# Tips for Optimizing a Block Generation Script

Hello everyone!

I am currently developing a game which involves an infinately generated tower of cubes/blocks in a vertical tower. The game will need to generate 10,000 blocks instantly when the player joins, and can at that point slow down but still generate.

The following script is an extremely simple version of the system I described, but it seems to be quite unoptimized at present. It currently generate 3,000 blocks quite fast and then slows down, as setting this threshhold to 10,000 causes immense amounts of lag.

``````
-- SERVICES --
local tweenService = game:GetService("TweenService")

-- CONFIG --
local horizontalOffsets = {-20,0,20}
local verticalOffsets = {10,20}

local numberOfColors = 6
local blockColors = {
Red = Color3.fromRGB(255,0,0),
Blue = Color3.fromRGB(0,0,255),
Yellow = Color3.fromRGB(255,255,0),
Orange = Color3.fromRGB(255,128,0),
Green = Color3.fromRGB(0,200,0),
Purple = Color3.fromRGB(255,0,255)
}

local numberOfBlocks = 1000000000

-- VARS --
local blocks = workspace.Blocks

-- MAIN --
local function generateBlocks()
for i = 1,numberOfBlocks do
if #workspace.Blocks:GetChildren() < 3_000 then
if i % 50 == 0 then
end
else
end

local xOffset = horizontalOffsets[math.random(1,#horizontalOffsets)]
local yOffset = verticalOffsets[math.random(1,#verticalOffsets)]
local zOffset = horizontalOffsets[math.random(1,#horizontalOffsets)]

local blockColorName = "Red"
local blockColor3 = Color3.fromRGB(255,0,0)
local index = 0
local randIndex = math.random(1,numberOfColors)

for cName,cValue in pairs(blockColors) do
index += 1

if index == randIndex then
blockColorName = cName
blockColor3 = cValue
end
end

if xOffset == 0 and zOffset == 0 then
if math.random(1,2) == 1 then
xOffset = if math.random(1,2) == 1 then -20 else 20
else
zOffset = if math.random(1,2) == 1 then -20 else 20
end
end

local blockTemplate = blocks:GetChildren()[#blocks:GetChildren()] or blocks.Template

local newBlock = blockTemplate:Clone()
newBlock.Parent = blocks
newBlock.Name = blockColorName
newBlock.Color = blockColor3

newBlock.Position = Vector3.new(
newBlock.Position.X + xOffset,
newBlock.Position.Y + 10,
newBlock.Position.Z + zOffset
)

for _,blk in pairs(blocks:GetChildren()) do
if newBlock ~= blk and newBlock.Position.X == blk.Position.X and newBlock.Position.Z == blk.Position.Z then
local heightDifference = newBlock.Position.Y - blk.Position.Y

if heightDifference < 40 then
newBlock:Destroy()
else
game.ReplicatedStorage.Values.Blocks.Value = #workspace.Blocks:GetChildren()
end
end
end

if math.abs(newBlock.Position.X - blocks.Template.Position.X) > 150 or math.abs(newBlock.Position.Z - blocks.Template.Position.Z) > 150 then
newBlock:Destroy()
end
end
end

generateBlocks()
``````