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Re: How would I go about infinite terrain

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badfitz60 is not online. badfitz60
Joined: 03 Sep 2010
Total Posts: 1283
30 Oct 2015 11:54 AM
how would I load chunks if a player is close to it or whatever



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digpoe is not online. digpoe
Joined: 02 Nov 2008
Total Posts: 9092
30 Oct 2015 11:54 AM
distance

-bifurcation
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badfitz60 is not online. badfitz60
Joined: 03 Sep 2010
Total Posts: 1283
30 Oct 2015 11:55 AM
"distance"

i have my generation script as a serverscript in workspace

how would I change that to infinite terrain or would I need to do something else?



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Cuyler is not online. Cuyler
Joined: 27 Feb 2006
Total Posts: 3784
30 Oct 2015 11:57 AM
Use magnitude to calculate the chunks' distance from the player, then load it either from DataStores(kind of inefficient) or ServerStorage(also inefficient...)

It's possible but it'll be kinda slow no matter how you go about doing it. Oh and I hope you mean 'Modular Models' rather than actual Terrain, because that'd be way too slow unless you're planning on only doing the surface layer..
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badfitz60 is not online. badfitz60
Joined: 03 Sep 2010
Total Posts: 1283
30 Oct 2015 12:00 PM
It's a heightmap generation (editted version of the one from the wiki)



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Cuyler is not online. Cuyler
Joined: 27 Feb 2006
Total Posts: 3784
30 Oct 2015 12:05 PM
Okay. Depending on the part count per chunk, it might be plausible. Pretty much just create a chunk size (16x16x16 is an example), then once that chunk has been loaded, assign it to a table or give it a name so it can be accessed later. Then once the player has moved out of your specified render distance, unload it by storing it in ServerStorage or ReplicatedStorage. Then if they come back within render distance, just simply load it back in rather than recreating it.
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badfitz60 is not online. badfitz60
Joined: 03 Sep 2010
Total Posts: 1283
30 Oct 2015 12:08 PM
so can it stay as a single server script in workspace?

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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
30 Oct 2015 12:11 PM
I am kind of thinking that nobody here knows what they are doing.
Make procedural generated terrain using math.noise.
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badfitz60 is not online. badfitz60
Joined: 03 Sep 2010
Total Posts: 1283
30 Oct 2015 12:11 PM
forget it



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