My test map here is a fully destructible voxel terrain that measures 8.2 km² in size. For physics I am using Box3D. This is my own rendering engine ported from Java. The IDE is built from my custom UI library also ported from Java.
Created a smooth voxel terrain system in my game engine. You can assign up to 255 materials, sculpt any shape, and have any amount of terrain instances!
I need to create a proper plugin system so I don't have to use custom in game UI to control editor behavior
I asked claude to take a game I made with Java3D about 10 years ago, and recreate it in my engine.
One prompt. Only a few sentences. 10 minutes.
If you had told me a year ago LLMs could do this I wouldn't have believed it. What a time we're living in.
This week I indulged in a small toy project using Grok 4.7 and Opus 5.5. It's a recreation of my Java game engine (Anarchy Engine) but written in C++. It has a similar DataModel design to that of Roblox.
Very cool to see how rapidly you can iterate an idea through the use of an LLM lately.
For technical information, this uses a C++ UI library which is a port of my Java UI library JadeFX. Utilizes GLFW and simple GLSL shaders. STB for font rendering. Catch2 for testing. HttpLib for the MCP server. Luau to communicate with the Datamodel
I see discussions here about how Server Authority fundamentally does not work on #roblox.
More often than not I think creators are not giving it a fair shot!
Today we have implemented Server Authority into our game Aftermath. So far, it's coming along great.
#RobloxDev
For some technical information...
1) This is a completely custom character system. We don't even use the Roblox provided PlayerModule nor Humanoids.
2) This is a fully networked simulation, live.
3) The game map is huge. 16,000 x 16,000 units. 1,500 streaming radius.