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  • United Kingdom

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@bloxfootball @Rockhill-Studios @BritSovInteractive @southpacificairways

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metricrb/README.md

Hey, I'm Mike

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Glad to see you here!

I'm currently a Senior Software Engineer at Rapidfire Entertainment, alongside my numerous other long-term commitments to EFS Technology and BritSov (formely).

I'm a self-taught developer with a passion for creating engaging experiences through coding. With over 6 years of experience, I specialize in JavaScript and LUAU programming on various platforms, particularly ROBLOX. I'm also familiar with HTML and have dabbled in other languages and frameworks as well.

  • ๐Ÿ”ญ Iโ€™m currently working on Rapidfire Entertainment
  • โ“ Ask me about anything related to ROBLOX Pathfinding and building AI systems
  • ๐Ÿ“Œ See my contributions to Roblox Docs.

Languages and Tools

Git GraphQL Node.js MySQL Redis NestJS AWS Vue.js JavaScript Express.js PowerShell React TypeScript Docker Firebase GitLab Lightroom Photoshop Bash

Github Stats

metricrb


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  1. Resolving the MoveToFinished event d... Resolving the MoveToFinished event delay in Character Pathfinding by implementing new logic using RunService.RenderStepped
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    --[[
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    When we call Humanoid:MoveTo() from waypoint to waypoint, and use the MoveToFinished event to detect when the
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    character reaches each waypoint it does work. However unlike the demo place and code portrayed in the documentation
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    on Character Pathfinding, many games will not operate with smoothness due to the event having a delay on being communicated,
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    leaving a stuttering NPC between nodes and overall a poor visual effect.