I am trying to get the entire Antarctica into my game, but I don’t know how to go about it.
I found this website Tangram Heightmapper to get heightmaps. I don’t think it has detailed enough data though cuz when you zoom in the height data disappears.
Anyway, what would this be used for? Nobody has ever really figured out how to import Earth into Roblox even. Just make an ice block or something unless you have a good reason.
Well, I wish you the best of luck in doing that. Actually making the entire Antarctica, even on a smaller scale, would still be almost impossible and very costly (both performance and money) to be able to achieve something like that. Better stick to just recreating a smaller one, like the size of baseplate² or even a bit larger
Streaming enabled would help reduce memory load on the client, but the server might suffer with so many parts. You will probably need to geographically break up the continent into different places (zones) in addition to streaming enabled.
If it’s not possible I might end up just making specific Antarctic landmarks small enough that the server can handle and then connect them using multiple places.
@Tyler148 But the point is that it’s an accurate map of Antarctica not just a random snowy place.
You would procedurally generate your “accurate” terrain in a viewing distance around the player. So again, procedural generation. There is no possible way to store this in a performant way so you have to take a more elegant and dynamic approach to tackle something this huge.
I’m still not sure what you mean about procedural generation (maybe idk what that word means)
but what if I streamed on the server only areas of the map where players are. That way I don’t have to have the entire Antarctica loaded onto the server.
If any of this is possible I still have know idea how to go about it so that the terrain placement is accurate.
I would watch that video about Procedural Generation, but to answer your question:
I think that’s actually a good idea. You could store parts and their location in a datastore or something if you wanted to since data stores have no maximum size limit. However, they do have rate limits, so that could be a bottleneck. To get around that bottleneck, you would likely need to store an entire “zone” in a single data store entry and load all zones near the player.