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BridgeNet2, v1. 0. 0 | A blazing fast networking library for Roblox BridgeNet2 About BridgeNet2 is a networking library for Roblox with a focus on performance It cuts out header data from RemoteEvent calls by 7 bytes, which is beneficial because it cuts down on the total number of packets per player This in turn decreases server bandwidth used, so you can send more data Games using BridgeNet2 will never hit the RemoteEvent throttle limit BridgeNet2 also
BridgeNet | Insanely optimized, easy-to-use networking . . . - DevForum In my case BridgeNet reduced the ping 30x This has tons of practical uses, I personally used it for waist C0 replication to server, which would be literally impossible to do without bridge net (Or it would cause the ping to be 3k+, as my tests showed)
Is BridgeNet2 really THAT helpful? - Scripting Support - Roblox Hey everyone, I’ve been pondering network efficiency lately, and it seems that the go-to choice for many is BridgeNet2 I’ve delved into the documentation and start tests, but in my tests, it hasn’t proven as useful as I’d hoped Test details I have waited 5 seconds on server before player added Bridge Net RemoteEvents The server attempts to send 100 events with a standard data table
ByteNet | Advanced networking library w buffer . . . - DevForum ByteNet Simple, buffer-based networking GitHub | Documentation | npm ByteNet is an networking library which takes your Luau data, and serializes it into buffers On the other end, ByteNet deserializes your data, and then feeds it back to your Luau code You don’t need to worry about type validation, optimization, packet structure, etc ByteNet does all the hard parts for you! Strictly typed
BridgeNet2, v1. 0. 0 | A blazing fast networking library for Roblox BridgeNet2 About BridgeNet2 is a networking library for Roblox with a focus on performance It cuts out header data from RemoteEvent calls by 7 bytes, which is beneficial because it cuts down on the total number of p…
BridgeNet | Insanely optimized, easy-to-use networking . . . - DevForum BridgeNet has an overhead of ~1 5 kbps However this is made up for with BridgeNets compression - which mainly shows itself under pressure You need to be testing it in an actual game, or a significant stress test for BridgeNet to show Again, the testing code is open source Ping in Roblox is based off of frame time, and sometimes bandwith in extreme cases BridgeNets footprint is within half