My module script is getting more and more laggy with more lines of code in it
How should i make the script less laggy
local TERRAIN_HEIGHT_COLORS = {
[-100] = Color3.fromRGB(216, 204, 157); -- sand yellow
[-50] = Color3.fromRGB(72, 113, 58); -- grassy green
[0] = Color3.fromRGB(72, 113, 58); -- grassy green
[75] = Color3.fromRGB(227, 240, 255); -- stone grey mountain
}
local X, Z = 4, 4
local WIDTH_SCALE = 15
local HEIGHT_SCALE = 100
local TERRAIN_SMOOTHNESS = 50
local MIN_TREE_SPAWN_HEIGHT = -20
local MAX_TREE_SPAWN_HEIGHT = 20
local TREE_DENSITY = 2
local MODEL_DENSITY = .1
local MODEL_DENSITY = 100000000
local SEED = workspace.SEED.Value
local wedge = Instance.new("WedgePart");
wedge.Anchored = true;
wedge.TopSurface = Enum.SurfaceType.Smooth;
wedge.BottomSurface = Enum.SurfaceType.Smooth;
local function draw3dTriangle(a, b, c)
local ab, ac, bc = b - a, c - a, c - b;
local abd, acd, bcd = ab:Dot(ab), ac:Dot(ac), bc:Dot(bc);
if (abd > acd and abd > bcd) then
c, a = a, c;
elseif (acd > bcd and acd > abd) then
a, b = b, a;
end
ab, ac, bc = b - a, c - a, c - b;
local right = ac:Cross(ab).unit;
local up = bc:Cross(right).unit;
local back = bc.unit;
local height = math.abs(ab:Dot(up));
local w1 = wedge:Clone();
w1.Size = Vector3.new(0, height, math.abs(ab:Dot(back)));
w1.CFrame = CFrame.fromMatrix((a + b)/2, right, up, back);
w1.Parent = workspace;
local w2 = wedge:Clone();
w2.Size = Vector3.new(0, height, math.abs(ac:Dot(back)));
w2.CFrame = CFrame.fromMatrix((a + c)/2, -right, up, -back);
w2.Parent = workspace;
return w1, w2;
end
local function getHeight(chunkPosX, chunkPosZ, x, z)
local height = math.noise(
(X/TERRAIN_SMOOTHNESS * chunkPosX) + x/TERRAIN_SMOOTHNESS,
(Z/TERRAIN_SMOOTHNESS * chunkPosZ) + z/TERRAIN_SMOOTHNESS,
SEED
) * HEIGHT_SCALE
if height > 20 then
local difference = height - 20
height += (difference * 1.2)
end
if height < -20 then
local difference = height - -20
height += (difference * 1.2)
end
return height
end
local function getPosition(chunkPosX, chunkPosZ, x, z)
return Vector3.new(
chunkPosX*X*WIDTH_SCALE + x*WIDTH_SCALE,
getHeight(chunkPosX, chunkPosZ, x, z),
chunkPosZ*Z*WIDTH_SCALE + z*WIDTH_SCALE
)
end
local function paintWedge(wedge)
local wedgeHeight = wedge.Position.Y
local color
local lowerColorHeight
local higherColorHeight
for height, heightColor in pairs(TERRAIN_HEIGHT_COLORS) do
if wedgeHeight == height then
color = heightColor
break
end
if (wedgeHeight < height) and (not higherColorHeight or height < higherColorHeight) then
higherColorHeight = height
end
if (wedgeHeight > height) and (not lowerColorHeight or height > lowerColorHeight) then
lowerColorHeight = height
end
end
if not color then
if higherColorHeight == nil then
color = TERRAIN_HEIGHT_COLORS[lowerColorHeight]
elseif lowerColorHeight == nil then
color = TERRAIN_HEIGHT_COLORS[higherColorHeight]
else
local alpha = (wedgeHeight - lowerColorHeight) / (higherColorHeight - lowerColorHeight)
local lowerColor = TERRAIN_HEIGHT_COLORS[lowerColorHeight]
local higherColor = TERRAIN_HEIGHT_COLORS[higherColorHeight]
color = lowerColor:lerp(higherColor, alpha)
