Can anyone teach me frameWork?

hi guys, ive been making stuff in studio, though i always wanted to learn stuff like frameWork, my game and projects structure are more traditional, but i want to make stuff better, and because my biggest project is a combat game, ima try to atleast learn a bit framework.

if someone is willing to teach me, lets talk in blue app.

my user: kirami_numberone

No one wants to dedicate their time to teach you a framework so that you learn it. The main point of “frameworks” is to provide a system to work with.

A lot of work in this field is based on how you to learn things by yourself in the most effective way. Each framework is different in its own way and requires time to getting used to. If you want to learn effectively then read the documentation, in fact learn the source code. Working with frameworks involves you editing the source code so you can achieve whatever features you want.

If you are unable to learn the framework through documentation then it would be better to create your own system or just learn.

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why so rude about it lol

i mean i get your point but like im not like saying TEACH ME PLEASEEE IM BEGGING YOU AAAAA type thing.

im trying to reach out atleast with people know a bit of it

I am offering constructive criticism that will let you learn. If you perceive my words as rude then dismiss it as such if you please.

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mmh yes

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Holy disrespect. I understand his feedback was a bit direct and could be perceived as rude, but his feedback was still constructive and helpful. He did spend that time to attempt to help you. Your question is very ambiguous and unclear. There’s not really

It’s simply a matter of preference. There are common methods that exist, and you could research them online through Google or YouTube. To name a couple there’s single-script and multi-script architecture. Single-script is where you usually have only 1 or very few scripts that control everything related to that area. For instance, if you had multiple cars, single-script architecture would likely use a module that is required by a singular server script for all existing and newly created cars. Then there’s multi-script architecture. This is essentially the opposite. Instead of a singular main script, you would have a script inside each instance. In the case of the car example, each car would have their own script that controls themselves.

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You don’t need it really
That a fake helpers and also they will sabotage perfomance sneakly.

Just use ECS for everything, trust me bro

If something has runtime overhead then its bad by design

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Frameworks aren’t necessary in development, you’ll definitely be interested in them due to their appeal of promoting good coding practices, and cool syntactic sugar, but in the end development is more about how it suits your game and what you’re trying to make. There are many good frameworks, but you should know that they aren’t suited directly to fit your game, it’ll be very apparent how useless half the modules are and you’ll barely use any of it. I say learn about good design practices, start with the topic of Design patterns and apply them correctly where is needed. Learn about design principles and I promise your code will be much better structured and overall more maintainable and readable over time. Good luck!

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That not a syntatic sugar if its not a compiler feature.
Those modules add overhead and there so cannot be considered as syntactic sugar.

I wish Luau had an actual macro support so those “syntatic sugar” modules were possible but untill Luau has it you should avoid them.

That also araises problem of using ModuleScripts since compiler can’t inline functions inside them (not sure but its most likely the case)

You misunderstood my explanation clearly, I was obviously not talking about modules being syntactic sugar, I’m talking about the code structure and how variables/functions are defined within those modules. There’s many ways to write a certain piece of code for some functionality, and therefore many different structural combinations of code. Some developers will be inclined to want to use those due to their “cool” looking aspect when they provide no huge benefit and in fact add overhead.

You mean like configurators?

local RespawnTime = 15

If you mean that then you don’t know what you are talking about since unless its a mutable variable it will be inlined or fully ignored.

Obviously not, im talking about useless implementations of code that can easily be reduced to one line rather than overengineering a solution to try to make it look nice.

local PlayerData = {}

function PlayerData:GetCoins()
	return self.Coins
end

function PlayerData:SetCoins(amount)
	self.Coins = amount
end

Every :GetCoins() and :SetCoins() call adds a function lookup and call overhead for something that could just be a field access. In practice it looks nice and provides encapsulation but a simple line as such playerData.Coins = playerData.Coins + 10 works better.

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playerData.Coins+=10 *

Invokation of ADDK will be better for perfomance

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They’re functionally identical and compile to byte code the exact same, and provide identical performance, you’re nitpicking because you know I’m correct.

I did not even read your post completely when I wrote that; I just spotted wasted, not used, potential of nice-looking compiler sugar.

Also, you are right; I have forgotten what opcode ADDK does and mismatched it for a table lookup operation when it was a register save-up mechanism meanwhile.