![]() But we aren’t willing to say that: A lot of Roblox power comes from striving to be an accurate dynamic simulation of reality that doesn’t rely on precomputation and visual trickery to make things work. When you’re willing to say “this is exactly what the level will look like” and precompute a bunch of lighting information, it gets way easier to have rich performant lighting. What it comes down to is that Roblox strives to be more dynamic than other engines. Is this mainly due to technical reasons? Compared to pretty much any other game engine, Roblox Studio seems to be extremely behind when it comes to lighting. The “Scale” you see in the properties pane in this case isn’t really a property, it’s a fake for editing convenience. Etc.įor that reason you can’t have a property like scale that sets other properties when you set it, a method is needed instead. Serialization takes advantage of this, not caring what order properties are written into the file in. Replication takes a advantage of the fact that it can freely change properties in whatever order on whatever timeline to be performant and robust even over a very questionable internet connection. Downstream consumers of the properties like rendering may combine multiple properties to figure out what to do, but the properties are all fundamentally independent from one and other.Ī lot of the engine architecture relies on this. It’s a fairly deep discussion, but because the core architecture of the Roblox engine doesn’t support “dependent properties”.Įvery property in the engine is supposed to be something that can “freely” be changed without impacting any other property directly. Why is Scale a NotAccessible property here that needs a method to be used.
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