f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
157 lines
4.7 KiB
Markdown
157 lines
4.7 KiB
Markdown
---
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id: wiki-2026-0508-roblox
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title: Roblox
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Roblox Studio, Roblox Platform, RBLX]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [gaming, platform, ugc, luau]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: luau
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framework: roblox-studio
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---
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# Roblox
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 Architecture
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- **Roblox Studio** (Windows/Mac IDE) — 매 build, test, publish.
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- **Roblox Engine** — proprietary, C++ core + Luau scripting.
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- **Cloud-hosted servers** — 매 experience 의 instance 의 spin up on demand.
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- **Cross-platform clients** — Windows, Mac, iOS, Android, Xbox, Quest VR (2024 GA).
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### 매 Luau Language
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- Lua 5.1 의 fork + gradual typing.
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- JIT (native code generation) 의 2023 ship.
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- Strict / non-strict mode.
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- `--!strict` 매 file 의 top.
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### 매 응용
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1. UGC games — Adopt Me!, Blox Fruits, Brookhaven 의 billion-visit hits.
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2. Brand activations — Nike Land, Gucci Town, K-pop 의 concert.
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3. Education — coding camp 의 entry, 매 simple Luau syntax.
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4. Virtual economy — 매 creator earnings $700M+ in 2024.
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## 💻 패턴
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### Basic part script (Luau)
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```lua
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--!strict
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local Players = game:GetService("Players")
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local part = script.Parent :: BasePart
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part.Touched:Connect(function(hit: BasePart)
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local char = hit.Parent
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local player = Players:GetPlayerFromCharacter(char)
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if player then
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print(player.Name .. " touched the part!")
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end
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end)
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```
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### RemoteEvent (server ↔ client)
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```lua
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-- ServerScriptService/Main.server.luau
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local RS = game:GetService("ReplicatedStorage")
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local event = Instance.new("RemoteEvent", RS)
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event.Name = "GiveCoins"
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event.OnServerEvent:Connect(function(player, amount: number)
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if amount > 0 and amount <= 10 then
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player.leaderstats.Coins.Value += amount
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end
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end)
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-- StarterPlayer/StarterPlayerScripts/Client.client.luau
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local RS = game:GetService("ReplicatedStorage")
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RS:WaitForChild("GiveCoins"):FireServer(5)
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```
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### DataStore (persistent save)
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```lua
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local DSS = game:GetService("DataStoreService")
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local store = DSS:GetDataStore("PlayerData_v2")
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local function save(player: Player, data: {coins: number})
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local ok, err = pcall(function()
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store:SetAsync(tostring(player.UserId), data)
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end)
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if not ok then warn("save failed:", err) end
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end
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```
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### Roact UI component (modern)
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```lua
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local Roact = require(game.ReplicatedStorage.Roact)
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local function Button(props)
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return Roact.createElement("TextButton", {
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Text = props.label,
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Size = UDim2.new(0, 200, 0, 50),
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[Roact.Event.Activated] = props.onClick,
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})
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end
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Roact.mount(Roact.createElement(Button, {
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label = "Click",
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onClick = function() print("clicked") end,
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}), playerGui)
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```
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### MemoryStore (cross-server queue)
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```lua
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local MSS = game:GetService("MemoryStoreService")
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local queue = MSS:GetQueue("matchmaking", 60)
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queue:AddAsync({userId = player.UserId, mmr = 1500}, 30)
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local items, id = queue:ReadAsync(8, false, 0)
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Persistent player data | DataStore (with retry) |
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| Cross-server state | MemoryStore (queue/sortedmap) |
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| Simple UI | Native `ScreenGui` |
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| Complex reactive UI | Roact / Fusion |
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| High-perf logic | `--!native` Luau |
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| Replication | RemoteEvent (state) / RemoteFunction (RPC) |
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**기본값**: Luau strict mode + Roact + MemoryStore for matchmaking.
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## 🔗 Graph
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- 부모: [[UGC]]
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- 변형: [[Roblox-Studio]]
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- Adjacent: [[Unity]] · [[Minecraft]]
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## 🤖 LLM 활용
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**언제**: Luau snippet 의 generate, Studio API lookup, game design pattern 의 explain.
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**언제 X**: TOS-violating exploit / Filtering Enabled bypass — 매 platform-ban 의 risk.
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## ❌ 안티패턴
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- **`while true do ... end` without `wait()`**: 매 server crash.
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- **Trusting client `RemoteEvent` args**: 매 always validate server-side (exploiters 의 send anything).
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- **DataStore on every change**: 매 6-second SetAsync limit — debounce + session-locking 의 use.
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- **`script.Parent` 의 deep traversal**: 매 brittle — `WaitForChild` 의 use.
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## 🧪 검증 / 중복
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- Verified (create.roblox.com docs, Roblox 2024 Investor Day).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Luau patterns + DataStore/MemoryStore + Roact |
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