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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 🚀
40,483 просмотров • 11 дней назад •via X (Twitter)
Комментарии: 26

For years, The Division's UI was our benchmark at Rive: the kind of game UI we wanted v1 to make possible. This homage is 100% Rive, with text input, databound lists, responsive layouts, and GPU Canvas. Only the character is not made in Rive: S.W.A.T. Operator by SpatialNeglect

We've moved to 0.9 while we focus on stability ahead of 1.0, and we need your help. Use these features in real projects and tell us what isn't working right, what feels wrong, and what's missing. Share your feedback here 👇

If you’re new to Rive and wondering why you’d want to use Rive over something else, like HTML, check this post

Congrats Guido. You’ve built something truly great and really fun to build with. The whole @rive_app team has done an amazing job pulling it all together.

@rive_app Thanks Eric! 🫶

big congrats to everyone at Rive 👏

Thanks Mehran!

@PedroAlpera Congratulations Guido & Luigi. We are so grateful for what you have enabled us to do with Rive. We feel it’s the one of the greatest tools ever created for communicating ideas and enabling the user to interact at their own pace. To us that is priceless 🙏🙏🙏

Congrats, Guido! btw, what’s this one? Looks soooooo fun

Thanks Rapha! It's a game @luigirosso and @HelloJcToon are building together for Halloween. You can see in action here, runs on various handheld consoles at 120fps!

@luigirosso @HelloJcToon The world is 3D and the characters are all 2D. Really cool style from @HelloJcToon using vector feathering + gradients to create these incredible looking 2D rigs

@luigirosso @HelloJcToon Another look at this style, which as far as I know is pretty unique to Rive, especially for realtime. Hard to pull off without the ability to layer gradients on top of vector feathering (blurs) performantly

@luigirosso @HelloJcToon Oh man it’s a real pain not having much time to learn Rive (life as the parent of a baby isn't easy) bc all of this looks really really nice! For sure I’ll take a look

@luigirosso @HelloJcToon I know how you feel!! Baby #2 just turned 1 and my 5 year old just started kindergarten. So little time in the day!

@luigirosso @HelloJcToon Omg and your are running a business. I’m an amateur close to you!

excellent execution 💖

Absolute legends. 🫡

@rive_app Would love to see AI integration with Rive!!

@rive_app Check this thread

I really want to understand how this can be integrated into my workflows, tried an agent to explain to me and I still don’t quite get it. Is it a second gpu layer on top of my game layer? Is this proprietary or needs licensing to use?

Think of it as an engine for your experience, like Unity or Unreal, but for any kind of experience, not just games. There is no licensing if you use the free plan, just has a Rive splash screen in the front

Thanks I’ll give it a try later on tonight!

rive editor going from mockups to real builds is a huge leap

Yeah you've got your 6 year old vision, but I think that realistically every bodies website is going to host it's own 3D games. Everybody will have their own html webxr with threejs, a-frame, react three fiber, babylon js, playcanvas, webGL and webGPU metaverse / game on their own website, because we now have AI that can build this for everybody. So your 6 year old vision might be outdated for the future that is coming. The real platform is the AI tool, Claude, ChatGPT Codex, and in next year it will be local open-source AI models like Qwen 4, next gen Gemma, and Thinking machines etc...

This post might help

Why would this post help? You are the one who needs help. Nobody needs your product for anything for any reason because they will just use Codex or Claude or Qwen to do this. That's what you need to understand. Your product is six years too late, no one needs this.
