SuperbulletNPC System - Your comprehensive NPC system for your Roblox game!

:video_game: Comprehensive NPC System - Server-Authoritative with Client Optimization

A production-ready, highly flexible NPC system that provides server-authoritative NPCs with client-side rendering optimization, advanced pathfinding, sight detection, and behavior systems. Built for scalability and performance!


For tower defense games

For ranged NPCs:

  • NPC strafes as soon as it gets to appropriate distance
  • sight detection (won’t detect you if a wall is there)
  • when idle, they will randomly move and with default animations loaded. (usually NPCs don’t have default animations loaded)

NPC types such as melee, unmoving NPCs, direction-sight NPCs

  • Melee will be persistent until you move out of their range.
  • Unmoving NPCs won’t move while still able to target you, perfect for tower defensegames.
  • Direction-sight won’t see you and target you until they see you!

:star: Why Use This System?

Production-Ready Architecture

  • Server-Authoritative Design - Full server control over NPC behavior and state
  • Modular Component System - Extensible architecture for easy customization
  • Clean Code Organization - Server/Client/Shared separation

Performance & Optimization

  • Client-Side Rendering - Optional visual rendering reduces server load significantly
  • Distance-Based Culling - NPCs only render when players are nearby
  • Batch Hitbox Operations - Efficient spawning and management, useful for tower defense games (future implementation)
  • Scalable to 1,000+ NPCs - Tested and optimized for large-scale games (future implementation)
  • Animation integration for NPCs (using an improved BetterAnimate library)

Advanced Features Out-of-the-Box

  • Dual Sight Modes - Omnidirectional (360°) and Directional (cone-based) detection
  • Smart Pathfinding - Integrated NoobPath library with obstacle avoidance, can be disabled
  • Idle Wandering - NPCs can randomly explore when idle
  • Combat Movement - Dynamic strafing during target engagement for ranges, and normal movement for melees
  • Visual Debugging - Built-in sight visualization tools
  • Faction System - Prevent ally targeting

Developer-Friendly

  • Easy Integration - Simple spawn/destroy API
  • Example Test Scripts - Ready-to-run learning examples

:rocket: Installation

Method 1: SuperbulletAI (Fastest - 60 seconds!) :high_voltage:

  1. Download SuperbulletAI
  2. Prompt: add npc system to my roblox game
  3. Done! The AI automatically integrates everything

Method 2: Download RBXL Place File :package:

Perfect for testing and learning:

  1. Download npc_system_place.rbxl from the GitHub Repository
  2. Open in Roblox Studio
  3. Explore pre-configured test scenarios
  4. Copy source files to your game when ready

Method 3: GitHub + Rojo (For Developers) :hammer_and_wrench:

For version control and advanced development:

  1. Clone: git clone https://github.com/Froredion/Comprehensive-NPC-System.git
  2. Install Rojo: rojo.space
  3. Build and sync: rojo serve
  4. Connect from Roblox Studio using Rojo plugin

📝 Quick Start Example
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Knit = require(ReplicatedStorage.Packages.Knit)

-- Wait for Knit to initialize
Knit.OnStart():await()

local NPC_Service = Knit.GetService("NPC_Service")

-- Spawn a basic NPC
local myNPC = NPC_Service:SpawnNPC({
    Name = "BasicNPC",
    Position = Vector3.new(0, 10, 0),
    ModelPath = game.ReplicatedStorage.Assets.NPCs.Characters.Rig,

    -- Stats
    MaxHealth = 100,
    WalkSpeed = 16,
    JumpPower = 50,

    -- Behavior
    SightRange = 60,
    SightMode = "Directional",
    MovementMode = "Ranged",
    EnableIdleWander = true,
    EnableCombatMovement = true,
})

-- Set a target
local player = game.Players:GetPlayers()[1]
if player.Character then
    NPC_Service:SetTarget(myNPC, player.Character)
end

⚙️ Configuration Parameters
NPC_Service:SpawnNPC({
    -- Identity
    Name: string,              -- NPC name
    Position: Vector3,         -- Spawn position
    Rotation: CFrame?,         -- Optional rotation
    ModelPath: Instance,       -- Character model path

    -- Stats
    MaxHealth: number?,        -- Max health (default: 100)
    WalkSpeed: number?,        -- Speed in studs/sec (default: 16)
    JumpPower: number?,        -- Jump power (default: 50)

    -- Detection
    SightRange: number?,       -- Detection range (default: 200)
    SightMode: string?,        -- "Omnidirectional" or "Directional"

