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ROKOJORI ACTION LIBRARY v0.1 The Rokojori Action Library is a framework for creating games in Godot. It focuses on fast, maintainable and efficient workflows for game creators. One unique aspect of the library is its use of so called actions, which allow to predefine and reuse functions for interactions, animations, audio and logic.



For Game Creators
The library comes with a lot of out-of-the-box no-coding-needed working nodes, solving typical problems for games. From input managing, cameras, timelines, procedural graphics, animations, ui, audio, localization to multiplayer. Quickly iterate ideas and get working functionality done early.

Click on a node to read more.
Node (Pointable): POINTING Selector: Selector (allows to filter nodes: e.g. isEnemy, isPlayer, isItem ) MultiRayCaster: MultiRayCaster (cast all hits of a ray and filter them) Pointer: Pointer (point at pointable nodes) Pointable: Pointable (can be pointed at by pointers) Node (Interactable): INTERACTION Interactor: Interactor (interacts with pointed things) Interactable: Interactable (can be interacted by interactors) Grabber: Grabber (grabs grabbable things) Grabbable: Grabbable (can be grabbed by grabbers) Node (SensorGroup): INPUTS SensorManager: SensorManager (handles multiple inputs, devices and their look unified) Sensor: Sensor (key, mouse, controller, combined, virtual or custom input) SensorGroup: SensorGroup (collection of sensors/inputs) TriggerOnSensor: TriggerOnSensor (executes an action by triggering a sensor) Node (UI): UI UI: UI (manages layouting, dynamic font size etc) UIRegion: UIRegion (flow layouter with margins, content size and line breaking) UIImage: UIImage (for animatable textures, shader materials, nine-patches etc) UIInputInfo: UIInputInfo (for automatic input/sensor icons and labels) Node (LocalizedString): LOCALIZATION LocaleManager: LocaleManager (manages locales at runtime, changes language) LocalizedString: LocalizedString (extendable string class for any localization type ) LocaleText: LocaleText (extends LocalizedString for fixed text) LocaleLabel3D: LocaleLabel3D (localized labels for 3D representation) UIText: UIText (localized, flowable, animatable control text) Node (Flash): EFFECTS Highlight: Highlight (for pointed objects) Flash: Flash (lighten objects up, make objects blink) Shake: Shake (move objects slighlty to show impact) Node (VirtualCamera3DManager): CAMERA VirtualCamera3DManager:VirtualCamera3DManager (mix and manage multiple cameras) ThirdPersonCamera: ThirdPersonCamera (follows/orbits around player) CameraEffect: CameraEffect (screenshake, zooms, rotations)
For Game Creators
The library comes with a lot of out-of-the-box no-coding-needed working nodes, solving typical problems for games. From input managing, cameras, timelines, procedural graphics, animations, ui, audio, localization to multiplayer. Quickly iterate ideas and get working functionality done early.

Click on a node to read more.
Node (Pointable): POINTING Selector: Selector (allows to filter nodes: e.g. isEnemy, isPlayer, isItem ) MultiRayCaster: MultiRayCaster (cast all hits of a ray and filter them) Pointer: Pointer (point at pointable nodes) Pointable: Pointable (can be pointed at by pointers) Node (Interactable): INTERACTION Interactor: Interactor (interacts with pointed things) Interactable: Interactable (can be interacted by interactors) Grabber: Grabber (grabs grabbable things) Grabbable: Grabbable (can be grabbed by grabbers) Node (SensorGroup): INPUTS SensorManager: SensorManager (handles multiple inputs, devices and their look unified) Sensor: Sensor (key, mouse, controller, combined, virtual or custom input) SensorGroup: SensorGroup (collection of sensors/inputs) TriggerOnSensor: TriggerOnSensor (executes an action by triggering a sensor) Node (UI): UI UI: UI (manages layouting, dynamic font size etc) UIRegion: UIRegion (flow layouter with margins, content size and line breaking) UIImage: UIImage (for animatable textures, shader materials, nine-patches etc) UIInputInfo: UIInputInfo (for automatic input/sensor icons and labels) Node (LocalizedString): LOCALIZATION LocaleManager: LocaleManager (manages locales at runtime, changes language) LocalizedString: LocalizedString (extendable string class for any localization type ) LocaleText: LocaleText (extends LocalizedString for fixed text) LocaleLabel3D: LocaleLabel3D (localized labels for 3D representation) UIText: UIText (localized, flowable, animatable control text) Node (Flash): EFFECTS Highlight: Highlight (for pointed objects) Flash: Flash (lighten objects up, make objects blink) Shake: Shake (move objects slighlty to show impact) Node (VirtualCamera3DManager): CAMERA VirtualCamera3DManager:VirtualCamera3DManager (mix and manage multiple cameras) ThirdPersonCamera: ThirdPersonCamera (follows/orbits around player) CameraEffect: CameraEffect (screenshake, zooms, rotations)




