local Players = game:GetService("Players")
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local BASE_HEIGHT = 38 -- The main height factor for the terrain.
local CHUNK_SCALE = 1 -- The grid scale for terrain generation. Should be kept relatively low if used in real-time.
local RENDER_DISTANCE = 120 -- The length/width of chunks in voxels that should be around the player at all times
local X_SCALE = 90 -- How much we should strech the X scale of the generation noise
local Z_SCALE = 90 -- How much we should strech the Z scale of the generation noise
local GENERATION_SEED = math.random() -- Seed for determining the main height map of the terrain.
local TERRAIN_TYPE = Enum.Material.Grass
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local chunks = {} --table to store chunk locations
--Checks player location to see if they have already been there
--If it is a new location, it adds to table
local function chunkExists(chunkX, chunkZ)
if not chunks[chunkX] then
chunks[chunkX] = {}
end
return chunks[chunkX][chunkZ]
end
--Takes calculated values and generates terrain
local function mountLayer(x, heightY, z, material)
local beginY = -BASE_HEIGHT
local endY = heightY
local cframe = CFrame.new(x * 4 + 2, (beginY + endY) * 4 / 2, z * 4 + 2)
local size = Vector3.new(4, (endY - beginY) * 4, 4)
workspace.Terrain:FillBlock(cframe, size, material)
end
--Prepares values for terrain generation
function makeChunk(chunkX, chunkZ)
local rootPosition = Vector3.new(chunkX * CHUNK_SCALE, 0, chunkZ * CHUNK_SCALE)
chunks[chunkX][chunkZ] = true -- Acknowledge the chunk's existance.
for x = 0, CHUNK_SCALE - 1 do
for z = 0, CHUNK_SCALE - 1 do
local cx = (chunkX * CHUNK_SCALE) + x
local cz = (chunkZ * CHUNK_SCALE) + z
local noise = math.noise(GENERATION_SEED, cx / X_SCALE, cz / Z_SCALE)
local cy = noise * BASE_HEIGHT
mountLayer(cx, cy, cz, TERRAIN_TYPE) --sends values to mountLayer function
end
end
end
--Checks player surroundings
--Adds location to table
--Adds new terrain as player moves to new locations
function checkSurroundings(location)
local chunkX, chunkZ = math.floor(location.X / 4 / CHUNK_SCALE), math.floor(location.Z / 4 / CHUNK_SCALE)
local range = math.max(1, RENDER_DISTANCE / CHUNK_SCALE)
for x = -range, range do
for z = -range, range do
local cx = chunkX + x
local cz = chunkZ + z
if not chunkExists(cx, cz) then --sends player location area to chunkExist function
makeChunk(cx, cz) --If player is in a new area it will make terrain
end
end
end
end
--Main Loop
--Gets player location every 1 second
while true do
for _, player in pairs(Players:GetPlayers()) do
if player.Character then
local humanoidRootPart = player.Character:FindFirstChild("HumanoidRootPart")
if humanoidRootPart then
checkSurroundings(humanoidRootPart.Position) --sends player location to checkSurroundings function
end
end
end
wait(1)
end
Thank you for taking your time to read this topic!