We recently wrapped up another incredible Roblox Developers Conference (RDC) over the July 24-26 weekend, bringing together over 600 of some of the most talented scripters, builders, and artists from 34 countries around the world. With RDC going fully digital this year, this has been one of our biggest, most global events to date. It may have been under a different set of circumstances than usual, but we can’t deny the spirit of community, camaraderie, and connection from past RDCs was still alive and well. RDC attendees got together at a virtual recreation of the Roblox HQ for a massive group photo. Scroll down to the end of the blog post for footage of the photoshoot. It was epic! If you wanted to catch up on some of the announcements from the conference or play all the Game Jam hits you might have missed, we’ve got it all right here in the mega-sized blog post. For any developers who want to re-watch the breakout sessions, they’ll be available on the Developer Hub ...
Improving Simulation and Performance with an Advanced Physics Solver In mid-2015, Roblox unveiled a major upgrade to its physics engine: the Projected Gauss-Seidel (PGS) physics solver. For the first year, the new solver was optional and provided improved fidelity and greater performance compared to the previously used spring solver. In 2016, we added support for a diverse set of new physics constraints, incentivizing developers to migrate to the new solver and extending the creative capabilities of the physics engine. Any new places used the PGS solver by default, with the option of reverting back to the classic solver. We ironed out some stability issues associated with high mass differences and complex mechanisms by the introduction of the hybrid LDL-PGS solver in mid-2018. This made the old solver obsolete, and it was completely disabled in 2019, automatically migrating all places to the PGS. In 2019, the performance was further improved using multi-threading that split...
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