Roblox Provdes the most atomic sets of particles. As well, they are by default, live running at all times while working with them.
That being said, constraints also push creativity. VFX is a very specialized field of game dev due to it being a mix of technical, artistic, animation, user experience, and performance technical.
So, it's a great way to force a user to learn under constraints. Which exist in all games.
@PE_Spathi I just choose time windows that I can talk and then unless important I bow out until next window.
Another thing is I set days for long convos vs not.
So I know this won't make entire sense.
But figure out a way to track what needs preloading and what doesn't and then unload when something is needed.
For me this looks very similar to a pooling / LRU cache of sorts.
There are a few things in my game where i have to be super strict with loading and unloading.
And reuse reuse reuse / repurpose repurpos repurpos as much as you can.
Just some thoughts
@zenphiordev Looks like the object is being moved by the server?
It looooks like it's spawned in and then giving a fairly fast velocity and hiccups as the client is stabilizing the simulation
@zenphiordev Depends on circumstances, in my experience, most the time remote event is better. It is garunteed order.
There are a few benefits to attributes, but they have some behaviors that can catch you. Like overriding a state/value to the most recent that may skip in-between values.
@zenphiordev Follow up, again it depends what your goal is. If you are only focused on success/money then you approach differently then if you approach from a more passion or desire to bring to life. Either is a valid motivation, but knowing it will change how you make decisions
@zenphiordev Pro tip:
If you are newer to game dev, worry less about making the game for an audience and more on seeing a game type you would like to see made at a certain level of quality.
Sometimes some of the biggest break out successes are the games that go agiesnt the grain just right.
@MrChickenRocket Def does, I've been hoping to be asked just to talk about tooling overall and various methods, and reasons. One day perhaps. But I would def come to that!
@sleitnick@MrChickenRocket 600 lines per a module for me. Then I make a private utility and pull helper functions and such out, if possible keep them pure functions. That way if one turns out to be reusable I can easily push it to a global utility module.
Lol, this could be bad who knows works for me
Roblox is just as much a game engine as unity or unreal. With one difference being there is a bigger boundary access to some of the deeper engine stuff.
But the return on that, pretty big. You can literally one button launch to all platforms roblox can run on.
And spicy take:
The more you attempt to do things any engine doesn't autosupport or wasn't designed that way, the more custom code you will have to write.
The more custom code you write, the less you are able to opt into easy solutions. So yes, there is kind of a singularity that can occur in your game where you pushed so hard to do things that required custom code, you just can't opt into the easy solutions. Especially if they are deployed later.
So you have to be really aware of these things.