That looks nice, I’ll try to implement that.
This shouldn’t be against tos however it will be if you show some not Roblox friendly images on screen.
nvm i can’t cuz uhh idk how to
It shouldn’t be that hard there’s probably guides on how to do it
look man its not that easy and the whole Editable Image thingy has almost no documentation
How about you use a module called canvasdraw 4.0b since the creator switched to editableimages(which have a limit of 1024x1024 im pretty sure)CanvasDraw - A powerful pixel-based graphics engine (Draw pixels, lines, triangles, read PNG image data, and much more!)
i tried to use it but it dosen’t seem to work also the editableimage is a studio only beta feature i think?
(edited) it works now
OMG this module is so fast ty!!!
You’re welcome oh btw how much fps have you managed so far
didn’t add that yet, im testing with math.random pixels cuz im having trouble with the screen pixel data cuz you can’t do httpservice on localscript and the remoteevent data limit is 900 Bytes but the screen pixel data is ~1MB
maybe seperate the data to chunks
um that woould be slow
1 megabyte =
1 000 000 bytes
every solution is extrenmy slow i think that using editableimage on a server script is very hard.
i didn’t actually need to chunk the data cuz i sent the date and the client did the work
i have 480p now (no lag)
’ playit.gg is a global proxy that allows anyone to host a server without port forwarding. We use tunneling. Only the server needs to run the program, not every player! ’
imagine calling ^ ‘port forwarding’ even if in the webpage it says it’s not.
That’s cool! I tested it and it works perfectly. The only sad thing is that it only works in studio.
Actually it works in a game (except OLD_hi2.rbxl)
You just need to make the server open to the global web, you can use ngrok for that.