500.000+ objects and still 💅
The latest @pendev update is a performance rocketship. We rebuilt the major pieces from the ground up to support the most ambitious projects like @t3dotcodes.
First time I saw the scale of the project designed by @maria_rcks my jaw dropped. When agents help you design and explore variations and form factors the sky is the limit, you naturally end up creating a lot more, like 10x more.
You can have beyond 1 million objects on the pen's canvas with thousands of effects like background blurs/shadows and it's still buttery smooth.
Introducing Collaborative Comments with Agents!
Get comments from clients/coworkers on your work, resolve them with an agent.
As one of our users put it: "OMG this feature is elite! I noticed it during an internal presentation on Friday and I was lost for words. Now you don't know me, but that's tough to do."
It's one of those magical AI moments and we are sure you'll love it.
pen.dev retweeted
i've been sitting on this for a long time.. nearly like since opus 5.5 came out, made entirely with @pendev 🫡
pen.dev retweeted
Told @tomkrcha weeks ago his team cooked with the latest version of @pendev and my co-founder's now shared the receipts.
How Stephan rebuilt, massively extended, and launched a brand new @usebrief website in five days using:
- @pendev
- @superset_sh
- @jamdotdev
- @claudeai
- @linear
and, of course, @usebrief.
usebrief.com/blog/idea-to-we…
Vibe Shaders! 🔥
Today we are re-launching shaders in pen.dev. We call them Vibe Shaders. There's nothing else like them. They live next to your .pen files as GLSL files and can be easily vibecoded right on the canvas. Built by designers for designers.
They deserved a special Shader Mode, a focused mode to finetune the uniforms directly in the context of your design.
In addition to the classic Shader Fills, we've also added Shader Effects. This allows for incredible creative flexibility, as it applies the effect on a whole object tree that's part of a particular frame and you can change everything live, no hustling with textures.
Additionally we are also launching Background Shaders, they sample the texture from everything below the object. Imagine creating your own custom background blur or a partial dither effect for objects below a frame.
You can also create shaders with 3D transformations to vector logos or build custom shader brushes for vectors paths.
Forget having just a fixed set of shaders, this is next level and only possible, because we have a full control over our custom renderer. We also automatically compute the SDF (signed distance field) in realtime, so vectors that have applied shaders can be changed directly on canvas without the need to re-export a new SDF file, an incredible time-saver.
Look for the samples in Goodies, which has been updated with a ton of new examples.
Or simply pair @pendev with the latest models, drop in a bunch of images, ask agent to build you a shader and it's guaranteed you will feel an explosion of your creative superpowers!













