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So I love Rive—the product and the company. And I love open source.

But this is an MIT license for Rive's rendering abstraction layer, a subset of the Rive runtime that requires the Rive Editor to build content for.

I'm just curious about the goals for open sourcing this and what your hope and plan is for the larger community you'd like to build around it. Can you think of perhaps another project that would benefit from adopting just the renderer? Thanks!



"I'm just curious about the goals for open sourcing this"

I suppose, continue to make money with the proprietary editor, but have an open source renderer to deploy and enable an ecosystem, where other people target this renderer, as it might be superior. I am definitely interested, I routinely hit the limit of 2D drawing with my limited 16ms per frame (currently I use the canvasAPI and pixi).


> a subset of the Rive runtime that requires the Rive Editor to build content for

From github[0]: This repository contains the renderer code and an example for how to interface with it directly.

[0] https://github.com/rive-app/rive-renderer


Vector graphics do not require a special editor to be built.

Plenty of projects from games to UI toolkits need a vector graphics renderer, which is why libraries like Skia and Cairo (and now Rive's) exist.


vector graphics != SVG

Vector graphics can absolutely require specialized editors to be built. SVG editors are an example of this.


I'm well aware that vector graphics doesn't equal SVG. On the other hand, you seem to be conflating "vector graphics file formats" with "vector graphics".


It seems like a smart strategy of "not becoming Macromedia Flash"




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