@rive_appi
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The interactive experience engine. Design, animate, and code in one place. Ship everywhere.
San Francisco, CA
Joined February 2016
- Tweets9.4K
- Following1.4K
- Followers85.9K
- Likes30K
Rive retweeted
Rive is known for its 2D motion capabilities, but it recently opened up full access to the GPU… including shaders. And who doesn't love shaders?
Turns out Opus 5.5 is pretty impressive at writing them too.
Check this out, and yes, @rive_app runs on every platform 🤩
Rive retweeted
Almost 6 years ago we set out to make a platform where designers, animators, and coders skip the mockups and prototypes and build the real thing together: full games, apps, and experiences.
Today the Rive Editor gets all our major v1 features. The vision is here 🚀
Rive retweeted
Opus 5.5 is pretty good with Rive.
Unlike video this is interactive, responsive, localizable, and light weight.
And unlike HTML, Rive runs natively across apps, consoles, and custom hardware. That includes iPhone, Android, Switch, PlayStation, Xbox, AppleTV, desktop, plus custom integrations for smart TVs and vehicles. You can bring your work to those platforms without embedding a browser engine.
Here's what the @rive_app CLI gave me. And since it's a real Rive file, I can tweak everything in the editor afterwards.
Rive retweeted
2D or 3D used to mean picking a tool and a pipeline.
In @rive_app , you animate your vector character, use vector feathering, add a scripted 3D scene with custom shaders in the same artboard, and wire both to one state machine. Using one tool and one pipeline.
Same file, same runtime, giving the creator the flexibility to decide which is which.
Rive retweeted
Here's what the @rive_app CLI gave me. And since it's a real Rive file, I can tweak everything in the editor afterwards.
Rive retweeted
I'm shocked I managed to get this game running at 120 fps on an iPhone 16 Pro Max while screen recording even when fully zoomed out rendering every single vector.
Who needs a minimap when you can just render the entire map?
I did a few tricks like pausing subtle animations and simplifying vectors on the fly when they are far enough away to not be perceived.
@rive_app is a sick game engine.
Rive retweeted
I've been saying it for years now, but it's no longer a prediction Rive is the next "flash" for making games
Replying to @rive_app
Here's a look at the twin-stick game @HelloJcToon and I are building. All 100% Rive using GPU Canvas and our joystick input. Runs on web, desktop, SteamDeck, iOS/Android, and another handheld console.
Rive retweeted
Orbital Launch Archive built with the @rive_app CLI.
Why use Rive for something like this over HTML/three.js?
→ Ship where your users are. We built Rive to run natively across apps, consoles, and custom hardware. That includes Switch, PlayStation, and Xbox, plus integrations for TVs and vehicles. You can bring your work to those platforms without embedding a browser engine.
Maybe you’re building for a website today, but want to sell your app or game on Steam, the App Store, or a console marketplace later. We want you to keep those doors open.
→ Professional animation and interactive design tools. Build through the CLI, then open the project in the editor. You get timelines, graph editors, skeletal animation, constraints, and state machines to work directly on the motion and interactions that will run in your product. Designers can get their hands on the details.
→ Real UI in 3D. Layouts, dynamic text, text input, animated virtualized scrolling lists. The whole UI here is wrapped around a curved cockpit visor. You can click into a field and search, scroll through missions, and open their details. Those are reusable Rive components working inside the scene.
→ A clear contract between design and code. The app talks to the UI through View Models and Data Binding. It can supply mission data or respond to a selection without needing to know how every panel is built.
A designer can rearrange those panels, change their appearance, and redo the animations while keeping that interface intact. Developers can change how the app fetches and processes the data without rebuilding the visuals.
→ Something the next person can work on. Six months later, someone else on the team can open the project, inspect the component hierarchy, scrub animations, and try different states. The team has concrete pieces to inspect, change, and keep building on as the product grows.
Launch data from @planet4589’s GCAT. Earth and city-light imagery from @NASA. Thanks for making these resources available.
Read the full rules here 👇
c87.to/oct26-rive-challenge-…
Rive retweeted
Note: not only are the interactive vector UI elements mapped as a texture on the 3D models, but they’re also reflecting on the floor. Watch the scrolling list update in the reflection.
MECHA configurator made with the Rive CLI. Scene is 3D with @rive_app's GPU Canvas. Characters are 2D rasters with mesh deformations. UI is all Rive vector components, with data binding, dynamic lists, scrolling, and text input.
Rive retweeted
MECHA configurator made with the Rive CLI. Scene is 3D with @rive_app's GPU Canvas. Characters are 2D rasters with mesh deformations. UI is all Rive vector components, with data binding, dynamic lists, scrolling, and text input.
Rive retweeted
Lots more big updates coming this year. Rive isn't just an animation platform, UI framework, game engine, or app engine, it's a platform for anything interactive, data driven, accessible/audible/visual that you want to run anywhere.
Trying out some whacky configurator ideas to show off how powerful mixing 3D + 2D in @rive_app can be. All the benefits of responsive vector graphics in 3D space
Rive retweeted
Trying out some whacky configurator ideas to show off how powerful mixing 3D + 2D in @rive_app can be. All the benefits of responsive vector graphics in 3D space
Rive retweeted
I have been making tech demos and animations in apps with @rive_app for the past 6 years and counting. I am not affiliated or even an ambassador.
I'm here to tell you Rive is now the most insane 2D game engine out there.
I gave Astra the assets for a 2D game concept I hand-drew a few years ago and this is the result after a couple of prompts of it implementing it as a game in Rive.
Why Rive is insane:
It rescales thousands of vector graphics at 120 fps on a 5 year old MacBook with hundreds of enemies and destructible assets on screen.
- Illustrator and Affinity, specialized vector graphics apps can't even do this with static assets.
This tech demo is a ~5-8 mb binary (depending on platform) with a custom C++ wrapper that targets Android, Mac, Linux, iOS, Windows, even Nintendo Switch.
Rive runtimes are under MIT license, you pay a subscription to create your game, but they don't take a cut of your profits like Unity and Unreal Engine 5.
I know the animations are janky, they are AI-generated with about 7-8 prompt iterations, but Rive has an amazing editor to go in and fine-tune them to detail.
Rive retweeted
I'm joining @rive_app as their Head of Storytelling 🗣️
I've been a brand designer for as long as I can remember, but how brands communicate today has changed a lot in that time. My role has evolved with it.
As a life long gamer and interactive enthusiast, menus, UI, HUDs, moments where software feels alive is what got me into design in the first place.
Getting to tell the stories behind them, for the company powering the future of digital interaction, is my next step.
If you're world building, have a story to tell or just want to say hey feel free to reach out!
🤖 Made with AI