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Procedual Perlin Noise Terrain Generation?

Asked by 9 years ago

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?

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Try giving snippets of code where you're interfering a problem with that way it will be easier for Answerers to help you. Thanks! Dominical 215 — 9y

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