Create a Real-Time Procedural Dice Component with Rive & BlenderCreate a Real-Time Procedural Dice Component with Rive & Blender
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A single, reusable die component for a dice roguelike, rendered in real time inside Rive — no game engine. The cube is procedural rounded geometry; its marble surface was baked in Blender and cel-shaded through a custom WGSL shader. Each face's numeral and hero symbol are composited into a texture atlas and engraved into the stone as a lit height-field, so the carving reacts to light as the die spins.
It's fully data-driven: the game app feeds per-face values, symbol tiers (normal / special / ultimate), and tumble orientation at runtime via data binding, and the symbol art is hot-swappable per hero. One component instances into an entire five-die tray — the renderer is written once and reused.
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