Hi. I've been playing with Perlin Noise for a while now and my code is able to generate a square piece of terrain, that I can change the size of by changing map scale. If I wanted to make a big world, I firstly tried by just increasing my mapscale. This makes the script very laggy and unstable as sometimes it works and sometimes it doesn't, depending on my connection. I then looked at games like Minecraft, and realised that it generates the world in chunks, rather than just generating the whole terrain already. Here is my code :
local mapScale = 50 local mapHeight = 15 local groundLvl = 10 local smoothness = 20 local octaves = 8 local lancunarity = 2 local gain = 0.5 local waterLvl = 8 local chunks = {} function setCell(x, y, z, material) local part = Instance.new("Part", game.Workspace) part.Anchored = true part.FormFactor = "Custom" part.Size = Vector3.new(4,4,4) part.CFrame = CFrame.new(x,y,z) part.TopSurface = "Smooth" part.BottomSurface = "Smooth" part.Material = "SmoothPlastic" if material == "grass" then part.BrickColor = BrickColor.Green() part.Name = "Grass" end if material == "water" then part.BrickColor = BrickColor.Blue() part.Name = "Water" end if material == "stone" then part.BrickColor = BrickColor.Gray() part.Name = "Stone" end end function noise(x, y, z) local X = math.floor(x % 255) local Y = math.floor(y % 255) local Z = math.floor(z % 255) x = x - math.floor(x) y = y - math.floor(y) z = z - math.floor(z) local u = fade(x) local v = fade(y) local w = fade(z) local A = p[X ]+Y local AA = p[A]+Z local AB = p[A+1]+Z local B = p[X+1]+Y local BA = p[B]+Z local BB = p[B+1]+Z return lerp(w, lerp(v, lerp(u, grad(p[AA ], x , y , z ), grad(p[BA ], x-1, y , z )), lerp(u, grad(p[AB ], x , y-1, z ), grad(p[BB ], x-1, y-1, z ))), lerp(v, lerp(u, grad(p[AA+1], x , y , z-1 ), grad(p[BA+1], x-1, y , z-1 )), lerp(u, grad(p[AB+1], x , y-1, z-1 ), grad(p[BB+1], x-1, y-1, z-1 ))) ) end function fade(t) return t * t * t * (t * (t * 6 - 15) + 10) end function lerp(t,a,b) return a + t * (b - a) end function grad(hash,x,y,z) local h = hash % 16 local u local v if (h<8) then u = x else u = y end if (h<4) then v = y elseif (h==12 or h==14) then v=x else v=z end local r if ((h%2) == 0) then r=u else r=-u end if ((h%4) == 0) then r=r+v else r=r-v end return r end p = {} local permutation = {151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 } for i=0,255 do p[i] = permutation[i+1] p[256+i] = permutation[i+1] end function fBm(x,y,z,octaves,lacunarity,gain) local amplitude = 1 local frequency = 1 local sum = 0 for i = 1, octaves do sum = sum + amplitude * noise(x * frequency, y * frequency, z * frequency); amplitude = amplitude * gain frequency = frequency * lancunarity return sum end end local scale = mapScale local a = 1 local b = 1 local c = scale local d = scale local x local z local centre = (scale/2)+1 while true do for i = a,c do x = i z = b local height = fBm(x/smoothness, z/smoothness,0,octaves,lancunarity,gain) for y = 1, (height*mapHeight)+10 do local density = fBm(x/smoothness, y/smoothness ,z/smoothness,octaves,lancunarity,gain) if y > groundLvl then if density*10 > 0 then setCell(x*4, y*4, z*4,"stone") end else setCell(x*4, y*4, z*4,"grass") end end end b = b + 1 for i = b,d do x = c z = i local height = fBm(x/smoothness, z/smoothness,0,octaves,lancunarity,gain) for y = 1, (height*mapHeight)+10 do local density = fBm(x/smoothness, y/smoothness ,z/smoothness,octaves,lancunarity,gain) if y > groundLvl then if density*10 > 0 then setCell(x*4, y*4, z*4,"stone") end else setCell(x*4, y*4, z*4,"grass") end end end c = c - 1 for i = a,c do x = (scale-i) z = d local height = fBm(x/smoothness, z/smoothness,0,octaves,lancunarity,gain) for y = 1, (height*mapHeight)+10 do local density = fBm(x/smoothness, y/smoothness ,z/smoothness,octaves,lancunarity,gain) if y > groundLvl then if density*10 > 0 then setCell(x*4, y*4, z*4,"stone") end else setCell(x*4, y*4, z*4,"grass") end end end d = d - 1 for i = b,d do x = a z = (scale-i)+1 local height = fBm(x/smoothness, z/smoothness,0,octaves,lancunarity,gain) for y = 1, (height*mapHeight)+10 do local density = fBm(x/smoothness, y/smoothness ,z/smoothness,octaves,lancunarity,gain) if y > groundLvl then if density*10 > 0 then setCell(x*4, y*4, z*4,"stone") end else setCell(x*4, y*4, z*4,"grass") end end end a = a + 1 if b >= centre then break end wait() end for x = 1, scale do for z = 1, scale do setCell(x*4,0,z*4,"stone") for y = 1, waterLvl do setCell(x*4,(y*4)+0.05,z*4,"water") end end end
I've tried turning this into a chunk generation function, but what happens is it would generate the same terrain in every chunk, which of course is not what I want. Can anybody point me in the right direction to make this generate in chunks?