Rokojori @rokojori.com · 24/09/2026...define standard sample precise start and end points, but depend on the block size. When converting raw audio to mp3, this can introduce notable delays at start and end. I must say I never had a problem with my loops (mostlyexported from FL Studio), I'm using mostly ogg as format 000
Rokojori @rokojori.com · 24/09/2026Some notes: Programs like FL Studio sometimes have a feature to export with different overlap modes, so that they are starting a bit before the loop ends to capture tails/reverbs from the start. You can also simulate this yourself. Another point: while wav/ogg are fine, mp3 does not... 100
Rokojori @rokojori.com · 27/07/2026Hey Godot Gang/Experts! Do you know whether shader includes should be correctly resolved when using the export for scene dependencies? It was not working for me w/o adding them manually. Nothing fancy, just statically defined in gdshader. #godot #godotengine #shaders #vfx #exports #includes 040
Rokojori @rokojori.com · 17/07/2026m.youtube.com/watch?v=Gg-S...m.youtube.comDanger Dan - Keine AngstYouTube video by Danger Dan 010
Rokojori @rokojori.com · 20/06/2026That's why I'm creating my transpiler ^^ GDScript is fine, it has pros & cons. For me the most important pro is hot reload, but on the other side even the typed version of GDScript takes so long to debug, it feels like writing JS in the 2010s. So many runtime exceptions, but no exception handling 😅 010
Rokojori @rokojori.com · 19/06/2026Godot can use way newer C# than Unity and usually gives you better performance w/o using an outdated, unfinished, "JOBS" system. As a tip: Just download the .net version and try some GDscript :) And then some C#. And than mix it, It will probably all be cool, because of Godot ^^ 020
Rokojori @rokojori.com · 19/06/2026The performance characteristics differ in details, but in essence, when you leave C# and go into C++ land, than you have to marshall calls, which has an overhead. There are several functions that have to do with Godot's Nodes/Resources etc. but some things like math is completely in C# and are fine. 110
Rokojori @rokojori.com · 19/06/2026Just to answer the second question. Yes while loops are fine, I'm using them for simulating the "for"-loops. 010
Rokojori @rokojori.com · 19/06/2026... some bool flags to mimic for-loops with increments, because I run the increment before the body except the first time. That's the only way to return/break or throw errors identically like in C#. However you can't catch errros in GDScript anyway 😅 010
Rokojori @rokojori.com · 19/06/2026Just to be precise: for-loops with INCREMENTER/UPDATER expr. This is, when you write code yourself, not that relevant, because often you only use a range. But for algorithms that do something special in their increments or modify say their index you will have to use a while loop. I have to use... 110
Rokojori @rokojori.com · 19/06/2026A program that takes your c# files and creates gdscript files. I'm using to transpile my library. Here are some rudimentary tech details: community.rokojori.com/Rokojori/rok...community.rokojori.comrokojori_action_libraryRokojori Action Library for Godot 010
Rokojori @rokojori.com · 19/06/2026Differences GDscript to C#: - Array/Dict/Callable/String not nullable - Typed Arrays/Dict don't work with untyped ones (different type) - No for loop (only ranges, no increments) - Enums need to be in classes - No namespaces, generics, structs - No exceptions/try/catch 110
Rokojori @rokojori.com · 19/06/2026It makes almost no difference whether you change the engine's source or write an C++ extension (uses a smaller interface, compiles faster). But extensions don't create C# code. Coming from Unity: I can recommend C#, it has some quirks, but it's so much faster and more enjoyable. 130
Rokojori @rokojori.com · 19/06/2026There are differences between C# and GDScript, but usually in some special areas. 1. Inspector tooltips from class comments is not working in C# 2. Undo/Redo mechanics don't work in C# editor tools 3. C# editor plugins are unstable when using static caching C++ is way less integrated... 130
Rokojori @rokojori.com · 19/06/2026Hey hey! I am currently writing a C# to GDScript transpiler and I hope I can also than create some very precise tests regarding performance. In general C# has the possibility to write dramatically faster code, when you do not interact with the Godot API (for simulations, ECS quite relevant).. 320
Rokojori @rokojori.com · 18/06/2026Just in case you did not see it, it was cool to port it, maybe vertex editing the next time ^^ github.com/Rokojori/dra...github.comGitHub - Rokojori/drawable-textures-demo-c-sharp: Ported and modified drawable textures example of BastiaanOlij, mini ORM 3D texture painter with masks and UI.Ported and modified drawable textures example of BastiaanOlij, mini ORM 3D texture painter with masks and UI. - Rokojori/drawable-textures-demo-c-sharp 021
Rokojori @rokojori.com · 16/06/2026It's finally online! My talk about actions, vfx and more is now on YouTube. Please watch and share! 👐 It was so nice to give a talk, thanks a lot to the whole GodotCon team and visitors ❤️ @godotengine.org #godot #godotengine #gamedev #indiedev #indiegamedev #vfx m.youtube.com/watch?v=hOh7...m.youtube.comRokojori Action Library - Next Level Signals for Effects and Logic – Josef Rissling – GodotCon 2026YouTube video by Godot Engine 0151
Rokojori @rokojori.com · 10/06/2026This mini PBR painter was done with the help of @mux213.bsky.social's example project. The source of my project (ported C# version with UI)and the link to the original (GDScript) can be found at github: github.com/Rokojori/dra... #godot #godotengine #gamedev #indiedev #indiegamedev 0308
Rokojori @rokojori.com · 10/06/2026So I did my duty and tested Godot 4.7 RC1 and it might got out of control. I can confirm, drawable textures work and they also work with C# 😊🌈 Watch my unholy list of plushies... 😅🔥 #godotengine #godot #gamedev #indiedev #indiegamedev 1293
