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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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---
id: wiki-2026-0508-roblox
title: Roblox
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Roblox Studio, Roblox Platform, RBLX]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [gaming, platform, ugc, luau]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: luau
framework: roblox-studio
---
# Roblox
## 매 한 줄
> **"매 user-generated 3D experience platform 의 dominant"**. Roblox Corp (RBLX, NYSE 2021 IPO) 의 operate, 2006 launch — 매 2025 Q4 의 ~95M DAU, 매 Gen Z/Alpha 의 default social space. 매 Luau (typed Lua) 의 in-Studio scripting, 매 Robux 의 internal currency — creators 의 DevEx (Developer Exchange) 의 USD cash out.
## 매 핵심
### 매 Architecture
- **Roblox Studio** (Windows/Mac IDE) — 매 build, test, publish.
- **Roblox Engine** — proprietary, C++ core + Luau scripting.
- **Cloud-hosted servers** — 매 experience 의 instance 의 spin up on demand.
- **Cross-platform clients** — Windows, Mac, iOS, Android, Xbox, Quest VR (2024 GA).
### 매 Luau Language
- Lua 5.1 의 fork + gradual typing.
- JIT (native code generation) 의 2023 ship.
- Strict / non-strict mode.
- `--!strict` 매 file 의 top.
### 매 응용
1. UGC games — Adopt Me!, Blox Fruits, Brookhaven 의 billion-visit hits.
2. Brand activations — Nike Land, Gucci Town, K-pop 의 concert.
3. Education — coding camp 의 entry, 매 simple Luau syntax.
4. Virtual economy — 매 creator earnings $700M+ in 2024.
## 💻 패턴
### Basic part script (Luau)
```lua
--!strict
local Players = game:GetService("Players")
local part = script.Parent :: BasePart
part.Touched:Connect(function(hit: BasePart)
local char = hit.Parent
local player = Players:GetPlayerFromCharacter(char)
if player then
print(player.Name .. " touched the part!")
end
end)
```
### RemoteEvent (server ↔ client)
```lua
-- ServerScriptService/Main.server.luau
local RS = game:GetService("ReplicatedStorage")
local event = Instance.new("RemoteEvent", RS)
event.Name = "GiveCoins"
event.OnServerEvent:Connect(function(player, amount: number)
if amount > 0 and amount <= 10 then
player.leaderstats.Coins.Value += amount
end
end)
-- StarterPlayer/StarterPlayerScripts/Client.client.luau
local RS = game:GetService("ReplicatedStorage")
RS:WaitForChild("GiveCoins"):FireServer(5)
```
### DataStore (persistent save)
```lua
local DSS = game:GetService("DataStoreService")
local store = DSS:GetDataStore("PlayerData_v2")
local function save(player: Player, data: {coins: number})
local ok, err = pcall(function()
store:SetAsync(tostring(player.UserId), data)
end)
if not ok then warn("save failed:", err) end
end
```
### Roact UI component (modern)
```lua
local Roact = require(game.ReplicatedStorage.Roact)
local function Button(props)
return Roact.createElement("TextButton", {
Text = props.label,
Size = UDim2.new(0, 200, 0, 50),
[Roact.Event.Activated] = props.onClick,
})
end
Roact.mount(Roact.createElement(Button, {
label = "Click",
onClick = function() print("clicked") end,
}), playerGui)
```
### MemoryStore (cross-server queue)
```lua
local MSS = game:GetService("MemoryStoreService")
local queue = MSS:GetQueue("matchmaking", 60)
queue:AddAsync({userId = player.UserId, mmr = 1500}, 30)
local items, id = queue:ReadAsync(8, false, 0)
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| Persistent player data | DataStore (with retry) |
| Cross-server state | MemoryStore (queue/sortedmap) |
| Simple UI | Native `ScreenGui` |
| Complex reactive UI | Roact / Fusion |
| High-perf logic | `--!native` Luau |
| Replication | RemoteEvent (state) / RemoteFunction (RPC) |
**기본값**: Luau strict mode + Roact + MemoryStore for matchmaking.
## 🔗 Graph
- 부모: [[UGC]]
- 변형: [[Roblox-Studio]]
- Adjacent: [[Unity]] · [[Minecraft]]
## 🤖 LLM 활용
**언제**: Luau snippet 의 generate, Studio API lookup, game design pattern 의 explain.
**언제 X**: TOS-violating exploit / Filtering Enabled bypass — 매 platform-ban 의 risk.
## ❌ 안티패턴
- **`while true do ... end` without `wait()`**: 매 server crash.
- **Trusting client `RemoteEvent` args**: 매 always validate server-side (exploiters 의 send anything).
- **DataStore on every change**: 매 6-second SetAsync limit — debounce + session-locking 의 use.
- **`script.Parent` 의 deep traversal**: 매 brittle — `WaitForChild` 의 use.
## 🧪 검증 / 중복
- Verified (create.roblox.com docs, Roblox 2024 Investor Day).
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Luau patterns + DataStore/MemoryStore + Roact |