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ImperiumOfSharks
853 posts

ImperiumOfSharks
@SharkieCoding
I'm a shark, and I make games on @Roblox! Don't ask me what happened to the tuna on 8-16-2026
Roblox Katılım Nisan 2024
289 Takip Edilen382 Takipçiler
ImperiumOfSharks retweetledi

@MrChickenRocket @LetsDoThisGames I see... meshes still have a max volume size of 2048x2048x2048 right?
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@SharkieCoding @LetsDoThisGames Usually you'd do just that - have a single tuft of grass and instance it around. But because we can generate any mesh we like, the whole patch of grass of many tuffts is baked inot a single mesh.
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Every asset in here is procedurally generated or stock roblox materials, except for the grass sprites and the fence texture. It's really turning into quite a lovely space to run around in, and has a few new ideas I've wanted to try developing for a while now. #robloxdev
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@MrChickenRocket @LetsDoThisGames I'm not sure if I'm using the right words here but:
How does the grass get instanced to reduce drawcalls? Do you have to generate an original "grass" model, then copy it via :Clone()
or does editable meshes not have the ability to be instancized to reduce drawcalls?
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@LetsDoThisGames Sure there is no secret to it. It's an editable mesh with quads making up the plants in the standard X configuration. There are 5 bones set up to jiggle about, and the tops of the plants are randomly assigned to one of those 5 bones at random for variety.
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Back when I used to do UGC in 2020-2023, I found the hard way that you needed a minimum of 12px to avoid texture bleeding.
... that's a lot of space for 256 textures to take up for some models. Ended up having to make a lot of compromises and or get creative w/ textures to compensate for the annoying requirement.
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ImperiumOfSharks retweetledi
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ImperiumOfSharks retweetledi

Okay. I'm okay with this. I, I might actually finish this game now:
RTC@Roblox_RTC
On June 8th, 2026 Roblox is increasing the DevEx rate by 42% for games that appeal to 18+ players on the platform; however, the user must be age-checked, reside in the United States, and the game itself must use the R15 avatar. Developers are not region-restricted.
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Play supreme commander 1, or forged alliance for 5 years. (In my case, since the release of both) and it'll fix the multitasking problem
Being honest supreme commander has one of the best onboarding tutorial campaigns for explaining the game mechanical and faction strengths. The UEF faction campaign by far has the best early game introduction ro any RTS I've played.
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Shoutout to the incredible work done by the Roblox rendering team on occlusion culling. No fuss, no manual setup - this world is all procgen'd meshes and the occlusion culling is like "yep, gotcha". #robloxdev
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Also will be devposting again here soon, been busy with a large backend rewrite so I can re-use components in more than one game and hopefully speedup development for future projects!
...downside is there's been a bit technical debt gone into this that would make on-boarding people a lil harder for when the team expands but API benefits imo out weighs that time expense.
Then again, basic devforum hiree wouldn't be able to work on my games code base to begin with. Haven't written simple code in a while for backend/structuring. Aaaa whatever.
As for what am I working on- a better framework for character control of custom characters, vehicles and tools and platform specific control schemes, and same API for player or NPC for controlling vehicles, characters and tools.
...and lastly this is so I dont run into my common problem of making game specific systems that become prohibiting to work on or implement in other games.
At some point I would like to work on another hotline miami game or physics dragger game, but it's gonna take longer to do that if I need to write game specific code each time for every single thing that I do in each game every time. Tired of writing another custom character, tool/inventory and NPC system... and after doing that 6 times I finally figured out how to make them more flexible and not require extremely specific game breaking APIs so doing that..
Lil rambling ik, videos coming next month to show what I've been doing.
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@MrChickenRocket @POnlyne Ahh okay, I see what you mean.
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@SharkieCoding @POnlyne There is cpu and gpu work when shadows get redrawn (we cache them) and there is cpu work when large objects move through the light grid (we revoxelize the lights). These can add up.
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I love that you can easily procgen meshes in Roblox now. The editable-mesh-to-asset update is incredible. Infinite cool animatd stylized trees! #robloxdev
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@MrChickenRocket @POnlyne What do you mean by invalidated in this context?
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@POnlyne It's not free, but it's not that expensive either. Shadows and lighting get invalidated for the tree (if lights are touching it). You pay for cframing the bones into place. Generally it's no more expensive than any other animated skinned mesh.
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ImperiumOfSharks retweetledi

First version of the procedural generated terrain for my upcoming game, working on semi-realistic water and ponds now
#RobloxDev



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