khtsly/Nalu-1.0-Base
Text Generation β’ 0.5B β’ Updated β’ 915 β’ 1
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imezx/JPSPlus | README.md | # JPSPlus
JPSPlus is a high-performance **2D grid pathfinding** library for Roblox based on **Jump Point Search Plus (JPS+)** algorithm. It preprocesses static maps to enable very fast A* queries by βjumpingβ between critical nodes while preserving **optimal** paths on uniform-cost grids.
**The Concept:**
Traditional... | 368 | readme | null |
EgoMoose/rbx-viewport-window | README.md | # rbx-viewport-window
Huge shout-out to [EmilyBendsSpace](https://x.com/EmilyBendsSpace) as their work is instrumental in ViewportWindows.
ViewportWindow provides developers with the tools to use viewport frames much like you'd use a window in real life. You can look into them and see a different space that is contai... | 246 | readme | null |
EgoMoose/rbx-wallstick | README.md | # rbx-wallstick
A system for sticking characters to surfaces within Roblox.
### Videos
https://github.com/user-attachments/assets/bd4efde2-9323-4db1-896c-6407263e458e
https://github.com/user-attachments/assets/2a0478de-6e1f-4676-b778-9709b9e3f18f
https://github.com/user-attachments/assets/c6d9a53d-f6c2-4924-9286-72... | 120 | readme | null |
Sleitnick/RbxObservers | README.md | # RbxObservers
A collection of observer utility functions.
## Installation
### Wally
Add `sleitnick/observers` to dependencies list:
```toml
[package]
name = "your_name/your_project"
version = "0.1.0"
registry = "https://github.com/UpliftGames/wally-index"
realm = "shared"
[dependencies]
Observers = "sleitnick/obs... | 168 | readme | null |
AnotherSubatomo/RbxShader | README.md | # RbxShader
A robust, simple, and performant fragment shader engine, for everyone.
The shader engine can run virtually any shader program that operates on a per-pixel basis, just like those on [Shadertoy](https://www.shadertoy.com/). Porting these programs are relatively easy due to their code structuring being simila... | 660 | readme | null |
EgoMoose/rbx-react-studio-properties | README.md | [react-studio-properties/releases]: https://github.com/EgoMoose/rbx-react-studio-properties/releases
[react-studio-properties/wally]: https://wally.run/package/egomoose/react-studio-properties
[badges/github]: https://raw.githubusercontent.com/gist/cxmeel/0dbc95191f239b631c3874f4ccf114e2/raw/github.svg
[badges/wally]:... | 349 | readme | null |
EgoMoose/rbx-bufferize | README.md | [bufferize/releases]: https://github.com/EgoMoose/rbx-bufferize/releases
[bufferize/wally]: https://wally.run/package/egomoose/bufferize
[badges/github]: https://raw.githubusercontent.com/gist/cxmeel/0dbc95191f239b631c3874f4ccf114e2/raw/github.svg
[badges/wally]: https://raw.githubusercontent.com/gist/cxmeel/0dbc95191... | 2,055 | readme | null |
Quamatic/rbxts-profile-store | README.md | # @rbxts/profile-store
## Installation:
`npm i @rbxts/profile-store`
## Documentation
See [MadStudioRoblox/ProfileStore](https://github.com/MadStudioRoblox/ProfileStore) | 47 | readme | null |
Shiawaseu/RBLX-Whitelist | README.md | # RBLX-Whitelist
Source repo for my series on writing secure Authentication systems in Roblox
- To read the guide, visit my [website](https://shiawase.dev/blog/rblx-auth1)
## Flowchart
Image Version

Mermaid (interactive) Version
```mermaid
graph TD;
A[User execute... | 500 | readme | null |
Ultray-Studios/RBXConnectionManager | README.md | # RBXConnectionManager
This is our first open-source release. Please add a β if you like the idea of this project or if you like to use it.
Roblox Developer Forum Thread: https://devforum.roblox.com/t/3503750
Consider joining our community aswell! https://discord.gg/8ed3W53kHv/ to see progress on our very advanced p... | 799 | readme | null |
imezx/InfiniteMath | README.md | InfiniteMath is a module that allows you to surpass the double-precision floating-point number limit of `10^308`.
