Building Gourd to Death: a fighting game inside Rive
From pumpkin character art to a 3D fighter, with Rive state machines, a Luau combat engine, and build-time fixes for sliding feet and uneven motion.
- Rive
- Game development
- 3D
- Animation
- GPU Canvas
From pumpkin character art to a 3D fighter, with Rive state machines, a Luau combat engine, and build-time fixes for sliding feet and uneven motion.
How I built a jack-o’-lantern editor with Rive GPU Canvas and Codex, from procedural carving and candlelight to motion, local saves, and image export.
How I built Fluxgate using solar wind data, Google Lyria, and AzuraCast, with a Rive play button and themes inspired by aerospace.
How I built an eight-pad instrument with Stability AI, JUCE, and Rive, from cloud sample generation to playback, editing, and export.
How I built an iPhone and iPad app for LM Studio, from streaming Markdown and voice chat to scroll behavior and portable conversations.
How I built a desktop workspace for drafting and reviewing with different AI models, with local documents, semantic search, and direct provider connections.
How I built a tool for prototyping with realistic data, from configurable generators and SQLite databases to REST queries and a visual schema builder.