What are you working on currently? (2022)

:warning: WARNING :warning:

This video contains flashing images!

Here is a short video thing I made for fun over a few hours!

Please ignore the poor video quality!

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I don’t have any proper animations to show as I still haven’t figured out how to optimize animations to render, but I’ve been working on learning geometry nodes.

Animation is extremely sped up, if I tweak the maths I can get it working like an actual clock! (Apologies for the poor quality)

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Displacement with geometry nodes

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My very first creation on blender. (finished)


There are some flaws, but overall good for a newbie

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Making big progress on my UFO conspiracy game!




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I finished my game! BigSnow.io - Roblox

  • BigSnow. io is great!
  • BigSnow. io is ok.
  • BigSnow. io is bad.

0 voters

Feedback/Dev Log: New game - Big Snow. IO
Note: To play a round, go to the area with a triangle and select time attack (Classic does not have enough players)

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Evolution of production over a decade

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https://www.roblox.com/games/7441925960/The-Dingus-Minigames

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Wow, this looks sick! Also for the first image, what FOV did you use? This reminds me of that one game on roblox, forgot the name but it’s like the wild west!

I like working in an FoV of 30-50 usually

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Forgot to upload progress on the print template F3X building tools cube. I’m almost done, I just got to finish the “TOOLS” text and the “y”.

What you’re seeing here is the outline of the text.

I’m trying to make this 3d printed F3X cube as a keychain and a lifesize model that has different colored sides.

Basically I’m trying to do this but better:

EDIT: I’m done and going to print it so expect something tomorrow.

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honey mustard is turning out pretty good

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Ok i assembled the 6 sides of the F3X cube in blender and it is now 3d printing as we speak.

ignore the z fighting lol

see you tomorrow with the completed cube (or if something goes wrong, ill present to you a pile of stringy plastic trash)

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Working on a new game, kind of my first game. I usually give up on things like this but I’ve had motivation to keep going. First time for everything I guess.

Here is a preview of the game.

Still a work in progress. A lot of things will change down the road.

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Isnt that made by somebody else?

This is my other account, it’s just that I can’t join the Devforum.

The game was made by palpatine, you literally just edited it a little bit

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Finally finished my movement anticheat after so many rewrites and new discoveries on how I can optimize it. Below is a list of the things this anticheat supports and underneath it is how it does it.

Edit: Forgot to point out that this is 100% on the server and the client has no way of interacting with it. If cheats are detected, they will be punished, no way around it.

Anti-Noclip

How it works: Raycasts from current position to previous position. If something is in the way, it sends them back.

Anti-Speed/Teleporting

How it works: Monitors their distance between each check by looking at the .Z and .X part of their position. If that position goes over their allowed speed (WalkSpeed), it sends them back.

This also works for teleporting, however it’s not shown here for clutter-related reasons.

Anti-Fly/Inf Jump

How it works: Checks if the player is standing on a legit object and if they aren't it sends them back. Also accounts for jumping/obbies so there aren't any false positives.

Also works for infinite jump/whatever other fly script you can think of.

Network Ownership Punishment

When a player is caught cheating by any of the detection methods, it takes away their NetworkOwnership for ~3 seconds. This means for 3 seconds the client will not be able to move their character unless it’s verified by the server.

Performance

Good performance for this project was incredibly difficult to achieve because I had to check every frame in order to not miss any client movement. When I first started this project, the script activity was 12% for ~8 players. Anymore and it would scale up exponentially.

However, now with Parallel Lua and a lot of other optimizations like caching chunks, baking math operations, etc, it’s down to <1% for 8 moving players. For 8 players standing still its <0.1%.

Script activity only spikes when a player enters a new ‘chunk’ however it’s instantly cached and used by all the other players when needed. Chunks store data of all legit objects that the player can stand on/can’t noclip through/etc. This is necessary because if you have 500,000 parts, raycasting every frame will be a nightmare for even one player.

Anyways, thanks for reading. Shoutout to @ForbiddenJ because without them I wouldn’t have known where to start when creating my own anticheat. Thank you. :slight_smile:

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Update of the F3X cube: It’s coming along nicely.

I’m genuinely surprised that I was able to capture this much detail in it. I even got the tiny “by” text in the middle of it.

It’s still not done because it’s 3 inches big soooo…


I’ll post an update after school lol.

Also the corners are starting to turn up so that’s a bit unfortunate.

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Wow! How did you do that? I’ve thought about this before and couldn’t come up with a way to do it.

1 Like