Voxel Terrain Generator RESCRIPTED (biomes based on height now using roblox's terrain)

  • I made a script that does what the 3d voxel script did, but without any blocks!
    What this means:

    • Less lag
    • Bigger terrain (There still is a limit)
    • More variety


    alt text
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  • Don't worry about the "choppy-ness" of the terrain. That just happens when the camera is far away. The terrain is actually smooth.

  • How did you do this in game? I thought terrain can only be generated in game

  • @XXDLOLXDDILMOA Yes you can use roblox's terrain generator or you can use this one. I think this one is much faster.
    EDIT: It works both in-game and as a plugin.

  • @develop_d
    I ment in studio lol, also do u have a link for it?

  • @XXDLOLXDDILMOA Click on the SCRIPT link for it. Should be at the top of the page. Put the script inside ServerScriptService

  • Nice script!

    In your script you requested performance tips; here's a more efficient version:

    local ms = 1500 -- Map size (limit before timeout is around 3000)
    local amp = 200 -- How high/low the terrain goes (this affects biomes)
    local scale = 150 -- How big the biomes are (the higher the bigger)
    local blockScale = 4 -- How blocky the terrain looks
    local waterLevel = -1 -- self explanatory
    local terrainThickness = 2 -- was 30
    local waterThickness = 2 -- was 80
    local seed = math.random(-10000, 10000)
    local done = Instance.new("BoolValue")
    done.Name = "TerrainDone"
    done.Value = false
    done.Parent = workspace
    local v3 = Vector3.new
    local cf = CFrame.new
    local terrain = workspace.Terrain
    local size = v3(blockScale, terrainThickness, blockScale)
    local pauseEvery = 0.1 -- pause every this many seconds
    local nextPause = tick() + pauseEvery
    local stepped = game:GetService("RunService").Stepped
    local begin = tick()
    for x = -ms/2, ms/2 do
    	if tick() >= nextPause then
    		nextPause = tick() + pauseEvery
    	local px = blockScale * x
    	for z = -ms/2, ms/2 do
    		local pz = blockScale * z
    		local height = (math.noise(x/scale, z/scale, seed) * amp) + waterLevel
    		if height <= waterLevel then
    			terrain:FillBlock(cf(v3(px, waterLevel - waterThickness/2, pz)), v3(size.X, waterThickness, size.Z), Enum.Material.Water)
    			local material = -- I encourage playing with the values after the "+"
    				height < waterLevel + 4 and Enum.Material.Sand
    				or height < waterLevel + 80 and Enum.Material.Grass
    				or Enum.Material.Snow
    			terrain:FillBlock(cf(v3(px, height, pz)), size, material)
    print("Done in", math.floor((tick() - begin)*100)/100,"sec")
    done.Value = true

    Efficiency improvements:

    • Localized some of the variables/functions (this could be done even more, though I'm not sure if the impact is noticeable)
    • Used 'and or' instead of 'if'
    • Skipped using a part
    • Kept track of time passed (with 'tick') instead of 'wait' (if you move the relevant code into the 'z' for loop you can make the terrain generate even larger)
    • (The biggest speed improvement) Make the terrain only 2 thick (though sometimes holes can generate depending on what settings you use)
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