Hey!
I am trying to make a game based on The Powder Toy, which canvas is 612x384, or 235008 frames.
Of course The Powder Toy does not use Roblox’s engine, but I am wondering if that many frames is possible to not only make, but edit every frame.
Hey!
I am trying to make a game based on The Powder Toy, which canvas is 612x384, or 235008 frames.
Of course The Powder Toy does not use Roblox’s engine, but I am wondering if that many frames is possible to not only make, but edit every frame.
Roblox doesn’t have a defined limitation from my knowledge, but I do know it’d be relying completely on the client. So a more important question would be can the average client handle 235k frames
The only detail to the Frames is an RGB colour to represent the particle on it.
Is there a better way to represent quater of a million RGB values being displayed on screen.
I can’t think of a better way to be perfectly honest, with roblox’s engine it would be hard to simultaneously update 235k objects at once even if it’s just their color. Not a small task for the client to handle if you ask me.
updating just pixels that have a particle assigned to them and play the particle physics may work better
Yeah honestly, storing every pixel in a table and when you update the pixels checking the table for ones that changed could be the best option for this scale of project
Not in a table.
I store it in a string where each number is a bitpacked result of 4 integers between 0 and 255, where each particle has it’s own integer assigned to it. Which may be a bit faster than a table.
I also do the simulation process not by reading the screen, but by going through the string and proccesing it.
Keep in mind roblox strings can only be 200k characters long
and what is the limit for tables? Since I would be storing and proccesing 58752 numbers,
I haven’t come across a limit for tables, they are only limited in DataStores from my knowledge
you could store the table in rows with shorter strings with the method you mentioned
I do not have a problem with storing or proccesing, but with the frames and how to display them.
I am certain there is some trick to display multiple RGB values on a single frame.
I would assume so, I’d look into processes to handle large numbers of objects if I were you, there are probably some cheeky ways of handling these types of situations
I mean you could try lossless compression? But you’ll have to create your own algorithm to find the patterns. Even then, the amount of data would still be significant.