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Constructing Microservices Pushed by Performance

At Roblox, we’ve adopted the microservices paradigm and built a container-based development platform. Our International Growth team pioneered this effort by implementing services that embraced the new approach and introduced new practices aiming for high concurrency and scalability. Now we look to how we can improve our overall performance metrics, and we’ve delivered consistent results…

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Improving Server Handy resource Usage by Tracking Memory Leaks

About a year ago we noticed early indications of a pattern emerging showing a decreased capacity in our game servers. At the onset there was little to no player impact because we had plenty of headroom but our buffer was quickly dwindling. A game server will happily accept new players or start new games as…

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Constructing a Pleasurable and Civil Neighborhood

Dear Roblox Community – Roblox was designed for kids and teens, and we have a responsibility to make sure our players can learn, create, and play safely. This continues to be our most important priority and that will never change. Safety is not a retrofit; it’s been in our DNA since day one. We have…

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Be taught the contrivance to Device a Luau: Augmenting Lua’s Syntax With Kinds

For a very long time, Lua 5.1 was the language of choice for Roblox. As we grew, so too did the demand for better tooling support as well as a more performant VM. To answer this, we started the initiative to rebuild our Lua stack named “Luau” (pronounced /lu-wow/), with the goal of encompassing the…

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Bettering Simulation and Performance with an Developed Physics Solver

In mid-2015, Roblox unveiled a major upgrade to its physics engine: the Projected Gauss-Seidel (PGS) physics solver. For the first year, the new solver was optional and provided improved fidelity and greater performance compared to the previously used spring solver. In 2016, we added support for a diverse set of new physics constraints, incentivizing developers…

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RDC 2020 Recap: Our First Digital Developer Convention

We recently wrapped up another incredible Roblox Developers Conference (RDC) over the July 24-26 weekend, bringing together over 600 of some of the most talented scripters, builders, and artists from 34 countries around the world. With RDC going fully digital this year, this has been one of our biggest, most global events to date. It…

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Roblox Physics: Constructing a Higher Sleep System

Let’s talk about “sleep” in a physics engine. The purpose of a sleep system is to stop doing work on bodies that aren’t moving, and start doing work when they will be. The challenge is picking the best heuristic for transitioning between these states. A common approach in other engines is to monitor a body’s…

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Liderazgo a través de la ciencia de datos

Según todas las medidas, Roblox ha crecido muy rápidamente en los últimos años. No importa si lo vemos desde el punto de vista del enganchamiento del consumidor, de los desarrolladores de contenido o de los empleados: cada tipo de crecimiento ha planteado desafíos únicos para escalar nuestro producto. La misión de la organización de Ciencia…

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Malentendu sur la multidiffusion

Construisons notre propre GGX FDRB (fonction de distribution de réflectivité bidirectionnelle) de pointe, à multidiffusion, pour un rendu basé sur la physique. Bien sûr, tout cela a été construit auparavant – par des personnes très intelligentes qui ont utilisé leurs connaissances en mathématiques et en physique pour créer des solutions sophistiquées. Si tu souhaites vraiment…

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三年的 Metal 旅程

我們在三年前把成像器換成了 Metal。 轉換過程非常地順利,Metal 在 iOS 的效能也很棒。 我們想花一點時間分享我們做這個決定的過程,還有執行之後的成果。(先在這裡講明,成果很棒喔!) 當初的反思大部分都還成立,不過 Metal 現在的表現越來越好了,我們想在轉換成 Metal 滿三年的這個時間重新和大家分享一下。 那就讓我們搭上時光機回到 2016 年 12 月,我們剛剛在 iOS 上推出早期的 Metal 成像器版本的時候吧。 為什麼要用 Metal? Apple 在 2014 年的全球開發者大會(WWDC)宣布 Metal 的時候,我第一個反應是完全不理它。 Metal 只能在尚未普及的最新硬體上使用,雖然 Apple 提到它可以解決 CPU 效能方面的問題,但是只幫到市場佔有率極小的使用者族群的話,效能最高和效能最低的裝置之間的差距將會拉得更大。 我們當時只有在 Apple 裝置上使用 OpenGL ES2,才剛開始在 Android 裝置上推出。 以下是兩年半過後 Metal 在我們使用者族群的市場佔有率: 這個比例讓 Metal 跟以前相比更加吸引人。 Metal 的確還是對最老舊的裝置沒有幫助,但是因為 GL 在 iOS 的市場不斷在縮小,和我們會為老舊與較新的裝置常常會給予不同內容,我們覺得花一點資源優化 Metal…

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