What are you working on currently? (2019)

How will you deal with there being instances where two players see the same NPC in different positions?

That’s the only reason why I decided to go back to having the server handle my humanoids.

British Railways Black 5 for @TheModsterRB 's GCR!

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Working on a plugin similar to my coaster plugin but for railway networks. The main difference between the two plugins is a focus on creating a network of segments instead of a loop of segment. Users can connect segments together and connect segments to prebuilt pieces such as switches.

This video shows that segments are made of 4 individual control point parts instead of sharing control point parts like the coaster plugin, and that neighbor segments move along with.

This video shows that snapped track pieces follow along as well.

So far there’s no UI but soon there will be and you will be able to add more segments.

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oooh ok i totally understand…

DOOM guy armor and halo 4’s rail gun… interesting.

Trying to make a new realistic hunting game, and it’s starting to look good :smile:

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Looks cool dude, would like to see it in the future, good luck!

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Tail breaks off, wiggles away while the body gets eaten, tail regrows the entire body again

thinkaboutit

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That looks hella lit for a first post!

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Wow this looks insane! Roblox’s lighting engine has really gone from a lazily created engine to a very well detailed engine. Love what you have done :smiley:

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That’s looks really good keep up that good work :slight_smile:

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That looks so amazing :slight_smile:

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The NPCs positions are handled by the server, so all their positions are replicated properly within the network send / receive rate. I haven’t had any issues with this method so far, they all replicate properly.


Soon I’ll have to release my game and I realized that I still didn’t make an armor for it!

Today I started to make an armor and here is the result for now.
It’s also my very first armor made in Blender.

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I mean I get that, but you’re still going to have that lag on the clients end. So in a combat situation you might have two players attacking the same NPC. And they’re both going to be wondering why

A. This NPC is taking more damage than I am dishing.
B. Why this person who’s supposed to be helping me is wayyy over there attacking the air.

Sure it’s possible this might not happen, but it also could. If it doesn’t I’m all for it. But that’s some extensive testing to be done haha. Do let me know if you happen upon these issues.

Is it also your first organic model? I mean its not really organic but you pretty much made a character here bud. Haha. It looks good too.

This system isn’t used for combat models. I’ve got an entirely different system for that. Also if this was to be used for combat, the NPCs still wont stray from their replicated positions. The client just renders the NPC where it’s told to, it doesn’t guess or set the position itself.

If that’s the case then the NPCs themselves should literally be gliding all over the place. Does this means you’re handling animations differently than Humanoid:Move() ?

Yeah! Move() and MoveTo() aren’t used at all. The server gives an approximation of the NPCs current height and then the client renders it properly. This is true to about 1.5 studs above their heads (they’ll have a hard time smoothly walking through doorways that aren’t above 7 - 8 studs high)

The NPCs are being moved using CFrames which is why level-of-detail was mentioned in the twitter post :stuck_out_tongue:

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What is the link to the plug-in?