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

rive.app

61–70 of 134 posts

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

#61

So does this mean someome can create a free editor I can use for basic animation that I don't have to pay $25 for the rest of my life to use? Edit* $39 per month if you don't pay for an entire year in one go. Wtf haha, anyone actually paying this for basic solo-dev work?

We've really been spoiled by modern software competition. Once upon a time middleware like this would have been "Call Us" with a custom 5 figure license and royalties. Now it's not even an hour of a single developer's time cost per month and you get complaints.

Right? Also one "hack" I use quite a bit is to subscribe for when I need a tool and then unsubscribe when I don't. I use privacy.com to create virtual credit cards that can only be charged once, or a certain amount, or for a certain period of time.

Of course you'll need to backup your data, but honestly that's good practice anyway. I just search Google to ensure the service makes it easy to unsubscribe and easy to export your data.

Many projects have phases where you use certain tools extensively—no sense in continuing to pay for say an online video editor on the months you aren't, well, editing any video.

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

#63
post #20

There's a lot of active research around rendering 2-d vector graphics with GPU tessellation (Raph Levien's work for instance), so this is pretty cool that they're shipping a product with this technique. I've never used Rive so I'm wondering if its strictly for making cool animations or if it can be used for building dynamic UI's (the kind that you might use an immediate mode gui lib for)?

One of the things that makes Rive great for dynamic UI components is the excellent state machine deeply supported by the editor: https://help.rive.app/editor/state-machine

While I've built some fairly complex UI with Rive, one area I haven't explored is programmatically adding elements or say changing UI text based on external events.

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

#65

So I love Rive—the product and the company. And I love open source. But this is an MIT license for Rive's rendering abstraction layer, a subset of the Rive runtime that requires the Rive Editor to build content for. I'm just curious about the goals for open sourcing this and what your hope and plan is for the larger community you'd like to build around it. Can you think of perhaps another project that would benefit f…

Vector graphics do not require a special editor to be built.

Plenty of projects from games to UI toolkits need a vector graphics renderer, which is why libraries like Skia and Cairo (and now Rive's) exist.

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

#66
post #64

I like this a lot, but it represents a turning away from desktop technology (as in having a native editor as a desktop app) that just makes me say “no”.

Right. "Available for iOS, Android and web" ... if that's the future, I don't want to live in it (which is OK, because I won't be).

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

#69

So I love Rive—the product and the company. And I love open source. But this is an MIT license for Rive's rendering abstraction layer, a subset of the Rive runtime that requires the Rive Editor to build content for. I'm just curious about the goals for open sourcing this and what your hope and plan is for the larger community you'd like to build around it. Can you think of perhaps another project that would benefit f…

[deleted]

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

#70

So does this mean someome can create a free editor I can use for basic animation that I don't have to pay $25 for the rest of my life to use? Edit* $39 per month if you don't pay for an entire year in one go. Wtf haha, anyone actually paying this for basic solo-dev work?

> Edit* $39 per month if you don't pay for an entire year in one go. Wtf haha, anyone actually paying this for basic solo-dev work?

Out of curiosity, how much do you expect to make for your basic solo-dev work?

Very often I find that devs' attitude when it comes to their own work is "I deserve a six figure salary/equivalent sales" but when it comes to other people's work, that flips to "software should be free". I have zero idea where the salaries are supposed to come from then.

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