OMG YES YES YES!
Finally ive been waiting for this update for sooo sooo long, thank you roblox Christmas came early.
OMG YES YES YES!
Finally ive been waiting for this update for sooo sooo long, thank you roblox Christmas came early.
How will this look? Specifically the moderation portion. Any sort of real time moderation sort of concerns me- while I see the need for it, I also am curious to know itāll work on the backend / behind the curtain.
Do you plan to incorporate some sort of learning algorithm to prevent profanity, etcā¦ similar to how current asset moderation works? If so will that not bottleneck people making creations?
Honestly im curious on this too. Iām just concerned it will affect my usage for game engines / real-time renderers that need to run 60+ FPS.
Like, I really donāt think itās possible to moderate every frame on a real-time game engine at 60 FPS without some major flaws.
dynamic bullet holes!!!
weird mesh projects!
yesss
Finally! A way to decrease the pixel density and make it seem retro.
Going off this though, one thing that really needs to be added to EditableMesh is batch methods, allowing you to send a whole table to the editable mesh instead of one at a time, you can see in the output log it takes quite some time to put the mesh together using the current API. (It also must be done on the main thread!)
Itād be really awesome if we could read/write to the screen itself!
local cam = workspace.CurrentCamera
cam:GetImageData(Enum.ImageData.Viewport): EditableImage -- Gets image data of the viewport
cam:GetImageData(Enum.ImageData.PlayerGui): EditableImage -- Gets image data of PlayerGui
cam:GetImageData(Enum.ImageData.Both): EditableImage -- Gets image data of the whole screen, excluding CoreGui
cam:GetImageData(GuiObject | LayerCollector): EditableImage -- Gets image data of any even UI object, including LayerCollectors
-- Roblox Script Security:
cam:GetImageData(Enum.ImageData.CoreGui): EditableImage -- Gets image data of CoreGui
cam:GetImageData(Enum.ImageData.All): EditableImage -- Gets image data of the whole screen, including CoreGui
This would allow for:
It would be a huge step if these were added!
(edit): Please give the DrawLine
method a thickness argument!
What was performance like using regular decals?
This is actually really useful. I have multiple projects which could directly benefit from this. And the UV stuff could really allow some cool stuff. Trying to create large EgoMoose assembled triangles out of edges and then trying to texture them was pretty suboptimal.
I never used decals. I used frames with UIGradients, and the performance wasnāt anywhere nearly as nice as this.
Previously, this engine ran around 40-58 FPS at 100x100
Iām imagining it would only apply if you published the decal.
Thatās interesting I didnāt know that was even possible using UI gradients. And yeah I frames not decals.
Really Iām just trying to figure out how fast editable images are. Because there are definitely some things I want to try, but if theyāre not fast enough for doing a lot of real-time shader effects on UI and whatnot, idk.
Has there been any data published about the speed or, whether or not we can set groups of pictures at the same time in an array?
uh roblox? i think you made a mistakeā¦ this is too many good things at once!!! wooo
Quick question for any engineers reading this topic: will EditableImages on mobile be compressed?
Iāve got an open bug report centered around how ImageLabels are compressed when they really shouldnāt be on mobile. My use-case is pixelart-centered games.
Overview Our sprite-based roleplay game has a custom animation system using ImageLabels and the wonderful Pixelated resampling mode to fit many sprites and animations into one image, saving texture memory usage tremendously and providing sharp textures. This works just fine on PC, but the forced compression of textures on mobile ruins this. For the sake of being specific, our system has a bunch of sprites packed into one image, from where an ImageLabel has its ImageRectOffset/ImageRectSize setā¦
My first tests with EditableImages have been genuinely mindblowing given how fast it is to render an image.
If the image data isnāt ever compressed when displayed to the user, this will act as a complete replacement for ImageLabel spritesheets for everything I could ever need one for, and will make my bug report completely obsolete
As a bonus, hereās a clip of me and a friend working on our EditableImage codepath, only to realize we messed up the channels:
Do EditableMeshes work with standard Parts and Unions? Would be even cooler if we could potentially change the geometry of Parts and Unions too.
Also is the 1024x1024 resolution limit on EditableImages permanent? At this point in time i really donāt see a reason as to why that limits needs to exist, at least on runtime. I do know that roblox would usually downres any published image on the platform to 1024x1024 though that dosenāt entirely mean we could not get some more wiggle room directly at runtimeā¦
Also are there any performance metrics for these features? Like how much time would it take for EditableImages to update a pixel or how much time would EditableMeshes take to create a triangle and etc etcā¦ Also with the performance metrics, wonāt the additional moderation features just kinda hit performance for these things? I understand the need for some moderation systems though i feel like as if moderation could entirely make these features next to useless if they just are slowed down to an insane extent just so they can keep up with moderation (Or at least force some back-end systems to constantly use resources just so whatever moderation system has the latest up-to-date systems).
As for moderation, what about false positives? These days itās overall pretty easy to get hit by moderation actions for simply uploading assets that your AI systems believe are inappropriate content. Again, i get the need for moderation systems however i believe theres a chance these systems are made entirely useless due to the risk they pose in the face of moderation. Like what if you constantly update a EditableMesh/EditableImage? Would the moderation systems check each new version of said assets? If this is the case then those features would just be overall really dangerous to use as again, the moderation systems already hit people relatively frequently for one-time assets, and with some features that could potentially update assets at runtime (potentially even every single frame) there could be A LOT of situations in which developers get hit by the moderation system unfairly. There is a reason as to why people opt into uploading assets to the platform using alt-accounts.
Also what about players who create inappropriate assets? Right now its only and always the place owner who gets hit by the moderation if roblox deems something in their place as inappropriate, regardless of who made it. I donāt think there would be any easy nor any viable way for developers to simply just check and verify what sort of meshes and images playerās make in their games. I personally really cannot put my faith on whatever moderation systems you guys have in place for these things alone. Players will eventually find ways to bypass āsafe replicationā and āsafety filteringā systems regardless.
Personally i believe that these sort of moderation systems are (and will still be) bottlenecking developer potential just to ensure the absolute āsafetyā of other peoples children. I donāt think children should be exposed to bad content but i also believe its not my job to ensure the safety of children, nor do i want to be the victim of situations in which whatever moderation ai deems a random mesh/image me or a player made as a random test or just for fun (nothing even against TOS) as inappropriate and therefore should ban/terminate my account. I believe if roblox wants to actually step up with their technologies and systems then one crucial step would have to be to tell parents to actually PARENT their children and not let multi-billion dollar companies or random internet people do it for them.
this is crazy! im working on a 2d game and i have to say this is a literal game changer, can we by any chance get some more functions for editable images? iād love to have a function to get pixels of a specific color on the image? this can be very useful to replace a certain color for another, im sure we can do this using readpixel and iterating through the entire image but i think an internal function for this would probably be more performant, thank you!
the meshes just randomly disappear depending on how i look at them, the terrain is made up of chunks with a editable mesh for each one
THIS. THIS RIGHT HERE. EditableImages are cool as hell already, but holy hell would that make this update so much cooler!
Finally itās here! Now Iām just waiting for you guys to make it so I can mess with EditableImages and SurfaceAppearances/Materials >:)
with some additional safety filtering
What is this āsafety filteringā? Safety in what way? Preventing āinappropriate shapesā? Or simply preventing saturating the network connection?