BridgeNet2, v1.0.0 | A blazing fast networking library for Roblox

I’m aware of that, thats why I’m asking if I can use the docs from BridgeNet since I assume the API is similair

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fixing the documentation right now, it should be up today

BridgeNet2 and BridgeNet do not have identical APIs no

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Partially did documentation, new update coming along nicely too

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I see in the commit you added once and wait. I cannot express how much I can thank you

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  1. im unsure how to replicate it, just firing to client was doing nothing at all, and there was 0 implementation in the client bridge of it working, itd just not fire the callback. i think its a keying issue, so check how you add things to the client control tables and how callbacks are called.

the implementation was exactly the same as the one you use in your benchmark

  1. yeah, but it’d be nicer and a lot more streamlined if it was built into the module

  2. once connections just makes life simple, would be nicer inbuilt into the module

  3. neat

i think its better for you to implement features like this into the module, as it saves people from having to update their edits to the module every single update to accommodate for your changes, and is probably easier for you than it is for us - considering you wrote the networker you know all the ins and outs.

great module, just unfinished, once you finish this, i guarantee itll be a game changer

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Just because I was curious, I ran a test that would run a function that returned a tuple 10,000 times, and a function that just printed a table 10,000 times. Here’s what I got:

Spoiler: Tables win!

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I read all of the documentation, it is very well written and organized. But I still have one question:

How do I use this thing?? There’s no tutorial.

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Amazing developer Resource! Thank you for taking the time to contribute to the community like this.

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Once doesn’t work because there’s no actual disconnect function.

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how do you use this :frowning_face: noone has ever responded to me, theres no tutorial for this

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I knew There will be a queue to fire a client when the client was not ready and then fire when they were prepared. Is there any plan to add it?

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How can i make invidual bridges for each of my tools? Since on roblox i can just parent the remote to the tool and it’ll work but here i haven’t found any option to do that

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This is already a feature, it’s already released.

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just… make a bridge for each tool? Not sure the issue here

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working on disconnect right now, its a lot weirder than you’d think to do it correctly without major drawbacks

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Actually, I don’t know why there is an issue about packing arguments a table and unpack it when it received and automatically warpping first argument to BridgeNet2.Players(player) if it is a player instance. I know tuple is a bit slower than yours but Is there any reason to give up user convenience for just a “bit” more performence?

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What is the syntax for setting up a remote for Server to client communication?

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this entire library is for “a bit more performance” :moyai:

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I wrote a module that handles Remote Functions using BridgeNet2 for client-to-server and server-to-client. I’m posting this since it might be of use to somebody. This might be a sub-optimal way of handling this. Feedback would be appreciated.
CRemoteFunctionV2.lua (4.5 KB)

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day 1 of asking for a tutorial :pensive:

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