I had generated 50,000x50,000 studs terrain

I just wanted to see what will happen if I generate 50,000x50,000 studs terrain. The terrain height is around 20 studs and it’s volume is 625,926,642 voxels. It took me 30 minutes (1854.1879105568 seconds exactly) in order to generate that, at around 2fps-10fps (around 5fps).

It took me around 1 minute to zoom out in order to see the entire piece of the terrain. I am pretty sure, if player had to walk across the entire thing, it would take hours. This was stress-type experiment that I did for fun using my own custom terrain generator. Isn’t that crazy? Yeah pretty much useless but at least fun.

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You could do something with that space now, think about that :slight_smile:

Building on a 2048x2048 studs map is already true pain to me, and thinking about building on 50,000x50,000 studs terrain is overwhelming, no way, even if someone did, it would lag as heck. Most of the terrain is water anyways. But that would be interesting to make building AI on top of terrain generator.

Time to recreate Desert Bus on Roblox.

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More like “Travel across 50,000 studs ocean using boat”. I didn’t even know that “Desert Bus” was a game.

Wouldn’t be a bad place to start for some sort of maritime exploration map, perhaps Tradelands style.

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How much memory does that thing consume?

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Around 10GB of memory. It doesn’t lag, only when I enable grass, then problems start.

This is awesome, if you could make it also generate features such as trees, rocks and what not you could create an amazing open world survival that feels endless, cant wait to see what you do with this new power

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Yeah, that’s a great idea,

I will probably cut down the size to like 15,000 studs. It should not take too long to generate and it should not be an overkill. If not then I can keep cutting the size down until it’s big enough and has a good performance. Maybe I could just generate bunch of terrain as a table and then load only chunks that are needed.