Here's the [installation](https://kdudedev.github.io/InfiniteMath/docs/Installation) page, an in-depth [explanation](https://kdudedev.github.io/InfiniteMath/docs/Explanation) of the module, and API [docume... | 253 | readme | null |
imezx/InfiniteMath | null | # What is this?
InfiniteMath is a module that allows you to surpass the double-precision floating-point number limit which about:
> -10^308 to 10^308
This is normally perfectly fine for games, but sometimes you might want to go past that limit, even just a little bit. InfiniteMath allows you to have practically infi... | 676 | documentation | https://kdudedev.github.io/InfiniteMath/docs/Explanation/ |
imezx/InfiniteMath | null | # Datastore Implementation
InfiniteMath uses metatables, meaning numbers created using it can't be saved in a datastore. If you do save an InfiniteMath number in a datastore, it will lose its metamethods which means no operations, comparisons, etc.
The solution is to recreate the number when loading it using `.new()`... | 115 | documentation | https://kdudedev.github.io/InfiniteMath/docs/Datastore/ |
Sleitnick/Knit | README.md | ## :warning: No Longer Maintained :warning:
Knit has been archived and will no longer receive updates.
Please [read here](/ARCHIVAL.md) for more information.
# Knit
Knit is a lightweight framework for Roblox that simplifies communication between core parts of your game and seamlessly bridges the gap between the ser... | 880 | readme | null |
Epix-Incorporated/Adonis | README.md |
Adonis is a community-maintained server moderation and management system created for use on the Roblox platform.
## β¨ Installation
π’ **New to Adonis? Take a look at our [official quick start video](https://youtu.be/1f9x9gdxLjw) or read [the unofficial setup guide](https://devforum.roblox.com/t/1535122).**
... | 1,203 | readme | null |
Epix-Incorporated/Adonis | null | ## What is Adonis?
Adonis is a server moderation and management system created for the Roblox platform.
Uploaded to GitHub for collaboration and issue tracking.
## Adonis Loader
<https://www.roblox.com/library/7510622625/Adonis-Admin-Loader-Epix-Incorporated>
## Adonis MainModule (Source)
<https://www.roblox.com/... | 113 | documentation | https://adonis.dev/ |
SirMallard/Iris | README.md | # Iris
Iris is an Immediate mode GUI Library for Roblox, Based on [Dear ImGui](https://github.com/ocornut/imgui). It solves the same problems as Dear ImGui: providing a simple and bloat-free UI system, designed for visualisation and debugging. It is fast, portable, and self-contained (no external dependencies).
#### ... | 1,355 | readme | null |
SirMallard/Iris | null | ### Fast, portable, self-contained
Iris is a standalone module, with no dependencies, designed to be as lightweight and easy on resources whilst providing a rich experience.
### Favouring simplicity and functionality
Iris favours writing as little code as possible. You describe what you want and Iris organises handl... | 631 | documentation | https://sirmallard.github.io/Iris/ |
evaera/Cmdr | README.md | # Cmdr
**A fully extensible, type-safe command framework for Roblox.**
Build powerful in-game command systems, developer tools, and admin workflows with a framework designed to integrate directly into your experience.
Originally built as a developer console for debugging and internal tools, Cmdr has evolved into a p... | 379 | readme | null |
evaera/Cmdr | null | Work in progress
We're sorry but this article has yet to be written. | 16 | documentation | https://eryn.io/Cmdr/docs/contribute/ |
evaera/Cmdr | null | Some commands that run on the server might need to also do something on the client, or on every client. Network event handlers are callback functions that you can set to run when a server command sends a message back to the client. Only one handler can be set to a certain event at a time, so it's possible to change the... | 284 | documentation | https://eryn.io/Cmdr/docs/networkeventhandlers/ |
littensy/charm | README.md | # Charm
Fine-grained reactivity for Roblox
npm package β
Charm is a reactive state management library designed for storing data in discrete containers called _signals_. Connect behavior to data with signals, ensuring systems stay up-to-date with their underlying data while reactivity eliminates the need for ... | 8,349 | readme | null |
littensy/charm | null | # @rbxts/charm
0.11.0Γ Γ’ΒΒ’Γ PublicΓ Γ’ΒΒ’Γ Published 3 months ago
* [ Readme](https://www.npmjs.com/package/@rbxts/charm?activeTab=readme)
* [Code Beta](https://www.npmjs.com/package/@rbxts/charm?activeTab=code)
* [0 Dependencies](https://www.npmjs.com/package/@rbxts/charm?activeTab=dependencies)
* [18 Dependen... | 8,165 | documentation | https://www.npmjs.com/package/@rbxts/charm |
