rickje139
(rickje139)
October 22, 2020, 9:10am
61
I totally agree with you, CFraming in the first place is already extremely difficult for a lot of developers, especially if you include unanchored parts.
CFraming + physics does not combine well.
Physics is so annoying to work with via remote events, the speed that remote events update the constraints at is way slower compared to automatic replication
Engineers could make replication way faster and more efficient than updating the physics manually via remote events.
Proof roblox physics is untrustable and very difficult to work with:
Whenever you change the length of the rope that is networkowned by the player, the change does not replicate to the server and causes a lot of issues.
These issues are game breaking, as it causes other players who stand ontop of the part attached to the rope to get flung with an extreme speed and also causes buggy behaviour like this :
RopeBug Demo.rbxl (21.4 KB)
Steps to replicate this issue :
Launch a test server with 2 players.
Get player2 to stand ontop of the large…
I have been trying to make a parachute as an ingame item but somehow it doesnt slow down the plane it just shakes the rope instead.
I tried adding the same bodyvelocity to one of the parts which is welded to the plane and that prevented the plane from moving completely.
But somehow if the same bodyvelocity is inside a part which is connected to the plane via a Ropeconstraint it wont slow down the plane.
With bodyvelocity in plane :
With bodyvelocity in parachute :
Is t…
In my game, the motor2 sets massless to true for every part that is on the turret side of the car to prevent wobblying while moving.
I have noticed that this is causing a lot of issues, but i am unsure about how i could fix these issues.
Whenever the turret side of the motor2 touches the water, it flings everything into space.
[image]
What is causing this to happen and how do i solve it?
[image]
The suspension keeps glitching whenever the framerate drops or there is an extreme force, an example is being shown in picture above.
How do i prevent this from happening?? This is always happening to everyone and is very annoying as i have to reset everytime it happens.
I have been having issues with hingeconstraints glitching out. I have tried multiple things to fix it, But those are not working perfectly.
I have tried using the limits on the hingeconstraints, Which did nothing at all the motors still glitched out.
I have tried using manual welds on the server, Which caused the parts to weld at different locations.
I have tried using WeldConstraints on the server / client, Which resulted in laggy creations and weld at different locations.
All of…
This is what happens without any replication or whenever the replication is too slow to catch up:
I have set this up already, but there could be 0 to 3000 constraints in my game. (yes that much)
It’s a sandbox game where you can build anything with physics and people can create massive creations or lag machines.
About the 3X cost,
The player sends a remote event to the server for each update the player makes.
The remote event needs to get sent to the other clients aswell because for some constraints its just too messy to be set on the server.
For most of the constraints, the prope…
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