Luna Runtime
A custom animation runtime that is faster and gives more control than the native Roblox Animator
- PERFORMANCE 1,000+ NPCs @ 200+ FPS
- ARCHITECTURE CFrames are compressed and buffer backed into quarternions/Vector3
Luau Systems Engineer
Hi, my name is PRMS Developer. I've been scripting in Luau for over 7 years now and specialize in optimized, modular code using advanced Object-Oriented Programming or Entity Component Systems. My work is network-efficient, smooth in-game, and visually polished.
I can program anything. From complex gun and melee systems to entire game frameworks. I write code that is clean, efficient, and easy to maintain.
A custom animation runtime that is faster and gives more control than the native Roblox Animator
Platformer that I programmed & animated for. Finished within a week!
A strictly-typed Luau framework designed for high-performance tactical weapons/combat. Includes a custom module loader and command system.
A reactive Roblox UI engine featuring a custom layout system (no Roblox UI layout dependencies). Includes an HTML/CSS parser with a modular registry frontend for highly optimized, state-driven interfaces.
A fork of MovementEngine V5 that is more up-to-date which uses humanoid viewmodels instead of normal viewmodels. It features dynamic recoil, mag drops, and bullet casings. Made for a commission.
The successor to MovementEngine V4. A very work in progress gun framework im developing. Blazing fast network/memory efficiency, and even better looking animation blending.
I used OOP (Object-Oriented Programming), a Spring module for smooth camera movement, and Network Ownership for the system replication. High network efficiency and responsiveness.
I made a character customization and queue system for a client, for a Hunger-games style game. This project has datastores, so it saves even when you leave.
Right now the game just has the camera system but I plan to add more. Dynamically adjusts focal length based on entity distance.
I modified a gun system for a client. I improved mobile controls, added tracer customization, pump-shotgun reload mechanics and animations, and added customizable friendly-fire.
A battlegrounds-like system I made for a client with dashing, animation playing and movement, also includes a stun mechanism! I scripted and animated this.
Minecraft-like viewmodels and terrain generation, however it was a bit broken lol.
A demonstration of the third version of my gun engine. It uses fastcast, and generally was very optimized. I used OOP for this scrapped project.
Simple scripted cutscene I made. It has NPCs moving, and sound and animations. Also, the camera locks onto where the Santa's slay is.
Animation by xdweexd. I just made the camera attach to the animated part in roblox.
Disclaimer: Only these are the official way to contact me. Anyone who acts like me and contacts you and isnt one of these contact methods is a scam.