imezx/Warp | README.md | # Warp
# A rapidly-fast & powerful networking library.
## Why Warp
### β‘ Performance
Warp is rapidly-fast with much less bandwidth compared to native.
### π Compact
Warp is a simple, efficient & lightweight library.
### π Dynamic
Warp is dynamic by default. It serializes and deserializes data dynamically without... | 118 | readme | null |
imezx/Warp | null | β‘
## Performance
Warp is rapidly-fast with much less bandwidth compared to native. | 20 | documentation | https://imezx.github.io/Warp/ |
imezx/Warp | null | # Overview β
Warp is a powerful networking library for Roblox that comes with rapidly-fast performance and efficient with Typing to any-scale games.
## Why Warp β
### β‘ Performance β
Warp is rapidly-fast with much less bandwidth compared to native.
### π Compact β
Warp is a simple, efficient & lightweight librar... | 127 | documentation | https://imezx.github.io/Warp/guide/ |
imezx/Warp | null | # Warp 1.0 deprecated β
The public main of the Warp library.
## `.Server` server side β
Create a new event for Server-Side
lua
-- Server
local Event1 = Warp.Server("Event1")
## `.Client` client side β
Create a new event for Client-Side.
lua
-- Client
local Event1 = Warp.Client("Event1") | 85 | documentation | https://imezx.github.io/Warp/api/1.0/warp |
imezx/Warp | null | # Warp 1.1 pre-release β
The public main of the Warp library.
WARNING
This version (1.1.x) is not backward compatible with 1.0.x.
## `.Server` server side β
Get the Server operation for server-side.
lua
-- Server
local Server = Warp.Server()
## `.Client` client side β
Get the Client operation for clien... | 135 | documentation | https://imezx.github.io/Warp/api/1.1/warp |
imezx/Warp | null | # Installation β
## wally β
wally.toml
toml
[dependencies]
warp = "imezx/warp@1.1.0"
## pesde β
pesde.tomlcli
toml
[dependencies]
warp = { name = "eternitydev/warp", version = "^1.1.0" }
bash
pesde add eternitydev/warp
## Roblox Studio β
1. Get the `.rbxm` file from the [github](https:... | 139 | documentation | https://imezx.github.io/Warp/guide/installation |
imezx/Warp | null | # Getting Started 1.1 β
### `Installation` β
First, you have to require the Warp module.
lua
local Warp = require(path.to.module)
Then, you should do `.Server` or `.Client`
lua
local Server = Warp.Server() --> for Server-side only
local Client = Warp.Client() --> for Client-side only
### `Basic Usag... | 275 | documentation | https://imezx.github.io/Warp/guide/getting-started |
imezx/Warp | null | # Example 1.1 β
Let's try and play something with Warp!
SchemasServerClient
luau
local Schema = require(path.to.warp).Buffer.Schema
return {
Example = Schema.array(Schema.string),
Ping = Schema.string,
Pong = Schema.string,
PingAll = Schema.string,
luau
local Warp = re... | 544 | documentation | https://imezx.github.io/Warp/guide/example |
imezx/Warp | null | # Client event β
For Client-sided
## `.Client` yield β
Create new Warp event.
VariableExample
luau
(
Identifier: string
)
luau
local Remote = Warp.Client("Remote")
## `.fromClientArray` yield β
Create new Warp events with array.
VariableExample
luau
(
{ any }
)
luau
... | 558 | documentation | https://imezx.github.io/Warp/api/1.0/client |
imezx/Warp | null | # Signal utilities β
A alternative of BindableEvent.