Rokojori @rokojori.com · 10/06/2026I like them, too! I was also surprised when I worked for a company how well they were received. I think the key is to be polite and really respect the post box of the recipients. Once they found out, that special offers were announced first via newsletter it became even a secret tip ^^ 000
Rokojori @rokojori.com · 07/06/2026Thanks! I'm also using them for UI stuff, so that I don't have to program logic for localization and device filtering anymore ^^ 010
Rokojori @rokojori.com · 07/06/2026I think that's the right way. Glad to hear that somebody else is going in a similar direction. In my implementation I call them "Sensor" rokojori.com/en/labs/godo...rokojori.comSensor | Godot Docs 4.6 | ROKOJORI Labs 110
Rokojori @rokojori.com · 07/06/2026I know Blender for I think 20 years and it is still very unhandy for game dev assets. Hardcore keyboard workflow, no AO, still no baking workflow, simple tasks are very complicated, no proper multi-selection etc. It is a big software package, but I understand devs that want a different UX 000
Rokojori @rokojori.com · 05/06/2026Ever asked yourself how to manage lots of VFX and other game events? And even edit them individually and in real time inside the editor? 🤔 Try ACTIONS! 🔥 My GodotCon 26 talk about Next Level Signals: Actions will be available soon on YT ^^ #godot #godotengine #gamedev #indiedev #indiegamedev 0434
Rokojori @rokojori.com · 04/06/2026Yes, it is also the best solution after several tries from using C++ as library base (too expensive to develop) or trying to convince GDScript coders to use a Godot C# version just for plugins. 000
Rokojori @rokojori.com · 04/06/2026Whoop whoop! v0.6 is here! ROKOJORI ACTION CORE is WIP, auto-transpiling from C# to GDScript! Also: Refactoring, LineVFX, UI Variables... Read more in the blog: rokojori.com/en/news/blog... #godotengine #godot #gamedev #indiedev #indiegamedev #addon 1283
Rokojori @rokojori.com · 25/05/2026I hope to replace them both with my library. With some sugar on top ^^ 010
Rokojori @rokojori.com · 19/05/2026It's buggy but it creates some interesting patterns. 😄 It should basically create a low res heart by following the spline, but it somehow inverts or misaligns the direcion of the 8-pin pole, pointing away from the spline which creates this wild patterns 020
Rokojori @rokojori.com · 19/05/2026The feeling when your Ikea furniture is "complete" although some things were "missing" 😅 Paused other dev to experiment with lego-like procedural generation, where each piece has connector pins (assets in the center) #gamedev #godot #godotengine #indiedev #indiegamedev #pcg #procedural #lego 1323
Rokojori @rokojori.com · 14/05/2026Hello amaze visitors! I hope you enjoy the incredible amaze festival! ✨ Have no plans yet from 19h-22h? Join our Berlin Godot Meetup at c-base! It's free and everyone can join, being late is fine. #amaze2026 #playfulmedia #amazeberlin #amaze rokojori.com/en/news/even...rokojori.com14th May 2026 | Godot Meetup (A MAZE Edition) | Game Dev Events | ROKOJORIWelcome to our Godot Engine Community Meetup @ c-base! Join us for the special edition in parallel to the great AMAZE festival. You don't need a special ticket (or any at all), it's free. 070
Rokojori @rokojori.com · 07/05/2026On the other side JS can run the output of a C++ compiled programm like the Godot editor itself w/o additional libraries platform independent 000
Reposted by RokojoriLorenzo Pilia @lorenzopilia.bsky.social · 06/05/2026Saftladen will be showcasing a bunch of projects at A MAZE. I won't be at the table all the time but I will be at the festival every day — feel free to come talk to me if you're interesting in joining our collective & co-working space or if you want to start something similar in your area 😊 162
Reposted by RokojoriA MAZE. @amazefest.bsky.social · 04/05/2026✨🦩15 Year's A MAZE. / Berlin Anniversary Party🦩✨ As we prepare for the festival let's highlight some of the amazing artists that will play at our Positive Chaos Party🥳: #amaze2026 #berlin #positivechaos 1164
Rokojori @rokojori.com · 02/05/2026Nevermind, I disabled Autoreload and Parse Scripts on Save. After Enabling it, it works on Save 010
Rokojori @rokojori.com · 02/05/2026Does this work for tool scripts? When I edit gd files inside Godot it does not change anything until I restart. Only when I use an external IDE to make changes, the scripts are reloaded 100
Rokojori @rokojori.com · 26/04/2026This is another topic, however. I recently had an experience and I only had the feeling they wanted to charge us for editing (converting raw to jpg and applying a bad cinema filter). But personal story 😅 It's not as bad as random file format interpretation, just maybe undesirable mapping 110
Rokojori @rokojori.com · 26/04/2026...But it can look dramatically different and than most are using HDR10 (not dynamic), which should be more stable than SDR, but it's not. So you choose between dithered reliable SDR 8 bits or 10bits to whatever your screen does ^^ Sorry for the long thread. Not an expert btw just own research 210
Rokojori @rokojori.com · 26/04/2026...HDR is also not using a lot of bits either - usually only 10-12 bits, but does not enforce a bit depth. And after you decided for a format you still have the control in HDR to send data that shapes/hints the mapping again, theoretically with Dolby Vision (needs licensing) and Samsungs HDR10+ ... 110
Rokojori @rokojori.com · 26/04/2026... in practise which curve. So for movies it easily can happen that your 95% white, which should be close to the brightest white was mapped to perceived 50%. Your movie looks than very very dark, only to make a sun (covering only 5pixels) in the very distance of a cloudy day very bright. ... 110