Dunno I’ve been making this for the funniez while trying to learn how to use editable images
lol
CPU: i5-8365U
pretty bad performance but yeah lol
(studio usable only: leverages native on client and uses all my 8 threads)
Dunno I’ve been making this for the funniez while trying to learn how to use editable images
lol
CPU: i5-8365U
pretty bad performance but yeah lol
(studio usable only: leverages native on client and uses all my 8 threads)
Wow this is absolutely amazing! I’m in awe with this system, this would be an amazing renderer for low poly games, any plans for a tutorial? or .rbxm.. I’m invested in this style lol.. KEEP UP THE GREAT WORK! (also this needs more attention fr)
Well yeah it could be great i guess for low poly games but sadly this is not usable outside of roblox studio as noted earlier
Native for some reasons works on the client ONLY in studio, and this code HEAVILY benefits from it (like a 2-3 times speedup or more)
There’s also the fact that i’m using all my 8 threads at once, when the normal client only has access to 3, sure you could change your fflags but this is not really ideal
Without these this would basically be running at 20 fps
But yeah i’m planning on releasing an .rbxm file but im just making the code better still before doing so, and i’m still optimizing and adding features
By the way the clipping from the video has been fixed yesterday although it means i need to rewrite the shadows
I’ll try to add textures first, after that i’ll see if i can add support for lights, then proper shadows as in the earlier video it was just a shadow put on a plane
I completely overlooked that
.. still very cool to see.
Roblox definitely needs to incorporate some shaders, post processing and overall just more visual FX. Would give creators more opportunities and alot more AAA games.
..hopefully we are able to achieve this outside of roblox studio in the near future or listen to creators for once and give us post-processing FXs ![]()
Textures lol (and gui but it’s barebone)
Takes a moment to create them tho I’ll make some parallel job loading stuff when I come back from school (Also currently nearest neighbour instead of something like billinear)
I’ll also add loading from existing images for the textures
I guess that’s cool
Finally decided to make the improved texture method
I managed to remove all messaging:
Which removes a lot of overhead that roblox’ messaging system normally has
Before messaging used to take a significant amount of time:
Unironically made the codebase cleaner and easier too lol
Sometimes simplicity really is better
Custom mesh handling + custom Instances (Writable in parallel too
)
improved performance enough to run way more triangles
I’m trying to reduce the heavy overhead from the face loop because currently it’s the majority of the frame time
Surprisingly this is running on my phone
![]()
Finally got smooth shading for meshes
Took way too long for what it is
I didn’t work on this for a while but just added normal maps today because why not
this is awesome! how does it not lag for you, also will the code be public?
I’m mainly not rendering the entire screen at all once so it does cause some problems motion wise but that’s what can keep it stable at higher framerates, it’s also very dependent on threas count so if you’re on a processor with less than 8 threads it might be difficult to run
And I’ve also been trying to optimise it overall, but it does get pretty laggy when there’s reflections involved or a lot of triangles
And yes I’m planning on making the code public but I just don’t have a lot of motivation to really do much rn, most of the code is hard coded apart from the texture loading and I’m kinda lazy in making the code base actually proper
I saved
came back later on studio
Roblox didn’t save anything
let’s goooo
no more normal maps ![]()