@grilme99@MaximumADHD Abusing another feature to accomplish something entirely different from it's purpose is the strongest feature request / forcing function there is.
It's such an unconventional and eclectic choice, but it's a defining choice that the world is defined in terms of these real-world analogous connections, not the ones most obvious for implementing a simulator at a lower level.
To me, the thing that most defines Roblox as an engine is welds. What is the source of truth for how things move relatively? An explicit tree defined by the user, or an implicit, derived one from physical connections between objects?
@MaximumADHD The restrictions are harsh, but even if not it'd be a sub-par API for VFX. EditableMesh is meant for editing. A proper VFX API would probably be more declarative and shader like. Build on demand for correct LOD, cache/discard/rebuild results like asset data in memory in general.
@Onogork Massive team effort with a lot of amazing people. Can't wait to see what you do with it. The crazy creative people like yourself make it worth it.
@zeuxcg@MaximumADHD For better or worse, EditableImage:IsA("<<<ROOT>>>") still. It's generic functionally for non-Instance objects with reference identity across reflection/replication/serialization, but for now it's only used for asset-objects...
Been working on this thing in various forms for almost 2 years. It's crazy what it's taken to get this far. We're getting so close...
https://t.co/9lHV9c81dt
This week I made the largest Roblox Engine API change of my career. It's mostly an internal change, nothing super exciting yet, but I'm interested to see what people will think of the API dump update next week.
The only reason software estimation is impossible is nobody accepts uncertainty. You give someone a range, they pick a single number, add up those scalars and get a meaningless result.