How to make a voxel terrain generator in Studio lite!
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- Опубліковано 6 лют 2025
- Tagz
#robloxstudio #roblox #robloxstudioscripting #studiolite #robloxstudiotutorial #robloxgraphics #lighting #ligma #hdr #shader #studiolitetutorial
The script with a tutorial on how to set it up:
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--Tutorial!
--[[First make a new folder in workspace, Then name it "Chunks"]]
--[[and finally place this script inside of ServerScriptService]]
--and you're done!
--[[Note: make sure to delete the Baseplate since the terrain spawns under the map]]
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warn("this script is not properly optimized yet, so expect lag when rendering a bunch of chunks")
local Players = game:GetService("Players")
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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.
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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.Chunks)
p.Anchored = true
p.CFrame = cframe
p.Size = Vector3.new(3, 3, 3)
p.Material = Enum.Material.Plastic
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)