For Actions
An action is just a node that can be added in a scene in the editor or via code. Actions can be easily written, combined, reused or connected to signals as callback instead of writing code. And since an action can be also a list of actions, multiple actions can be chained together.
Area3D: HitArea CSGBox3D: Graphics CollisionShape3D: Collider OnCollision: On Collision ActionList: On Entered (List of Actions) PlayParticles: Play Particles PlaySound: Play Sound Parallel: At the Same Time Flash: Flash ModulateTimeLineSpeed: Slow Motion Impact
For Actions
An action is just a node that can be added in a scene in the editor or via code. Actions can be easily written, combined, reused or connected to signals as callback instead of writing code. And since an action can be also a list of actions, multiple actions can be chained together.
Area3D: HitArea CSGBox3D: Graphics CollisionShape3D: Collider OnCollision: On Collision ActionList: On Entered (List of Actions) PlayParticles: Play Particles PlaySound: Play Sound Parallel: At the Same Time Flash: Flash ModulateTimeLineSpeed: Slow Motion Impact


For Programmers
Since most time on games is spent on content creation and iteration, the action principle allows programmers to focus on logic and externalize side effects easily to designers. This unifies the UX for all non-coders and clarifies for codes how all interfaces can be used in a simple, but efficient way.

using Godot; using Rokojori; [GlobalClass] public partial class MyLogic:Node { [Export] // Can be assigned in the editor public Action onSomethingHappened; public override void _Process( double delta ) { if ( SomethingHappend() ) { // Executes an action, if not null Action.Trigger( onSomethingHappened ); } } }
For Programmers
Since most time on games is spent on content creation and iteration, the action principle allows programmers to focus on logic and externalize side effects easily to designers. This unifies the UX for all non-coders and clarifies for codes how all interfaces can be used in a simple, but efficient way.

using Godot; using Rokojori; [GlobalClass] public partial class MyLogic:Node { [Export] // Can be assigned in the editor public Action onSomethingHappened; public override void _Process( double delta ) { if ( SomethingHappend() ) { // Executes an action, if not null Action.Trigger( onSomethingHappened ); } } }




For Procedural Designers
A lot of 3D generation programs are not very flexible enough in their 3D creation pipeline are not a good fit for Godot. The library contains a lot of tools for creating, modifying, optimizing and placing assets.

Click on a node to read more.
Node (Baker): BAKING AND TEXTURING Baker: Baker (viewport and camera setup looking at a target to fit a resolution) MultiBaker: MultiBaker (creates multi-viewport setups for merging multiple views of an asset) TextureMerger: TextureMerger (merges and dilates multiple textures on a grid) TextureCombiner: TextureCombiner (stack-like image editing for creating textures) Node (Cuboid): ASSET GENERATION AND MODIFICATION Node (Cuboid): Generators Cuboid: Cuboid (cube with beveled edges) Tube: Tube (tube based on multiple spline shapes ) GrassPatch: GrassPatch (generates small fields of grass blades) LeafMesh: LeafMesh (generates leaves with 2D curves) BillboardTree: BillboardTree (generates leaf-level-billboard trees) MeshGeometryModifier: MeshGeometryModifier Subdivider (MeshGeometryModifier): Subdivider (add more triangles to a mesh) SplinesDeformModifier: SplinesDeformModifier (deforms a mesh with one or multiple splines) SplinesDeformModifier: NoiseDeformer (deforms a mesh by offseting vertices with perlin noise) Node (Scatterer): ASSET SCATTERING Scatterer: Generators GenerateInBox: GenerateInBox (generates assets in a 3D or 2D box) GenerateOnSpline: GenerateOnSpline (generates and rotates assets on a spline path) GenerateOnSpline: GenerateInMesh (generates assets in/on a mesh) Scatterer: Discarders DiscardNoise: DiscardNoise (remove entries by a perlin noise) DiscardSpline: DiscardSpline (remove entries by spline areas) DiscardSphere: DiscardSphere (remove entries in a sphere) Scatterer: Transformers RandomizeTransform: RandomizeTransform (uses perlin noise to randomize position, rotation and scale) ProjectOnColliders: ProjectOnColliders (move assets to the next collider)

For Procedural Designers
A lot of 3D generation programs are not very flexible enough in their 3D creation pipeline are not a good fit for Godot. The library contains a lot of tools for creating, modifying, optimizing and placing assets.

