If the player won’t be able to modify the aleready existing terrain, you can add a density system to your map generator to avoid creating lots of blocks that won’t be seen
Parts are also frustum culled as well. Here’s a good video demonstrating it by Clonetroper1019. https://www.youtube.com/watch?v=99kCiZyzJJM
Yeah the player can modify the terrain btw What is a density system?
Is a way to avoid generating parts under the visible terrain so the client doesn’t have to use extra memory.
How would i do this if i want underground terrain and cave systems aswell?
For the cave system you can use Perlin Worms, and then you can make a script that generates parts when the player digs a block, like Mining Simulator did, there is a tutorial for that, you can check it here
But wouldnt this eventually cause lag in the long run?
If the players mine lot of blocks yes, but keep in mind that is a better option than instantly generating all the parts.
Yes. This is very helpful but players would be able to see that its only 1 layer if they glitched trough the map. Should i just do 2 layers or just 1 ?
No I don’t. I don’t know how many tringles a part has.
Well I tested that out. I made a terrain invisible to the players, I played the game and the terrain was still there. (I saw the terrain by a camera part that I inserted)
What do you mean by that you made it invisible?
No. I only hide it from players.
Sorry i am having a hard time understanding what you are saying could you explain a little bit more in detail sorrymy english is not the best
My english is not the best too.
I made a terrain under the map, so you can’t see it no?
Then I saw the terrain with a camera placed under the map, and I saw the terrain.
Simple no?
i am using a cube mesh with 12 triangles is there any way that i can reduce the lag?
Oh i dont use blender and the i dont have any builds rn its just cubes
Here is the game so you guys can get an idea of what im trying to do.
When adding each part, do you have a wait() between adding each part or chunk of parts?