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Roblox library gay2/1/2024 ![]() ![]() ![]() I found a bug / I have a question / I’m getting an error (do keep in mind the documentation is unfinished and quite outdated, BridgeNet2 is currently on version 0.5.3, you cannot just copy past the wally section.) Logging: you can use Bridge.Logging = true for full logging on that specific bridge, which counts remote packet size too.Removes the need to consider client/server boundaries when defining bridges using ReferenceBridge.Abstracts instances, eliminating the need to use RemoteEvents directly.Queues up remote calls to a player until they are loaded, eliminating the need to worry about the invocation queue/players not being loaded.Internally secure to protect against exploiters.Provides middleware for easy typechecking and security implementation.Customizable rate limiting for all bridges to prevent remote spamming.Utilities for optimization such as FromHex, ToHex.Identifier system to reduce bandwidth usage for static strings, which take 3 or 4 bytes regardless of size.Reduces the overhead of remote calls: client to server takes 5 bytes, server to client takes 2 bytes.Significantly faster than the default networking systems in Roblox.Roblox, with 200 blank remote calls per frame:īridgeNet2, with 200 blank remote calls a frame: BridgeNet2 also decreases the amount of time to process packets on the client by approximately 75-80%. Games using BridgeNet2 will never hit the RemoteEvent throttle limit. This in turn decreases server bandwidth used, so you can send more data. It cuts out header data from RemoteEvent calls by 7 bytes, which is beneficial because it cuts down on the total number of packets per player. ![]() BridgeNet2 is a networking library for Roblox with a focus on performance. ![]()
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