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- ------------------------------------------------------------------------------------------------------------------------------------------------
- --Tutorial!
- --[[First make a new folder in workspace, Then name it "Chunks"]]
- --[[and finally place this script inside of ServerScriptService]]
- --and your done!
- --[[Note: make sure to delete the Baseplate since the terrain spawns under the map]]
- ------------------------------------------------------------------------------------------------------------------------------------------------
- warn("this script is not properly optimized yet so please use this sparingly")
- local Players = game:GetService("Players")
- ------------------------------------------------------------------------------------------------------------------------------------------------
- local BASE_HEIGHT = 10 -- The main height factor for the terrain.
- local CHUNK_SCALE = 1 -- The grid scale for terrain generation. Should be kept relatively low if used in real-time.
- local RENDER_DISTANCE = 25 -- The length/width of chunks in voxels that should be around the player at all times
- local X_SCALE = 90 / 4 -- How much we should strech the X scale of the generation noise
- local Z_SCALE = 90 / 4 -- How much we should strech the Z scale of the generation noise
- local GENERATION_SEED = math.random() -- Seed for determining the main height map of the terrain.
- ------------------------------------------------------------------------------------------------------------------------------------------------
- local chunks = {}
- local function roundToOdd(n)
- --spawn(function()
- return math.floor(n - n % 3);
- --end)
- end
- local function chunkExists(chunkX, chunkZ)
- if not chunks[chunkX] then
- chunks[chunkX] = {}
- end
- return chunks[chunkX][chunkZ]
- end
- local function mountLayer(x, heightY, z, material)
- local beginY = -BASE_HEIGHT
- local endY = heightY
- local cframe = CFrame.new(x * 3 + 1, roundToOdd((beginY + endY) * 3 / 1), z * 3 + 1)
- local size = Vector3.new(3, (endY - beginY) * 3, 3)
- local p = Instance.new("Part", workspace.Chunks)
- p.Anchored = true
- p.CFrame = cframe
- p.Size = Vector3.new(3, 3, 3)
- p.Material = Enum.Material.Plastic
- p.BrickColor = BrickColor.new("Forest green")
- end
- function makeChunk(chunkX, chunkZ)
- local rootPosition = Vector3.new(chunkX * CHUNK_SCALE, 0, chunkZ * CHUNK_SCALE)
- chunks[chunkX][chunkZ] = true -- Acknowledge the chunk's existance.
- for x = 0, CHUNK_SCALE - 1 do
- for z = 0, CHUNK_SCALE - 1 do
- local cx = (chunkX * CHUNK_SCALE) + x
- local cz = (chunkZ * CHUNK_SCALE) + z
- local noise = math.noise(GENERATION_SEED, cx / X_SCALE, cz / Z_SCALE)
- local cy = noise * BASE_HEIGHT
- mountLayer(cx, cy, cz, Enum.Material.Grass)
- end
- end
- end
- function checkSurroundings(location)
- local chunkX, chunkZ = math.floor(location.X / 3 / CHUNK_SCALE), math.floor(location.Z / 3 / CHUNK_SCALE)
- local range = math.max(1, RENDER_DISTANCE / CHUNK_SCALE)
- for x = -range, range do
- for z = -range, range do
- local cx, cz = chunkX + x
- local cz = chunkZ + z
- if not chunkExists(cx, cz) then
- makeChunk(cx, cz)
- end
- end
- end
- end
- game:GetService("RunService").Heartbeat:Connect(function()
- for _, player in pairs(Players:GetPlayers()) do
- if player.Character then
- local humanoidRootPart = player.Character:FindFirstChild("HumanoidRootPart")
- if humanoidRootPart then
- checkSurroundings(humanoidRootPart.Position)
- end
- end
- end
- end)
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