You will use StreamingEnabled and be happy.
They have some points, tnavarts. So far in many CoreScripts, we have yet to see any performance improvements at all.
When is the new friend limit coming out
so are programmers, this is going to open so many possibilities
Whatever helps get you though the day. There really isn’t that big of a difference; you can say “an order of magnitude” if you want (and you’d be right) but let’s be real: Luau running with native codegen and C++ really don’t have that big of a performance difference. Particularly when the Luau is precompiled.
Luau. Distinctions matter if you’re going to try and scream into the void because otherwise it makes you seem uninformed.
The Clouds Phase 2 & Phase 3 have not been released since their original announcement over 4 years ago! Is there an estimated time of arrival for this? It’s something that will truly elevate the look of an experience.
i’ve written games that do custom:
- Networking (we do not rely on Roblox serialization, and use buffers.)
- Animations
- Character replication
- Tools
and every single time it’s faster. Why is this?
Because of a few reasons:
- Luau is one of the fastest scripting languages out there. It can get ridiculously fast (it beats nodejs lol)
- Luau has native compilation. This means that it’s “compiled” too. The line between an interpreted program and a compiled program gets a little bit blurry sometimes… because you can technically run Rust using an interpreter. Technically, the CPU is an interpreter, and everything is an interpreted language. Wow…
- Algorithmic performance matters A LOT.
o(n)
beatso(n^2)
at highn
values every single time. - The CoreScripts aren’t bottlenecking experiences, the PlayerScripts are. And the PlayerScripts are written in 2018 and use 2018 APIs.
To be perfectly honest, Roblox already runs tons of stuff in Luau. Luau is small, and pretty damn fast. Google Calendar is likely written in JavaScript and React with 20 trillion dependencies, but Luau is literally just not that.
These comparisons are nonsensical.
EDIT: It turns out that Google Calendar has an initial payload size of 1-2 megabytes, and they use the Wiz framework, not React. They use server-sided rendering, so most of the UI is streamed in on-demand.
I’ve been playing around with this for quite a while, and this is a really really big upgrade in avatar physically based technology. Ragdolls will become as easy as changing a DeathType property, without needing to worry about network ownership, cloning avatars, bandwidth, complex scripts to override Humanoid default behaviour, and many other pain points I’ve had for a while with making ragdolls.
It will also allow for bodies to react realistically with other variables, such as feet dragging on the floor when it has high friction, turning down forces for max torque and responsiveness to show exhaustion, arms that don’t phase through stuff, and more!
Here’s a demo video I took around September of it, regarding tool interactions.
this feels ‘future’ lighting for me? like whats the difference someone explain other than performajce
Glad to hear you’re excited for this! I don’t think we’ve given much more information than this in any forum, but we plan on releasing soon, so stay tuned!
very excited for community templates. There’s nothing i love more than stea— learning from the workflows of others
YEESSSSSSSSSSSSSSS FINAALLYYYYYYY
I think that
means that we will get to reorganize it
Hey! Lots of incredible things in the works here, glad to see it!
Are there any plans to allow Nearest Neighbor filtering for Materials/Surface Appearance/Decals etc?
This is a long overdue feature, and the platform would greatly benefit from it!
Heard about animation constraints at RDC and I am SO wickedly stoked about them. They’re going to drive the entire direction of my game going forwards. I’ve craved physically simulated custom alien characters ever since I learned how to read. Static animations are too flat and restrictive, these will make my childhood dream almost trivially easy to achieve. Combine them with aerodynamics and fluid dynamics down the line and we can have entirely physically simulated birds and fish that respond realistically to world interactions.
Hoping a mobile version of studio might come about sometime. Even if it was a scaled down thing, or if you could only do a limited amount of things, for instance, just changing code. Maybe even allow that in the creator hub if that isn’t possible. I’m not optimistic about a mobile roblox studio coming anytime soon, but I just wanna get my voice out there.
a low emd version meant to replace voxel, they showed it at RDC??
just use vinegar for now as it still works enough with studio
Cool
I assume it doesn’t work for skinned meshes?
Most of those hangs for me are triggered when the engine still uses the oldschool method of rendering part selections instead of doing what selectionboxes do when dragging parts with welding enabled