WIP. Iโm working on this demo as a tribute to the Flash sites of that era. One of the things I loved most about that time was the freedom to create unusual, interactive, and unique experiences. @rive_app reminds me of that same freedom. I designed the individual parts of the menu elements as flat faces, then used Rive CLI to create a path effect script that gives the elements a 3D look. The result is really interesting, and I can still use the editor to control the style and animations, making the site unique.
Every koi in this pond is just six flat drawings. ๐
A triangle mesh on a spine of bones makes them swim, turn and rise to eat. The water shader handles refraction, caustics and ripples, and itโs all 2D math.
Built in @rive_app by @PhilippeRoyArt
I published the little halloween game @HelloJcToon and I designed to promote the Halloween challenge last month. All the characters, candies, UI, beam effects are vector and the town is built with GPU Canvas. The characters are rendered to a Canvas and then sampled in GPU Canvas to cast shadows, receive light, contribute to emission and bloom. https://t.co/Xcsg0pJd72
Interfaces are leaving the screen, and Rive is built for what comes next. GPU Canvas brings shaders and real-time 3D rendering to every Rive file, from your phone to your car to your headset.
Do you remember Winamp? It really whips the llama's...
This tribute rebuilds all three Winamp windows entirely in Rive. Our community also made a Guitar Chord tool and a VST that uses procedural audio.
Nostalgia, learning and production in done in the same place.
Build your world with Rive.
The KAI SX-01 display has a hidden game. Dock the joystick module and it turns into a little arcade ๐พ
You can play it with the joystick or your keyboard, which also works for playing the synth!
Built in @rive_app, sound included.
Doomswipe by @mazzeimotion showcases how Rive CLI, Rive Push and Pull, and GPU Canvas were all tools used to enhance the Leo's game creation workflow, all while allowing his art + creative direction to shine through!
Characters come alive in Rive. You draw them, rig them, and give them a personality that reacts in real time.
The Rive CLI speeds up the setup work, from building scenes to testing states, so you can get to the fun part faster. The creativity is still all yours.
Premium products deserve premium experiences, but most configurators and dashboards still feel like slow websites.
Games solved this years ago. Everything reacts, everything moves, and it all runs smoothly on modest hardware.
No runtime fees, no royalties, and open-source runtimes.
Big new feature coming to Rive: meshes on anything inside a component, including vectors and text.
Until now, meshes only worked on images. You could always deform vectors directly, but you had to rig and weight every single point.
Now you can place a simple mesh on top, bind and weight just a few vertices, and keep all the detail in your vector art. That makes it much easier to deform complex components with bones and N-Slicing.