Whiteboard Collaborative Board Implementation

Our company is engaged in the development, support and maintenance of sites of any complexity. From simple one-page sites to large-scale cluster systems built on micro services. Experience of developers is confirmed by certificates from vendors.
Development and maintenance of all types of websites:
Informational websites or web applications
Business card websites, landing pages, corporate websites, online catalogs, quizzes, promo websites, blogs, news resources, informational portals, forums, aggregators
E-commerce websites or web applications
Online stores, B2B portals, marketplaces, online exchanges, cashback websites, exchanges, dropshipping platforms, product parsers
Business process management web applications
CRM systems, ERP systems, corporate portals, production management systems, information parsers
Electronic service websites or web applications
Classified ads platforms, online schools, online cinemas, website builders, portals for electronic services, video hosting platforms, thematic portals

These are just some of the technical types of websites we work with, and each of them can have its own specific features and functionality, as well as be customized to meet the specific needs and goals of the client.

Our competencies:
Development stages
Latest works
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    Development of a web application for FEEDME
    1161
  • image_ecommerce_furnoro_435_0.webp
    Development of an online store for the company FURNORO
    1041
  • image_crm_enviok_479_0.webp
    Development of a web application for Enviok
    822
  • image_crm_chasseurs_493_0.webp
    CRM development for Chasseurs
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  • image_website-sbh_0.png
    Website development for SBH Partners
    999
  • image_website-_0.png
    Website development for Red Pear
    451

Implementing Whiteboard (Collaborative Board) on a Website

A collaborative whiteboard is an intersection of several technical areas: high-frequency canvas rendering, CRDT state synchronization, cursor presence, and drawing tool UX. None of these parts can be simplified without compromising user experience.

Choosing the Rendering Stack

Option Suitable For
tldraw Open-source whiteboard SDK, React, integrates in a day
Excalidraw Open-source, good UX, but difficult to customize
Konva.js Full canvas control, React-friendly
Fabric.js Rich API, but aging
SVG + vanilla For simple diagrams without transformations

For a production product with custom requirements — tldraw as a base or Konva.js from scratch. Excalidraw is forked, but fork maintenance costs are high.

Architecture: Board State

A board is a set of shape objects. Each shape has a type, geometry, and styles:

type ShapeType = 'rect' | 'ellipse' | 'line' | 'arrow' | 'text' | 'freehand' | 'image';

interface BaseShape {
  id:         string;
  type:       ShapeType;
  x:          number;
  y:          number;
  rotation:   number;
  opacity:    number;
  locked:     boolean;
  createdBy:  string;
  updatedAt:  number;
}

interface RectShape extends BaseShape {
  type:       'rect';
  width:      number;
  height:     number;
  fill:       string;
  stroke:     string;
  strokeWidth: number;
  cornerRadius: number;
}

interface FreehandShape extends BaseShape {
  type:    'freehand';
  points:  [number, number][];  // absolute coordinates
  stroke:  string;
  strokeWidth: number;
  pressure: number[];           // for pressure-sensitive drawing
}

interface TextShape extends BaseShape {
  type:     'text';
  content:  string;
  fontSize: number;
  fontFamily: string;
  color:    string;
  width:    number;             // for text wrapping
}

type Shape = RectShape | FreehandShape | TextShape; // | ... other types

CRDT for Shape Synchronization

Y.Map is ideal — each shape is stored by its id:

import * as Y from 'yjs';
import { WebsocketProvider } from 'y-websocket';

const ydoc = new Y.Doc();
const yshapes = ydoc.getMap<Y.Map<unknown>>('shapes');

const provider = new WebsocketProvider(
  process.env.WS_URL!,
  `board-${boardId}`,
  ydoc
);

// Adding a shape
function addShape(shape: Shape) {
  const yshape = new Y.Map<unknown>(Object.entries(shape));
  yshapes.set(shape.id, yshape);
}

// Updating (e.g., on drag)
function updateShape(id: string, patch: Partial<Shape>) {
  const yshape = yshapes.get(id);
  if (!yshape) return;

  ydoc.transact(() => {
    Object.entries(patch).forEach(([key, value]) => {
      yshape.set(key, value);
    });
  });
}

// Deletion
function deleteShape(id: string) {
  yshapes.delete(id);
}

// Reactivity
yshapes.observeDeep((events) => {
  events.forEach((event) => {
    // redraw changed shapes
    rerenderCanvas(yshapes);
  });
});

Freehand Drawing: Point Optimization

Freehand drawing accumulates hundreds of points. Sending all is expensive. Use the Ramer-Douglas-Peucker algorithm for curve simplification:

function rdp(points: [number, number][], epsilon: number): [number, number][] {
  if (points.length < 3) return points;

  let maxDist = 0;
  let maxIdx = 0;
  const end = points.length - 1;

  for (let i = 1; i < end; i++) {
    const dist = perpendicularDistance(points[i], points[0], points[end]);
    if (dist > maxDist) {
      maxDist = dist;
      maxIdx = i;
    }
  }

  if (maxDist > epsilon) {
    const left  = rdp(points.slice(0, maxIdx + 1), epsilon);
    const right = rdp(points.slice(maxIdx), epsilon);
    return [...left.slice(0, -1), ...right];
  }

  return [points[0], points[end]];
}

// During drawing — update each point locally
// On completion (pointerup) — simplify and synchronize
function finishFreehand(shapeId: string, rawPoints: [number, number][]) {
  const simplified = rdp(rawPoints, 2.0); // epsilon in pixels
  updateShape(shapeId, { points: simplified });
}

