I don’t see myself using it because of the overhead that comes with it. Here are the reasons:
1. Learning another language
Even if simple, having to know 2 languages already creates overhead for you and the people you hire.
2. Specifics of buffer replication
Most of the time I use buffer-based replication with UnreliableRemoteEvents where the batch size cannot exceed 900 bytes. Buffers offer a compact way of packing the information. For other purposes, I prefer a more readable solution like JSON tables.
Also, you need to consider that the server has native code generation. Which, as said, makes buffer read/write a lot faster, and to use that to full extend, you can’t abstract it behind function calls or oop. Which requires a way different approach.
Personal opinion
I really prefer to keep everything inside the studio. In the latest years, Roblox made lots of improvements on their code editor. Especially I am happy with the new typechecker, which compares to C++ types and user-defined documentation. Through these features were already present in external code editors. Having them directly embedded with the Roblox environment makes things a lot easier for the team creation.
I’ve found this network solution really useful and currently using it for my new game, but I’m kinda stumped: is it possible to have an optional value than can be one of the two types (e.g string or boolean)? Atm I have it on “unknown” type.
(I’m not that good at typewriting)
from what i can tell this dosent really mean anything, and the client is still receiving the events. I am not spamming the event, only once every two seconds, and this is appearing every heartbeat. The part exists on the client, and even the functionality is still intact, with the client still applying the proper components and tags onto the object: nvm it appears to make the event not go thru
i take that back yet again
I don’t know how reasonable it is to recommend this tool to absolute beginners. You need at least some amount of knowledge to properly construct your schemas for optimal efficiency, and teaching this knowledge would be out of scope for such a tutorial.
Hello! The snippet on the docs had a mistake in it, thank you for pointing it out.
There is a struct type missing before the open curly braces in the Animations field, the proper type definition looks like so:
For the plugin, is it possible to save new code to an already existing project instead of having to generate a new one? If not, would it be possible to add this feature because it can get a little tedious having to generate new projects every time you edit the Blink code.