How feasible is it to build web games with this? I’d like to build something with this treating it like you would Pixi.js, it looks to me like it’d be as performant if not better but with the amazing advantage of having a vector asset pipeline built into the system. Using vector graphics with Pixi, especially when rendering in a web worker, is a pain in the ass.
That was my question as well some weeks ago and my resume was, to wait a bit more. I could not find ressources on how to bind from the web at all, but maybe I missed it. "Using vector graphics with Pixi, especially when rendering in a web worker, is a pain in the ass." Yes it is.
Rive Renderer for real-time vector graphics is now open source
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Re: Rive Renderer for real-time vector graphics is now open source
#92This problem seems to create a continuous stream of software attempting to solve it with no definitive solution. It's kind of strange, because there is a single objectively correct rendering for any vector graphics scene given a pixel sampling function and colorspace metric (the one where each output pixel's value is the closest representable color to the convolution of that function with the scene, expressed as a fu…
Sounds like you should write a vector graphics library.
Re: Rive Renderer for real-time vector graphics is now open source
#93I'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 ne…
Correct me if I’m wrong, but aren’t fonts rendered from vector graphics already? TTF and OTF are vector formats, correct?
Performance optimizations mentioned in the other comments is not the sole reason. Another one is visual quality.
Direct rendering of these vector glyphs would look good on high DPI displays and/or for very large font sizes. For normal-looking text on typical displays you won’t achieve great results without hinting: https://en.wikipedia.org/wiki/Font_hinting
Another quality related problem is subpixel rendering https://en.wikipedia.org/wiki/Subpixel_rendering Just like hinting, hard to solve while directly rendering vector shapes.
Re: Rive Renderer for real-time vector graphics is now open source
#94So 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…
From github[0]: This repository contains the renderer code and an example for how to interface with it directly.
Re: Rive Renderer for real-time vector graphics is now open source
#95Earlier quoted context omitted.
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.
> The animation of the walking bird is 246kB MP4. I mean, that fundamentally misses the point of vector graphics, no? I could also argue that a screenshot of a rendered SVG icon takes no heap or runtime, which would also completely miss the point of why a designer would want vector icons. JPGs and MP4s alike are not infinitely scalable.
It’s tough. We’re chatting on a website with no graphics besides a low resolution letter Y logo. The most exciting UX development maybe ever in the history of computing is a chat interface. On mobile, it’s all scrolling through rectangles. It’s not looking good for the designers.
Re: Rive Renderer for real-time vector graphics is now open source
#96I 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
#97Looks 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: > 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. How do you work differently now?
Lately I've been thinking it's time to move on to Moho or Toon Boom though, I've been wanting to make stuff move, and I'm real tired of Adobe leaving all kinds of annoying broken edges unfixed for years.
Re: Rive Renderer for real-time vector graphics is now open source
#98Looks 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…
cmon, this is just a renderer They have tools but you'd have to pay for them, big bucks
Re: Rive Renderer for real-time vector graphics is now open source
#99Looks 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
#100Truthfully the program they have looks fantastic at empowering UI/UX designers to do more with games.
I'm not sure if everyone is aware, but the normal flow is that a UI/UX designer will spend days in Figma; give the output to a programmer and the programmer will (often) say that it's impossible to implement for X,Y reason.
What follows is a back and forth between the programmer and the designer until eventually a design exists that can be implemented.
This is compounded by the fact that there's no good UI framework in Unreal engine, at least not for AAA games.
So, while I have not done a feasibility test yet, the workflow of this tool is definitely the best I've seen and seems to integrate seamlessly with Unreal Engine and blueprints.
I'm personally really excited, because with this it's possible for a UI/UX designer to work without the aid of a programmer.
(also, game programmers tend to hate doing UI).