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Discussion /blox/ - Roblox General

itt: snca literally
dw ill be posting blox content here soon but mostly old blox content
because old blox is gemmy
i said this planning to keep it a secret but i leaked it to rapeson
still snca but im recreating old roblox in godot for fun. nothing impressive, except for a few technical things, xml reader is directly parsing in parts, models, decals, etc, classes can be created to easily port things over. nothing impressive rn but it gives me something to do
1720266367072.png
1720266474664.png

so far so good, if this keeps up you can expect to see an entirely new roblox emulator / client software with high fps, vulkan support, no viruses, etc. all open source too perhaps.
but this is just my personal hobby, so idk.

for a basic parser that took me like 2 days to make its going pretty well
 
i said this planning to keep it a secret but i leaked it to rapeson
still snca but im recreating old roblox in godot for fun. nothing impressive, except for a few technical things, xml reader is directly parsing in parts, models, decals, etc, classes can be created to easily port things over. nothing impressive rn but it gives me something to do
View attachment 15876View attachment 15877
so far so good, if this keeps up you can expect to see an entirely new roblox emulator / client software with high fps, vulkan support, no viruses, etc. all open source too perhaps.
but this is just my personal hobby, so idk.

for a basic parser that took me like 2 days to make its going pretty well
my plans for this are xml parser (done) -> roblox data to godot nodes (in progress) -> lua and script support -> recreation of roblox studio, exporting to rbxl -> eventual player controller
just recreation of the entire engine and how it works and how it looks honestly. and why am i doing this? for no reason, because its technically challenging and im bored
i am the kind of nigga to just decompile or reverse engineer and entire game for no reason, hell why even use godot i could remake roblox on c or java if i wanted to
but im lazy
 
looks like my experiment may have been a success, but we'll see
using a shadermaterial is more performant than a standard one
60 fps compared to the standardmaterials 30 - 40
1720296270201.png
 
I KNOW THAT, RETARD!
I HAVENT ADDED SHAPE SUPPORT YET BECAUSE performance is better to focus on right now
also because spheres require some custom texturing system. albeit adding shape support would literally be just
1720296447220.png

if part = sphere, mesh = sphere
but im focusing on performance.

setting process and physics process to false probably doesnt impact performace but i did it just incase it did
 
i know whats causing the lag, duplication of the material.
i need to somehow get all of those meshes to use 1 material and have that material change based off of the meshes code.
 
this is quickly turning into my dev blog GEG
thgis probably means nothing to you
1720298741998.png

but what you're seeing here is a test of per instance material shader parameters
which means i can just use 1 ShaderMaterial, but set individual instance variables, which saves a lot on performance, or atleast it would if i hadn't gotten this error
1720298933890.png

its currently at like 65535 so hopefully theres no limit on it or anything.... teehee.. cus im gonna need a lot of them.
 
per instance shader parameters dont support textures
oh boy how the fuck am i supposed to figure that one out
perhaps i'll try to case the multiple surfaces you can create to an int somehow.
 
one of the reasons why i love projects like this is because i get to focus a lot on performance and optimization
and this is just such an amazing case of why it can be very important to make sure you do things correctly.
 
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