Coming from backgrounds in journalism, we blog writers know a thing or two about media and editorial. What we don’t know is how to design the ultimate ROBLOX game.
Or so we thought.
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Coming from backgrounds in journalism, we blog writers know a thing or two about media and editorial. What we don’t know is how to design the ultimate ROBLOX game.
Or so we thought.
Continue reading
Coming from backgrounds in journalism, we blog writers know a thing or two about media and editorial. What we don’t know is how to design the ultimate ROBLOX game.
Or so we thought.
Continue reading
Every week, we’re busy telling the stories behind our platform, our technology and our place in the gaming and technology industries. For those of you who catch up with ROBLOX over the weekend, the Weekly ROBLOX Roundup collects the best stuff to hit our various avenues of publication in the last week. This time: ROBLOX’s presence at Game Developers Conference 2013, the ROBLOX Egg Hunt 2013, rendering changes and optimizations coming next week, a gameplay quality improvement for first-person-playing ROBLOXians, virtual BLOXcon Fedoras for event attendees, a Spotlight on the creator of the City of Rome in ROBLOX, Robloxity, and other bits and pieces. Enjoy.
Next week, we’ll be removing bevels — in basic terms these are the rounded corners of ROBLOX bricks — from ROBLOX’s rendering pipeline. This will not only increase performance, but allow us to focus more energy on implementing new rendering features, including dynamic, voxel-based shadows and lighting. To see before-and-after footage of our upcoming rendering optimizations and new graphics-quality adjustments, and learn more about why we’re making this change, please read this post and provide your feedback.
Continue reading
Every week, we’re busy telling the stories behind our platform, our technology and our place in the gaming and technology industries. For those of you who catch up with ROBLOX over the weekend, the Weekly ROBLOX Roundup collects the best stuff to hit our various avenues of publication in the last week. This time: ROBLOX’s presence at Game Developers Conference 2013, the ROBLOX Egg Hunt 2013, rendering changes and optimizations coming next week, a gameplay quality improvement for first-person-playing ROBLOXians, virtual BLOXcon Fedoras for event attendees, a Spotlight on the creator of the City of Rome in ROBLOX, Robloxity, and other bits and pieces. Enjoy.
Next week, we’ll be removing bevels — in basic terms these are the rounded corners of ROBLOX bricks — from ROBLOX’s rendering pipeline. This will not only increase performance, but allow us to focus more energy on implementing new rendering features, including dynamic, voxel-based shadows and lighting. To see before-and-after footage of our upcoming rendering optimizations and new graphics-quality adjustments, and learn more about why we’re making this change, please read this post and provide your feedback.
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As soon as I spawn into City of Rome, Italia, there’s a person waiting for me in some sort of militaristic get up. The stranger walks up to me and says, “where can I take you sir?” I’ve never been called “sir” in ROBLOX before, but I shrug that thought off. I tell him I’m here to see Juliane14, the creator of this place. “Right away, sir”, he fires back. We jump in a faded brown car and hit the freeway toward the capitol (within a capitol) of Rome.
Well, not the real capitol. The capitol we’re heading to is a massive fictitious building with a big red stripe running around it, and I’m told that Juliane14 is in it. Upon arriving, my former chaueffer tells me to go ahead inside, and instructs other uniformed ROBLOXians to guard me, which they do.
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We’re constantly striving to perfect the feel of building and playing in ROBLOX. To that end, we recently addressed “tool lag” — a delay seen from the first-person perspective between the view of the camera and the tool or weapon in the player’s hand. While this may seem like a minor enhancement, it goes a long way in improving the quality of the first-person ROBLOX experience. This article serves as not just an introduction to the improvement, but a documented timeline of testing and eventually implementing it.
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We’re constantly striving to perfect the feel of building and playing in ROBLOX. To that end, we recently addressed “tool lag” — a delay seen from the first-person perspective between the view of the camera and the tool or weapon in the player’s hand. While this may seem like a minor enhancement, it goes a long way in improving the quality of the first-person ROBLOX experience. This article serves as not just an introduction to the improvement, but a documented timeline of testing and eventually implementing it.
Continue reading