This repository is a Roblox RPG template built on top of JECS (an ECS architecture for Luau).
The core goal is to show how far I can push:
- Server-authoritative gameplay
- Cheap, scalable mob AI
- Minimal replication bandwidth
- Smooth visual interpolation on the client
The current demo runs ~150 server-driven mobs with behavior logic and pathing, using ~80 KB/s of network intake on the client, while all visual motion is client-side interpolated.
- ~150 active server-driven mobs (wander / chase / circle / flee)
- Dynamic behaviors per mob based on weighted traits (personality-like stats)
- Server-authoritative AI and movement
- Raycast-based movement: ground snapping, edge detection, wall checks
- Hitbox-driven replication: invisible server hitboxes, visual models rendered on client
- Client-side interpolation running at 60 FPS
- Tunable gameplay parameters via ECS components
- JECS ECS model with components such as
Transform,Traits,Locomotion,AIState,Hitbox - Clear system separation:
- AI System → selects behavior state
- Movement System → handles kinematic motion + raycasts
- Sync System → spawns client models
- Interpolation System → smooths movement visually
- Native engine networking
- Server replicates only hitbox CFrames
- No per-frame RemoteEvent spam
- Tick rates
- AI: 8 Hz
- Movement: 20 Hz
- Rendering: 60 Hz
- Clean, scalable ECS architecture
- Efficient use of Roblox physics and replication
- Smooth client visuals with minimal bandwidth
- Extensible foundation (e.g., plug in pathfinding)
- Strong demonstration of engineering and performance awareness (I thought)
