After looking this up in countless places, I've got some base code down, but it simply crashes my Roblox Studio. So obviously it's not working.

After debugging to no avail, I decided to try and find an answer here. However, I did find out that the Noise Generators were fine, but the errors came in the script attempting to generate that noise into workspace.Terrain.

Here's my aim:

  • Generate Perlin Noise.

  • Apply octaves to that noise.

  • Use the resulting noise to generate terrain to workspace.Terrain.

However, that just won't happen.

Here is the numerous scripts attempting to do this:

NoiseGeneratorPerlin:

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)

  A   = p[X  ]+Y
  AA  = p[A]+Z
  AB  = p[A+1]+Z
  B   = p[X+1]+Y
  BA  = p[B]+Z
  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 script.GetNoise.OnInvoke(x,y,z,smoothness)
	
	return noise(x/smoothness,y/smoothness,z/smoothness)
	
end

NoiseGeneratorPerlinOctaves:

function noise(x,y,z)
	
	return workspace.NoiseGeneratorPerlin.GetNoise:Invoke(x,y,z,25)
	
end

function fBm(x, y,z,octaves,lacunarity,gain)
    amplitude = 1.0
    frequency = 1.0
    sum = 0.0
    for i = 0, octaves do
	
        sum = sum + (amplitude * noise(x * frequency, y * frequency, z * frequency))
        amplitude = amplitude * gain
        frequency = frequency * lacunarity
end
    return sum;
end

function script.GetNoise.OnInvoke(x,y,z,octaves)
	
	return fBm(x,y,z,octaves,2,0.5)
	
end

and GenLayerTerrain:


function noise(x,y,z)
	
	return workspace.NoiseGeneratorPerlin.GetNoise:Invoke(x,y,z,20)
	
end


function generateVoxels(mapScale,mapHeight)
local smoothness = math.random(20, 30)
local xo = math.random(1000)
local zo = math.random(1000)
local t = workspace.Terrain
    for x = 1, mapScale do
        wait()
        for z = 1, mapScale do
            local height = noise(x+xo, z+zo, 0) --Find out the height 
            for y = 1, (height*mapHeight)+10 do
                local density = noise(x+xo, y, z+zo) --Find out the density
                    if density*10 > 0 then
                        t:SetCell(x-(mapScale/2), y-(mapScale/2), z-(mapScale/2), 1, 0, 0) --Sets cell at position x, y, z
                    end
        end
    end
end    
end

function script.GenerateRandom.OnInvoke(mapScale,mapHeight)
	
	math.randomseed(tick())
	generateVoxels(mapScale,mapHeight)
	
end

function script.GenerateSeed.OnInvoke(mapScale,mapHeight,seed)
	
	math.randomseed(seed)
	generateVoxels(mapScale,mapHeight)
	
end


Other information:

  • All of the BindableFunctions exist

  • I was using the Command bar to Invoke the BindableFunctions

  • I could not find any forms of "while true do" infinite loops.

Thanks for helping!

1 comment

0

oh hell nah u probably wrote the entirety of math.noise