A unified GPU programming system written in C++, aimed at rapid experimentation and prototyping withA unified GPU programming system written in C++, aimed at rapid experimentation and prototyping with
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A unified GPU programming system written in C++, aimed at rapid experimentation and prototyping with complex GPU workflows.
Shaders and CUDA/OptiX programs coexist as nodes in a data-flow graph, enabling flexible composition, complex feedback loops, and cross-domain data flow between rendering and compute stages.
The system reduces the structural and boilerplate overhead of GPU workflows that are conceptually straightforward but traditionally tedious to set up—such as temporal volumes that record GPU frames over time, where the logic is simple but buffer management and feedback wiring dominate the implementation.
Wanting another run even when you are bad at it is a pretty good sign. What took more iteration in Heatwave, the driving feel or the police chase behavior?
We can't wait to kick off the Rive Halloween Challenge 🎃
We're challenging you to build haunted UI, eerie shader effects, 3D scenes, and spooky games using two of our newest tools: the Rive CLI and GPU Canvas.
Find out more here 👀
FIELD: a gradient shader playground I've been building. Draggable stops, 8 shader modes, exports to real code.
Still early, still rough edges.
shader-field-station.lovable.app