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gaemowner
SAGE!
2026/09/20
(Sun)
04:50:13
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194356
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so by this point i basicly got most things working i can import a roblox game and run it... but it runs like shit. and i dont really like the stupid lego people. so i sepnd long time optimizing things and working out what i can do to make faster. it turns out i am going oever the whole data model a hand full of times for many things like audio physics and other trash. i was able to have it go down a bunch. i then had to make a algo for oclusion culling witch meh it was okkay but what helped more was combinging pars with same textures and touching and all into one bigger shape reducing verties witch sure it helps a little more but the main issue was still the cpu burning recalcs, so some more optimizations was making a algo that apll parts start as records a small struct that defines what it is, but when a scirpt calls upon it, it will be made into a object on the fly and be used when need and held and if not usedfor a while will be turned back into a records. this saved a lot of ram, and then i was able to turn that list of awoken objects into a sparse set that i would then feed into systems as deltas making things faster. many other little things
another thing i am really proud of was getting duplexing working as it was HARD, most game servers opporate in 1 world per application. but i felt that my engien was light enough that i could duplex stuff. and have less rame usage and only have awoken stuff be the custom things for each work. as some games that are 1 users each per game or a tycoon with max of 6 players could also get this since it is a small game on paper. but 10 procsses would be 10 engines with 80-90% of the same base game.
oh here is another thing u need 0 allocation games if posible bc a single malloc and other things can cause the whole world to freeze. and in case with duplexing it is hard in many things with one procsses starving the cpu of other games and many other smaller things.
i had to redesign many things to have one base and things and then fork it into sub procsses, i was getting AI to help me and it basicly was refusing to help and said it was not possible and i had to study nginx to help figure out how it duplexes and all of that. i eventually got it working how i want but still needs tuneing but basicly the main issue was the cpu not being shared evenly and is why u had to fork rather then duplex in one processes and to actauly see real benifits you have to memory map from the parent procsses the engien and other unchanging data. so the whole game file and all.
another thing i did not mention before and it was a major pain point was the "app" shell and ui before u get into a game. so like game browser and all. i want to have it be something easy to work with i tried many things. i tried flutter at first since it was cross compatable and can compile for the web but it was not made for engines at all. the flutter engine to game engine was just bad i could not swap them easily since they where 2 incompatable rendering engines or something idk.. and the other option was to have a viewport in flutter to my engine and u would have to have flutter running to view game engine and it was extreamly laggy and would get really bad fps. after a month i dropped it and went for my raw game engine as the game UI and was gonna do what roblox did (or i assume is doing?) witch is have the app be written in native guis and use roact (react but for luau) but that was aidz and i didnt have my engine where it was today for that. so after 3 diffrent revistions and ripping out of code. i went with a webkit witch allowes me to have html css js in my engine directly. its not as fat as electron and other shit. and gives me more control over resources and i was able to share the same rendering and could completely kill/disable web when i am not using it givein more preformace to my engine. it just is kinda fat at like 200mb or so? witch meh had to pay some sort of price for a dat a driven front end.
that is what things use today and will prob stay using. this also means i can build a website(witch i already have just not play.heyuri as i stripped all of it out for you guys to play with)
this finaly was in a good place.
may other quality of life things, my engine supports custom glsl scripts and many more rendering things. the actual GUI was a pain in the ass since i dont know shit abount rendering and ui kinda lagged everything.
one of the best preformce boost i descoverd was researching other engines. quake for networking. web browsers for ui (and also duplexing) and nginx for server duplexing.
many things.
i am curently in the workds of trying ot get rid of all objects in favor of just records. browsers have many cool tricks up there sleave to make the whole data model system fast.
wathcing runtime size drop like crazy and cpu useage drop liek crazy is really cool. this works on shit devices i got on test sites.
as for characters and player, i did say i ditched the roblox character. its quite hard to make a proepr character i want. so i literly stole pengya. i am gonna have it so characters are mesh masked models. think of it like tf2's outfits rather then hats. hats are additive. but mesh masks is where u fully replace the torsoa or legs with a whole new model that fits that slot. it would provide for a more cleaner look but harder to equip stuff since some things may block other slots dynamicly and it is just over all harder to do then aditive like roblox or basic hats
that is about it. many otherstuff not mentioned. ask quesions if u want
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