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Rokojori

@rokojori.com

๐ŸŽฎ Hi, your solo game dev from Berlin ๐ŸคŸ Developing the Rokojori Action Library โœจ๏ธ https://rokojori.com/en/labs/rokojori-action-library/overview [ Looking/Open for Jobs/Projects ]

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Latest posts by Rokojori @rokojori.com

a connected discard disolvement as opacity/fade. I hope this makes it a bit clearer.

In the future I plan also to do funky things like the support of multiple randomized segments, which can give it a very organic look ^^
4/4

04.03.2026 10:23 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Since it uses the line distance (for the end and start) I know where a segment starts and ends in the whole line and can continously animate things like scale or uv scroll over the whole line smoothly. This way it can do the rainbow glow over multiple segments, scale down at the end or use.. 3/4

04.03.2026 10:23 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

..multiple pieces which use the exact same mesh but with different instance uniforms for the positions, orientation & line distance to deform them so it looks interconnected.

2. Material: The whole thing uses only one material (pos/orient per instance) and can be rendered as one draw call.. 2/4

04.03.2026 10:23 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Two things working together:

1. Mesh: It uses the GPU vertex shader to create a connected, deformed trail. The passed mesh is actually a pipe aligned to z which is deformed. Multiple small segments (1m) are connected that way. So instead of creating one big deformed mesh on the CPU, it uses.. 1/4

04.03.2026 10:23 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

It could be worth trying this with compositor fx.

03.03.2026 18:58 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Nice! Do you think you can use this with chromatic aberation?

03.03.2026 17:54 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Looks very epic! Especially the blend to the blurry version โœจ๏ธ

03.03.2026 17:48 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

That's so true! I never thought of it. I thought about some friends who did a snake game and now I try to figure out which was first - Tron or Snake - and which copied it ๐Ÿ˜…

03.03.2026 17:44 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

SENF! Thank you :)

03.03.2026 17:40 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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In Germany we would call this ๐ŸŒญ Wรผrschdle-Tech ^^ but I think LineVFX is also fine ๐Ÿ˜Š

Upcoming feature for v0.6 :) Render-stress-testing with the trail follow mode, GPU mesh deform with rational bezier interpolation and auto orientation

#godot #GodotEngine #vfx #indiedev #indiegamedev #gamedev

03.03.2026 12:10 ๐Ÿ‘ 140 ๐Ÿ” 12 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 1
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Need some juice? ๐Ÿ“๐Ÿฅญ๐Ÿ‹๐Ÿˆ๐Ÿ๐Ÿซ๐Ÿ‡

One of the main reason why actions in the Rokojori Action Library exist ^^

All actions can be played back and tested directly in the editor ^^

Wrote also a small tutorial about it:
rokojori.com/en/labs/roko...

#godot #GodotEngine #vfx #indiedev #indiegamedev #gamedev

23.02.2026 12:52 ๐Ÿ‘ 127 ๐Ÿ” 15 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 0
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Godot Tutorials | ROKOJORI Labs Godot Tutorials about General Game Dev, 3D Basics, 3D Characters, Environmental, VFX & Particles, Screen FX, Shaders, Audio and Plugins/Addons.

In case you need it. I collected all the tutorials that I found usefull when I switched to Godot...

rokojori.com/en/labs/godo...

18.02.2026 20:34 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Porting to Godot won't be super hard, so I would not care that much. It should give you the confidence to be picky about how Unity acts. When Unity fucks up for you, you have a plan b and you're not trapped. And the Godot community has plenty of ex-Unity that did the transition ^^

18.02.2026 20:24 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I can proudly say I never, not even once, completed it correctly (except as mistake) ^^

17.02.2026 17:54 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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WinterTales | ROKOJORI Labs Rokojori - Games, Music, Development

I made this as example project ( .Net version plus my library)

rokojori.com/en/labs/roko...

15.02.2026 07:01 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Need something new (but an old technique)?

Rokojori Action Library v0.5 released! ๐Ÿ˜ฑ

I created a tutorial for the mesh based FlareVFX and which layers are used - with nice previews ๐Ÿ˜Ž

Read more on the blog:
rokojori.com/en/news/blog...

#godot #godotengine #vfx #indiedev #indiegamedev #gamedev

14.02.2026 12:55 ๐Ÿ‘ 28 ๐Ÿ” 3 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Once upon a time I wrote Flash Developer in my resume ^^

08.02.2026 10:54 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

It think the stretch feels a bit like a freeze/hitstop. Maybe a follow through on the ears?

06.02.2026 16:45 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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This is bright ๐Ÿ˜Ž

Upcoming feature for v0.5! FlareVFX!

Layer based lens-flare with specialized shaders using SDFs/others, fading, chromatic aberation, smooth gpu occlusion tests and much more.

Working now on docs/tutorials ๐Ÿ˜Š

#godot #godotengine #vfx #lensflare #gamedev #indiedev #indiegamedev

04.02.2026 18:50 ๐Ÿ‘ 59 ๐Ÿ” 8 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

I tried to understand what could be done to keep the contrast of the post fx but make it a bit more 3Dish again. I could imagine some screen space depth/normal based shading after the posterization effects, could be interesting. I also don't think that it looks bland w/o. You just have 2 good ones.

02.02.2026 22:16 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Uh wow, really nice! I wanted to know the same, but I wanted to check the doc first. Thanks for sharing!

02.02.2026 09:05 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Buy Aender Lara a Coffee Become a supporter of Aender Lara today!

Today I have to ask for your help if possible, unfortunately we were hit by Vet urgency yesterday while our house income still on standby but hopefully getting better in the upcoming months, but for today every little coin could really give us a hand, thank u โค๏ธ ko-fi.com/aenderlara

27.01.2026 12:33 ๐Ÿ‘ 32 ๐Ÿ” 37 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 1

Fancy

01.02.2026 20:39 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

That is also one approach I want to try, but more for fur with skinned meshes. Or trees. Maybe in 2 or 3 versions ^^

I'm still cautious about this, because I think this would need streaming and spatial sorting/lods ๐Ÿ˜…

What's your data format, do you use textures for the transforms?

01.02.2026 17:36 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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rokojori_action_library/GPUFoliageShader.gdshader at main rokojori_action_library - Rokojori Action Library for Godot

I'm using coverage & noise for this. In my library there's also foliage renderer node, allowing to use different render distances.

Here's the GPUParticles shader:
community.rokojori.com/Rokojori/rok...

And also some more information:
rokojori.com/en/labs/godo...

01.02.2026 09:53 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

They publicy released an AI Model (Genie 3) that is able to generate interactive videos/walk simulators with persistent world (for a minute).
A lot of videos are online, where users created copies of big games (zelda, gta, souls etc).

01.02.2026 08:14 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Stadia renamed and now costs 140 bucks/month.

And you can only play unlicensed mods.

#gamedev #gaming #slop

01.02.2026 08:01 ๐Ÿ‘ 9 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Looks very cool!

31.01.2026 20:58 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Some flair for my flares ๐Ÿฆ„

๐ŸŽฎ For console platforms... ๐Ÿ™‚

The effects are all compositor effects included in the Rokojori Action Library

#godot #godotengine #indiedev #indiegamedev #gamedev #vfx #compositoreffects #lensflare #postprocessing

31.01.2026 14:19 ๐Ÿ‘ 19 ๐Ÿ” 4 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

I like it

31.01.2026 12:58 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0