Rive Renderer for real-time vector graphics is now open source
121–130 of 134 posts
Re: Rive Renderer for real-time vector graphics is now open source
#122Re: Rive Renderer for real-time vector graphics is now open source
#123Earlier quoted context omitted.
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/
The Rive renderer takes an animation-first approach to all path rendering, including text. Meaning, every glyph is redrawn from raw bezier curves with full precision antialiasing, every frame. (Just like any other path.) This optimizes the smoothness of animation, is fast enough to render fullscreen pages on top of pages of high dpi text at 120fps (on a decent GPU), and the antialiasing quality is always full precisi…
Re: Rive Renderer for real-time vector graphics is now open source
#124Earlier quoted context omitted.
Bevy but not Godot?
Bevy is written in Rust and according to https://github.com/rive-app/rive-bevy/ , the backend used for the integration uses Vello (also Rust), not the Rive renderer. Could be that integrating Vello into the C++-based Godot would be finicky. With the Rive renderer open-sourced, maybe both Rive and Godot will see an integration using the Rive renderer?
Incidentally, I recently opened a PR to add Metal to Godot via https://github.com/godotengine/godot/pull/88199
Re: Rive Renderer for real-time vector graphics is now open source
#125So 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.
Re: Rive Renderer for real-time vector graphics is now open source
#126Earlier quoted context omitted.
We have customers shipping full UI with Rive! Games have been adopting us (some cool AAA titles already in progress) and products too. https://rive.app/game-ui https://rive.app/blog/how-age-of-learning-uses-rive-to-a-b-t...
Bevy but not Godot?
Re: Rive Renderer for real-time vector graphics is now open source
#127Man, I was literally at their booth in GDC 25 minutes ago. Truthfully 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 be…
It's unfortunate that Unreal Engine is so bad at UI/UX these days. I was playing UT99 with some friends the other day and was struck by just how powerful, intuitive, and flexible it's UI/UX was, both in-game and through all the configuration/server browser/etc. menus. It's one of the first times I've really like like an old man yelling about how the modern equivalent of things is so awful.
Re: Rive Renderer for real-time vector graphics is now open source
#128Earlier quoted context omitted.
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.
Wait until they find out how much compilers used to cost!
Re: Rive Renderer for real-time vector graphics is now open source
#129So 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 ha…
Lets say I wanted to make a simple ball bouncing animation using Rive for my app. That would take me around 8 minutes to make. Rive editor is an online tool so I'd have to pay $39 constantly to have access to it if I wanted to adjust it at some point as the data is stored online.
Lets say I wanted to create a more complex animation. That might take me 2 days. But I've been forced to pay for the entire month and I need to pay forver to have access to it if I cancel.
Re: Rive Renderer for real-time vector graphics is now open source
#130So 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.
Lets say I wanted to create a more complex animation. That might take me 2 days. But I've been forced to pay for the entire month and I need to pay forver to have access to it if I cancel.