Click on a node to read more.
Node (Baker): BAKING AND TEXTURING Baker: Baker (viewport and camera setup looking at a target to fit a resolution) MultiBaker: MultiBaker (creates multi-viewport setups for merging multiple views of an asset) TextureMerger: TextureMerger (merges and dilates multiple textures on a grid) TextureCombiner: TextureCombiner (stack-like image editing for creating textures) Node (Cuboid): ASSET GENERATION AND MODIFICATION Node (Cuboid): Generators Cuboid: Cuboid (cube with beveled edges) Tube: Tube (tube based on multiple spline shapes ) GrassPatch: GrassPatch (generates small fields of grass blades) LeafMesh: LeafMesh (generates leaves with 2D curves) BillboardTree: BillboardTree (generates leaf-level-billboard trees) MeshGeometryModifier: MeshGeometryModifier Subdivider (MeshGeometryModifier): Subdivider (add more triangles to a mesh) SplinesDeformModifier: SplinesDeformModifier (deforms a mesh with one or multiple splines) SplinesDeformModifier: NoiseDeformer (deforms a mesh by offseting vertices with perlin noise) Node (Scatterer): ASSET SCATTERING Scatterer: Generators GenerateInBox: GenerateInBox (generates assets in a 3D or 2D box) GenerateOnSpline: GenerateOnSpline (generates and rotates assets on a spline path) GenerateOnSpline: GenerateInMesh (generates assets in/on a mesh) Scatterer: Discarders DiscardNoise: DiscardNoise (remove entries by a perlin noise) DiscardSpline: DiscardSpline (remove entries by spline areas) DiscardSphere: DiscardSphere (remove entries in a sphere) Scatterer: Transformers RandomizeTransform: RandomizeTransform (uses perlin noise to randomize position, rotation and scale) ProjectOnColliders: ProjectOnColliders (move assets to the next collider)





::/_graphics/labs/godot/rj-action-library.jpg image/svg+xml image/svg+xml image/svg+xml LOADING VIDEO LADE VIDEO media-video video media-image img media-video video media-image img parent:media-gallery Installation Installation The library is a Godot addon, that you just copy into your project into an "addons" directory.

You need the .NET version of Godot, that means an .NET sdk must be installed and you need to have the version of Godot that includes C#.

Read more...
LOADING VIDEO LADE VIDEO media-video video media-image img media-video video media-image img parent:media-gallery Installation Installation The library is a Godot addon, that you just copy into your project into an "addons" directory.

You need the .NET version of Godot, that means an .NET sdk must be installed and you need to have the version of Godot that includes C#.

Read more...
::/_graphics/labs/godot/rj-action-library.jpg image/svg+xml image/svg+xml image/svg+xml LOADING VIDEO LADE VIDEO media-video video media-image img media-video video media-image img parent:media-gallery Tech Docs Tech Docs The technical documentation for the code part is merged with the Godot doc. It contains the Godot API and the Rokojori C# classes.

Node Resource Action Node3D Node2D UI
LOADING VIDEO LADE VIDEO media-video video media-image img media-video video media-image img parent:media-gallery Tech Docs Tech Docs The technical documentation for the code part is merged with the Godot doc. It contains the Godot API and the Rokojori C# classes.

Node Resource Action Node3D Node2D UI
::/_graphics/labs/godot/rj-action-library.jpg image/svg+xml image/svg+xml image/svg+xml LOADING VIDEO LADE VIDEO media-video video media-image img media-video video media-image img parent:media-gallery Goals & Vision Goals & Vision The library has multiple goals that I want it to achieve following a strong vision for game creation and interactive art and media.

Read more...
LOADING VIDEO LADE VIDEO media-video video media-image img media-video video media-image img parent:media-gallery Goals & Vision Goals & Vision The library has multiple goals that I want it to achieve following a strong vision for game creation and interactive art and media.

Read more...
::/_graphics/frontpage-24/godot-item.jpg image/svg+xml image/svg+xml image/svg+xml LOADING VIDEO LADE VIDEO media-video video media-image img media-video video media-image img parent:media-gallery Example Project (Planned) Example Project (Planned) WARNING: This is in development and very empty right now.
The plan: An example project with many quick and small examples to see how things work with the ROKOJORI Action Library. The project will contain more than 10 different topics with small scenes to showcase it's features.

Read more...
LOADING VIDEO LADE VIDEO media-video video media-image img media-video video media-image img parent:media-gallery Example Project (Planned) Example Project (Planned) WARNING: This is in development and very empty right now.
The plan: An example project with many quick and small examples to see how things work with the ROKOJORI Action Library. The project will contain more than 10 different topics with small scenes to showcase it's features.

Read more...
::/_graphics/labs/godot/rj-action-library.jpg image/svg+xml image/svg+xml image/svg+xml LOADING VIDEO LADE VIDEO media-video video media-image img media-video video media-image img parent:media-gallery Tutorials (Planned) Tutorials (Planned) In the future you will get a curated view of tutorials for the Rokojori Action Library.

Read more...
LOADING VIDEO LADE VIDEO media-video video media-image img media-video video media-image img parent:media-gallery Tutorials (Planned) Tutorials (Planned) In the future you will get a curated view of tutorials for the Rokojori Action Library.

Read more...
::/_graphics/labs/godot/rj-action-library.jpg image/svg+xml image/svg+xml image/svg+xml LOADING VIDEO LADE VIDEO media-video video media-image img media-video video media-image img parent:media-gallery License License It's free for Indies ^^
But there are rules and you can also use it if you are not an Indie Game Developer.

Read more...
LOADING VIDEO LADE VIDEO media-video video media-image img media-video video media-image img parent:media-gallery License License It's free for Indies ^^
But there are rules and you can also use it if you are not an Indie Game Developer.

Read more...



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CONTACT IMPRINT TERMS OF USE PRIVACY © ROKOROJI ® 2021 rokojori.com
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