Game Developer. Graphics Programmer. B.S in Computer Science. B.A in Mandarin Chinese.

Atlanta, GA. USA
Joined October 2009
Started polishing up the UIs in Global Anarchy the last few days. I think it's coming out rather nice. #RoloxDev
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Rapid development with LLMs is almost addicting. In 2 and a half weeks I've created a game engine that could compete with the big leagues.
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Bonus points if you recognize where this map is from.
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My test map here is a fully destructible voxel terrain that measures 8.2 km² in size. For physics I am using Box3D. This is my own rendering engine ported from Java. The IDE is built from my custom UI library also ported from Java.
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The terrain tool is very fun to play with. Since it's all voxel based you can easily modify it at runtime and can sculpt all kinds of fun shapes
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Created a smooth voxel terrain system in my game engine. You can assign up to 255 materials, sculpt any shape, and have any amount of terrain instances! I need to create a proper plugin system so I don't have to use custom in game UI to control editor behavior
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I asked claude to take a game I made with Java3D about 10 years ago, and recreate it in my engine. One prompt. Only a few sentences. 10 minutes. If you had told me a year ago LLMs could do this I wouldn't have believed it. What a time we're living in.
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This week I indulged in a small toy project using Grok 4.7 and Opus 5.5. It's a recreation of my Java game engine (Anarchy Engine) but written in C++. It has a similar DataModel design to that of Roblox. Very cool to see how rapidly you can iterate an idea through the use of an LLM lately.
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I haven't written any of the game-engine visuals yet, it's all backend/Datamodel and the IDE to visualize it.
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For technical information, this uses a C++ UI library which is a port of my Java UI library JadeFX. Utilizes GLFW and simple GLSL shaders. STB for font rendering. Catch2 for testing. HttpLib for the MCP server. Luau to communicate with the Datamodel
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I see discussions here about how Server Authority fundamentally does not work on #roblox. More often than not I think creators are not giving it a fair shot! Today we have implemented Server Authority into our game Aftermath. So far, it's coming along great. #RobloxDev
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For some technical information... 1) This is a completely custom character system. We don't even use the Roblox provided PlayerModule nor Humanoids. 2) This is a fully networked simulation, live. 3) The game map is huge. 16,000 x 16,000 units. 1,500 streaming radius.
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Gave a talk this past weekend at #RDC26 on Server Authority with Bryan and Jason @ Roblox! What an amazing opportunity. Thank you to everyone that attended!
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Another great benefit of the Server Authority model is that you get to have very responsive interactions with the game world, provided the server runs the same simulation. #RobloxDev
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A fun byproduct of cleaning up my Character Controller is that now Surf works again. Now it's also cheat proof with Server Authority!
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More work on Server Authority today. It's starting to feel pretty nice. Our character system is fully ported over. This is the same system used in Global Anarchy and Aftermath #RobloxDev
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The bots you see represent a recreation of the Player instance, so we can easily add NPC players to the game where the in-game systems recognize them no differently than they would a player.
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This is a completely custom character controller that supports any kind of rig you want. We use it in Global Anarchy with high fidelity characters, and in Aftermath with Dogu15 with no code changes between the two!
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Starting to implement Server Authority in to Global Anarchy. For some reason my keybinds stopped functioning. So far good progress! #RobloxDev
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Improved the glass breaking in Global Anarchy. Moved away from dynamic CSG to WedgeParts #RobloxDev
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