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
#2Re: Rive Renderer for real-time vector graphics is now open source
#3[deleted]
Re: Rive Renderer for real-time vector graphics is now open source
#4Impressive. Would this work with OpenGL ES 3.0?
Re: Rive Renderer for real-time vector graphics is now open source
#5Is the idea to supplant lottie?
Re: Rive Renderer for real-time vector graphics is now open source
#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
Re: Rive Renderer for real-time vector graphics is now open source
#7Is the idea to supplant lottie?
Re: Rive Renderer for real-time vector graphics is now open source
#8Is the idea to supplant lottie?
Seems like Duolingo apparently uses both? Or perhaps one of these is out of date.
>As Duolingo’s products grow and evolve to reach even more learners around the world, Lottie animations help us keep users engaged, delighted, and always learning.[0]
>We thought the answer might lie in an alternative to a game engine —something that can help us take a limited number of assets and turn those into a virtually unlimited number of combinations. This is how we learned about Rive![1]
Re: Rive Renderer for real-time vector graphics is now open source
#9Looks 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 magnitude.
Using the pen tool for all your shapes is about as efficient as using Photoshop's pencil tool to set every pixel yourself, or writing your entire app in assembly.
Re: Rive Renderer for real-time vector graphics is now open source
#10Didn'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 implies Rive also wants to own the whole experience. Hence the reference to Flash.
It's not really my area, but best of luck to you!