
Rive's C++ runtime — the lowest-level Rive runtime. Loads .riv files,
advances state machines and animations, and draws via the abstract
Renderer interface. The built-in GPU renderer (RiveRenderer) has
RenderContextImpl backends for Metal, Vulkan, D3D11, D3D12, and OpenGL/WebGL.
Rive's Apple, Android, Flutter, Unity, Unreal, and web runtimes all wrap this library.
Features:
.riv files.Artboard::advance.Renderer interface for hooking up an external vector renderer.xcode-select --install).apt install clang).premake5 on first run.
On Windows, install Git for Windows and during setup pick
"Use Git and optional Unix tools from the Command Prompt" so that
sh.exe ends up on PATH.The build is driven by premake5 wrapped by a helper script:
build/build_rive.sh — macOS / Linux (bash) / Windows (MinGW).build/build_rive.ps1 — a PowerShell convenience wrapper for Windows; it
shells out to the bash script, so a bash environment (Git for Windows /
MinGW, see Prerequisites) must still be on PATH.The helper self-installs the pinned premake version on first run and dispatches
to the right build system for your platform (gmake2 on macOS/Linux, MSBuild on
Windows). It must be run from a directory that contains a premake5.lua —
typically tests/, which builds the core library, the GPU renderer, and the
player sample app.
git clone https://github.com/rive-app/rive-runtime.git
cd rive-runtime/tests
../build/build_rive.sh release
git clone https://github.com/rive-app/rive-runtime.git
cd rive-runtime\tests
..\build\build_rive.ps1 release
(On Windows, substitute build_rive.ps1 for build_rive.sh.)
build_rive.sh (no args) — debug build for the host.build_rive.sh release clean — clean then build release.build_rive.sh ninja release — use Ninja instead of make/MSBuild.build_rive.sh ios release — cross-compile for iOS.build_rive.sh android release — cross-compile for Android (defaults to arm64).build_rive.sh ninja release wasm — cross-compile for WebAssembly.build_rive.sh --toolset=msc release (Windows) — build with MSVC's cl.exe
instead of clang-cl. The build supports both toolchains; the lua warning
suppressions cover MSVC too.See the comment header at the top of
build/build_rive.sh
for the complete flag reference.
Artifacts land in out/<config>/ relative to the directory you built
from (typically tests/). The config directory encodes any OS/arch flags
you passed:
out/release, out/debug — host build.out/ios_release, out/android_arm64_release, out/wasm_release —
cross-compile builds.| Artifact | Description |
|---|---|
librive.a / rive.lib | Core runtime library. |
librive_pls_renderer.a / rive_pls_renderer.lib | GPU renderer. |
player / player.exe | Sample app — loads and renders a .riv file. |
out/<config>/goldens, out/<config>/gms, out/<config>/bench | Test harness binaries (regression, golden-image, benchmarking). |
librive_decoders.a, librive_harfbuzz.a, … | Supporting libraries. |
The runtime's primary form of testing is golden testing — rendering
known scenes and diffing the output against checked-in reference images
via the goldens and gms test harness binaries (built into
out/<config>/goldens and out/<config>/gms).
See tests/
for how to run and rebaseline goldens.
Unit tests are secondary and use the Catch2 framework. From the repo root:
cd tests/unit_tests
./test.sh
Unit tests live in tests/unit_tests/runtime/ (core runtime) and
tests/unit_tests/renderer/ (renderer). To add a test, create an
xxx_test.cpp file in the appropriate directory — the harness picks it up
automatically.
rive-runtime uses clang-format.
brew install clang-format.clang-format.exe alongside
clang-cl.exe at
C:\Program Files\Microsoft Visual Studio\2022\<edition>\VC\Tools\Llvm\x64\bin\.
You can also install LLVM standalone from
llvm.org or via winget install LLVM.LLVM.apt install clang-format).To run the tests under macOS's built-in leaks tool:
cd tests/unit_tests
./test.sh memory
This wraps the test binary with leaks --atExit, which ships with macOS —
no install required. The memory flag is ignored on Linux and Windows.
To inspect generated assembly per cpp file, install the
Disassembly Explorer
VSCode extension. A disassemble task is provided in .vscode/tasks.json.
The underlying gen assembly task invokes clang++ directly, so it needs
clang++ on PATH — works out of the box on macOS (Xcode CLI tools) and most
Linux distros, but not on a default Windows + VS install (which provides
clang-cl.exe, not clang++.exe).
Reach the task from Tasks: Run Task, or bind a key in keybindings.json:
[
{
"key": "cmd+d",
"command": "workbench.action.tasks.runTask",
"args": "disassemble"
}
]
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Rive's C++ runtime — the lowest-level Rive runtime. Loads .riv files,
advances state machines and animations, and draws via the abstract
Renderer interface. The built-in GPU renderer (RiveRenderer) has
RenderContextImpl backends for Metal, Vulkan, D3D11, D3D12, and OpenGL/WebGL.
