> It isn’t hyperbolic to say what you can do with Rive is about to change in an earth-shattering way. Actually, I think this is exactly what "hyperbolic" means
Rive Renderer for real-time vector graphics is now open source
31–40 of 134 posts
Re: Rive Renderer for real-time vector graphics is now open source
#32Didn't we already do this experiment with Flash? Macromedia/Adobe made the player free, and charged for tools. In the same way, it seems that Rive wants to open source the player and then charge for the editor. Maybe its a bit different since Rive seems targeted at game devs using other platforms like Unity and Unreal - presumably to embed things like cinematics? But then of course you have this (OSS) player, which i…
Re: Rive Renderer for real-time vector graphics is now open source
#33When I asked the Impeller team before what they thought of the Rive renderer, they said that it is great for vector graphics but Impeller needs to also deal with all of the UI related rendering challenges like displaying text properly, so they're not a one to one comparison. Hopefully with this renderer being open source now, both teams can learn from each other.
Re: Rive Renderer for real-time vector graphics is now open source
#34How does the rendering performance of this compare to something like Skia or Pathfinder? Note that the latter can also optionally do the paths-to-triangles conversion step using GPU compute, if the hardware supports that. There's also Vello for a more comprehensive compute-based approach to 2D rendering.
We need to do some newer benchmarking, the Rive Renderer has gotten faster since these initial tests: https://twitter.com/guidorosso/status/1595187838454140928
--
Re: Rive Renderer for real-time vector graphics is now open source
#35It looks like the somewhat standardised Cairo/Skia/canvas/NanoVG API (moveTo, lineTo, etc.) is provided so should hopefully take not much effort to learn, I'm hoping.
(I do see lineTo here at the very least. https://github.com/rive-app/rive-renderer/blob/main/renderer... )
Re: Rive Renderer for real-time vector graphics is now open source
#36Earlier quoted context omitted.
If not, that would be extremely concerning.
"We've studied their language enough to get a good understanding. It seems the creatures on this planet created the source of their own undoing - a UX so well antialiased, so quickly rendered, that it shattered the planet."
Re: Rive Renderer for real-time vector graphics is now open source
#37Repo: https://github.com/rive-app/rive-renderer
heh, relevant: https://news.ycombinator.com/item?id=39754770 (Build System Schism: The Curse of Meta Build Systems)
Re: Rive Renderer for real-time vector graphics is now open source
#38Looks kinda interesting but I am not gonna touch anything that thinks an acceptable set of drawing tools is "pen and a couple of basic shapes", I quit pulling out every single point by hand in Illustrator a decade ago and my art and my job satisfaction has been much better for it. Finding the right settings for Illustrator's pencil tool (the defaults are absolutely useless) sped up my work by at least one order of ma…
Re: Rive Renderer for real-time vector graphics is now open source
#39It's hilarious how so much new tech is just barely scratching the surface of what Flash offered in terms of a creative production tool. Every passive consumer fixates on Flash the plug-in and has no idea how incredible the tool was.
Re: Rive Renderer for real-time vector graphics is now open source
#40Earlier quoted context omitted.
Seems so: https://rive.app/blog/rive-as-a-lottie-alternative
I'm not sure how intellectually honest that is. The animation of the walking bird is 246kB MP4. Bigger than Rive, sure, but it essentially takes no heap or runtime, which is at least 195kB of WASM. The walking bird animation could probably be optimized much further through automatic decisions that the encoders can take. You shouldn't use either Lottie or Rive for static animations.