Does Roblox not support client-sided games?

Hi, so for the past two years or so I’ve been developing a bowling simulator type of game that currently prioritizes a single-player experience (one-player servers.) Over the course of time since I made the game, I’ve noticed several bugs with Roblox’ physics solver and renderer apparently, I have not recorded images of these events but I can explain the incidents, and I can also confirm nothing went wrong on my end as there was no output in the client logs. One other thing, but when I say “client-sided game” what I mean by that is I actually draw all the models (bowling alleys, balls, etc.) on the client directly. This instantly creates a lag-free experience for what bowling games desperately need, so that’s why I chose to go this route.

One incident being, the pin sweeper comes down at random times when I throw the bowling ball, and the BillboardGUI text that was on the front of the sweeper is no longer visible at this time, but when the ball hits the pins it goes right through the sweeper, and after the ball hits the trigger the sweeper comes back down again as if nothing happened, this is what I know to be a rendering bug on Roblox’ end. Not sure if this matters, but the sweeper does include a BodyPosition.

A second incident is similar, the bowling balls that come through the ball return doesn’t always let me select them, only some. (Happens rarely) And after I select one that can be selected, the rest of the balls go to their proper position and at that point can be selected. (Rendering bug, they don’t appear correctly on the ball return and they actually collide with each other, but no actual collision occurs.)

And the third incident, as what’s known to be “sleeping physics” sometimes when the ball collides with the pins the ball bounces off it as if they’re anchored, but they’re not, and nothing happens. Somebody told me a way to bypass this is to make the camera appear closer to the pins, but even with my ball-follow camera enabled, it still occurs.

Apologies if this is a wordy or hard to understand post, but I was just wondering if there are any bad practices here that could be causing these rendering or physical bugs. Either by creating a client-sided game, or with the use of BodyForces that could be the culprit as well.

Thanks a lot for reading, have a great weekend :slight_smile:

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You can create games that just run on the client but it will be insecure, easy to exploit and if you want to save data you will need to use the server so in short, “well yes but actually no”

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That’s true. When I made the game I didn’t really have intentions of making it for the sake of getting insanely popular, but more so it being a sandbox type of game, or just your average simulator, that players play for fun and fun alone pretty much.

Just was wondering if there’s reasons for it being so odd at times.

fair enough, i used to play those sorts of games when i was younger

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Have you tried using the new physics constraints instead?

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I checked them out, but I’m not sure how to go about using it to take BodyPosition’s place, as it’s a bit different and all of them require atleast two attachments to connect.

I was hesitant to use them too, but they have more functionality. I believe AlignPosition replaces BodyPosition

I’ve run into some weird unexpected behaviour when using BodyForce (with humanoids, specifically), so switching to new constraints might alleviate your problems, and at the very least they’ll make your physics more future compatible.

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