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1

My Noise for terrain isn't efficient, Any help?

Asked by
Coder_1 27
4 years ago
Edited 4 years ago
for x = 1, 100 do
    for z = 1, 100 do
        local height = (math.noise(x / 20, z / 20) + 2) * 50
        local p = Instance.new("Part", workspace)
        p.Locked, p.Anchored = true, true
        p.Size = Vector3.new(4, height, 4)
        p.CFrame = CFrame.new(4 * x, height / 2, 4 * z)
        wait()
    end
end

This is not efficient at all and take so long to load in. Is there anyway to make it load in chunks similar to minecraft and only load in top blocks and load in other filler blocks if you go into a cave. I searched online on documentation on math.noise but i don't see anything on it. People just say its a math function.

0
you can remove the wait() thast already quite some time less VerdommeMan 1479 — 4y
0
rn ur losing 300s bc of it (0.03*100*100) if wait is by default 0.03 VerdommeMan 1479 — 4y
0
Ok but it still extremely laggy Coder_1 27 — 4y

1 answer

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0
Answered by 4 years ago
Edited 4 years ago

Instead of just generating the whole thing(which will take a long time), I recommend you generate chunks around where all the players are, which is what Minecraft does.

I found this script off the devforum that does exactly what you want, note that it contains some ugly stuff like parenting before changing the properties, but it should do:

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)
    p.Anchored = true
    p.CFrame = cframe
    p.Size = Vector3.new(3, 3, 3)
    p.Material = Enum.Material.Grass
    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)

Hope this helped

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