The EASIEST Way To Optimize Your Code! | Roblox Studio

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Published 2024-07-22
devforum post about buffers: devforum.roblox.com/t/introducing-luau-buffer-type…

0:00 - Intro
0:22 - Example / How To Use
2:46 - 8, 16, 32 Bit Ranges
3:53 - Unsigned & Signed Integers
5:23 - Single & Double Precision Floating Point Numbers
7:08 - Writing Strings & String Memory
8:20 - Reading Buffers
10:41 - Outro

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All Comments (21)
  • @theosiris4179
    5:08 Unsigned and signed should be swapped. Unsigned takes only positive inputs, and will handle overflows and negative inputs by taking the modulo of the input number with its maximum number + 1. On the other hand, signed numbers allows numbers to have a negative sign. Overflowing a signed integer is trickier, as it involves first taking the modulo with max + 1 then using two's complement with the number in binary. Roblox handles overflows automatically.
  • @jodio8071
    The video is very informative and good but the only problem is that sometimes you're saying "bits" instead of "bytes".
  • @defenestratorr
    This is a microoptimization that you probably won't need in like 99% of use cases. Unless you're working with big data or something
  • Very cool stuff, though the back and forth and the random pauses make it sound so confusing
  • @Wayne2.
    How would I use this in a datastore though? using the read functions just returns the original string. Sorry if this is a dumb question, I just haven't fully understood bitbuffers yet.
  • @로좋
    Thank you for noticing me about buffers 😄❤️
  • @garytodak
    i have tried to use this, but its hard. you need to think how big is the value, what type, and what index is the buffer, is it signed, unsigned, integer, negative? if it big value, is it 8,16? all these need to think. unless you have good understanding on how your game value is, dont use it. but the good thing is, we can have like the value cap to what the byte is. like if i use 16bit the number will be in 0-65536 and if i use this for my character coins, it wont go beyond that. so maybe its good for security? in case someone hack and want to set it to 9999999 which is not possible in 16bit.
  • @Divine706
    Maybe, you can create a module with a buffer library?
  • @lalaly2011
    buffers should be used for compacting data that is sent over the network or you have big arrays using buffers for variables are unnecessary unless your going to send them to another script with a remote event (especially unreliableremoteEvents that have a 900 byte payload limit)
  • @Avysilvasan
    guys i think buffer needs a nerf🥶🥶 shid so cold
  • @ozzy1987
    I would really advise against using these because of how much of a micro-optimization they are unless it involves networking or serialization, and even then, only really consider it if your game or system is having problems in the first place.
  • @Kitsune_Dev
    while this is great for Basics, can you make a more in depth video on how to use this for mass data compression and decompression? concept is to automate it completely by detecting the type of data, compress it and map the order somewhere for decompression
  • @tiltedblock
    To be honest, on the other side using this make scripting/coding looks more complicated than usual