Yes. I think the problem is that you have to learn to author with it before you program with it, and the learning curve is actually fairly steep. OTOH the feedback is immediate and satisfying.
Personally, I've ignored SVG's built-in animation capabilities in favor of pumping DOM modifications into the scenegraph with a (requestAnimationFrame) timer. This gives you exquisite control requiring very little code.
> Yes. I think the problem is that you have to learn to author with it before you program with it, and the learning curve is actually fairly steep.
Good point.
This simple iOS app helps me play with path changes, sort of a unit-test use case for me:
It all makes sense from a technical perspective when you dig into it, but it's totally counterintuitive in surprising ways, sometimes.
What was especially annoying was that different representations of the exact same SVG would behave differently (inline-svg vs img+src vs object)
Most of drawing works fine as markup. However, animations and simple state changes are awful. CSS is much easier to use for some of those purposes.
I’d very much forgive SVG for its clunkiness, after all it’s old yet very powerful today. It’s a prime candidate for a revamp.
Same screen, same zoom levels. Viewbox properly set, height/width set, confirmed compliant units. Switching between img/object would get it unblurry but then lose the embedded image data. Switching to inline-svg would in turn get the image data working but the drop shadow was completely broken.
Going based off the types of bugs I was seeing alone I wouldn't trust SVGs for anything but the most basic shapes.