
Engineer @rive_app, building tools | Formerly Amazon, Intel & Verizon.
CA
Joined March 2009
- Tweets2.7K
- Following332
- Followers1.6K
- Likes4.8K
Philip Chung retweeted
Maps in Rive! This will be released as a public library for Rive so you can add it to any of your projects! It renders standard Mapbox Vector Tiles from any source (including Mapbox's own APIs). It's fully controllable, stylizable, and can be placed anywhere (in a nested artboard, rendered to a texture, etc). Uses new features like AnimaScript, Threading API, and Fetch. Everything you see is dynamically loaded and processed on the fly.
The camera API is modelled on the Mapbox Maps SDK, but also gives you full access to custom shaders, rendering Rive artboards into the maps, etc. It switches between our 2D vector renderer and 3D (GPU Canvas) based renderer depending on the camera alignment. You can also force it via a mode to use one or the other.
Philip Chung retweeted
RDJ just kicked off the hype around @specs ! 2027 is going to be the year of AR glasses, and @rive_app is so ready for it!
I've been working on a little hologram project using Rive CLI + Quest 3, pushing what's possible with Rive in mixed reality and seeing just how far the Rive GPU renderer can go. Yep, the entire experience is rendered using Rive GPU!
It's kind of unbelievable how quickly we've gone from "we can do 3D" to THIS! So freaking proud of the dev team at Rive!
Exciting times ahead! 🚀
Premium products deserve premium experiences, but most configurators and dashboards still feel like slow websites.
Games solved this years ago. Everything reacts, everything moves, and it all runs smoothly on modest hardware.
No runtime fees, no royalties, and open-source runtimes.
🤖 Made with AI
Philip Chung retweeted
With procedural audio! I'll publish this version once our new runtime lands (should be this week). Audio on!
This remix by @luigirosso is blowing my mind! It's amazing what you can create with @rive_app now 🔥
contour-sphere-pfhga2.rive.t…
Philip Chung retweeted
jumped on the whole tv 'hacking' trend
super minimal and done in @rive_app because why not
Philip Chung retweeted
Been wanting to do a twin stick space shmup for a long time. This is showing off some new Rive features like multithreading for sector loading after warp gate, 100% synthesized audio (music, engine, weapons, explosions), and obviously a bunch of GPU Canvas. Yes that's a synthetic piano, not sampled. And yes, it runs on consoles, mobiles, web, desktop, everywhere.
Philip Chung retweeted
That’s animated vector art rendered to a texture bound to a 2d rig billboarded in a 3d scene. All in Rive. Designed, rigged, animated, and composed in 3D and shipped to runtime from one tool.
I made this demo to test a new feature we’re developing in @rive_app : adding meshes to components. I drew a vector car with Rive’s Brush tool, added a mesh to a texture component, and bound it to the rig. An artboard property lets me swap components on the same mesh. I used Rive CLI to place the car in a 3D scene.
Philip Chung retweeted
Rive Headquarters 🏢: a first-person 3D game made fully with the Rive CLI.
Opus 5.5 built it all (code, modeling, scenes...) from Astra concept art, steered only by me for ~a week.
The goal: showcase what @rive_app can do. AI is an amazing assistant with tools this powerful 🧵
Philip Chung retweeted
Remember my car demo from yesterday? What if any agent could reskin it on the fly?
My prompt: "I'm about to watch a 60s superhero show with my kids. Reskin our car's UI to get them excited for it."
Philip Chung retweeted
BMW invested in Rive for 3 reasons: faster time to market, lower cost, and higher-quality experiences.
I built this unofficial demo with the Rive CLI in 24 hours. The same experience runs natively on a car GPU, a phone, a kiosk, a console, and of course the web: rive-vehicle-interface-i8bka…
Flash made the web feel alive: Newgrounds, Club Penguin, Line Rider, and splash intros that took forever to load and were worth it. 🕹️
Flash is gone, but the idea behind it lives on in Rive.
You can even drag in your old Animate files, and Rive converts them for you.
🤖 Made with AI
At fast moving tech companies, static screens and mock ups aren't good enough anymore. When you build in Rive, you're already building something shippable to iOS, Android, Web, Unity and more.
More and more Fortune 500 teams are adopting Rive, so there's never been a better time to learn 🚀
🤖 Made with AI
Philip Chung retweeted
Rive City, powered entirely by @rive_app. 3D with dynamic vector graphics all in one scene. The billboards are playable minigames (video shows one by @LauKitton). Plays natively on desktop, mobile, consoles, and of course on the web: rive-city-j6lc8r.uat.rive.to…
Want to build UI you can feel? If it has a screen, our goal at @rive_app is to give you the tools to build and deploy to it. Transfer existing UI paradigms like scrolling or responsive layout to any surface or create entirely new affordances.
Philip Chung retweeted
Today marks 3 years at @rive_app
Been wild to witness how far we've come since I've joined. Grateful to work w/ some of the most talented & genuine people in the world.
Thanks for letting me ride w/ you @guidorosso @luigirosso & team 🫡
WIP of a little something I'm making
Philip Chung retweeted
Gamedevs, just use Rive.
No runtime fee, no rev share, engine is MIT open source. Use the entire pipeline for free with a splash screen. Ship to consoles, mobile, desktop, web.
Built Rocket Squadron with the Rive CLI and Opus 5.5
A shooter on rails: 2D characters flying through a 3D world. Vector, raster, and 3D, all in one @rive_app file.
Plays natively on desktop, mobile, consoles, and of course on the web. If it has a GPU, Rive runs on it.















