Hi,
I created a mini-game powered by the new Rive GPU Canvas. At its core is a real-time fluid simulation using the MPM algorithm. This liquid also generates smoke, which runs on a separate engine at the same time.
To make it look magical, I added pattern algorithms directly to the fluid particles -- like Gray-Scott, Belousov-Zhabotinsky, and particle combustion. By combining them, I built 19 presets that create beautiful, dynamic patterns right on the living liquid.
It’s fully interactive! You can play with it using your cursor or touch screen. You can even tilt your iPhone to control the fluid using its motion sensors. Mix different ingredients to unlock new, ever-changing effects.
The complex and impressive look of the liquid is achieved by custom rendering for refraction, background distortion, reflections, depth shading, and dynamic waves based on particle velocity
Finally, to bring the whole scene to life, I wrote some custom scripts. These animate particles, bubbles, flickering flames, and a wavy ghost that dynamically changes its shape.
Katy Sander and I joined forces to trap a demon and bind it to the Mac notch. He wasn’t happy about it. But he’s just as helpful as the other agents, and a lot funnier.
Meet Notchling. Hand-drawn, then vectorized and rigged in Rive. All animations, state machines, and timelines were built using the CLI, along with the ElevenLabs and Claude integrations that bring him to life in the final Swift package.
My entry for the Rive Halloween Challenge is a jack-o-lantern with no mesh and no textures. Every pixel is a ray marched signed distance field in a WGSL shader running on Rive's GPU Canvas. There's a candle inside that bleeds through the rind, and fog drifts around him under a bloom pass.
His head follows your cursor on a spring. Move toward the Start button and his mouth opens, his brows drop, the violins swell and the screen starts to shake. Click it and the candle goes red, green, orange, the rim lights spin, and he dances and twirls to a disco loop I generated in Python.
How I built it:
• I wrote the scene in RML with the Rive CLI and a coding agent
• One scene shader plus a bloom chain do all the rendering
• Luau scripts drive the shader, the spring motion and the audio
• Around 50 view model properties are data bound (face shape, lights, fog, bloom)
• State machines handle the button states and party mode
• I tuned the colors, lighting and mood by hand in the Rive Editor
Here's my spooky submission for the @Rive Halloween challenge: Candy Pail Monsters!
It's a roguelike TCG built entirely in Rive using CLI, GPU canvas, the brush tools, state machines, and more. It's playable on your desktop, tablet, and phone!