What would be the best way to go about procedural smooth terrain generation?

I’m looking for a method to easily generate smooth terrain procedurally like minecraft, but I’d also like the method to be light an efficient, and I want to render distance to be decent enough to where it doesn’t break immersion.

Any ideas?

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Try searching around here on the devforums and google, there’s lots of information out there

Well I’ve tried but all the methods I’ve found aren’t efficient enough.

This seems complicated, and I’m not that talented, but I know the following:

1. Minecraft Terrain is based on a noise map.
I don’t exactly know how Roblox LUA is able to generate something like this, so I’d be interested in an external source… Or maybe there is a resource on the Community tab on the DevForum. The idea is that you could generate noise maps procedurally, and you can also keep a logical connection between them with rules like “An increase/decrease in height cannot be bigger/smaller with 2 units than the smallest one around.”

2. Only generate the essentials at first. Just exploring the world doesn’t require more than surface level blocks.
With this I mean to only generate the surface level of your terrain. If your game will include things like exploration of caves or resources in the ground, then you can generate that whenever a player cracks the surface.

Not a lot of technical details but maybe some ideas to help you start.

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Thank you. I’ll give that a shot.

I solved this by generation a small portion of the land around the player from the server and then generating the bigger portions on the client first to give the server time