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Rive Renderer for real-time vector graphics is now open source

rive.app

31–40 of 134 posts

Re: Rive Renderer for real-time vector graphics is now open source

#31
post #6

> 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

It will literally blow your mind. It's already been responsible for several deaths from traumatic head injury.

Re: Rive Renderer for real-time vector graphics is now open source

#32

Didn'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…

There was Scaleform, and it looks like it's been discontinued along with Flash - https://en.wikipedia.org/wiki/Scaleform_GFx

Re: Rive Renderer for real-time vector graphics is now open source

#33
I've been looking forward to this ever since they announced it. Previously they used Skia and their entire app is (and rendering output was) built with Flutter. Now Flutter has a new rendering engine via Impeller which is more optimized than Skia for Flutter specific challenges.

When 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

#34

How 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

Can you talk a bit about text rendering? How does it compare to slug? [1] Would it be suitable for rendering text heavy applications? (like, say, a PDF viewer, a code editor, web browser, etc).

--

1: https://sluglibrary.com/

Re: Rive Renderer for real-time vector graphics is now open source

#35
This looks extremely cool and I'm excited to use it in my own personal hobby projects.

It 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

#36

Earlier 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."

Well if any component of a game engine would render our planet uninhabitable, I imagine it would be the renderer.

Re: Rive Renderer for real-time vector graphics is now open source

#38

Looks 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…

FWIW Most folks are animating in rive not drawing with the reduced set of tools. In their tutorials you see them demonstrating their PSD layer support, for example.

Re: Rive Renderer for real-time vector graphics is now open source

#39
It's so insane they don't offer any way to export movie files. The animation IDE is decent. Nowhere near as good as Flash was. But at least let me animate in it and export movie files.

It'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

#40

Earlier 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.

What's a static animation?
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