I'm Ignacio Castro, and this is a whole arcade racer built in Rive: the road, the cars, the cabin, the dashboard, the effects. Rive draws flat vector art. None of this should be here.
Scroll now.
Track
The road is Mode 7
Rive isn't a 3D engine. It draws flat vector art, so there's no traditional camera or 3D scene behind this.
The road is built using the same kind of tricks games like OutRun and the Super Nintendo used. A Luau script handles the projection inside Rive, while WGSL helps turn it into the road, cars, reflections and fog you see on screen.
Basically, taking an old-school trick and seeing how far it can go inside a 2D runtime.
Inside the machine
Machines
Real 3D, in Rive
The cars aren't sprites. They're real 3D models, low-poly hulls with vertices and faces, drawn by custom shaders running inside Rive.
One pass puts them on the track with depth, another mirrors them into the wet asphalt, and a third traces their edges in neon.
Rive is a 2D animation tool, so none of this is normal behavior. That's the fun part: finding where a tool ends and going a bit past it.
You
Take the wheel
Press any of them and the autopilot lets go. Scroll back up to hand it the machine again.
I'm Ignacio Castro, a design & graphics engineer. All of it is mine: the Rive build, the simulation inside it, the custom shaders and the page around them.