For smooth curves from points — use perfect-freehand library:

import getStroke from 'perfect-freehand';

function getFreehandPath(points: [number, number][], options = {}) {
  const stroke = getStroke(points, {
    size:         8,
    thinning:     0.5,
    smoothing:    0.5,
    streamline:   0.5,
    ...options,
  });
  // stroke -> SVG path data
  return getSvgPathFromStroke(stroke);
}

Viewport: Pan and Zoom

The board is infinite — a viewport transform is needed. All coordinates are stored in world space, viewport describes the current view:

interface Viewport {
  x:    number;  // offset
  y:    number;
  zoom: number;  // 0.1 – 4.0
}

// World coordinates → screen
function worldToScreen(wx: number, wy: number, vp: Viewport) {
  return {
    x: wx * vp.zoom + vp.x,
    y: wy * vp.zoom + vp.y,
  };
}

// Screen → world (for pointer events)
function screenToWorld(sx: number, sy: number, vp: Viewport) {
  return {
    x: (sx - vp.x) / vp.zoom,
    y: (sy - vp.y) / vp.zoom,
  };
}

// Zoom at point (pinch or wheel)
function zoomAt(vp: Viewport, screenX: number, screenY: number, delta: number): Viewport {
  const factor = delta > 0 ? 1.1 : 0.9;
  const newZoom = Math.max(0.1, Math.min(4.0, vp.zoom * factor));
  const zoomRatio = newZoom / vp.zoom;
  return {
    x: screenX - (screenX - vp.x) * zoomRatio,
    y: screenY - (screenY - vp.y) * zoomRatio,
    zoom: newZoom,
  };
}

Canvas vs SVG: Load-Based Choice

With fewer than 500 shapes — SVG works fine and simplifies hit-testing. With more than 1000 shapes and active drawing — Canvas (2D or WebGL via Pixi.js).

Hybrid approach: shapes render in Canvas, UI elements (toolbar, selection handles, labels) — in HTML on top. Canvas for drawing, HTML for interactivity.

// React board component
const Whiteboard: React.FC = () => {
  const canvasRef = useRef<HTMLCanvasElement>(null);

  useEffect(() => {
    const canvas = canvasRef.current!;
    const ctx = canvas.getContext('2d')!;

    // ResizeObserver for HiDPI
    const ro = new ResizeObserver(() => {
      canvas.width  = canvas.offsetWidth  * devicePixelRatio;
      canvas.height = canvas.offsetHeight * devicePixelRatio;
      ctx.scale(devicePixelRatio, devicePixelRatio);
      render(ctx);
    });
    ro.observe(canvas);

    return () => ro.disconnect();
  }, []);

  return (
    <div style={{ position: 'relative', width: '100%', height: '100%' }}>
      <canvas ref={canvasRef} style={{ width: '100%', height: '100%' }} />
      <Toolbar />
      <SelectionOverlay />
      <CursorLayer />  {/* presence */}
    </div>
  );
};

History: Undo/Redo via Yjs

Yjs provides UndoManager:

const undoManager = new Y.UndoManager(yshapes, {
  trackedOrigins: new Set([ydoc.clientID]),
  captureTimeout: 500, // group operations in 500ms
});

// Operations must be marked with origin
ydoc.transact(() => {
  yshapes.set(shape.id, yshape);
}, ydoc.clientID); // <- origin = clientID, added to undo stack

document.addEventListener('keydown', (e) => {
  if (e.ctrlKey && e.key === 'z') undoManager.undo();
  if (e.ctrlKey && e.key === 'y') undoManager.redo();
});

Board Export

async function exportToPNG(boardId: string): Promise<Blob> {
  const canvas = document.getElementById('whiteboard-canvas') as HTMLCanvasElement;

  // Calculate bounding box of all shapes
  const shapes = Array.from(yshapes.values()).map(s => shapeFromYMap(s));
  const bbox = getBoundingBox(shapes);

  // Create offscreen canvas of needed size
  const offscreen = new OffscreenCanvas(bbox.width + 80, bbox.height + 80);
  const ctx = offscreen.getContext('2d')!;
  ctx.fillStyle = '#ffffff';
  ctx.fillRect(0, 0, offscreen.width, offscreen.height);

  // Render with offset
  renderShapes(ctx, shapes, { x: -bbox.x + 40, y: -bbox.y + 40, zoom: 1 });

  return await offscreen.convertToBlob({ type: 'image/png' });
}

Timeline

tldraw integration with custom Yjs synchronization: 5–7 days. Whiteboard from scratch on Konva.js with freehand, shapes, viewport, undo, presence and export: 3–4 weeks. Adding video/audio via WebRTC alongside the board: another week.