What are you working on currently? (2022)

Gta 5 story mode bank robbing on the beginning?

Random build I make.

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not Matrix

Matrix code simulation using fusion + nevermore engine :slight_smile:
Visit Place: https://www.roblox.com/games/10859671765/not-Matrix

Tweet: https://twitter.com/itsNomeso
Portfolio link: nomeso.carrd.co

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Im working on a map for a single player PVE horror game

6:06PM update

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This looks amazing! I never knew something like studs would make me feel all cozy inside! :star_struck:

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RobloxScreenShot20220913_211652337






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image
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Volt dealership for Oasis!

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Today’s progress - Grimy near-future convenience store WIP

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thx man!!
tried to go for a warm isolation feel

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Created my very own Wood plank texture to fit a certain build style I am aiming for since the ROBLOX original one does not.

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This looks amazing! You said this is a texture? Are you sure it’s not individual planks placed beside each other? It looks 3D!

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Yes, it’s a texture. This uses PBR materials :grin:

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This looks amazing! I even think it’s better than the current 2022 version!

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Nostalgia Game

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upgraded it a little

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That’s amazing. You seriously had me questioning it. :joy:

Agreed

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Going to the corner store, y’all need anything? (besides products because that’s still a WIP)

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I’m working on triangle terrain editing for my custom Shard Seekers map editor. It stores objects as binary strings within chunks and only loads nearby chunks to prevent lag. Triangles need vertices loaded to be able to know what chunk to move to after a transformation, so I made it search through chunk data to find the vertices and request them (if they aren’t already loaded.) With some modifications I think I can make it recurse more to do proportional editing.

I still need to work on edge selection and mesh editing. It’s not easy because edges don’t exist in the same way objects like triangle and vertices do. I might need to use fake objects or store edges in a separate type of selection. For now I can import .obj files.

The tools perform significantly better than the default tools for large detailed worlds. This is because it can check that chunks are within the box before checking its objects, and it never needs to check individual parts.


(Default Roblox selector)

The objects placed in the map are automatic copies of models in ServerStorage. The parts are non-archivable and the data just needs to store an id so it’s really compact.

I could easily add 100k+ complex objects to a large map with no lag (assuming they aren’t all in one spot!) I made a scene viewer so I can find objects that aren’t loaded. It has a custom scrollbar and only creates guis for things that are in frame, so scrolling is lagless. Here’s a test with 37k objects:

When the game runs it actually creates the parts client-side, so it can replicate model templates and where they are instead of sending tons of parts redundantly. The server puts parts in a camera and has optimized physics-only versions of objects. This means the world can have practically unlimited graphics-only decorations without using server memory. (Ignore the lanterns, they are interactive objects that use an old system.)

Here are a few things I made with the tools:
Peddleport Lighthouse


Bubblebrooke Academy

Cultural Ruins

Mining Village (not yet named)

I have a talent hub post if you (yes, you) are interested in using these tools to build large detailed maps for Shard Seekers. For the past year I’ve been reworking progression and developing highly scalable content systems and tools like this, and I’m preparing to start releasing content again.

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My game has reached 10 Million Visits!

Well, almost

Almost two years ago, we had started to develop this game.
In the summer of 2021, we had about 35 visits per day because our game appeared in searches.
On December 11, 2021, we exceeded 100,000 visits and launched our first event.
Today, we have more than 150,000 players every day and 10,000,000 visits in total.

:trophy: Celebrate 10 million visits with us!

Clock's Difficulty Chart Obby HARD - Roblox

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