Blog
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Customize Particle Colors with the New ColorSequence Editor!
We’re always looking for helpful ways to improve your ROBLOX experience. Whether you’re a dedicated builder or a loyal user, we believe that providing access to powerful and accessible tools in the Studio will usher in a more varied assortment of fun and incredibly innovative experiences for everyone. Today, we’re happy to introduce another new addition to the ROBLOX Studio – the ColorSequence Editor! If you enjoy using particle effects, this editor gives you the ability to customize their colors like never before. In addition, we recently rolled out a new graphical update for particles, which will now allow them to blend more seamlessly into the background. Let’s check it out!
| June 28, 2016 -
Uploadable Custom Meshes Come to ROBLOX!
We’ve got exciting news, ROBLOXians! We are delighted to announce that ROBLOX is once again ushering in a new era of creativity and world-building for over 400,000 creators and builders alike. As many of you may have seen or heard, we are now allowing everyone – yes, EVERYONE – to import their own meshes into their games! Our latest update to ROBLOX Studio provides a greater level of freedom than ever before, opening up the door for a wider range of incredibly detailed imaginative experiences. Let’s jump in and discuss how the world of ROBLOX will evolve with Custom Meshes!
| June 21, 2016 -
ROBLOX Expands Vision with 7 New Smooth Terrain Materials in Studio
Our mission is simple. We are creating the ultimate virtual universe where you and your friends can let your imagination run wild across a plethora of meticulously detailed environments. We also want to inspire and empower our builders to create an amazing first-rate experience. That’s why we’re always thrilled to offer more tools and materials that will give you the flexibility you need. We recently added another batch of
| May 17, 2016 -
The Doors to Massive, Multi-Place, Ever-Expanding Games Are Open
With an integrated development environment, multi-platform support, and a global cloud of multiplayer game servers that auto-scales to hundreds of thousands of concurrent players, ROBLOX is one of the easiest and most opportunity-rich platforms on...
| March 3, 2014 -
Build Bigger Than Ever Before
When we released voxel terrain in 2011, we realized that creators had to adhere to a narrowly defined set of rules. As with any major release, we kept a steady ear to the ground and gathered as much feedback as possible to determine how to improve...
| December 7, 2013 -
Getting You Into Games More Efficiently Than Ever
Game instances started per second over a 24 hour period. A little over a year ago, we took an in-depth look at what happens every time you hit the “Play” button. Fact is, a lot goes on behind the scenes when you start a new instance of ROBLOX...
| November 6, 2013 -
With Streaming Join, Levels Load as You Play
Our Client Network Team is focused on getting players into games as quickly and efficiently as possible. Their top three goals: decrease join times, allow builders to make more complex places and creations, and offer support for all types of legac...
| September 11, 2013 -
Outlines: Simple Appearance, Complex Technology
Last month, ROBLOX launched a new rendering feature known as “outlines.” Outlines essentially draw a black border around all the edges you see in ROBLOX worlds; helping to establish a more unified aesthetic between the vast array of creations...
| August 22, 2013 -
Condense and Compress: Our Custom Binary File Format
Think about the performance improvements and rendering features we’ve brought to ROBLOX in the last year. Among them are a, a, a and a. These improvements have crushed the limits – on part count, physics simulation and aesthetic flexibility – builders once encountered and opened doors to a world of possibilities. They’ve also exposed new limits as builders have pushed the boundaries further than ever. In this article, we’ll explain how we’ve achieved an approximately 100x reduction in the file size of ROBLOX places and a 5-10x reduction in load/save time.
| May 23, 2013 -
Pushing ROBLOX Place Data Faster Than Ever Before
Have you noticed that you’ve been jumping into ROBLOX games quicker? That’s because our networking team has been hard at work exploring ways to make our network more stable, secure, and most importantly, fast. After a ton of experimenting, we�...
| March 14, 2013 -
Automated Web Testing: Where Quality and Efficiency Meet
In this article, web engineers Antoni Choudhuri and Brandon Chothia discuss ROBLOX’s commitment to quality via automated web testing, and what the future holds for our testing infrastructure.In this article, web engineers Antoni Choudhuri and Brandon Chothia discuss ROBLOX’s commitment to quality via automated web testing, and what the future holds for our testing infrastructure. ROBLOX is a growing company – just look at our ROBLOX is a growing company – just look at our aa to see the variety of positions we’re looking to fill – and our expansion is enabling us to develop and release features faster than ever before. While we’re producing a greater quantity of features, we’re just as importantly placing a greater emphasis on the quality of everything we do. One of the ways that has manifested itself is the expansion and improvement of our testing infrastructure for Roblox.com. to see the variety of positions we’re looking to fill – and our expansion is enabling us to develop and release features faster than ever before. While we’re producing a greater quantity of features, we’re just as importantly placing a greater emphasis on the quality of everything we do. One of the ways that has manifested itself is the expansion and improvement of our testing infrastructure for Roblox.com.
