🚀 MCP support is now available in Early Access. Connect the Rive Editor with AI tools to handle repetitive tasks, like creating complex View Models, State Machines, Layouts, Shapes, and more.
@stephc_int13@timsoret Those are indeed a lot of thin triangles with a lot of overdraw. The missing piece is that they are so mathematically precise, they can be rasterized at 100x+ lower resolution, and then upscaled like https://t.co/Uhf1CdqX8h
@abstractalgo@timsoret The missing piece is that those triangles are so mathematically precise, they can be rasterized at 100x+ lower resolution, and then upscaled like https://t.co/Uhf1CdqX8h.
@abstractalgo@timsoret You're correct that there is a lot of overdraw in the simple wireframe example, and performance would not be good if implemented exactly as shown. That diagram not actually the full story of how Rive's feathering works, and it does get faster as the blur radius gets larger!
Introducing Vector Feathering — a new way to create vector glow and shadow effects. Vector Feathering is a technique we invented at Rive that can soften the edge of vector paths without the typical performance impact of traditional blur effects. (Audio on 🔊)
Introducing Vector Feathering — a new way to create vector glow and shadow effects. Vector Feathering is a technique we invented at Rive that can soften the edge of vector paths without the typical performance impact of traditional blur effects. (Audio on 🔊)
🚧 Glows preview in Rive 🚧
@HelloJcToon testing Rive Feathers, a new way to create vector glows/shadows in a ⚡️ super performant ⚡️ way thanks to the Rive Renderer, which are traditionally expensive/slow for performance
Rive for @unity is now available as a tech preview! 🚀
Some features are still rolling out (details in thread), but you can start using it to build your game today. We’d love to have you try it out.
@mux213@reduzio@guidorosso@StalkergJp Excellent!!
And is the app expected to provide shaders specific to whatever backend backend it’s on? (HLSL for D3D, Vulkan-flavored GLSL for Vulkan, etc.?)
Any chance we can enable VK_EXT_rasterization_order_attachment_access and/or VK_EXT_fragment_shader_interlock?
@reduzio@guidorosso@StalkergJp@mux213 Very cool! Thank you for sharing!
Are multiple render targets supported? Just browsing through the API, I've found `render_pipeline_create`, and I'm wondering if it supports multiple attachments: https://t.co/bqsBxmLKJw
Is this a question for @mux213?
🤯 Rive Renderer running in Chrome (--enable-webgl-draft-extensions).
Note that we can render multiple pages of perfectly antialiased text at 120 fps. Of course it can all animate, just like the Marty example.
Update! You can see the renderer has come a long way. We’ve added clipping, blend modes, and gradients. And it’s only 151 KB (Skia’s ~5.6 MB).
Perf still insane – 105 high dpi vector Martys at 120 fps.
Animations out of sync to demonstrate that perf isn’t due to caching.
🚀 You can now use Rive to build UI for games, like menus and heads-up displays!
#NoesisGUI 3.2 adds support for interactive Rive animations.
Follow @noesisengine for more details!
@techMosavvy@guidorosso This is just an early preview of the core rendering engine! Not all features are implemented yet, but the engine will be able to handle all of them. Stay tuned for more updates 🤩