#Utility Module Recommendation
1 messages · Page 1 of 1 (latest)
I usually use Zap for networking, puts everyting in one module.
use GoodSignal instead of BindableEvent if you want it more atomic.
A lightning fast, type-safe, and easy to use networking solution for Roblox.
heard good things about this one
anything to erase waitchains off of my scripts?
lol, okay, well you could i guess make like a function(Path:sting) -> instance
usually in module scripts, mostly waiting on remoteEvents/instances
ServerScriptService for now, havent touched much client side code
trying to switch to a module loader, not sure if that would help or hurt that issue
Well one tthing which could help alot is, game stucture, and declearing smart. cause when requiring(path) you dont to wait it
not really needed if you sturcure you game well trust me, i have gone thur the same
its a scam even
the youtube vids are scamming your time
ive been wanting to try to make one because i do like the "Your modules shouldnt be to dependent on other for reusability" philosophy, mostly because i havent made too many scripts so far
just do _G["Module"] and place your frekvent used stuff close to the root of the service
so it seemed like a good architecture to start with, not to sure of many other though, to be fair
yea this kind true, but its more about acceiblity in your case.
Trust me its not needed
when you have a moudle loader it is a moudle easier required, like require(ReplicatedStorgae.ModuleLoader) and then call the functions inside of it
that is as much step or even lesser step then doing require(ReplicatedStorage.YourService)
or like require(ReplicatedStoage.Services.YourServices)
But yea idk, chose what you think works, just giving another perspective. and for networking i just use Zap which is pretty easy to require
like client-server networking? or script-script
client-server
every event is in one modulescript, and it only need two events. to work. I think it has helped me a lot
mad easy
this is bad, don't do it
modules scripts are way easier and faster than using _G
if you are new in development
Forget everything about module script
but not at this level of scripting
but he can try to understand basic things
I mean but when he learns a really important things are module scripts
yeah
module loader is almost necessary
that’s good point
if you have a map loader and on your module script client you are locating a part that is not ingame yet you will have infinite yield issue that will broke the script
if you have a module loader system you will be able to make it when it’s initialized
before returning the value
and without avoiding the require of the module script
not new to deving as a whole, im just not familiar with actually thinking about things like good architecture
just starting on a big project and wanted a good foundation
module scripts seem cut and dry, but i dont think ive ever worked with more than 10 scripts, and now i have around 30 so i want to make sure my bases are covered
perfect usecase for ai
wym
ask ai for architectures