| February 27, 2013 -
Fast Parts: Rendering Moving Parts 4-5x Faster in ROBLOX
With our recent release of featherweight parts we drastically lightened the load, so to speak, of objects in the ROBLOX graphics pipeline. In an effort to continue down this path, we’re developing a system that can switch between featherweight a...
| January 18, 2013 -
Featherweight Parts: One Million Parts, One ROBLOX World
Featherweight parts, despite their name, have nothing to do with feathers, flying or anything bird-related. They do, however, have a lot to do with weight: while old ROBLOX parts are “heavy” memory users, featherweight parts are “super light...
| December 21, 2012 -
Engineering ROBLOX for the iPad, Part 4 (Control Design)
Thus far, our Engineering ROBLOX for the iPad series has focused on iPad development through a performance-optimization lens. It has seen us go into the trenches with several ROBLOX developers to learn about and document their roles in building a a, a mobile gaming experience with the unique challenge of user-generated content as the centerpiece. In the final installments of the series, we’ll stray from the path and look at the development of interactive components, starting with control design. ROBLOX Game Engineer Ben Tkacheff is an expert when it comes to iOS controls. He’s played a lot of iOS games and cites Gameloft’s titles as examples of consistently good, mobile-optimized controls. First-person shooter N.O.V.A. stands out to Ben; the game is unabashedly reminiscent of the Halo series, but it isn’t just a console game ported to iOS – it’s a ROBLOX Game Engineer Ben Tkacheff is an expert when it comes to iOS controls. He’s played a lot of iOS games and cites Gameloft’s titles as examples of consistently good, mobile-optimized controls. First-person shooter N.O.V.A. stands out to Ben; the game is unabashedly reminiscent of the Halo series, but it isn’t just a console game ported to iOS – it’s a mobile gamemobile game , in large part due to great controls. , in large part due to great controls.
| November 19, 2012 -
Engineering ROBLOX for the iPad, Part 3 (Performance Optimization)
If the first part of developing a well-performing ROBLOX experience for the iPad is ensuring stability through memory optimization, the second part is improving the frame rate to the point it’s as smooth as it is on a modern desktop or laptop co...
| November 10, 2012 -
Engineering ROBLOX for the iPad, Part 2 (Memory Optimization)
One of the most important parts of developing a high-quality ROBLOX experience for the iPad is ensuring smooth, stable, steady game-play performance. iPads are not as powerful as almost any modern-day desktop computer or laptop, which means our de...
| November 2, 2012 -
Engineering ROBLOX for the iPad
ROBLOX isn’t your typical video game company. We’re unique in a lot of ways, one of which is our openness about what we’re working on and our plans for the future. Today, we’re happy to stop teasing and start going in-depth on our progress toward releasing ROBLOX for iPad. ROBLOX for iPad will launch in a couple phases. First, we’ll update the existing ROBLOX for iPad will launch in a couple phases. First, we’ll update the existing aa , which has been available in the App Store since 2011. The update will improve the visual style of the app and is optimized for use on iPad. It will allow us to test all non-game components of the ROBLOX app., which has been available in the App Store since 2011. The update will improve the visual style of the app and is optimized for use on iPad. It will allow us to test all non-game components of the ROBLOX app. The following release, in which a significant fraction of our company is currently involved, will add the anticipated Play Games feature. We’ll let you know when to expect these releases in the future. In the meantime, keep an eye on the ROBLOX blog to learn about challenges our developers have encountered and overcome in pursuit of our ultimate goal: a polished, optimized, intuitive ROBLOX experience on the iPad.The following release, in which a significant fraction of our company is currently involved, will add the anticipated Play Games feature. We’ll let you know when to expect these releases in the future. In the meantime, keep an eye on the ROBLOX blog to learn about challenges our developers have encountered and overcome in pursuit of our ultimate goal: a polished, optimized, intuitive ROBLOX experience on the iPad.
| October 19, 2012