@haizoopRBLX small lines per *feature* is good :). programmers can overabstract, your solution is probably simpler.
that said, don't watch the line count; write code as you need it, and factor into reusable functions if you repeat yourself. Readability should take care of itself
backend is Axum+Tokio, SQLite with custom pooling logic for WAL. Runs on a €24 Hetzner dedicated server with plenty of CPU to spare.
these figures shocked me! - but it's nothing on Roblox itself. It's a reminder of how well they handle these services for you.
built a Rust service to match and search trades across servers, in real-time! #RobloxDev
results filter "online" users. put together in a couple weeks to counter the new chat restrictions.
it's stayed responsive at peaks of ~25k players! no downtime. proud of this :)
@CheekyVisuals everyone I know has an Audio Technica. The cheapest is fine. Higher-end models have a speed slider, you can make your own slowed-lofi-beats-to-study-to :P
Wrote an open-source RNG game to demonstrate using Nevermore. I think it's a very powerful tool, I hope my example project encourages you to try it out!
https://t.co/EJuQwT4zxT
#RobloxDev
@Fezezen I generated points a bit coarsely upfront for the geometry, then applied smoothing for the camera. But iirc, the algorithm only wants points i & i+1, so you can make it into an iterator
@Fezezen not merged, but a starting point perhaps? https://t.co/vcVpRAeQ4f. Sounds like a similar problem statement as implementing this... https://t.co/ePFKzvNUn8
Added rideable Pneumatic Tubes to my building game! Complete with sfx, particles, and a fancy camera. Stolen from Portal 2, of course ;)
#Roblox#RobloxDev
@ComfyDayGames Yep, ImageLabels with UIGradients. Their Y positions increased by dt, modulo’d by tile height each frame. It’s not that accurate…! I’ll replace this when ViewportFrames get better rendering capabilities
The 400 boids in this video take ~8ms/frame (6ms of which is BulkMoveTo). Perf slows a bit over time; they tend to clump together, so the spatial hash grid becomes a less effective optimization. Possible big benefits from frustum culling (but then you'd have to disable shadows!)