end
end
wedge.Material = Enum.Material.Grass
wedge.Color = color
end
local function addWater(chunk)
local cframe = CFrame.new(
(chunk.x + .5) * chunk.WIDTH_SIZE_X,
-70,
(chunk.z + .5) * chunk.WIDTH_SIZE_Z
)
local size = Vector3.new(
chunk.WIDTH_SIZE_X,
20,
chunk.WIDTH_SIZE_Z
)
workspace.Terrain:FillBlock(cframe, size, Enum.Material.Water)
chunk.waterCFrame = cframe
chunk.waterSize = size
end
local function addTrees(chunk)
local posGrid = chunk.positionGrid
local instances = chunk.instances
local chunkPosX = chunk.x
local chunkPosZ = chunk.z
for x = 0, X-1 do
for z = 0, Z-1 do
local pos = posGrid[x][z]
if pos.Y >= MIN_TREE_SPAWN_HEIGHT and pos.Y <= MAX_TREE_SPAWN_HEIGHT then
local random = math.random(1, 5)
math.randomseed(x * (chunkPosX+SEED) + z * (chunkPosZ+SEED))
if random < TREE_DENSITY then
local tree = game.ReplicatedStorage.Tree:Clone()
local cframe = CFrame.new(pos)
* CFrame.new(
math.random() * math.random(-10, 10),
0,
math.random() * math.random(-10, 10)
)
* CFrame.Angles(0, 2 * math.pi * math.random(), 0)
tree:SetPrimaryPartCFrame(cframe)
tree.Parent = workspace
table.insert(instances, tree)
end
end
end
end
end
local function addModels(chunk)
local posGrid = chunk.positionGrid
local instances = chunk.instances
local chunkPosX = chunk.x
local chunkPosZ = chunk.z
for x = 0, X-1 do
for z = 0, Z-1 do
local pos = posGrid[x][z]
if pos.Y >= MIN_TREE_SPAWN_HEIGHT and pos.Y <= MAX_TREE_SPAWN_HEIGHT then
local random = math.random()
math.randomseed(x * (chunkPosX+SEED) + z * (chunkPosZ+SEED))
if random < MODEL_DENSITY then
local tree = game.ReplicatedStorage.Camp:Clone()
print(random)
local cframe = CFrame.new(pos)
* CFrame.new(
math.random() * math.random(-10, 10),
0,
math.random() * math.random(-10, 10)
)
* CFrame.Angles(0, 2 * math.pi * math.random(), 0)
tree:SetPrimaryPartCFrame(cframe)
tree.Parent = workspace
table.insert(instances, tree)
end
end
end
end
end
local Chunk = {}
Chunk.__index = Chunk
Chunk.WIDTH_SIZE_X = X * WIDTH_SCALE
Chunk.WIDTH_SIZE_Z = Z * WIDTH_SCALE
function Chunk.new(chunkPosX, chunkPosZ)
local chunk = {
instances = {};
positionGrid = {};
x = chunkPosX;
z = chunkPosZ;
}
setmetatable(chunk, Chunk)
local positionGrid = chunk.positionGrid
for x = 0, X do
positionGrid[x] = {}
for z = 0, Z do
positionGrid[x][z] = getPosition(chunkPosX, chunkPosZ, x, z)
end
end
for x = 0, X-1 do
for z = 0, Z-1 do
local a = positionGrid[x][z]
local b = positionGrid[x+1][z]
local c = positionGrid[x][z+1]
local d = positionGrid[x+1][z+1]
local wedgeA, wedgeB = draw3dTriangle(a, b, c)
local wedgeC, wedgeD = draw3dTriangle(b, c, d)
paintWedge(wedgeA)
paintWedge(wedgeB)
paintWedge(wedgeC)
paintWedge(wedgeD)
table.insert(chunk.instances, wedgeA)
table.insert(chunk.instances, wedgeB)
table.insert(chunk.instances, wedgeC)
table.insert(chunk.instances, wedgeD)
end
end
addWater(chunk)
addTrees(chunk)
addModels(chunk)
return chunk
end
function Chunk:Destroy()
for index, instance in ipairs(self.instances) do
instance:Destroy()
end
workspace.Terrain:FillBlock(self.waterCFrame, self.waterSize, Enum.Material.Air)
end
return Chunk