:o

Joined February 2020
11 Photos and videos
Automating workflows ^ maps #Roblox #RobloxDev
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MessagingService Emulator - allows for virtual server simulation to effectively test cross-server messaging through Studio. Acts as a drop-in replacement for MessagingService so that devs no longer have to use multiple PCs to test. devforum.roblox.com/t/messag… #Roblox #RobloxDev
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First attempt at firearms musket quick fire. No manual of arms (sorry), just smooth violence (animations: @AuxzioPlays) #Roblox #RobloxDev
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#CS2 nade physics (fun game but hopefully this can be fixed) @CounterStrike
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https_KingPie retweeted
Explore enchanting realms of fantasy in the new Griffin's Destiny castle roleplay area! 👑✨ Play ➡️ roblox.com/games/9708523083/ (⚠️Work in Progress!) #GriffinsDestiny #Roblox
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Attempt #1 at firearms programming inbound #Roblox #RobloxDev
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Finally released my first (from 0 -> 100) game. Crazy how this inspired so many unique creations (ImmersiveEnvironments, CullingService, etc.)! Props to @DevAhlvie for the beautiful map Shout out to all the contributors on this! roblox.com/games/5214772212/… #Roblox #RobloxDev

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https_KingPie retweeted
Boston Remastered is released into Beta and free to play roblox.com/games/5214772212/… #Roblox #RobloxDev

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spr is a well-known 'must have' yet still feels criminally underrated; amazingly awesome update
Another spr release! This one adds support for CFrames. github.com/Fraktality/spr #RobloxDev #GameDev
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CullingService V2.3 Update: - Manual culling [CullingSerivce:ManualCull(Position: Vector3)] - Refresh method [CullingService:Refresh()] - AutoStart setting - Removal of Settings["Pause"] (for consistency) - Bug fixes/improvements github.com/httpsKingPie/Cull… #Roblox #RobloxDev
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Not flashy, but important. CullingService live customization by players via UI. Not shown: this tweaks animations, internal back up rates, and range distances too (i.e., load interiors, fine details, etc. at further distances for players that desire it) #Roblox #RobloxDev
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While I can't demo everything nicely because of my current set-up, this was done on an existing game which is hitting playtime very soon. 1,563 Anchor Points 837,020 instances Running on a potato PC with no dedicated graphics card and getting ~50-55 FPS (not unlocked)
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Setting up existing projects can be tedious, but total control means total control. Be in charge of what loads when, how, etc. No more headaches for programmers working around a streaming system with minimal methods properties to configure it (*cough* StreamingEnabled)
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The huge win here is total developer (and player) control. For players who prefer performance over aesthetics, they can directly control that, or vice versa. For developers who want things to load (or not load) with particular priority, you get that too
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CullingService update: added setting 'Ignore Y Dimension' b/c Anchor Points for large structures (ex: buildings, trees) are often high to capture the model's center. This setting excludes the Y dimension from distance calculations, giving more logical behavior #Roblox #RobloxDev
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Small CullingService V2.1 update Added 'Reset Anchor Points' which lets you select anchor points, cull back in the models, and then destroy the anchor points in one move. This should make development much more efficient Full details: devforum.roblox.com/t/cullin… #Roblox #RobloxDev
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