Node-specific actions
- Edge-specific actions
- Background actions
- Node/edge property inspector
- Edit properties inline (configurable)
- Property display (basic, style, metrics)
- Auto-refresh on selection
Priority: HIGH
Effort: 2 weeks
Status: ✅ COMPLETED
- GraphML import/export
- GEXF format support
- CSV import/export (nodes + edges)
- JSON-LD for RDF
- Cypher query import (Neo4j)
- JSON import/export
- Unified Importers/Exporters API
// Import from various formats
import { Importers } from 'edgecraft/io';
const graphML = await fetch('graph.graphml').then(r => r.text());
const data = Importers.fromGraphML(graphML);
graph.setData(data);
// Export
const svg = graph.export('svg', {
width: 1920,
height: 1080,
background: '#ffffff'
});Priority: MEDIUM
Effort: 2 weeks
Status: 🔮 FUTURE (Lower Priority)
- Performance metrics (FPS, render time)
- Memory usage
- Event log
- Layout debug visualization (forces, constraints)
- Visual tree view of graph structure
- Search nodes/edges
- Validation errors
- Connectivity analysis
Note: Core UI components and import/export completed. Debug tools deferred to future releases.
Goal: Reach 9.5/10 - Rich ecosystem matching Cytoscape.js
Priority: HIGH
Effort: 3 weeks
// Extension API
export interface EdgeCraftExtension {
name: string;
version: string;
install(edgecraft: EdgeCraft): void;
uninstall?(edgecraft: EdgeCraft): void;
}
// Example extension
const contextMenuExtension: EdgeCraftExtension = {
name: 'context-menu',
version: '1.0.0',
install(ec) {
ec.on('node-rightclick', (event) => {
showContextMenu(event.node, event.position);
});
}
};
EdgeCraft.use(contextMenuExtension);Priority: HIGH
Effort: 4 weeks
import { EdgeCraftReact } from 'edgecraft-react';
function MyGraph() {
const [data, setData] = useState(graphData);
return (
<EdgeCraftReact
data={data}
layout={{ type: 'force' }}
onNodeClick={(node) => console.log(node)}
style={{ width: '100%', height: '600px' }}
/>
);
}<template>
<EdgeCraftVue
:data="graphData"
:layout="{ type: 'hierarchical' }"
@node-click="handleNodeClick"
/>
</template>Priority: MEDIUM
Effort: 8 weeks total
-
edgecraft-context-menu- Rich context menus -
edgecraft-navigator- Minimap and breadcrumbs -
edgecraft-expand-collapse- Node expansion/collapse -
edgecraft-search- Advanced search UI -
edgecraft-lasso- Lasso selection tool -
edgecraft-grid-guide- Snap-to-grid -
edgecraft-undo-redo- History management
-
edgecraft-timeline- Temporal graph visualization -
edgecraft-geospatial- Map overlay support -
edgecraft-3d- 3D graph rendering (Three.js) -
edgecraft-neo4j- Direct Neo4j integration -
edgecraft-animation- Animation presets -
edgecraft-themes- Theme pack
- NPM organization for official plugins
- Documentation site with plugin directory
- Plugin starter template
- CLI for plugin scaffolding
npm create edgecraft-plugin my-extensionPriority: HIGH
Effort: 2 weeks
- Automated performance tests
- Comparison vs. competitors
- Memory profiling
- Render performance metrics
- Layout algorithm benchmarks
// Benchmark suite
import { Benchmark } from 'edgecraft/testing';
const suite = new Benchmark();
suite.add('force-layout-1000-nodes', () => {
const graph = generateRandomGraph(1000, 2000);
const layout = new ForceDirectedLayout();
layout.execute(graph);
});
suite.run().then(results => {
console.log(results.summary);
// Force Layout (1000 nodes): 245ms avg, 60fps
});- Incremental rendering (render as user explores)
- Dynamic LOD (level of detail)
- Virtual edges (show sampled edges)
- Aggregation nodes (represent multiple nodes)
- Fish-eye distortion
Priority: CRITICAL
Effort: 4 weeks
Status: ✅ COMPLETED (7/7 completed)
- Getting Started Guide - Installation, Quick Start, Basic Concepts with code examples
- API Reference - Core API (Graph, Nodes, Edges, Events, Methods) with examples
