ROCKETSHIP
The technical systems that enable and support creative endeavors - from game engines to lighting consoles to digital audio workstations - all operate differently, but must work together to bring a creative vision to life. That’s where Rocketship comes in.

Using a centralized control platform, Rocketship orchestrates complex multi-medium systems through natively integrated bi-directional communication interfaces, allowing those systems to both synchronize with, and dynamically react to, each other.
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Integrated With
Features

The Toolkit: Targets, Actions, and Emitters

System-specific plugins facilitate bi-directional communication with Rocketship by creating, sending, and receiving targets, actions, and emitters over the network.

When a system comes online, its plugin hooks directly into the system's API, and Rocketship dynamically generates GUI elements that reflect the state of the system. No patching, no protocols, no science project.

Targets, Actions, and Emitters
- Targets represent system elements to Rocketship
- Targets register Actions and Emitters
- Actions perform operations and make state changes
- Emitters communicate current state information

Reactive Event Handling: Bundles and Bindings

Actions are grouped into 'bundles' - when a bundle is triggered, all of the actions in that bundle are performed simultaneously.

'Bindings' dynamically connect emitters to bundles. With user-created bindings in place, Rocketship will reactively trigger action bundles upon receiving emitters.

Bundles and Bindings
- Actions are grouped into Bundles
- When an
Bundle is triggered, all of the actions in   that bundle are performed simultaneously
-
Bindings dynamically link Emitters to Action-Bundles
- Rocketship
reactively triggers Bundles upon receiving Emitters

Time: Scenes and Scheduling

Scenes in Rocketship allow a user to orchestrate bindings within a scene's local timeline. Scheduling, on the other hand, allows a user to orchestrate scenes on a global timeline.

Rocketship features a flexible tool for manual scheduling, as well as constraint-based procedural schedule generation.

Scenes and Scheduling
- Scenes orchestrate on local timelines
-
Scheduling orchestrates on global timelines
Service Development
PLUGIN: Navigator
PLUGIN: Disguise
PLUGIN: USD
PLUGIN: Pixera
PLUGIN: Aquilon
PLUGIN: Aquilon
PLUGIN: Unreal Engine