I see quite a few self answered questions where the asker doesn't even mark it as solved in their title if they solved it themselves or someone already solved it, but the asker won't accept an answer, so giving us the ability to vote to mark it as solved would make things easier.
SteamG0D
@SteamG0D
Posts made by SteamG0D
-
A new moderation claim option to allow us to close answered questions
-
RE: Require a reason when downvoting
@programmerHere asked this months ago, and yeah the answer was basically it's not worth their time.
-
How to reduce lag/load times when using hundreds of unions in a game
So to show you what to do, I'm just using a sample union I've made:
So you have a union, now what you want to do is right click it in the explorer and save to file:
Save it as an .rbxmx file:
Open that file in a text editor like Notepad++, you should see something like this:
You will want to highlight everything from the line "<bool name="Anchored">false</bool>" to
"<token name="Material">256</token>" and just delete it, so all you see in the properties is the MeshData:then save that and you will have created a fake mesh out of a union, which means a lot less data being loaded, here is the original mesh file size vs the new one (your difference should be a lot larger because my union only has 2 children):
Also if you want to do this with something like a forest that you've already made, you just have to make a script that clones your new union mesh and replaces each tree in the forest, then copy the forest while it is running, and stop the game. Then Just delete the forest in the editor and paste in the new forest.
-
Making my first Terrain Generator
I've been interested in map generation for a long time, but never really had been able to figure out how exactly it was all put together. I also didn't want to just use a noise generator for the hard work, so I have been putting together my own algorithm for map generation. I'm only on my first step: generating pretty specific features that you might find in mountain ranges or caves (breaking it apart by features of biomes and then piecing it all together in the end). Currently almost nothing about it is random, but I'm still pretty proud of what I have so far.
https://www.roblox.com/games/3996620343/Terrain-Generation
Some things to note:
It uses tween service right now so I can debug it as it generates, I'm still contemplating whether I'm going to keep it in the final version because it honestly makes it so much cooler. Also, I'm going for a sci-fi sort of theme, so those random things in the middle are not a mistake. -
RE: Showcase of voxel terrain generation script by me (biomes based on height)
@hiimgoodpack Older generation of roblox will like it because games used to be challenging and not just meaningless repetitive tasks.
-
RE: The new editor is pretty buggy
@Phlegethon5778 Well I'd at least assume someone with more than 60 would understand how to use code blocks. Just that specific case because i'd think it would be pretty hard to get to that without using code blocks. Other than that, yeah rep means nothing.
-
RE: The new editor is pretty buggy
I'm linking this here because it shows how even people with enough rep to know how things work choose not to use code blocks because of how bad they are
-
RE: The new editor is pretty buggy
@sjr04Alt I think those were much needed changes, but I think they should've just changed the old editor to allow that to happen rather than trying to make a new one. Especially since the one they released seems to be unfinished in the sense of the issues we've spoke about here.