Today I focused less on the visual concept of CursedOS and more on the engineering underneath it.
The Rive project is now successfully built and verified locally with:
β Rive CLI 1.3.0
β RML-based UI structure
β CursedDashboard artboard
β Interactive state machine
β Custom animation states
β WGSL shader for the CRT / glitch effect
β GPU Canvas rendering
β Custom typography and UI components
β VS Code + PowerShell development workflow
The verification completed with 0 errors and 0 warnings.
That was an important milestone because CursedOS is no longer just a Halloween UI concept β the core interactive Rive project is actually compiling, validating, and producing a working .riv asset.
Next step: getting the project through the Rive publishing/authentication workflow and bringing the experience to its final playable form.
Building this has been a really interesting mix of frontend engineering, motion design, shaders, interaction, and visual storytelling.
Alright ! Everything's coming together slowly. Having the software running in Rive runtime, building real time cinematics, and having all the keys to edit things by hand and directing AI. Feels so good !
There's a lot to show, yet a lot to do. I'm new to build in public somehow but I think the tool itself will be open sourced as I think it would be valuable for people to contribute and maybe create some 3D games inside Rive with all the tools they would need ? I don't know π At least I'm having fun !
Using CC0's assets here for the demo from https://kenney.nl/assets
Having a lot of fun building a tool inside Rive runtime ! here's a sneak peek of a way to draw in Blender to AI so that it does proper VFX for the upcoming (hopefully if I meet deadlines lol) haloween submission