I’m trying to make a system similar to Dead Rails, a popular game in Roblox. I’m trying to
replicate the infinite or long terrain generation.
A long desert with random structures and cacti spawning frequently. The desert isn’t exactly infinite, but it’s very long, about 80k studs. My question is, how would I recreate something like this?
they don’t have it all loaded in, instead they have a small sized baseplate with all the assets e.g cactus, farms etc separate. Then when they create the section those assets are randomly positioned on it
you know each baseplate is x wide. The position of each baseplate starts at it’s centre. So to position it along you pick an axis x or z then divide the size of the baseplate on that axis by 2 then add that on
Code:
local baseplate = baseplate
for i = 1,5 do
baseplate = baseplate:Clone()
baseplate.Position += Vector3.new(0,0,baseplate.Size.Z / 2)
baseplate.Parent = game.Workspace
end
To make it 80k long just divide 80K by how big the baseplate is
So, since it loads each baseplate that is near the proximity of the player, is it client-sided? Does it load it in chunks?
How would I randomize it so that each baseplate has a chance of getting a random structure? And only some of the baseplates will have them spawned and how would I detect which baseplate is at exactly 10k studs to spawn in special structures etc?