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| 01 Aug 2016 12:56 PM |
Just wondering.
https://www.roblox.com/meme-item?id=442305757 <-- top notch meme |
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ItsOmega
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| Joined: 05 Oct 2014 |
| Total Posts: 196 |
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| 01 Aug 2016 12:56 PM |
Roblox didn't make its physics thats all I know.
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Xsitsu
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| Joined: 28 Jul 2009 |
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| 01 Aug 2016 12:56 PM |
| The Roblox engine, which was mainly programmed in C++. |
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| 01 Aug 2016 12:57 PM |
Its own. They used to use OGRE for rendering, but they reached the limits and switched to their own rendering engine at the start of 2014. It's pretty much all their own stuff now.
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| 01 Aug 2016 12:57 PM |
It used to run on OGRE3D, but they made their own engine. It's made up of C++ and a few other smaller languages.
( ͡• ◡ ͡•) -=[ RAP: 373,521 || DurstAuric; the narb of ROBLOX ]=- ( ͡• ◡ ͡•) |
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| 01 Aug 2016 01:01 PM |
Can we use this engine in other, stand-alone games/A game that is hosted on ROBLOX, but only available on said game launcher (a set auth key?)
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ISHOOTPPL
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| Joined: 06 Dec 2014 |
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| 01 Aug 2016 01:03 PM |
| It was on ORGE3D but is now on some kind of OpenGL2 based C++ render engine. |
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ISHOOTPPL
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| Joined: 06 Dec 2014 |
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| 01 Aug 2016 01:04 PM |
| You could but you'd have to extract the render code from RobloxPlayerBeta.exe |
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| 01 Aug 2016 01:05 PM |
(They use Microsoft Direct3D 6.3.9600.16384, as d3dcompiler_47.dll is present))
https://www.roblox.com/meme-item?id=442305757 <-- top notch meme |
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| 01 Aug 2016 01:10 PM |
That's not an engine though.
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| 01 Aug 2016 01:13 PM |
Roblox also has a setting for OpenGL, and I had to look this up since I've been wondering too, but apparently DirectX and OpenGL are APIs.
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| 01 Aug 2016 01:15 PM |
they use that library because their shader filers are in d3d
also anyone know about auth tickets? Its the ticket that you send the server when you join
On a emulated studio server, i got this ticket for a dummy player 8/1/2016 1:10:40 PM;CXaWMkWCbFbhcePWdBgV9+KNBTPfe5o9RmA54yz3RaTKlnQic0tSiue0E7g5lA5MpOKUN8OmUetTUw/hBYqFletSYF/9z2MOHTha3gW2M33EQuhGF/Fh9FTO89culco+0inVwO4RUPtTq10qOYwK5RHlsbvCrExG7gQTdrwFgAM=;jq0kxVjNHBnos1HyjLJGiiO2oCMJN5MyHFbGHlWsy9LbWvdWfdSjR27X8UwMcOgNKxrafrd46G7ldOZAMxVQ8uSMGbLowJyFW0BX9xskrLvtfqdGu3zJw30FRV+fvEw+1Ma+5cjm3K/8un0qm3Vfyr2ElyYVO4SdssvKlzxzJIc=
its just a huge string maybe if you tell the beta player to send a ticket you probably log in as someone, but you can prob use it to tell if someone is using your launcher and TP them to the actual game, otherwise kick them for not hacking the right auth ticket
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| 01 Aug 2016 01:25 PM |
^ That could be used to be exploited o.0 as simple as injecting someone else's string thingy... and since they would be technically logged into the player it would go much father than just being able to have admin or to exploit...
they could do it on a custom game and make a developer product for certain amounts of robux o.0
I have to look into this |
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| 01 Aug 2016 01:28 PM |
@above It would go log in as a guest, you still need the Tracking ID, the StartupScript, and other stuff.
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| 01 Aug 2016 01:29 PM |
also the auth ticket is only for this game, then it changes.
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| 01 Aug 2016 01:30 PM |
doesn't look like it would work.. from what i can see this is how it is done
When you launch a roblox game the browser send the server "This person is connecting under THIS account"
when the client loads it send its data over to the server
the server then check all the data from what the browser just sent it, if the user had suddenly changed something very wrong has happened and it terminates the connection
this is way over simplification of it but this is what I think this is how it is done, from like 3 minutes of research |
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| 01 Aug 2016 01:31 PM |
| Oh you already corrected me, |
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| 01 Aug 2016 01:32 PM |
So you still need alot of stuff to load in an account.
If you use the RobloxPlayerBeta.exe -t tag and put in like i dunno "SteamLoaderV1" and have a local script go into the Client thing and read the ticket, if its the right ticket either TP them to the game (probably with custom content), otherwise, kick the player for not using the loader.
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| 01 Aug 2016 01:33 PM |
| Also to make purchases you'd have to be logged in since it uses the roblox site. |
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| 01 Aug 2016 01:36 PM |
^ yea i get that now,
my over simplification for 3 minutes of research seems more or less correct |
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| 01 Aug 2016 01:37 PM |
game.NetworkClient.Ticket == "authkey849012" then -- code to tp to the actual game else game.Players.LocalPlayer:Kick("You are not using the correct loader.") end
this could allow the game to detect if you have custom content installed, such as ROBLOX mods.
This would force them into guest mode, but if its a singleplayer game, it dosnt matter, if its a multiplayer, just make GUI's that allows them to chat after setting a nickname
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| 01 Aug 2016 01:38 PM |
If you want it to work with steam or something, you can prob check using sub() if its the correct loader, and then after the sub have their steam username and then use that for their nickname in the custom chat.
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| 01 Aug 2016 01:57 PM |
b
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John_MH
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| Joined: 10 Apr 2010 |
| Total Posts: 34 |
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| 01 Aug 2016 05:07 PM |
It is currently "possible" to make private servers, but you can't make an arbitrary client join an arbitrary server without heavy modifications that we don't know how to do at this time. There have been multiple projects to attempt this, and the staff have even mentioned the possibility of implementing this for distribution of games over Steam and other platforms, but it's not really a high priority for anyone.
Currently, your best bet is something like the Open Blox game engine, and it's not really ready for use yet either. |
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| 01 Aug 2016 05:10 PM |
Roblox is the engine
You mean what it was programmed with
C++ and C |
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