What can we achieve with rendering now? The sky is the limit.

Farewell to the OGRE: The New ROBLOX Rendering Engine is Here

ApocRising

ROBLOX Engineers used Apocalypse Rising as a benchmark when crafting the new rendering engine. On average, the smash-hit title runs 2x faster.

We’re proud to announce the full-blown release of a custom-built rendering engine, now powering games across ROBLOX. The creation of this engine is the culmination of all we’ve learned from features released in the past year (such as fast and featherweight parts), which were tailored to function within the parameters of our previous rendering engine, the open-source OGRE (Object-Oriented Graphics Rendering Engine). Though we were able to come up with workarounds to achieve all we needed within the confines of OGRE, we began to hit limits on low-end hardware and mobile platforms. We eventually concluded that for ROBLOX to be everything we envision (and our vision is massive), we needed to develop our own rendering system. This was one of the biggest challenges the Client team has ever undertaken — read on to learn about not just the performance upgrades you’ll be seeing, but what this new rendering engine means for you (a lot more than you probably think). Continue reading →

Think Big.

The Doors to Massive, Multi-Place, Ever-Expanding Games Are Open

Think Big.With an integrated development environment, multi-platform support, and a global cloud of multiplayer game servers that auto-scales to hundreds of thousands of concurrent players, ROBLOX is one of the easiest and most opportunity-rich platforms on which to make games. But we didn’t stop there. The ROBLOX game developer can now create even deeper, more immersive experiences with the rollout of technology that redefines the ROBLOX game – that gives developers the fuel they need to create exactly the engrossing games they envision.

The three cornerstones of said technology – the ability to link multiple places together in a single game universe, fast place-to-place teleportation, and an all-new data persistence framework – are now available to all developers. These features come together to blow open the doors to all kinds of possibilities for our community of game developers and richer experiences for ROBLOX’s millions of gamers, as well. Continue reading →

HackWeek2013

Hack Week Sneak Peek: A Few Fascinating Projects

HackWeek2013

Another successful Hack Week completed!

As we mentioned on the blog earlier in the week, Hack Week is an opportunity for ROBLOX staff to explore and prototype their pet projects, and ultimately present them Friday during a company meeting. We thought today would be a great opportunity to take a sneak peak at what our developers have hacked together this year. Remember, these are all purely hypothetical projects — we’re not making any promises here, we’re kicking around ideas in order to form a collective understanding of what projects we could potentially pursue in the future. That being said, we did some really exciting and innovative work in the last week. Check it out!

Continue reading →

Multiple Universes

Game Universes and the Quest for Massive Scale

Multiple UniversesImagine this: there’s a ROBLOX game that’s built out of 10 levels. Thousands of people are playing it and teleporting between environments at the drop of a hat. As they move from place to place, their character statistics and ever-growing in-game inventory move with them. They’re all exploring a cohesive world with impressive scale and interacting with one another as they make chance encounters on their journeys. They’re in an immersive world.

This is the impending future of ROBLOX games. Our Client, Networking, Services and Web teams are making it happen by building a robust framework of teleports, game universes and data persistence. Continue reading →

HackWeekLogo

Hack Week Begins Today!

HackWeekLogo Engineers, programmers, and scientists from many disciplines congregate here at ROBLOX HQ in a non-stop effort to better our platform. It is in this spirit of constant innovation that we celebrate Hack Week, where our engineers spend an entire week focusing on projects that live not just out of the box, but miles away from it. For the next five days, ROBLOX employees will be working tirelessly (either individually or in teams) on a wide range of pet projects and maybe-someday features. We’re provided with daily lunches, and for those who stay past the hour of 6:00 PM (see: most of us), dinners as well. On Friday afternoon, each of us will show the entire company what we’ve brewed up, and we’ll consider which of these projects are worth further investigation, and in rare cases, implementation. Hack Week is on! Continue reading →

Put a GUI on That Surface!

In mid-November, we released GUI rotation, which allows you to rotate a GUI for such purposes as a clock or compass, among other things. Now, we’ve taken GUI functionality one step further with the release of SurfaceGUIs, which give you the ability to place a GUI on the surface of a part. This is a small piece of functionality with big potential, as it opens up the possibility of creating interactive vehicle dashboards, virtual computers, and elevator buttons, and better 3D integration of menus and important player information. Continue reading →

Internet

ROBLOX Enables HTTP Requests from Game Servers

InternetIn order to surf the web, you need a web browser. The browser functions as a bridge–whenever you type in www.roblox.com (or any URL for that matter), or click on any link or picture, your browser is making something called an HTTP Request, then displaying the results of that request on your screen. As you can no doubt imagine, there are billions of these requests made daily, as a huge volume of people browse the web, download music, play ROBLOX, and read emails from all sorts of devices. It is the single most widely used communication protocol of the modern web.

Starting today, we’re allowing developers to make these very same requests from their ROBLOX game servers. Continue reading →