## `.Signal` β
Create new Signal.
VariableExample
luau
(
Identifier: string
)
luau
local Signal1 = Warp.Signal("Signal1")
## `.fromSignalArray` β
Create new Signal.
VariableExample
luau
(
{ string }
)
luau
local ... | 706 | documentation | https://imezx.github.io/Warp/api/1.0/signal |
imezx/Warp | null | # Rate Limit feature β
Ratelimit is one of most useful feature.
( Configured on Server only and For Client )
## `Setup` β
When creating a event on Server, you can add second argument (optional) as table `rateLimit` to limit the number of times the event can be called and the interval for reset the counter on client... | 223 | documentation | https://imezx.github.io/Warp/api/1.0/ratelimit |
imezx/Warp | null | # Server event β
For Server-sided
## `.Server` yield β
Create new Warp event.
VariableExample
luau
(
Identifier: string,
rateLimit: {
maxEntrance: number?,
interval: number?,
}?
)
luau
local Remote = Warp.Server("Remote")
## `.fromServerArray` yield β... | 795 | documentation | https://imezx.github.io/Warp/api/1.0/server |
imezx/Warp | null | # Server 1.1 β
For Server-sided operations.
## Getting the Server Object β
lua
local Server = Warp.Server()
## `.reg_namespaces` β
Register namespaces to ensure all of the namespaces is being registered earlier on the server to prevent any unexpected issues on the client.
INFO
this is optional and condition... | 931 | documentation | https://imezx.github.io/Warp/api/1.1/server |
imezx/Warp | null | # Client 1.1 β
For Client-sided operations.
## Getting the Client Object β
lua
local Client = Warp.Client()
## `.awaitReady` yield β
Yields the current thread until the client has successfully initialized and synchronized with the server's replication data (identifier).
INFO
Its optionally, but highly recom... | 1,000 | documentation | https://imezx.github.io/Warp/api/1.1/client |
imezx/Warp | null | # Buffer module β
For efficient data serialization and schema definition with optimized packing.
## Getting the Buffer Object β
lua
local Buffer = Warp.Buffer
## Schema System v1.1 β
Define strict data schemas for optimized serialization and type safety.
### Available Schema Types β
lua
-- Basic ty... | 983 | documentation | https://imezx.github.io/Warp/api/1.1/buffer |
ffrostfall/ByteNet | README.md | # ByteNet
## Simple, buffer-based networking.
[GitHub](https://github.com/ffrostfall/ByteNet) | [Documentation](https://ffrostfall.github.io/ByteNet/)
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 ... | 314 | readme | null |
ffrostfall/ByteNet | null | # simple buffer-based networking
In ByteNet, you don't need to worry about type validation, optimization, packet structure, etc. ByteNet does all the hard parts for you! Strictly typed with an incredibly basic API that explains itself, ByteNet makes networking simple, easy, and quick.
[Getting started](https://ffrost... | 404 | documentation | https://ffrostfall.github.io/ByteNet/ |
ffrostfall/ByteNet | null | # Defining a packet
## what even is a packet in ByteNet anyway?
Packets are the structured dictionaries you use to define the "format" your data is going to be sent in. These are named packets as you 'send' packets through network, and packets have their contents usually formatted in a specific way because, well they... | 623 | documentation | https://ffrostfall.github.io/ByteNet/api/functions/definePacket/ |
ffrostfall/ByteNet | null | # Available special types
Special types are how complex packet types are made. They can take in nearly any type, including themselves, and most importantly they are dynamic. This means you can have an array of any length, a map of any key type and any value type, and an optional value of any type.
Special types alway... | 1,079 | documentation | https://ffrostfall.github.io/ByteNet/api/dataTypes/Specials/ |
ffrostfall/ByteNet | null | # Available primitive types
ByteNet provides a large amount of "primitive" types for you to build more complex types that suit your game. Since primitive types don't need any parameters, you can just access them like the following: `ByteNet.<typename>`. For building more complex data structures, go look at the [Specia... | 272 | documentation | https://ffrostfall.github.io/ByteNet/api/dataTypes/Primitives/ |
paradoxum-games/lyra | README.md | # Lyra
Safe and simple player data management for Roblox
Documentation Β»
Lyra makes it easy to safely and robustly manage your game's player data. It's designed to handle large amounts of data, prevent common game-breaking bugs, and make it easy to update your data format without breaking existing saves.
