
Blog
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April Fools courtesy of Telamon
Kudos to Telamon for his nicely crafted ROBLOX April fools post. And congrats to “miso-ichy-san” for being our first user to recognize the spoof. Some hints for those of you who are Sherlock Holmes protégés: The 380 million quot...
| April 2, 2007 -
April Fools courtesy of Telamon
Kudos to Telamon for his nicely crafted ROBLOX April fools post. And congrats to
| April 2, 2007 -
Roblox Bought by Google
Today at 3pm, internet search giant Google announced its aquistion of startup game studio Roblox for a purchase price of 380 million dollars. Roblox is an online building game for kids.
| April 01, 2007 -
WWC Prizes Shipped!
All World Wonder Building Contest prizes have been ordered - they should ship in the next couple of days.
| March 29, 2007 -
A New Day Dawns…
A lot of parents are uneasy about letting their kids play on the internet unsupervised.
| March 27, 2007 -
WWC Results!
WWC Contest Winners! These players will get a message from me shortly with information on how to collect their prize.
| March 19, 2007 -
Building Contest Status
The World Wonder Contest ended last night at midnight, Pacific Standard Time. We are tallying the results and doing some database audits to make sure everything is on the up and up, then we will release the standings.
| March 18, 2007 -
A Day at the Nueva School
Builderman and I spent today hanging out at the Nueva School's science fair, where we had a room set aside to do Roblox user testing.
| March 12, 2007 -
A Day at the Nueva School
David Baszucki and I spent today hanging out at the Nueva School’s science fair, where we had a room set aside to do Roblox user testing. We had about 60 kids total play around in a clone of the Community Building room over the course of 4 hour...
| March 12, 2007 -
Building Contest: Wonders of the World
By popular demand we are holding another building contest! The theme of this contest is the Four Wonders of the World. You might ask why only four, instead of seven.
| March 11, 2007 -
Name that ROBLOXian…
We introduced phase one of ROBLOX character customization last night. Kudos to Erik and Matt for their heavy lifting on this.
| March 8, 2007 -
Game Developer’s Conference
Team Roblox is going to the annual Game Developer's Conference in San Francisco this week.
| March 06, 2007 -
Fire in the Valley Rekindled
Builderman and I hit the Stanford startup job fair on Thursday, looking to recruit a few good software developers for the Roblox team.
| March 4, 2007 -
Fire in the Valley Rekindled
David Baszucki and I hit the Stanford startup job fair on Thursday, looking to recruit a few good software developers for the Roblox team. The fire in Silicon Valley is roaring again and Computer Science majors can’t walk down the street withou...
| March 4, 2007 -
Dear Telamon…
This morning is a momentous occasion. I am emptying my Inbox. Often people send me messages like “… so-and-so was calling me names, please do something…” or “yo dude, give me a custom character plz…”. However, occasionally I get some interesting questions to which I send a thoughtful response. I’m going to start posting some of these. The first is from MrDoomBringer, with whom I exchange several messages a week. MrDoomBringer writes: p Your question touches on two issues: parametric/custom parts and simulation efficiency. The Roblox team has been thinking about adding additional parts to Roblox for a long time. The obvious way to do it would be to add a 3d modeler tool to Roblox Studio that would let you build your own meshes and then create parts out of them. This is probably not a great idea, since 3d modeling is very hard and writing 3d modeling software is not my idea of fun. The way we would introduce new parts would probably be to make parametric parts. For instance, we might make a Window part that you could resize however you wanted, and Roblox would automatically make a nice Window mesh for you, of any size or style that you chose. But to answer your question more directly, we don’t do general-purpose mesh collision detection by default because it is very slow. The only shapes the Roblox physics engine has to worry about right now are boxes and spheres. That means we have to be able to detect 3 types of collisions: Sphere-Sphere, Box-Box, and Box-Sphere. All of these tests are relatively quick to compute - in particular a Sphere-Sphere test is a trivial application of the distance formula. To do general-purpose (often called “Triangle Soup”) collision detection between two objects is very slow. Say I have two user-made meshes that both contain 1000 triangles. I basically have to do 1000^2 tests to see if the two soups are colliding. You can do a little better if you enforce the constraint that the meshes have to be “water-tight” - meaning that there is no path that can be drawn from the inside of the mesh to the outside of the mesh without passing through a face of the mesh. The best way to test for collisions between two “water-tight” meshes is to break the meshes up into convex hulls (if the mesh is not already convex). This can be done once, at resource load time, so does not hurt performance. But then you have to do convex hull collision tests. With various gnarly optimizations you can do these in O(lg n) time against Spheres and Boxes, and O(n lg n) time against other hulls. In comparison, all current collision tests can be done in O(1) - constant time. The bottom line is that we will need to add convex hull collision to the engine someday, but that in order to get good performance we need to be very judicious in choosing when to do the more expensive collision test and when a simple sphere will serve to approximate an object’s geometry. If we did convex hull collision by default and a user makes a pile of 100 rocket launchers, the result is not going to be good. It’s a bigger problem that it seems, which is why it was not thrown into the physics engine when BM first wrote it. If you are interested in learning more about collision detection in games, here are two excellent sources of information: a a - Telamon
| February 26, 2007 -
Where are they now?
The Roblox Team just shipped a fabulous release last week and are celebrating their achievements by living it up on Builderman’s yacht in the Key West, while catching up with some other 49er alumns. Hot tubbin’ it (on the yacht, ‘natch) after a long day of scuba diving, we were discussing the features we are each working on for the next big release. Matt has been working on DB caching to improve website speed and has been working on backend stuff for customized characters. Erik has been working on webpage GUI stuff for customized characters, while kicking back pina coladas and reading through all the dump files that people have been sending him when Roblox crashes. Since the last deploy, we’ve been getting 60% fewer of these. Builderman was busy waterskiing backwards, and so missed most of the team meeting. Though he did shout to us about characters and humanoids and something about slowing down the boat. I’ve been continuing my valiant crusade towards making Capture the Flag games a reality. Next step: Player Spawn Locations. The most exciting feature for scripters in the next release? It’s a little something called a DHTMLWindow. At least I’m excited about it. - Telamon
| February 23, 2007 -
Badges, Statistically Speaking
Have you ever wondered what the most rare badge on Roblox is? Or which is harder to get: the Bloxxer Badge or the Bricksmith? I was wondering the same thing myself on Friday and I found some interesting numbers out of our database. I put together this table (data from February 16th): What does this show? Well first, the Count column tells us how many accounts have earned a particular badge. For example, we can see that, as of Friday, there are 103 Bloxxers on Roblox, but only 25 Bricksmiths. This means it is roughly 4 times harder to get a Bricksmith badge than a Bloxxer. Even more interesting is that almost no one has earned the Inviter badge - it is the rarest badge on Roblox. There are more Admin badges out there than Inviters! a - Telamon
| February 20, 2007