FastNet2 - a fast, efficient & lightweight network library

minor mistake found on line 85
_enableEncoding == true
to
_enableEncoding == false
Updated this on github only

They’re config files for wally, of course they’re going to be similar.

Yeah, this was quite awhile ago, I feel stupid for not knowing that now, thanks for another lesson on files. :joy:

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I just found new method for encode & decode binary and with this would make highly better efficience & faster, will be release on next update (1s for 9k loops encode & decode with full alphabet, numbers & symbols)

Updated into b_7.9

  • Minor Fix on encode & decode table format
  • Changed Encode & Decode Binary code

Minor changes on benchmark place (changed data sent into filled strings (empty string, alphabets & symbols) included uuids)


Available for wally, git & files

another encode & decode binary optimization will be released soon

benchmark stress test that give 30-50% way faster than new method on b_7.9.
b_7.9: ~1.6-1.7s
b_?: ~0.6-0.75s
encode: (full alphabet, symbols, numbers, empty string & uuids) → packed into table format without index num
Extra info: encode & decode in the same time test

Updated, same version

not available for wally


Next update v0.0.8

  • Add Hold connection (beta/experimental)

Update | 0.0.8 | Pre-Alpha


CHANGELOGS - v0.0.8


Available for github only, tried publish to wally but got corrupted on wally internal server that fails to update and cant update again until next update version

Minor Patch

Updated benchmark place (added roblox (native) mode) include with the file

Minor change on documentation, APIs Guide will be made later.

Added benchmark comparisons

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So far i dont see any issues, let me know if you have issues.

Refresh | v0.0.8 | Pre-Alpha


  • Improvement on safe-checks
  • Fixed :Listen given a error
  • Added .Nearest Function
    .Nearest Function for get Object Players that Near current Object, this function is also support Custom Character with PrimaryPart and Custom Object, What does Custom Object mean?, example of the usage:
local GetNearest = FastNet2.Nearest(SellPart, 5, true) -- argument -> <Player/CustomObject, radiusDistance, CustomCharacter/PrimaryPart>
-- output: {[string] = number} -> {["Eternity_Devs"] = 9.13} or {} if none
-- set true if your game character players using custom character which using PrimaryPart or else dont fill it as true if your using default or somethingelse not using customCharacter

-- Other Example --
local GetNearest = FastNet2.Nearest(Players.LocalPlayer, 5)
local GetNearest = FastNet2.Nearest(Players.LocalPlayer, 1, true)

-- This function can be used on Server/Client side
  • This docs forum had some changed

Available for Github and .rbxm file download with marked ‘(latest)

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I’m just wondering:

Where could you use this? I’m currently learning scripting, so I wanna learn whatever I can, so what does this exactly do?

there already exist for it, you can look

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Refresh | v0.0.8 (Pre-Alpha)


  • added .fps function (return Heartbeat delta with :Wait)
  • add table.clear after encoded
  • Minor improvement on safe-check
  • Minor fix randNum function & usage
  • Minor changes on statement

Commit - 0.0.8 (refresh)

Patch - 0.0.8
Encoder patch - 0.0.8

Added .rbxm for this version & benchmark place updated to this version

Very nice module I can now make a weapon with .CreateUUID() instead of creating multiple remotes also BridgeNet2 doesn’t have :InvokeClient()

1 Like