Nope, it run pretty darn smooth if I may say so myself and we got a guy working on improving it even further. So it’ll be noice/noice.
if a tree falls in a roblox forest and nobody was there to see it, did it make lag?
…woah dude
too deep man
Client or server side? FE? Physics or CFrame?
But: no players no lag.
Yes.
Compressed images make me sick
Wanna see who’s e-peen is bigger and compare AI efficiency?
Edit: What are they supposed to be doing btw!? In-game they just randomly travel.
Warning: 36 mb 30fps GIF.
VordonZon (who still isn’t a dev forums member for some reason) made this bad-boy modeled after a modified glock-34. We’re calling it the ‘Z-34’ in-game. This is the reload/fire/aim animation for it. I might redo the reload to make it look more uhm… kinetic
The fact that there’s absolutely no rotational recoil is really breaking the feel of the gun for me… It’s a handgun, why not make the front kick up when fired?
Good idea!
I’ll be reworking weapon sway, bobble, and recoil for this update so I’d love any constructive criticism I can get.
whatd you say fam
Why use the gif version? Imgur automatically generates a much smaller mp4 version of gifs that gets used if you just post the link.
accidentally pressed the shortcut to post before I was ready
Oh I never knew that.
Cool!
Finally added new ship blueprints to my game, along with the ability to choose which part you want as your “skin”, incase you don’t like the look of a superior part.
Couldn’t that be abused? Disguise your proton torpedos as simple laser cannons and nobody will be able to predict that their ass will be kicked.
Sure, only if you share optimization.
Also at the moment they just wonder arround and see who’s (player or actor) in front of the AI or not. They lack the ability to make their own paths, but they are able to follow a path… Still debating what I’m going to do… I want to make zombie game but my idea for one is too close to l4d2
Gears! I plan on using them as decorations, for my office or maybe a club.
The Gear class I made to build and run them could use some cleanup, but I’m pretty happy with it’s flexibility. You just need to tell it a position, the number of teeth you want and it’s scale. To add gears next to that gear you just call addGear with the number of teeth for the new gear and an angle to put it at. Rotate the original gear and all the rest rotate themselves.
Now I just need to figure out how to make the center hollow and add spokes that will scale correctly. CSG isn’t going to work for this.
The code I used to run this sample is
function MakeTestGears(location, scale)
local driver = Gear.new(40, location, Vector3.new(1, 0, 0), 0, scale)
local idler = driver:addGear(30, (math.pi / 3))
driver:addGear(4, (-math.pi / 2))
driver:addGear(20, (math.pi))
local idler2 = idler:addGear(8, math.pi / 1.5)
idler2:addGear(14, math.pi / 2)
return driver
end
local driver = MakeTestGears(Vector3.new(0, 10, -10), .2)
local driver1 = MakeTestGears(Vector3.new(0, 10, 0), .5)
local driver2 = MakeTestGears(Vector3.new(0, 10, 10), 1)
while(true) do
driver:turn(.03145)
driver1:turn(.03145)
driver2:turn(.03145)
wait(.05)
end
fancy. are they involute?
Trees
EDIT: Jiggly leaves
It seems beautiful now, just wait until night falls..#ROBLOXDev #ROBLOX pic.twitter.com/H5juK2LR6Z
— LeitrisArcade (@Leitris) September 1, 2016