The next-generation vector renderer
Insane speed. Exceptional quality. Tiny size.
Why a new renderer?
Rive runs on a lot of platforms, like iOS, Android, web, game engines, blah.
Challenging to make visuals consistent and performant across all platforms. They have their own renderers. Features not the same (effects like blurs/dropshadows)
BYOR philosophy, you'll always be able to take our low level runtime and add your own renderer on top
* have visuals showing pipeline and short looping videos
Rive Renderer for Gaming
We'll show you how to use Rive to build graphics for video game user interfaces and how to use our state machines to make them interactive. Then we'll show you how to use Noesis to set up your layouts, bind the Rive graphics to data, and get them running in game engines like Unity and Unreal.
What does the pipeline look like with Rive/without Rive (see Lottie blog)
Links to try Joel
Rive Renderer for Product Design
Get inspiration from Rive Community. Open these files in the Rive Editor to see how they work, or remix them into your own creation.
Pipeline with Rive/without Rive (lottie blog)
Features that it unlocks
What is a renderer?
Learn how to make your graphics interactive with Rive's ground-breaking feature, the State Machine.
What platforms will be supported?
Rive allows you to create, edit, and animate vector graphics using either procedural or custom shapes.
Freeze and Origin
Use the Freeze and Origin features to control where your transformations happen on shapes, paths, images, and groups.
Use skeletal animation to create sophisticated rigs.
Easily implement Rive on websites without having to write any code.
Our open-source runtimes give you the most control when implementing Rive files in products, apps, websites, and games.
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