NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS The Rokojori Action Library is a framework for creating games in Godot. ::/_graphics/labs/godot/rj-action-library.jpg





ROKOJORI ACTION LIBRARY v0.3 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.

ACTIONS
CREATION
CODING
PROCEDURAL

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) Collider: Collider (collides collidable things) Collidable: Collidable (can collide with colliders) 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 (CameraManager): CAMERA CameraManager:CameraManager (mix and manage multiple cameras) ThirdPersonCamera: ThirdPersonCamera (follows/orbits around player) StrategyTopDownCamera: StrategyTopDownCamera (moving on field from top) EditorCamera: EditorCamera (pan/orbit/zoom/move like in 3D editors) FollowCamera3D: FollowCamera3D (follows a target) LookAtCamera: LookAtCamera (looks at a target) CameraEffect: CameraEffect (screenshake, zooms, rotations) PostProcessVolume: PostProcessVolume (glow, custom dof, follow dof, adjstuments, fog )
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) Collider: Collider (collides collidable things) Collidable: Collidable (can collide with colliders) 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 (CameraManager): CAMERA CameraManager:CameraManager (mix and manage multiple cameras) ThirdPersonCamera: ThirdPersonCamera (follows/orbits around player) StrategyTopDownCamera: StrategyTopDownCamera (moving on field from top) EditorCamera: EditorCamera (pan/orbit/zoom/move like in 3D editors) FollowCamera3D: FollowCamera3D (follows a target) LookAtCamera: LookAtCamera (looks at a target) CameraEffect: CameraEffect (screenshake, zooms, rotations) PostProcessVolume: PostProcessVolume (glow, custom dof, follow dof, adjstuments, fog )
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. They also can be tested easily by a button press in the editor and since an action can be also a list of actions, multiple actions can be chained together.
Area3D: HitArea MeshInstance3D: Graphics CollisionShape3D: CollisionShape Collidable:Collidable ActionList: On Collision Entered (List of Actions) PlayParticles: Play Particles PlaySound: Play Sound ActionSequence: Async Sequence Parallel: At the Same Time Flash: Flash ModulateTimeLineSpeed: Slow Motion Impact RemoveNode: Remove Node After Animation
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. They also can be tested easily by a button press in the editor and since an action can be also a list of actions, multiple actions can be chained together.
Area3D: HitArea MeshInstance3D: Graphics CollisionShape3D: CollisionShape Collidable:Collidable ActionList: On Collision Entered (List of Actions) PlayParticles: Play Particles PlaySound: Play Sound ActionSequence: Async Sequence Parallel: At the Same Time Flash: Flash ModulateTimeLineSpeed: Slow Motion Impact RemoveNode: Remove Node After Animation
For Programmers
Since a lot of 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 gives coders one interface can be used in a simple, but efficient way.

In C#: using Godot; using Rokojori; [Tool, GlobalClass] public partial class MyLogic:Node { [Export] // Can be assigned in the editor public Action onSomethingHappened; public override void _Process( double delta ) { if ( SomethingHappend() ) { onSomethingHappened.Trigger(); } } }
In GDScript: @tool class_name MyLogic extends Node @export var onSomethingHappened: Action; func _process( delta: float ) -> void: if something_happened(): onSomethingHappened.Trigger(); ## ---



For Programmers
Since a lot of 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 gives coders one interface can be used in a simple, but efficient way.

In C#: using Godot; using Rokojori; [Tool, GlobalClass] public partial class MyLogic:Node { [Export] // Can be assigned in the editor public Action onSomethingHappened; public override void _Process( double delta ) { if ( SomethingHappend() ) { onSomethingHappened.Trigger(); } } }
In GDScript: @tool class_name MyLogic extends Node @export var onSomethingHappened: Action; func _process( delta: float ) -> void: if something_happened(): onSomethingHappened.Trigger(); ## ---



For Procedural Designers
A lot of 3D generation programs are not flexible enough in their 3D creation pipeline and 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 flexible enough in their 3D creation pipeline and 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/rokojori-action-library/installation.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 typical Godot addon, which you copy into your project.
A step by step guide can be found here.

If you know how to install it, check the download link or repository.

Installation Guide Download Repository
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 typical Godot addon, which you copy into your project.
A step by step guide can be found here.

If you know how to install it, check the download link or repository.

Installation Guide Download Repository
::/_graphics/rokojori-action-library/examples/winter-tales/winter-tales-image.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: WinterTales Example Project: WinterTales WinterTales is simple game where you find presents.

It shows a lot of concepts of the Rokojori Action Library. It uses cameras, character controller, actions, procedural generation, compositor effects and shaders.

Documentation Download Game Download Project Repository
LOADING VIDEO LADE VIDEO media-video video media-image img media-video video media-image img parent:media-gallery Example Project: WinterTales Example Project: WinterTales WinterTales is simple game where you find presents.

It shows a lot of concepts of the Rokojori Action Library. It uses cameras, character controller, actions, procedural generation, compositor effects and shaders.

Documentation Download Game Download Project Repository
::/_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 Tutorials 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 Tutorials Tutorials for the Rokojori Action Library.

Read more...
::/_graphics/rokojori-action-library/rokojori-action-library-docs.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 Project Details Project Details You can check the source code in the Repository and also inspect the Sprints, Backlog, Bugs Does it cost something? What's the licensing? It's free for indies to use in their games, for more details read the details of the License Want to know more insights about the plans and futures?
Here are some Goals & Vision And the super interesting Coding Guide Lines
LOADING VIDEO LADE VIDEO media-video video media-image img media-video video media-image img parent:media-gallery Project Details Project Details You can check the source code in the Repository and also inspect the Sprints, Backlog, Bugs Does it cost something? What's the licensing? It's free for indies to use in their games, for more details read the details of the License Want to know more insights about the plans and futures?
Here are some Goals & Vision And the super interesting Coding Guide Lines



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