Rive's Apple, Android, Flutter, Unity, Unreal, and web runtimes all wrap this library.
Features:
.riv files.Artboard::advance.Renderer interface for hooking up an external vector renderer.xcode-select --install).apt install clang).premake5 on first run.
On Windows, install Git for Windows and during setup pick
"Use Git and optional Unix tools from the Command Prompt" so that
sh.exe ends up on PATH.The build is driven by premake5 wrapped by a helper script:
build/build_rive.sh — macOS / Linux (bash) / Windows (MinGW).build/build_rive.ps1 — a PowerShell convenience wrapper for Windows; it
shells out to the bash script, so a bash environment (Git for Windows /
MinGW, see Prerequisites) must still be on PATH.The helper self-installs the pinned premake version on first run and dispatches
to the right build system for your platform (gmake2 on macOS/Linux, MSBuild on
Windows). It must be run from a directory that contains a premake5.lua —
typically tests/, which builds the core library, the GPU renderer, and the
player sample app.
git clone https://github.com/rive-app/rive-runtime.git
cd rive-runtime/tests
../build/build_rive.sh release
git clone https://github.com/rive-app/rive-runtime.git
cd rive-runtime\tests
..\build\build_rive.ps1 release
(On Windows, substitute build_rive.ps1 for build_rive.sh.)
build_rive.sh (no args) — debug build for the host.build_rive.sh release clean — clean then build release.build_rive.sh ninja release — use Ninja instead of make/MSBuild.build_rive.sh ios release — cross-compile for iOS.build_rive.sh android release — cross-compile for Android (defaults to arm64).build_rive.sh ninja release wasm — cross-compile for WebAssembly.build_rive.sh --toolset=msc release (Windows) — build with MSVC's cl.exe
instead of clang-cl. The build supports both toolchains; the lua warning
suppressions cover MSVC too.See the comment header at the top of
build/build_rive.sh
for the complete flag reference.
Artifacts land in out/<config>/ relative to the directory you built
from (typically tests/). The config directory encodes any OS/arch flags
you passed:
out/release, out/debug — host build.out/ios_release, out/android_arm64_release, out/wasm_release —
cross-compile builds.| Artifact | Description |
|---|---|
librive.a / rive.lib | Core runtime library. |
librive_pls_renderer.a / rive_pls_renderer.lib | GPU renderer. |
player / player.exe | Sample app — loads and renders a .riv file. |
out/<config>/goldens, out/<config>/gms, out/<config>/bench | Test harness binaries (regression, golden-image, benchmarking). |
librive_decoders.a, librive_harfbuzz.a, … | Supporting libraries. |
The runtime's primary form of testing is golden testing — rendering
known scenes and diffing the output against checked-in reference images
via the goldens and gms test harness binaries (built into
out/<config>/goldens and out/<config>/gms).
See tests/
for how to run and rebaseline goldens.
Unit tests are secondary and use the Catch2 framework. From the repo root:
cd tests/unit_tests
./test.sh
Unit tests live in tests/unit_tests/runtime/ (core runtime) and
tests/unit_tests/renderer/ (renderer). To add a test, create an
xxx_test.cpp file in the appropriate directory — the harness picks it up
automatically.
rive-runtime uses clang-format.
brew install clang-format.clang-format.exe alongside
clang-cl.exe at
C:\Program Files\Microsoft Visual Studio\2022\<edition>\VC\Tools\Llvm\x64\bin\.
You can also install LLVM standalone from
llvm.org or via winget install LLVM.LLVM.apt install clang-format).To run the tests under macOS's built-in leaks tool:
cd tests/unit_tests
./test.sh memory
This wraps the test binary with leaks --atExit, which ships with macOS —
no install required. The memory flag is ignored on Linux and Windows.
To inspect generated assembly per cpp file, install the
Disassembly Explorer
VSCode extension. A disassemble task is provided in .vscode/tasks.json.
The underlying gen assembly task invokes clang++ directly, so it needs
clang++ on PATH — works out of the box on macOS (Xcode CLI tools) and most
Linux distros, but not on a default Windows + VS install (which provides
clang-cl.exe, not clang++.exe).
Reach the task from Tasks: Run Task, or bind a key in keybindings.json:
[
{
"key": "cmd+d",
"command": "workbench.action.tasks.runTask",
"args": "disassemble"
}
]
(top 24 of 35)
536 followers · starred Apr 2024
7,988 followers · starred Mar 2024
815 followers · starred Aug 2024
1,324 followers · starred Apr 2025