Feedback on my terrain generator

Hey guys, so I tried making a voxel terrain generator because I was bored and wanted to just get a headache on how to do it. It took me a bunch of brain damage to figure out how to do it because I don’t know the maths required to make a Perlin noise based procedural terrain generation.

Model link:

If you don’t want to get the model, here is the script I used:

--Terraingenerator.lua

local terrain = {}


local size = Vector3.new(100, 16, 100)

function terrain.Create()
	for x = 1, size.X do
		for z = 1, size.Z do
			local noise = math.noise(z * 0.05, size.Y, x * 0.05) * 10
			
			
			local part = Instance.new("Part")
			part.Anchored = true
			part.Position = Vector3.new(x - size.X / 2,noise/2 , z - size.Z / 2)
			part.Size = Vector3.new(1, 1, 1)
			part.Parent = workspace.voxelTerrainFolder
			
			
			
		end
		game:GetService("RunService").Heartbeat:Wait()
	end
	
end

terrain.Create()

return terrain

also I used the ModuleScript syntax to make it look cooler lol.

Apart from customisation, what is your feedback?

1 Like

Pretty solid procedural generation, nice work!

You could further explore more advanced techniques like biome generation, elevation maps.

1 Like