

For reference, one frame at 60 FPS is 16,666 microseconds. The revisions I posted got it down to around 15 microseconds. On my machine, the execution time of your original Heartbeat handler was about 0.000045 seconds (45 microseconds) when it was just me in the server. Beyond that, there is an overhead with getting information in and out of Actors, which you would need to do a lot of to read the information gathered, whereas BullfrogBait’s anti-cheat probably only needs to communicate with other systems when something is amiss. In the post you linked, the 0.5% script activity of each actor in the 8-player parallel test still adds up to the 4% script activity of the non-parallel test what makes them more efficient is that they are calculated at literally the same time, so the amount of real time it takes to run is lower than the total amount of execution time. Running things in parallel won’t inherently reduce the amount of work being done, only when it gets done. If savedTime.ServerTime < game.Workspace:GetServerTimeNow() - 1 then For Sarah, it initially seemed like an 'innocent game'. :Connect(function(player)įor index, savedTime in pairs(savedPos) do He had been playing Roblox online - where users build their own games and create characters with coloured blocks. Local rootPart = character:WaitForChild("HumanoidRootPart") Player.CharacterAdded:Connect(function(character) Roblox Obby where you can REWIND TIME (Roblox TAS Maker) This uses Tool Assisted Speedrun to make something coolJoin this channel to get access to pe. Local TweenService = game:GetService("TweenService") Local RunService = game:GetService("RunService") The code(I know its not organized but this is all in a testing place so when I move it into my main game I will actually organize things): -Services

This is not a good idea for a real game for a few reasons but since this game will be 1 player only, it seems to make more sense to do this on the client. If anyone has done something like this in the past or has a good idea to making this more efficient, your help would be greatly appreciated. 1- Stack class For simplicity’s sake, I will make the stack class on the client so It will be easier to connect to my button event. I looked to parallel Lua but most of the documentation is hard to understand and I’m having trouble trying to figure out a good way to apply it to my current situation. I know there is a way to make this more performant.
#ROBLOX ITS REWIND TIME CODE#
My current code works fine except for the fact that the performance with just one player sometimes can go up to 1% in activity. I need to keep track of players positions constantly in a heartbeat so I can do player rollback for verifying hits on the server. I am trying to find the best way to constantly and efficiently keep track of a players last position in a table.
