Orbital Launch Archive built with the
@rive_app CLI.
Why use Rive for something like this over HTML/three.js?
→ Ship where your users are. We built Rive to run natively across apps, consoles, and custom hardware. That includes Switch, PlayStation, and Xbox, plus integrations for TVs and vehicles. You can bring your work to those platforms without embedding a browser engine.
Maybe you’re building for a website today, but want to sell your app or game on Steam, the App Store, or a console marketplace later. We want you to keep those doors open.
→ Professional animation and interactive design tools. Build through the CLI, then open the project in the editor. You get timelines, graph editors, skeletal animation, constraints, and state machines to work directly on the motion and interactions that will run in your product. Designers can get their hands on the details.
→ Real UI in 3D. Layouts, dynamic text, text input, animated virtualized scrolling lists. The whole UI here is wrapped around a curved cockpit visor. You can click into a field and search, scroll through missions, and open their details. Those are reusable Rive components working inside the scene.
→ A clear contract between design and code. The app talks to the UI through View Models and Data Binding. It can supply mission data or respond to a selection without needing to know how every panel is built.
A designer can rearrange those panels, change their appearance, and redo the animations while keeping that interface intact. Developers can change how the app fetches and processes the data without rebuilding the visuals.
→ Something the next person can work on. Six months later, someone else on the team can open the project, inspect the component hierarchy, scrub animations, and try different states. The team has concrete pieces to inspect, change, and keep building on as the product grows.
Launch data from
@planet4589’s GCAT. Earth and city-light imagery from
@NASA. Thanks for making these resources available.