Impulse Solver Gives ROBLOX’s Physics a Serious Speed Boost

Big CrashIn late 2012, a significant fraction of ROBLOX developers worked together to make games run on performance-constrained hardware (iPad, iPhone and iPod touch, to be exact). The team set off on an exhaustive hunt for inefficient processes within the ROBLOX source code, then found ways to optimize the problem areas that had substantial performance payoffs. This allowed us to bring the full in-game multiplayer ROBLOX experience to mobile devices in December, but we did have to make a concession: there would not be a destructible environment in ROBLOX Battle. The physics simulation was too resource intensive.

Soon, that’s going to change, as Kevin He has altered the way ROBLOX handles collisions – one of the major components of our distributed physics engine. Better yet, you’re about to see a 2-4x increase in physics performance across all games and hardware.

Continue reading