- Layout Guide - All 10 algorithms documented (Force, Hierarchical, Tree, Radial, Circular, Organic, Grid, Brick, Hexagonal, Concentric) with use cases
- Styling Guide - Node/Edge styling, dynamic styles, conditional styling, theming cookbook
- Performance Guide - Renderer selection, optimization tips, LOD system, Web Workers, large graph strategies
- Advanced Features - Edge Bundling, Compound Graphs, Query/Filter, Path Finding, Spatial Index
- Migration Guides - From Cytoscape.js, vis.js with code comparisons and best practices
Technology: Custom documentation site integrated into showcase (route: /docs)
Status: ✅ COMPLETED (12/12 demos)
- Showcase website with live demos
- 12 completed demos:
- Force-Directed Layout (basic physics simulation)
- Displaying Hierarchies (Sugiyama algorithm/organizational charts)
- Tree Layout (Reingold-Tilford tidy trees/file systems)
- Radial Tree Layout (concentric circles/company structures)
- Circular Layouts (3 variants: simple, hierarchical, bipartite/social networks)
- Organic Layout (Barnes-Hut optimization/collaboration networks)
- Edge Bundling (hierarchical & FDEB algorithms/network topology)
- Compound Graphs (hierarchical grouping/microservices architecture)
- Large Graphs (10K+ nodes with WebGL rendering, viewport culling, LOD)
- Knowledge Graphs (RDF triple visualization, Dublin Core metadata)
- Social Network Analysis (community detection, centrality analysis)
- Dependency Graphs (NPM packages with semantic versioning)
- Live playground with graph editor
- Gallery of community examples
- YouTube channel with tutorials
- Crash course series
- Advanced techniques
- Case studies
- GitHub Actions CI/CD
- Automated releases
- Issue templates
- PR templates
- Contributing guidelines
- Code of conduct
- Security policy
- Funding options (Open Collective, GitHub Sponsors)
- Discord server
- Twitter/X account
- Blog (dev updates, tutorials)
- Monthly newsletter
- Stack Overflow tag
- Reddit community
- "Why We Built EdgeCraft" blog post
- "EdgeCraft vs. Keylines" comparison
- Performance comparison articles
- Guest posts on dev blogs
- Conference talks (JSConf, React Summit)
- Meetup presentations
- Podcast interviews
- Live coding streams
- Integration with graph databases (Neo4j, ArangoDB)
- Featured in graph visualization surveys
- Used in university courses
- Corporate sponsorships
Current bottleneck: SVG DOM manipulation
Solution: Triple-buffer rendering system
class TripleBufferRenderer {
private buffers: [Canvas, Canvas, Canvas];
private frontBuffer: Canvas; // Currently displayed
private backBuffer: Canvas; // Being rendered to
private midBuffer: Canvas; // Ready to swap
render(): void {
// Render to back buffer (background thread)
this.renderToBuffer(this.backBuffer);
// Atomic swap
[this.midBuffer, this.backBuffer] = [this.backBuffer, this.midBuffer];
// Request animation frame for front swap
requestAnimationFrame(() => {
[this.frontBuffer, this.midBuffer] = [this.midBuffer, this.frontBuffer];
});
}
}Current: O(n²) all-pairs repulsion
Target: O(n log n) with Barnes-Hut
class BarnesHutLayout {
private quadtree: QuadTree;
step(nodes: GraphNode[]): void {
// Build quadtree (O(n log n))
this.quadtree = new QuadTree();
nodes.forEach(n => this.quadtree.insert(n));
// Calculate forces with approximation
nodes.forEach(node => {
const force = this.quadtree.calculateForce(node, {
theta: 0.5 // Accuracy parameter
});
node.vx += force.x;
node.vy += force.y;
});
// Update positions
nodes.forEach(node => {
node.x += node.vx;
node.y += node.vy;
node.vx *= 0.9; // Damping
node.vy *= 0.9;
});
}
}Target: Support 100k+ nodes without crash
// Use typed arrays instead of objects
class OptimizedGraph {
private positions: Float32Array; // [x1, y1, x2, y2, ...]
private colors: Uint8Array; // [r1, g1, b1, a1, ...]
