What are you working on currently? (2017)

Studio allows you to override corescripts if you enable some settings. I would’ve just made it act like I’m the creator and use a RemoteEvent instead of LogServer.ServerMessageOut and just have the server relay MessageOut to me. but that NodeJS sounds fancier tho

I made it so I can add new commands to the nodejs console easily, like so: 5ab4d40487f873f69cd0466426a40842003cee6a.png.

Comes in really handy when debugging in a server that’s not yours. This should shutdown every running server.

Hahah cheers, yeah just fixing up the shading issues caused by the meshes

Working on my own animation engine for my own game specifically. It’s called “DRAGON_X”.

Rig “limbs” are stored as models with a PrimaryPart (due to my game relying on morphs, where a rig may have multiple parts for a section of a limb). Joints and their C0 and C1 properties are actually defined by specifically named Attachments within those PrimaryParts (i.e. the equal to my HumanoidRootPart has a PrimaryPart with a RigRoot0 attachment, and the torso has RigRoot1 as an attachment. The script will join those together with a Motor6D, using the attachments’ CFrames as C0 and C1.)

Another big part of this animation engine on top of the ability to control the keyframes is the ability to define IK chains for limbs which introduces some pretty cool results. Oh and, you can define IK chains in real-time. You can tell a certain limb to use keyframes then suddenly have it switch to an IK chain at a certain time, should something like that be needed. It’s very dynamic.

As for pictures? Not gonna post any yet since I’m still in somewhat early stages and I’d like something presentable (and cool) before I demo it. IK chains are still a tad bit buggy due to me being dumb with CFrames and probably some other issue of working on it for too long, but I should have something soon.

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Messing around with @AllYourBlox’s code a bit to improve performance and add some properties… will probably post edited code once I’m happier with how it’s structured

Original version, 8 instances gives 6.9FPS

6fbed3446212c46a427fa3604e9839a970deaac8.jpg

Exactly the same settings after my messing around gives ~60FPS again (all parameters of the original algorithm are the same; same amount of arcs, same amount of segments, etc):

edeb8f63c2dd5b1524d3d05de54f3f2498a402e7.jpg

Pretty good performance speedup so far. Still need to tweak stuff so it’s closer to the original visually (doing some stuff to determine colors automatically now rather than preset, but it’s not quite perfect, and also need to figure out a way to make the glow more visible again)

Bonus picture:

ee77f212c7dcf0d1dbfec7aaca561306f587371b.jpg

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#Looking for someone to collaborate with to texture this…


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leather briefcase with a white fabric interior?

been there

done that

i could have probably done a better job texturing it tho…

also, a feature is coming back to Tankery!

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use this for textures, theyll all free, just have to make an account
https://www.textures.com/
and if you’re willing to spend money I would get this one

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Playing with some UI effects for a big update to Ultimate Driving with the help of @Lilly_S
(click to animate)

dd197b2c4d9b927592dc1a6d4dba450886a153cb.gif

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Leather briefcase, foam interior is desired. Its not transporting cash but rather a more elegant form of currency that only one certain place takes. If you’re interested in doing a better job of texturing this than your own, send me a PM and I’ll send the model.

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I did it that way because it makes the layout chart look pretty.

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It’s very nice, but the blinking when switching between buttons is a bit… annoying? You should try lerping the dimming

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or, alternatively. have them dim by default, and only have the one you mouse over light up

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5e43f9a49ea7322abf71036136df507804141dcf.gif

It moves…! Still 55-60FPS

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I W A N T P L S G I V E !

only if you wanna tho :angel:

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Reminds me of John Wick

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furniture viewer v1
https://i.gyazo.com/00d8a719acd430245790c240d244b91b.mp4

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Nice! A nearly 9x speedup is considerable. Is there a magic bullet here; something I was doing that was not Roblox or Lua optimal? All of the ways I’ve considered speeding this up have involved doing things that would trade off randomness for speed–things like reusing generated paths by flipping them end to end, rotating them around the axis, generating a pool of paths up front, etc, to minimize setting part size and color and reduce random() calls. But even with those kinds of changes I don’t think I’d have that many instances running at 60fps.

Kind of the idea I got in mind for my Fallout place.