This is very interesting. I’ve been thinking a lot about terrain generation recently. Unfortunately, I’m not at that level of programming knowledge yet (I saw how to make perlin noise, but I’d rather learn a little more programming, and then after this interesting stuff), But there’s still time until I get there! Anyways, as soon as this comes out, I’ll be playing around with this a bit. Also, will this be a plugin or just a script that we put into the game?
I wonder, since your terrain generator is still rather blocky which might make walking or driving a car on it a bit hard.
Would it be an idea to use wedges and corner wedges to connect lower pieces of ground to higher pieces?
I’m curious what it would look like with wedges!
I’ll think about it. The reason i’m hesitating is because of the way my smoothing algorithm works.
Basically, it adds the height of the 8 squares around it (excluding the edges) and divides them by 9, creating the smoothness formula. you then cut of the edges. No idea if that would work with wedges, but ill try
Alright. As much as the wedge parts look cool, they sadly don’t work Sorry
I’ll make it so you can choose.
You can either require it from a module:
And write a script like that
local Map = terain.Generate(game.Workspace.Map,250,3,1,7,1.5,2,Color3.new(0.470588, 0.772549, 1), true, game.Workspace.Models,1000,true)
Or you can use the plugin which @Dede_4242 is testing
Actually it works even better on the other terrain.
Okay, Cool! Another question:
Will we be able to animate the noise so that maybe I can make waves. You can’t really change the seed for that effect to wprk, but you could make some property such as phase. It would change and look similar to how it did before changing that property.
Watch the example in the video to understand better, because I can’t explain very well. I also didn’t use the same type of noise, but it should explain you what I’m trying to say.
Actually, for the effect would probably be better to use phase on the noise color. So maybe it’s animated between black and white color and you can use phase to change between them. Therefore, changing he height.
Oh to add wegdes you could decrease the smoothing algorithm’s intensity, look how high (or low) the 4 nearest blocks are and then place a wedge on top.
Is it also possible to generate mountains with it yet?
In the video I saw a mountain in the distance, is that another gets?
Yes you will be able to generate mountains. I’ve made somewthing cool with it, ill share it in a second
I think if you change the resolution of the terrain, wedges might become easier to implement.
You can also use meshes instead of parts since meshes get instanced like parts so it shouldn’t lag.
I’ve once considered making a pyramid-shaped mesh with a flat top and generate terrain with that, also applying slightly random rotation to it on the Y axis to see what that would look like.