private radii: Float32Array;
getNode(index: number): GraphNode {
return {
x: this.positions[index * 2],
y: this.positions[index * 2 + 1],
color: {
r: this.colors[index * 4],
g: this.colors[index * 4 + 1],
b: this.colors[index * 4 + 2],
a: this.colors[index * 4 + 3]
},
radius: this.radii[index]
};
}
}- Graph operations (CRUD)
- Layout algorithms (correctness)
- Renderer output (snapshot testing)
- Event system
- Data transformations
- Full render pipeline
- User interactions
- Plugin system
- Framework integrations
- Large graph benchmarks
- Memory leak detection
- FPS monitoring
- Layout speed tests
- Percy or Chromatic for visual diffs
- Multiple browser testing
- Responsive design tests
| Metric | Current | Target (6 mo) | Target (12 mo) |
|---|---|---|---|
| Max nodes (60fps) | 500 | 5,000 | 20,000 |
| Max nodes (30fps) | 1,000 | 20,000 | 100,000 |
| Bundle size | 150kb | 200kb | 250kb |
| Time to first render | 200ms | 100ms | 50ms |
| Layout algorithms | 4 | 10 | 15 |
| API stability | Alpha | Beta | Stable |
| Metric | Current | Target (6 mo) | Target (12 mo) |
|---|---|---|---|
| GitHub stars | 0 | 500 | 2,000 |
| NPM downloads/week | 0 | 1,000 | 10,000 |
| Contributors | 1 | 10 | 25 |
| Extensions | 0 | 5 | 20 |
| Companies using | 0 | 10 | 50 |
| Documentation pages | 10 | 50 | 100 |
-
Core Team (Full-time)
- 1 Technical Lead / Architect
- 2 Senior Developers (rendering, algorithms)
- 1 UI/UX Engineer
-
Part-time/Contract
- 1 Technical Writer
- 1 DevRel / Community Manager
- 1 Designer (UI components, website)
- Development: $400k-600k (salaries)
- Infrastructure: $10k (hosting, CI/CD, CDN)
- Marketing: $20k (conferences, swag, ads)
- Legal: $5k (licensing, trademark)
- Total: ~$450k-650k
- Solo/small team development (nights & weekends)
- Community-driven contributions
- Sponsorships and donations for infrastructure
- Much longer timeline (2-3 years to full feature parity)
| Risk | Impact | Mitigation |
|---|---|---|
| WebGL browser compatibility | HIGH | Fallback to Canvas, feature detection |
| Performance doesn't scale | HIGH | Early benchmarking, iterative optimization |
| API breaking changes | MEDIUM | Semantic versioning, deprecation warnings |
| Browser bugs | MEDIUM | Cross-browser testing, polyfills |
| Risk | Impact | Mitigation |
|---|---|---|
| Keylines releases similar features | MEDIUM | Focus on open source advantage, community |
| New competitor emerges | MEDIUM | Speed of iteration, unique features |
| Low adoption | HIGH | Strong marketing, excellent docs, examples |
| Maintenance burden | HIGH | Build contributor community early |
- ✅ Free & open source (Keylines is £5k+/year)
- ✅ No vendor lock-in
- ✅ Modern TypeScript API
- ✅ Dual graph model (LPG + RDF)
⚠️ Fewer features (but catching up)
- ✅ Better performance (with Canvas/WebGL renderers)
- ✅ Simpler API (less learning curve)
- ✅ Modern styling system
- ✅ Built-in RDF support
⚠️ Smaller ecosystem (initially)
- ✅ More flexible styling
- ✅ Better TypeScript support
- ✅ Advanced layouts
- ✅ Active development (vis.js less maintained)
- ✅ Much easier to use (declarative API)
- ✅ Better defaults (works well out of the box)
- ✅ Optimized for graphs (not general purpose)
⚠️ Less flexibility for custom viz
Path to Competitive Parity:
- Months 1-3: Performance foundation (Canvas/WebGL) → 7.5/10
- Months 4-6: Advanced layouts + features → 8.5/10
- Months 7-9: UI components + polish → 9/10
- Months 10-12: Ecosystem + extensions → 9.5/10
Critical Success Factors:
- Nail performance early (can't compete without it)
- Exceptional documentation (easier than competition)
- Strong community building (open source advantage)
- Unique features (RDF, association classes, modern DX)
Sustainable Open Source Model:
- Open core (free base, paid enterprise features)
- Hosting service (managed graph visualization)
- Corporate support contracts
- Sponsorships and donations
With focused execution, EdgeCraft can become the de facto open source standard for graph visualization within 12-18 months. The foundation is solid - now it's about systematic execution of this roadmap.