Hi everyone, I am working on an game that has a lot of parts and I was wondering if it is possible to do the calculation on the client side so that the preformance of the game depents on the power of the device the player is playing on.
I don’t know if this would work so if someone could tell me if this would work I would appreciate it
This depends on what you are aiming for, what are you going to use the parts for? Also don’t forget that you would have to place all “parts” inside a model and set the ModelStreamingmode to Persistent so it doesn’t get streamed out.
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I want to use it for marking holes in an other part, it should make 4 new parts that leave an hole in the places the player clicked in the part.
Ah I see, if making “holes” is a crucial part of your game (like if it shouldnt be exploitable) or if everyone should see them you should stick to using server-scripts. If it is something that doesn’t really matter and you are aiming for it to only be replicated to the client (you) then you should go with client scripts.
I suggest you get the players mouse position using game.Players.LocalPlayer:GetMouse().Hit
and fire a remote event / remote function to let the server take over from there.
Oh oke, but lets say my game is singleplayer could I in theory use client scripts or would you still discourage it?
If it’s single player, your game should be almost ENTIRELY client-sided
As I said, it depends on your usage. If making holes is a crucial part of your game you should stick to server scripts. However if you are using the Mouse for cutting holes you need to use the client, if you are using a ClickDetector I suggest using the server.
This is a bad practice, even a single player game can have a lot of things handled on the server. Especially datastores.
Thx for you help, I aprecciate it
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That’s why I said almost entirely. You keep things like leaderboards and their verifications on the server. But the rest should be client sided. Even multiplayer RPG games should (optimally) have most their parts on the client, that are simply controlled with a remote event to the client (so custom replication like ROBLOX does it except you can control it)