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Start by defining what the language must produce and who will author it; those choices determine its time model, drawing syntax, runtime, and export format. SVG is a plausible vector foundation, but a whiteboard-specific language still needs to make path-reveal order, direction, pauses, and timing explicit. There is no single established syntax or interchange format that fits every project.

Decide what the language is for before designing its syntax

A beginner-facing authoring language, a general-purpose scripting API, and a data-first scene format are different products. Choose the intended author and workflow first, then decide whether the language should prioritize readability, programmability, compact storage, or integration with other tools. The available documentation does not establish one syntax as best for whiteboard animation.

Write down the required output targets and runtime environment as well. A language that only needs to preview and export SVG has different constraints from one that must render video, support interactive playback, or exchange scenes with existing animation players. These choices affect the scene model and renderer as much as they affect syntax.

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Choose a drawing model that makes path reveals first-class

SVG can provide the underlying vector model: its elements represent shapes and paths, and its animation ecosystem includes both declarative animation and scripting interfaces. The SVG Working Group’s editor’s draft of 14 September 2025 describes scripting access to attributes and styles as well as DOM interfaces for animation; it is a draft, not a final stable specification (SVG Animations editor’s draft). MDN’s guide describes SMIL-style animation for changing numeric attributes, transforms and colors, and for motion along a path (MDN: SVG animation with SMIL).

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Those capabilities establish useful building blocks, not a whiteboard-specific reveal model. Decide whether authors will draw with native primitives, import SVG paths, or combine both. Then represent the signature operation—drawing or revealing a stroke—as an explicit action rather than an incidental renderer effect.

Specify how each stroke is drawn

For each reveal, the language may need to express which path is used, its drawing direction, when it starts, how long it takes, and whether it pauses at defined points. If a path can be drawn in either direction, make that choice visible in the scene or action definition. Otherwise, author expectations can diverge from the order encoded in the path data.

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Also decide how the reveal interacts with stroke appearance, transforms, and imported geometry. SVG’s animation mechanisms can animate attributes and path-related motion, but the cited references do not prescribe how a whiteboard language should treat stroke trimming, path segmentation, or drawing order. Define those semantics for your own renderer and test them on real authoring examples.

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Pick a time model and a sequencing model

Frame-based authoring gives each rendered image a discrete time coordinate; time-based authoring lets an author express durations and offsets directly. Either can work. The important decision is whether the public language presents one model and converts internally, or exposes both with clear rules for rounding and synchronization.

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Remotion provides a useful example of frame-oriented programmatic video APIs: its documentation includes access to the current frame, interpolation, and sequence abstractions (Remotion documentation). These are examples of design options, not evidence that the same approach is right for every whiteboard project.

Make sequencing composable

Decide whether scenes are primarily linear, nested, timeline-oriented, or event-driven. Linear sequences are easy to inspect; nested sequences can help authors group a diagram or explanation; a timeline makes overlapping actions and offsets visible. If the language supports more than one, specify how their clocks combine and how the renderer resolves conflicts.

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Write down the semantics for starts, durations, pauses, overlaps, and completion. For example, a pause might consume time without changing the drawing, while a sequence might start its next action only after the previous action finishes. These should be language rules rather than assumptions hidden in the player.

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Choose direct rendering or an intermediate format

A direct pipeline can compile the language to SVG or render frames to video. An intermediate representation can separate author syntax from playback and export targets, but it adds another format whose semantics must be defined and maintained. Choose based on the targets you actually need, not on the promise of universal compatibility.

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Lottie is a relevant comparison point for a structured animation representation. Its official specification says, “Lottie is a JSON-based format for animated vector graphics,” and documents an Animation object (Lottie specification; Lottie 1.0 specification). The specification identifies itself as a work in progress, and its documented subset reflects features approved by the community. Before targeting it, check whether the features you need are represented and whether the players you intend to support implement them as expected.

Define reproducibility and renderer behavior

If the output includes video, specify exactly how a source scene maps to a frame. Define the frame rate and duration representation, how fractional times are rounded, and what happens at sequence boundaries. Make asset and font resolution explicit too: a render can only be repeatable if its dependencies and their selection are controlled.

Frame-oriented APIs such as those documented by Remotion illustrate one approach to mapping animation state to video frames, but the cited documentation does not establish performance or cross-platform determinism for your project. Treat those as implementation questions to verify in your own renderer rather than assuming from the abstraction.

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Turn design decisions into a small language prototype

Before committing to a large grammar or interchange format, model a short animation that exercises the difficult cases: an imported path, a stroke drawn in a chosen direction, a pause, and a sequence that combines multiple actions. Use it to settle the semantics that authors and renderers will depend on.

  • Can an author tell which path is drawn, in what direction, and when?
  • Can the same scene be rendered at a requested frame without relying on playback history?
  • Are pauses, overlaps, and sequence boundaries unambiguous?
  • Can the required output target represent every operation, or does the compiler need a documented fallback?
  • Are assets and fonts resolved consistently across the environments you plan to support?

These checks help expose mismatches between the language surface, scene model, and renderer while the design is still small enough to change.

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