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1 | local chunks = {} | |
2 | local player = game.Players.LocalPlayer | |
3 | local char = player.Character | |
4 | local torso = char:WaitForChild("Torso") | |
5 | ||
6 | - | local baseHeight = 10 -- The main height factor for the terrain. |
6 | + | local baseHeight = 50 -- The main height factor for the terrain. |
7 | - | local chunkScale = 3 -- The grid scale for terrain generation. Should be kept relatively low if used in real-time. |
7 | + | local chunkScale = 30 -- The grid scale for terrain generation. Should be kept relatively low if used in real-time. |
8 | local renderDist = 120 -- The length/width of chunks in voxels that should be around the player at all times | |
9 | - | local xScale = 90 -- How much we should strech the X scale of the generation noise |
9 | + | local xScale = 190 -- How much we should strech the X scale of the generation noise |
10 | - | local zScale = 90 -- How much we should strech the Z scale of the generation noise |
10 | + | local zScale = 190 -- How much we should strech the Z scale of the generation noise |
11 | ||
12 | local generationSeed = math.random() -- Seed for determining the main height map of the terrain. | |
13 | local mountainSeed = math.random() -- Seed for determining if we should make mountains. | |
14 | ||
15 | function chunkExists(chunkX,chunkZ) | |
16 | if not chunks[chunkX] then | |
17 | chunks[chunkX] = {} | |
18 | end | |
19 | return chunks[chunkX][chunkZ] | |
20 | end | |
21 | ||
22 | function mountLayer(x,heightY,z,material) | |
23 | local x = math.floor(x/4) | |
24 | local z = math.floor(z/4) | |
25 | for y = -baseHeight,heightY do | |
26 | workspace.Terrain:SetCell(x,y,z,material,0,0) | |
27 | end | |
28 | end | |
29 | ||
30 | function makeChunk(chunkX,chunkZ) | |
31 | local rootPos = Vector3.new(chunkX*chunkScale,0,chunkZ*chunkScale) | |
32 | chunks[chunkX][chunkZ] = true -- Acknowledge the chunk's existance. | |
33 | for x = 0,chunkScale-1 do | |
34 | for z = 0,chunkScale-1 do | |
35 | local cx = (chunkX*chunkScale) + x | |
36 | local cz = (chunkZ*chunkScale) + z | |
37 | local noise = math.noise(generationSeed,cx/xScale,cz/zScale) | |
38 | local material = noise < 0 and 1 or 4 | |
39 | local cy = noise*baseHeight*material | |
40 | mountLayer(cx,cy,cz,material) | |
41 | end | |
42 | end | |
43 | end | |
44 | ||
45 | while true do | |
46 | local chunkX,chunkZ = math.floor(torso.Position.X/chunkScale),math.floor(torso.Position.Z/chunkScale) | |
47 | local range = math.max(1,renderDist/chunkScale) | |
48 | for x = -range,range do | |
49 | for z = -range,range do | |
50 | if not (x == 0 and z == 0) then | |
51 | local cx,cz = chunkX + x,chunkZ + z | |
52 | if not chunkExists(cx,cz) then | |
53 | makeChunk(cx,cz) | |
54 | end | |
55 | end | |
56 | end | |
57 | end | |
58 | wait() | |
59 | end |