Rokojori
@rokojori.com
450 followers 930 following 360 posts
🎮 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
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rokojori.com
I like your minecraft mod
rokojori.com
This looks supersmooth, quite impressive 🧐
Reposted by Rokojori
rokojori.com
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
rokojori.com
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
rokojori.com
Oohh, that's interesting, nice work!
rokojori.com
Good to know! The ui of the process material is my endboss. It is so un-intuitive for me, I rather program a new one 😅
Reposted by Rokojori
majormcdoom.bsky.social
Fellow gamedevs / artists, this is your regular reminder that unless people literally pay you for delivering content on schedule, you don't need to apologize for "not posting enough".
#indiedev #gamedev
rokojori.com
Not sure if I figured out the combined normal-map normals. And sRGB was fun, too. I forgot first the conversions, than used the wrong conversion method and after a while I think it worked. ^^ But I did most with the help of an imposter addon
rokojori.com
This made me realize that it could be cheaper (memory-wise) using 3D textures than using the approach for octahedral imposters, but I'm still researching.
rokojori.com
Very cool, great work! I struggled a lot with getting the correct normals, still not sure if they are correct ^^ And dilation was also annoying...

By the way, I tried also point clouds for rendering. While rendering them is of course heavier, they use less memory.
Reposted by Rokojori
matmadnessart.bsky.social
I know this is an art account but I just want to let my fellow Godot devs know that I made custom skin and eye shaders and they're available for FREE on GitHub!

Still work in progress, feel free to give feedback!

#godot #godotengine #gamedev
rokojori.com
Looks very good! Saving that :)
rokojori.com
Doing it for multiple projects, but mainly my library, did not have any problems yet. It was instantly better to work with.
rokojori.com
No stress! Some boxes or primitives that show scale
rokojori.com
I like your stuff! I could imagine it would be even cooler if you could add a target and maybe some lights to see it in context ^^ Maybe as second run afterwards? Anyway, keep going, very good!
rokojori.com
Uhm. I... don't... understand 😅
rokojori.com
That's very cool! How are you applying this to physics? I also want to do something similar in the future with time zones. I think I would have to customize the velocity
rokojori.com
Mix and match anytime anything ^^ You can do math stuff with GDScript and you can also use c++ for simple stuff. And you can mix them all the time. There's no laws and rules. I'm using c# to generate gdshader code and I'm using GDScript in C# for expressions in properties :)
rokojori.com
Just use any, whenever you like. They have all different pros and cons.
rokojori.com
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
rokojori.com
This pro level 👌 Congrats!
rokojori.com
Stencils woohoo 🥳
rokojori.com
Wow, very cool! ✨️