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RikuTheKiller

Untitled

May 27th, 2018
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  1. local chunks = {}
  2. local player = game.Players.LocalPlayer
  3. local char = player.Character
  4. local torso = char:WaitForChild("Torso")
  5.  
  6. local baseHeight = 10 -- The main height factor for the terrain.
  7. local chunkScale = 40 -- The grid scale for terrain generation. Should be kept relatively low if used in real-time.
  8. local renderDist = 1000 -- The length/width of chunks in voxels that should be around the player at all times
  9. local xScale = 50 -- How much we should strech the X scale of the generation noise
  10. local zScale = 50 -- How much we should strech the Z scale of the generation noise
  11.  
  12. local generationSeed = math.random() -- Seed for determining the main height map of the terrain.
  13. local mountainSeed = math.random() -- Seed for determining if we should make mountains.
  14.  
  15. function chunkExists(chunkX,chunkZ)
  16.     if not chunks[chunkX] then
  17.         chunks[chunkX] = {}
  18.     end
  19.     return chunks[chunkX][chunkZ]
  20. end
  21.  
  22. function mountLayer(x,heightY,z,material)
  23.     local x = math.floor(x/4)
  24.     local z = math.floor(z/4)
  25.     for y = -baseHeight,heightY do
  26.         workspace.Terrain:SetCell(x,y,z,material,0,0)
  27.     end
  28. end
  29.  
  30. function makeChunk(chunkX,chunkZ)
  31.     local rootPos = Vector3.new(chunkX*chunkScale,0,chunkZ*chunkScale)
  32.     chunks[chunkX][chunkZ] = true -- Acknowledge the chunk's existance.
  33.     for x = 0,chunkScale-1 do
  34.         for z = 0,chunkScale-1 do
  35.             local cx = (chunkX*chunkScale) + x
  36.             local cz = (chunkZ*chunkScale) + z
  37.             local noise = math.noise(generationSeed,cx/xScale,cz/zScale)
  38.             local material = noise < 0 and 1 or 4
  39.             local cy = noise*baseHeight*material
  40.             mountLayer(cx,cy,cz,material)
  41.         end
  42.     end
  43. end
  44.  
  45. while true do
  46.     local chunkX,chunkZ = math.floor(torso.Position.X/chunkScale),math.floor(torso.Position.Z/chunkScale)
  47.     local range = math.max(1,renderDist/chunkScale)
  48.     for x = -range,range do
  49.         for z = -range,range do
  50.             if not (x == 0 and z == 0) then
  51.                 local cx,cz = chunkX + x,chunkZ + z
  52.                 if not chunkExists(cx,cz) then
  53.                     makeChunk(cx,cz)
  54.                 end
  55.             end
  56.         end
  57.     end
  58.     wait()
  59. end
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