@Krux02, nimx was originally started as an experiment with fragment shaders used to draw vector graphics by means of distance fields. I was also thrilled by the idea to use one code for native and js, even though we later added emscripten support. So you can call it a hobby project just for fun. What makes it stand out? Obviously, it is written in Nim! :) And that really means a lot to me. The goal is to make a ui lib that you can just nimble install and use right away for all platforms (including js), with no dependency headache, compiler/linker configurations, etc. Also since Nim is much more productive than C++ I expect faster development rate in general. Also it is MIT. I guess there also should be some features which I can't imagine missing in other ui libraries ;)
@moigagoo, thank you! =) @hcorion, thanks. Err.. Actually it is a game engine editor and not a video editor, but since our artists use AfterEffects a lot for our assets, and we intend to switch to our editor completely at some point, I'd say that your assumption is not that far from truth ;). There are some ideas to turn it into a more general-purpose IDE, but we'll see how it goes.