##... | 492 | readme | null |
paradoxum-games/lyra | null | ### Data Safety
Session locking prevents data corruption, atomic transactions enable safe trading, and built-in validation catches bad data before it's saved.
### High Performance
Auto-sharding handles large datasets, efficient DataStore usage minimizes costs, and automatic retries handle service limits gracefully.
... | 83 | documentation | https://paradoxum-games.github.io/lyra/ |
MaximumADHD/Roblox-Plugins | README.md | # Roblox-Plugins
A collection of Roblox plugins I've developed!
# Building
To build a plugin in this repository, make sure you have [Visual Studio Code](https://code.visualstudio.com) installed with one of the folders in this repository opened as the workspace.
You will also need the [Rojo](https://marketplace.visuals... | 115 | readme | null |
1Axen/blink | README.md | An IDL compiler written in Luau for ROBLOX buffer networking
# Performance
Blink aims to generate the most performant and bandwidth-efficient code for your specific experience, but what does this mean?
It means lower bandwidth usage directly resulting in **lower ping\*** experienced by players and secondly, it means ... | 350 | readme | null |
1Axen/blink | null | π¦
## Buffer Packing
Zap packs data into buffers with no overhead. The same data can be sent using a fraction of the bandwidth. | 31 | documentation | https://zap.redblox.dev/ |
1Axen/blink | null | # Installation β
## With Aftman β
## From GitHub Releases β
You can get the latest version from [GitHub Releases](https://github.com/red-blox/zap/releases/). | 40 | documentation | https://zap.redblox.dev/install.html |
1Axen/blink | null | # Options β
Options are placed at the beginning of Zap config files and allow you to configure the way Zap generates code.
## `server_output` & `client_output` β
These two options allow you to configure where Zap will output generated code. If you're not using the CLI these options can be ignored.
The paths are rel... | 1,965 | documentation | https://zap.redblox.dev/config/options.html |
1Axen/blink | null | # Generating Luau Code β
## Via the CLI β
After [installing Zap](https://zap.redblox.dev/intro/getting-started.html), you can run the CLI with `zap [path to config file]`.
The CLI assumes an output folder of `network` unless the [server_output and client_output](https://zap.redblox.dev/config/options.html#server-out... | 129 | documentation | https://zap.redblox.dev/usage/generation.html |
1Axen/blink | null | # Using Your Generated Code β
After [generating code](https://zap.redblox.dev/usage/generation.html), Zap provides two output files: the client API and the server API. Detailed documentation for both is provided below.
INFO
This page will assume you're using the default casing value of `PascalCase`.
Learn more abou... | 1,125 | documentation | https://zap.redblox.dev/usage/generated-api.html |
1Axen/blink | null | # Getting Started β
## Installation β
For users who wish to use Zap as a CLI, you can download the latest release from [GitHub Releases](https://github.com/red-blox/zap/releases/), or you can install it using [aftman](https://github.com/lpghatguy/aftman):
bash
aftman add red-blox/zap
You can also use Zap in St... | 294 | documentation | https://zap.redblox.dev/intro/getting-started.html |
1Axen/blink | null | # Tooling Integration β
Zap supports the ability to output a Lua file that can deseralise compressed data so that it can be read by plugins and/or scripts such as [PacketProfiler](https://github.com/Pyseph/PacketProfiler/).
Zap and PacketProfiler have created a common format for this interfacing as detailed below:
#... | 248 | documentation | https://zap.redblox.dev/usage/tooling.html |
1Axen/blink | null | # Functions β
Functions are another method of communication where the client can send arguments and have them returned by the server. For security, Zap only supports Client -> Server -> Client functions, not Server -> Client -> Server.
## Defining Functions β
Functions are defined in your config file using the `func... | 417 | documentation | https://zap.redblox.dev/config/functions.html |
Last collected: 2026-09-05 23:51
Contains 306 READMEs & 1,544 Doc pages (~1.79M tokens)