That is supremely wonderful! I have been having issue with creating an algorithm such as that. Well anyway thank you for your help. I would implore you to check out this community resource I recently shared. It’s an algorithm that is a chatbot it’s open source and very easy to customize! Artificially Intelligent Chatbot LUAU Algorithm [Open Source] - Resources / Community Resources - Developer Forum | Roblox
I cannot find the file? The classic place you share is not available to be editted in studio. Nevermind I found it
I’m going to port this algorithm to ROBLOX terrain.
It can be done very simply by identifying the blocks of the specified terrain, filling them with terrain and then destroying the cell.
Or I could go through and replace the function that creates the block with one that creates terrain in that cell. which would be the most efficient method.
Another advantage to using native terrain is that they are highly optimized for rendering.
classic - Roblox
Another way I would improve your algorithm is by potentially utilizing a cache of replicated parts during downtime to prepare for the next generation. It could be as simple as having a cache of already instanced blocks then applying the material and properties to the object. You would have to initialize the cache. This would improve performance and reduce lag spikes. I will apply performance modifications to your code.
Woah, that’s pretty cool! also you’re welcome
This is very good! Nice job on it!