Rokojori
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rokojori.com
Rokojori
@rokojori.com
🎮 Hi, your solo game dev from Berlin 🤟

Developing the ROKOJORI ACTION LIBRARY, a Godot addon for quick game developing with actions and procedural asset generation

✨️ https://rokojori.com/en/labs/rokojori-action-library/overview
The final deformation vector = deformation direction * amount. Additionally the deformation vector is dependent on height, so the root is not affected.

Deformed grass is highlighted

Code attached, I hope it's readable.

#GodotEngine #GameDev #Grass #Deform #IndieDev #IndieGameDev
December 14, 2025 at 12:06 PM
Sort of. The amount is the distance of the vertex to the line (L) formed by current (P) and smoothed position (S).

When the player stands still it becomes a single point.

The deformation direction is the direction from vertex to (P)

#GodotEngine #GameDev #Grass #Deform #IndieDev #IndieGameDev
December 14, 2025 at 12:06 PM
Sometimes it would be nice to switch seasons, right ?

❄️🌲✨🌞

WinterTales will be the first demo project for the Rokojori Action Library for Godot - free and open source 💪

What do you think? How would you do the transitions?

#Godot #GodotEngine #IndieGameDev #GameDev #IndieDev #Winter #Spring
December 13, 2025 at 7:42 PM
Rokojori Action Library v0.3 will be released soon ^^

Can you ever have enough transitions? :)

Added some new wipes/transitions/tweens as compositor effects, animatable as actions (nodes in the editor, no-coding).

#Godot #GodotEngine #IndieDev #GameDev #IndieGameDev #CompositorEffects
December 10, 2025 at 11:27 AM
Godot Tutorials Update 2025!

I updated my tutorial pages and added a lot of new stuff. I hope you find it usefull. I think there are almost 100 tutorials in there ^^ And only the good ones :)

#Godot #GodotEngine #GameDev #IndieDev #IndieGameDev #Tutorials
December 7, 2025 at 7:56 PM
🙌 Godot Docs updated! 🙌

For Vanilla Godot 4.5 & Rokojori Action Library v0.2+

- GDS/C#/Editor names
- filter for exported
- c++/c# source file links

- fuzzy class/member search
- class topic filters
- flat or hierarchal class views

- works on mobile

#GodotEngine #GameDev #IndieGameDev
October 30, 2025 at 1:02 PM
Updated to Rokojori Action LIbrary to v0.2!

With documentation for Godot 4.5, updated Rokojori Action Library docs, input harmonization, gdscript integration, colliders&collidable, global wind.

#godotengine #godot #gamedev #indiedev #csharp #cs
October 26, 2025 at 12:56 PM
Godot Grass Wind Master 2!

Controlling the wind direction and strength via global shader parameters.

Soon the flowers, too :)

The shader is automatically generated for any foliage model by a powerfull shader generator, soon more ^^

#GodotEngine #GameDev #IndieDev #IndieGameDev #Grass #Wind
October 11, 2025 at 10:11 AM
Call me wind master!

Shader update to have customizable wind, that can change direction and strength and works with global shader variables.

The shader is generated with a very powerfull shader generator, soon more ^^

#godot #grass #wind #indiegamedev #gamedev #indiedev #procedural
October 7, 2025 at 5:58 PM
What's the difference between 4.4 and 4.5? Stencils!

Whoohoo! Godot 4.5. is out. Looking better than ever ^^

#godotengine #godot #indiedev #gamedev #indiegamedev #vfx #shaders #stencil
September 16, 2025 at 6:54 PM
Another thing are the referencable styles. All base UI nodes have own styles and can have a parent style.

Those styles can also have selectors which allow to define any styles for hovering/dragging etc and for custom selector attributes.

#godot #gamedev #indiedev #indiegamedev #ui #godotengine
September 12, 2025 at 5:59 PM
The attributes are dynamic since they can use units like vw/vh = view w/h or pw/ph = parent w/h and more.

