[ARCHIVED] Warp - very fast & powerful networking library

Is there any reason my tables are losing data and changing when its being sent from the server to the client?
Client:


Server:

i might suggest to sticky on v12 if your facing issues with higher version that has buffer integration…

What does it mean? I couldn’t find anything about that in the documentation and I don’t understand why it’s giving me this error.
A little while ago it worked perfectly, but I don’t understand what I changed and since I don’t understand the error I certainly can’t know.

u did not defined “ItemAdded” event on server side, you only did it on client.

I found the problem, the module where I defined ItemAdded was not executed so the framework couldn’t find the definition.

the only way to define event in client side is by having the identifier being registered on server side first. you also can customize the yield timeout by adding like this .Client("Name", { yieldWait: 10 }) so now it will wait for atleast 10s now until it registered on the server.

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Can you make a project that includes bindableevent, bindablefunction, remoteevent, remotefunction use tutorial?

this module is already includes a functions like you have mentioned (bindables & remotes).

if you dont know where is the bindable at, its on .Signal function.

Why has Warp been archived? Is there an alternative for Warp that is getting regularly maintained?

He archived it on GitHub on the 26th so I am assuming they’re releasing yet another networking library.

Just use standard Roblox remotes, wouldn’t rely on any kind of “networking” library for any performance gains.

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If you’re aiming for performance gains utilizing normal remotes I’d recommend my module BufferConverter for serializing and deserializing datatypes:

Can also use this for occupying less space in datastores :slightly_smiling_face:

at least give us a decent take lmao

Did my opinion hurt in some way?

This networking library is not very good but you should be using some kind of batched buffer based networking system if you want to reduce bandwidth

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you gave us a terrible take what did you expect

I think he’s right, though. “Networking libraries” are just wrappers around RemoteEvents that do some extra computation to minimize bandwidth. As long as you know what you’re doing, there’s not even a reason to use one, except the case where 1. you do need some specific functionality and 2. you don’t want to do it yourself.

Anyway, just go with whatever you like. Just make sure it doesn’t get in the way.

dude do you not know what they even do
read the code before saying its a wrapper lmao

The issue ive encountered with network modules is that sooner or later I run across some sort of bug with the module and then find out its no longer being maintained.

And I either have to try fix the bug myself, which is a hefty task which would probably take as long as just writing my own, or I have to swap out all my networking over to a different system. I run all my networking through one module so this is easy to do but ive had to do it 3x now as each networking library I use doesn’t seem to have been battle tested in an actual game.

Could you please give some context to why my take is so bad instead of just giving a random dry response? :grin:

My point still stands, don’t rely on “networking” modules, specifically this one, since it’s fundamentally broken and i’ve reported a issue twice and still wasn’t fixed. Now it’s been supposedly abandoned and no longer maintained by being archived, very common with these modules infact.