    -- Movement
    CanWalk: boolean?,         -- Enable/disable movement (default: true)
    MovementMode: string?,     -- "Ranged" or "Melee" (default: "Ranged")
    MeleeOffsetRange: number?, -- Melee distance offset (default: 3-8)
    UsePathfinding: boolean?,  -- Advanced pathfinding (default: true)
    EnableIdleWander: boolean?,     -- Random wandering (default: true)
    EnableCombatMovement: boolean?, -- Combat movement (default: true)

    -- Client Rendering (Optional)
    ClientRenderData: {
        Scale: number?,        -- Visual scale (default: 1.0)
        CustomColor: Color3?,  -- Color tint
        Transparency: number?, -- 0 = opaque, 1 = invisible
    }?,

    -- Custom Game Data (Optional)
    CustomData: {
        Faction: string?,      -- Faction identifier (e.g., "Ally")
        EnemyType: string?,    -- Combat type (e.g., "Ranged")
        -- Add any game-specific attributes
    }?,
})

💡 Usage Examples

Example 1: Basic Ranged Enemy (with strafe movement!)

local rangedEnemy = NPC_Service:SpawnNPC({
    Name = "RangedEnemy_1",
    Position = Vector3.new(0, 10, 0),
    ModelPath = ReplicatedStorage.Assets.NPCs.Characters.Enemy,

    MaxHealth = 100,
    WalkSpeed = 16,

    SightRange = 60,
    SightMode = "Directional",
    MovementMode = "Ranged",

    EnableIdleWander = true,
    EnableCombatMovement = true,

    CustomData = {
        Faction = "Enemy",
        EnemyType = "Ranged",
    },
})

Managing NPCs

-- Get NPC data
local npcData = NPC_Service:GetNPCData(myNPC)
print("NPC Health:", npcData.Health)

-- Get current target
local currentTarget = NPC_Service:GetCurrentTarget(myNPC)

-- Manually set target
NPC_Service:SetTarget(myNPC, player.Character)

-- Manually set destination
NPC_Service:SetDestination(myNPC, Vector3.new(100, 0, 100))

-- Destroy NPC
NPC_Service:DestroyNPC(myNPC)

:crystal_ball: Planned Features (Not Yet Implemented)

UseAnimationController - Client-Side Physics Optimization

Status: :construction: In Planning

An advanced optimization for 1000+ NPCs with minimal lag by offloading physics to clients.

Features:

  • Client-side physics simulation
  • Client-side pathfinding
  • Server stores only positions and health
  • 70-95% network traffic reduction

:warning: Trade-off: Client has position authority (no validation). Not recommended for combat NPCs.

Use Cases: Ambient NPCs, background characters, non-critical entities

View Implementation Plan


EnableOptimizedHitbox - Batch Hitbox Detection

Status: :construction: In Planning

Client-side batch hitbox detection for high fire rate scenarios.

Features:

  • Batch detection for rapid-fire weapons
  • Accumulate hits over 0.1-0.2s window
  • Single network call for multiple hits
  • Ideal for tower defense with many turrets

:warning: Trade-off: Client handles hitbox detection (exploitable). Suitable for PvE, not competitive PvP.

Use Cases: Tower defense games, PvE with rapid-fire weapons, 50+ NPCs

View Implementation Plan


:bar_chart: Performance

Current System Capabilities

  • 50-100 NPCs - Smooth performance on most servers
  • Client-Side Rendering - Distance-based culling reduces load
  • Optimized Pathfinding - Intelligent waypoint handling
  • Efficient Detection - Cone and magnitude checks

Performance Tips

  1. Adjust Render Distance - Lower MAX_RENDER_DISTANCE for better FPS
  2. Limit Rendered NPCs - Set MAX_RENDERED_NPCS based on hardware
  3. Disable Visualizers - Turn off in production (see below)
  4. Use Faction System - Reduces unnecessary targeting checks

:handshake: Contributing

This is an open-source project. Contributions welcome!

Areas for Contribution

  • Implement UseAnimationController optimization
  • Implement OptimizedHitbox batch detection
  • Add more movement behaviors
  • Create additional sight detection modes
  • Improve pathfinding algorithms
  • Add example scripts
  • Performance optimizations

Development Guidelines

  • Follow modular component architecture
  • Maintain server authority for critical systems
  • Document all configuration parameters
  • Test with 100+ NPCs
  • Consider both PvE and PvP use cases

This NPC system was from our previous game, we took it and heavily optimized to be customizable.
This was a 1-day project, there’s still many areas of improvement that can be done!


