i did on both scripts but now im planning to optimize my python code to not take up system resources
wow its like RemoteEvents and RemoteFunctions but way faster. it took me not much time to replace all remoteevents in my gun system with this. im going to use this for every game i will make in the future.
Iām not too knowledgeable about threads.
But could you tell me how your thread implementation in the āSpawnā Module.
Is better, cleaner, easier, or more efficient than just using task.spawn() and passing in the callback?
I know you use task.spawn in the return function, but why the extra while true, and the courornite?
Curious.
Can you confirm if this module uses only uses two remotes for server to client and client to server communication? If so, why did you opt for that route? Wouldnāt it have been more performant and a better practice to create remotes individually for each constructor?
we use 3 differents remote to handles both side (server & client), its Reliable, Unreliable & Request.
Each/every remote they have own ~9 overhead bytes specially firing blank and on reliable event they are ordered so to solving this we re-packed it and wrap it every frames without losing the performance instead doing fires/sends every fire function called.
Appreciate the response! Curious to know if you ever benchmarked a system where the events are created on the constructor event. All of the bench results in the post (BridgeNet + Red) also use the 3-remote system.
I feel itād prevent throttling issues down the line (and if thereās a max requests per remote event limit). I know you implemented your own Rate Limiter and Queue system which is awesome, but would it be even more optimized with individual remote objects? Or do you also bunch up requests?
Hey! Iām curious about the recent change in the network moduleās batching method. Could you elaborate on the motivations behind switching from grouping all identifiers and data into a table to sending them separately?
I noticed that older fastnet2 versions used the former approach, and Iām wondering what prompted the shift. Iām also interested in understanding the implications of this change, given the overhead associated with firing individual events (around 9 bytes, depending on the environment).
indeed, you cant send a instance to server from client.
its not that its the name of the variable i use, its connected to send over the text of a textbox
Hey, I wanna ask, for remote function kinda event, use :Connect to? Thank you!
Are requests packaged in this module?
can warp send a thing from a server script to another server script because when i try send one message from a server script to another it doesnt print out so did u even test client to client, client to server (which didnt work) and server to server before releasing this to the public?
i did some benchmarking and:
- theyāre identical in perfomance (bridgenet2)
- theyāre identical in speed (bridgenet2)
- warp doesnāt allow some features that bridgenet2 had
- warp hasnāt got any kind of security whatsoever
u can use a custom signal module or bindableEvent for that.
Can I see the result? Iām curious.
as you know every networking modules dont secure their events data since its not possible but its possible to make the events data format being harder to logging (or debugging) or extract the data manually by exploiter/user and also can by doing validation on receive incoming packets (this still possible can be bypassed).
ok ill try it also whatās in the next update, also i suggest u do caching n the module so it reuses and improves performance like local run = courtine.run but dont add the () onto it. thats how i got a extra 6 fps out of my render with caching.
hey, im my stream game when a player leaves, warp will stop sending for sum reason until another player joins also when a another player joins it speeds up sending for example, if there where 1 player watching my screen in the game it would be around 9 fps, but with 2 people on the game it would be 25 - 30 fps, but if its 4+ players, then the fps would be 85 - 70.
can u make it so it uses its full speed with just a single player
or i might be my render itself with the client work and color receiving idk
i think its just yours.
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Edit: i tested here and no issues like you had