All units can be expressions and can be scaled.
The scale is other for the whole formula or for the variable value in the formula

#godot #gamedev #indiedev #indiegamedev #ui #godotengine
September 12, 2025 at 5:59 PM
Rokojori Library UI component for Godot.

All units are dynamic and automatically change by win w/h or the editable root font size (em), all elements use em sizing.

No containers, everything with breakble flow layouts and custom margins.

#godot #gamedev #indiedev #indiegamedev #ui #godotengine
September 12, 2025 at 5:59 PM
The header is transparent now
September 4, 2025 at 5:22 PM
The layers have now some settings to overwrite the materials, since I want users to just plug in models and have fun. This shows how to change the basics (actually quite important) like alpha modes, filters and translucency.

#godot #godotengine #procedural #indiegamedev #gamedev #grass #terrain
September 1, 2025 at 2:55 PM
Here some close and slow transitions of the grass layers. I like it, but Bsky's compression probably helps a bit hiding the transitions ^^ 10ms/100fps for all: 2 terrains/coverage materials, 9 foliage layers (incl. trees)

#godot #godotengine #procedural #indiegamedev #gamedev #grass #terrain
September 1, 2025 at 2:55 PM
Foliage renderer status: Checking out far/close behaviour. The grass is represented by multiple layers, 3 gpu particles for meshes and one far distance coverage layer. Inside the grass are also flowers and stones (and trees ^^ )

#godot #godotengine #procedural #indiegamedev #gamedev #grass #terrain
September 1, 2025 at 2:55 PM
Shake, shake, shake, shake, shake it off ^^

(Random stresstesting foliage rendering on hilly terrains)

#godot #godotengine #procedural #indiegamedev #gamedev #grass #terrain
September 1, 2025 at 2:26 PM
For the curios ones:

This is the view of the actual quad and it's uv space.

I don't know if the function to choose the size (to capture the light's sphere) is actually correct, but, well, it works ^^.

#godot #gamedev #indiegamedev #lights
August 19, 2025 at 5:57 PM
Here's a comparison of the shader light vs the omnilight, the falloff behaves differently, since it's a color gradient.

There are also other settings: How much it reacts to surface normals. I allow it to bleed slightly, this will look a bit like scattering

#godot #indiegamedev #gamedev #lights
August 19, 2025 at 5:54 PM
Godoting Man!

Rendering lots of point lights (180 in the scene)

The glow of each flare is not an omnilight but a light shader on a quad like deferred lights, mixing normal/distance based lighting with a color gradient falloff over distance.

#godot #indiegamedev #gamedev #lights #godotengine
August 19, 2025 at 2:32 PM
And in case you don't want to think yourself or something is unclear, I've also added a code generated so that you don't have to do that, too ^^

You can select your from/to spaces, point or direction, which shader stage and more stuff.

#godot #shaders #vfx #documentation #gamedev #indiegamedev
July 31, 2025 at 6:07 PM
When I lurk on Discord in the GD shaders section, I often hear how to convert from one space to another or back. Well, I've created a website, so that you can find that on the good old internet ^^

#godot #shaders #vfx #documentation #gamedev #indiegamedev

rokojori.com/en/labs/godo...
July 31, 2025 at 6:07 PM
What a game jam... Majority vote for the game jam theme was... Unemployment...

This industry...

At first, I wanted to work only on the library, but than decided to create "Eat Da Rich", a game where you... eat the rich ^^

I could... 1/7

#godot #screenshotsaturday #gamedev #indiedev #indiegamedev
July 26, 2025 at 7:35 PM
Infinite grass in Godot! I'll present today at Berlin Mini Game Jam my grass patch generator and foliage renderer, which allows to render multiple layers of foliage infinitely... With visibility ranges, wind, obstacles and quality settings ^^

#godot #gamedev #indiegamedev #procedural #grass
July 19, 2025 at 7:57 AM