:books: Resources


:glowing_star: Credits

  • SuperbulletFrameworkV1-Knit - Robust Knit-based architecture
  • NoobPath - Advanced pathfinding capabilities
  • BetterAnimate - Smooth animation handling (modified version)
  • Roblox Community - Feedback and support

:speech_balloon: Support & Feedback

If you use this system in your game, I’d love to hear about it! Feel free to:

  • Share your experiences in this thread
  • Report issues on GitHub
  • Suggest improvements or features
  • Ask questions about implementation

Made with :heart: for the Roblox development community

Version 1.0 - October 2025

10 Likes

…this just seems to be ai generated slop made by your other system SuperBulletAI



also you’re using knit which i am pretty sure is deprecated

for someone who claimed to be a veteran for 7 years, its rather low quality

3 Likes

We’re using SuperbulletFrameworkV1-Knit, a modified version of the framework. This is created by the Superbullet team, along with many libraries for Roblox games from our old games.

SuperbulletFrameworkV1-Knit isn’t the same as the old Knit you’re referring to. It uses Knit as a foundation, but all of its weaknesses were reworked and extended, especially around Roblox’s modern IntelliSense, structure, and dependency handling. It’s currently in BETA, but it’s actively maintained by the Superbullet Team and will keep evolving into a more comprehensive framework built for 2025-era Roblox development.

Proud to say our tool SuperbulletAI clearly helped us revamp this by making it more maintanable and more universal!

The NPC system originated from this game:

If you think it’s low quality, it would be much more helpful to explain why, constructive feedback is always appreciated and helps us improve the framework further.

the reason why i said it is low quality is because basically all of it seems to be generated by the superbulletai you made

and to be honest i doubt that devforumers like ai slop as much.. hell, i even felt embarrassed for doing my first project, G-Gui, using ai, so i’ve started rewriting it

also about knit
Knit, its history, and how to build it better. | by Stephen | Medium
it is advised by its own creator NOT to use it and just make your own

2 Likes

Saying it’s “low quality” just because it seems AI-generated isn’t really fair or helpful, rather it’s dismissive. A lot of it was actually written by me and only polished by SuperbulletAI for readability, I code in Lua, Python, and TypeScript, and I know when something’s genuinely bad or not. AI is just a tool, and like any tool, quality depends on how it’s used and who’s guiding it.

Regarding Knit - yes, the original has flaws, but SuperbulletFrameworkV1-Knit was built specifically to fix those: better structure, memory handling, and IntelliSense. It’s a reworked foundation than just a wrapper.

And if you’re experienced as a programmer, you could easily extract the logic or convert it to ECS in minutes, it’s already that modular…

I would appreciate it otherwise if people can just point out something instead of saying it’s “low quality”, it helps more when you mention WHAT specifically feels off or could be improved. That way, I can actually act on the feedback.

EDIT: Released SuperbulletFrameworkV1-Knit, README.md explains what’s improved, why it’s future-proof, and how it builds on Knit and why it’s best for beginners:

the fact that it’s AI, AIs are really bad at most stuff and it just shows how lazy the person who prompted the AI is.

2 Likes

You basically took other peoples modules and combined them with ai all to increase the downloads on your AI game generator. You did not put the effort to make your own system, you asked AI. AI can be a great tool, but this is just shameless.

This is actually cool, Superbullet is actually helpful

I am checking out the .rbxl.

the range_3 , when I first came near it, ran at me.. then I move away… and now it appears to see me, if that is the green line, but it does not chase me…

also if it has blue sphere of range it detects , I do not see it around this one now

I like the visuals of what it is detecting or the path finding dots…

  1. what is the blue domes supposed to indicate ?

  2. are the melees supposed to attack?

maybe also make the domes more transparent.. so I can see stuff

  1. why are these in terrain?

regarding ’ * NPC strafes as soon as it gets to appropriate distance’ , is one of the NPC supposed to shoot me? that would be nice.

  1. regarding ‘with default animations loaded. (usually NPCs don’t have default animations loaded)’
    can you have by default, they use a walking roblox animation ID , so then the look like they walk… and also we can change it to our own walking ID if we want?

Blue indicates visualizers for their range, yellow is the same but cone-like direction visualizers.

green dot path indicates their path.

No, they are not supposed to attack because it’s supposed to be that you script damagers yourself. (because it’s a different system that should have its own handler)

Maybe I’ll make a damaging system in the near future to implement this.

I took other people’s module and combined them, I coded this manually by hand. Then AI refined it to be more readable and more cleaned.

I’ve been making NPC systems for my Roblox games since 2019 and this was taken from a game we’ve released just recently.

What are you complaining about? Shameless for what?

’ Maybe I’ll make a damaging system in the near future to implement this.’ this would be great , even if it is basic.