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bytenet-max
By @yojitheog
Roblox
MirroredByteNet Max
Typed, buffer-based networking for Roblox—with packets for events and queries for request/response calls.
What it provides
- Typed buffer serialization for compact network payloads
- Reliable and unreliable packets
- Client-to-server queries with typed responses
- Frame-batched packet traffic
- Composable schemas for Roblox and Luau values
Install with Wally
[dependencies]
ByteNetMax = "elitriare/bytenet-max@0.2.7"
Check the Wally package for the latest published version.
Minimal example
[!IMPORTANT] The shared namespace ModuleScript must be required on both the server and client, with the server initializing first. See Required initialization.
Define networking once in a shared ModuleScript:
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ByteNetMax = require(ReplicatedStorage.Packages.ByteNetMax)
return ByteNetMax.defineNamespace("Game", function()
return {
packets = {
Announcement = ByteNetMax.definePacket({
value = ByteNetMax.string,
}),
},
queries = {
GetCoins = ByteNetMax.defineQuery({
request = ByteNetMax.nothing,
response = ByteNetMax.uint32,
}),
},
}
end)
Require that shared module on both the server and client. See the getting started guide for the complete setup.
Documentation
The dedicated documentation covers:
License
ByteNet Max is available under the MIT License.
Package Details
Install command (Click to copy)
Version
0.2.9
License
MIT
Safe for commercial use
License identified from the packaged LICENSE file; the manifest declared none.
Automated license review — not legal advice.
