- BrickPlanet Forum
- Game & Scripting Discussion
- when will there be convenience
when will there be datastores, bitwise functions, coroutines, and runservice.heartbeat or renderstepped or something mulitthreaded and faster than while wait(n) do
for dataastores the only way to do them is to encode the players data into a single number and have them memroize it or write it down
for coroutines, theres no workaround other than this
script.OnScriptMessage:Connect(function(fn, ...)
fn(...)
end)
local function thread(fn, ...)
script:SendMessage(fn, ...)
end
which barely works- i can only run 1 thread
for bitwise the only thing we can use is my implementatino i made for brickplanet https://github.com/llucere/brickplanet-bitwise/blob/main/bit64.lua but its extremely slow because lua on brickplanet is slow
that brings me to another question: when will a faster lua interpreter be implemented. whatevers being used rn is brutally slow, and im makign a pet simulator type of thing and the pet following the player updates at around 20-30hz which makes it look bad
i just wanna know when these things will be implemented. staff?
unless it's broken, there should be a built-in saving mechanism (ServerStorage:GetData and ServerStorage:SetData)
thank you
do you know how to run local scripts somewhere other than a tool
The new game will fix all this.
I appreciate your interest for the old client.
Q: Faster Lua interpreter A: Yes! It will be much, much faster and have a much better standard library in the New Client
Q: Proper coroutines/threads A: These will be fixed in the New Client
Q: Better datastores? A: Absolutely, yes.
Local scripts are currently only ran under tools - I might make them run outside of that in the Old Client in the meantime, but the way we process Scripts internally in that Client isn't made for it.
Local scripts are currently only ran under tools - I might make them run outside of that in the Old Client in the meantime, but the way we process Scripts internally in that Client isn't made for it.
Interesting!