Live data from Hacker News

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

rive.app

101–110 of 134 posts

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

#101

Earlier quoted context omitted.

The Flash tooling is still around, actually. It's now called Adobe Animate and targets existing web standards.

Did that pivot ever really work? I know Adobe renamed Flash, and I haven't talked to anyone in the cartoons space since then, but it seems like innovation/attention to the Flash toolchain died with the player.

We used to use a tool called flump to rasterize flash animations for iOS games (I ended up writing our runtime and renderer in Unity and later SpriteKit to consume that data). I bet it wouldn’t be too hard to build an exporter from Flash (the program, now Animate) to this runtime if the features are fairly compatible.

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

#102
post #88
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”.

You can also download some windows or apple binary. No idea if that is just a packed web browser, but even if, if it is fast, what is the problem?

Electrons gotten pretty good at the speed thing (or processing speeds caught up with it), but I can still feel the missing native elements and small touches that make native macOS apps a joy.

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

#103

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.

vector graphics != SVG

Vector graphics can absolutely require specialized editors to be built. SVG editors are an example of this.

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

#104

Earlier quoted context omitted.

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.

vector graphics != SVG Vector graphics can absolutely require specialized editors to be built. SVG editors are an example of this.

I'm well aware that vector graphics doesn't equal SVG. On the other hand, you seem to be conflating "vector graphics file formats" with "vector graphics".

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

#105

Earlier quoted context omitted.

> 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.

Yeah, that’s correct. SVG is not a good delivery format, I agree. It is an excellent intermediate format, like a ProRes encoded video is. 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.

> “It’s not looking good for the designers.”

Only if you think that the job of a designer in the software industry is to add graphics.

By similar logic, the past hundred years have been bad for architects because there are no more stone gargoyles added to buildings.

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

#106

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.

"You shouldn't use either Lottie or Rive for static animations."

I guess that depends on your use case. If you only have this animation on your website, then probably no. But if you load and run the rive engine anyway, because you build a game with it - then why not also use it for "static animations", if the result can be way sharper?

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

#107

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…

It seems like a smart strategy of "not becoming Macromedia Flash"

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

#110
post #27

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.

Looking at the GPU tech used and the committer names in that repo, I'm pretty confident this will at very least compete with both Skia and Pathfinder. I'm not super familiar with Vello. These are solid tech choices by people who know what they're doing... definitely worth the effort to check its performance and quality out for yourself. These GPU-first renderers all have slightly different approaches and each probabl…

> I'm pretty confident this will at very least compete with both Skia and Pathfinder

Couldn't Vello be embed / used by Skia, Cairo et al, if those renderers wanted to use GPU Compute instead of CPU's for preprocessing?

Post reply on HN