generic image
Processing...
  • Games
  • Catalog
  • Develop
  • Robux
  • Search in Players
  • Search in Games
  • Search in Catalog
  • Search in Groups
  • Search in Library
  • Log In
  • Sign Up
  • Games
  • Catalog
  • Develop
  • Robux
   
ROBLOX Forum » Game Creation and Development » Scripters
Home Search
 

Re: discussion: procedural map rendering

Previous Thread :: Next Thread 
annabet_h is not online. annabet_h
Joined: 13 Mar 2016
Total Posts: 1475
26 Oct 2017 09:12 AM
how would you go by loading a 10,000 by 10,000 region of non-voxel terrain divided into 9 chunks?
Report Abuse
Ezuras is online. Ezuras
Joined: 07 Nov 2012
Total Posts: 8768
26 Oct 2017 09:13 AM
why would you want to do this would be the better question
Report Abuse
annabet_h is not online. annabet_h
Joined: 13 Mar 2016
Total Posts: 1475
26 Oct 2017 09:21 AM
any better idea? this is for terrain, and i wanna see how i can go by giving the player a good view of distant mountains
Report Abuse
LifeInDevelopment is not online. LifeInDevelopment
Joined: 10 Nov 2015
Total Posts: 670
26 Oct 2017 09:24 AM
once a player gets near an empty chunk, fire a remote event to the server which will handle terrain generation (using an algorithm of your choice). on the client, 'load' and 'unload' chunks locally once you get closer/further away.
Report Abuse
annabet_h is not online. annabet_h
Joined: 13 Mar 2016
Total Posts: 1475
26 Oct 2017 09:28 AM
"once a player gets near an empty chunk"
i'm trying to avoid that, since seeing a random new landscape appear right in front of your eyes right after encountering a fall into the void would seem a bit, weird
would setting a model of say, 7000+ parts from nil to CurrentCamera cause any lag?
and rendering all those parts with a global script even without setting the parent would cause lag, won't it?
Report Abuse
LifeInDevelopment is not online. LifeInDevelopment
Joined: 10 Nov 2015
Total Posts: 670
26 Oct 2017 09:37 AM
you dont have to just instantaneously set a new chunks parent to workspace, you could divide them into smaller sections or iterate through each part and set their parent. also you wouldnt really destroy a chunk locally right infront of you, you'd probably destroy a chunk 500 studs away. if you're using fe, the other player's wont be affected when another player decides to unload a chunk since they're far away.
Report Abuse
Proxinable is not online. Proxinable
Joined: 12 Sep 2011
Total Posts: 395
26 Oct 2017 09:48 AM
I would say store the whole map on the client (unless that would take a huge amount of time / bandwidth for every player to load) instead of having to transfer from the server all the time. That would make it quicker for a client to load a new chunk. And I think 9 chunks is too few, I'd recommend at least 16 (so you can render 9 at a time and avoid the issue of terrain suddenly appearing/disappearing infront of the player).
Report Abuse
Previous Thread :: Next Thread 
Page 1 of 1
 
 
ROBLOX Forum » Game Creation and Development » Scripters
   
 
   
  • About Us
  • Jobs
  • Blog
  • Parents
  • Help
  • Terms
  • Privacy

©2017 Roblox Corporation. Roblox, the Roblox logo, Robux, Bloxy, and Powering Imagination are among our registered and unregistered trademarks in the U.S. and other countries.



Progress
Starting Roblox...
Connecting to Players...
R R

Roblox is now loading. Get ready to play!

R R

You're moments away from getting into the game!

Click here for help

Check Remember my choice and click Launch Application in the dialog box above to join games faster in the future!

Gameplay sponsored by:
Loading 0% - Starting game...
Get more with Builders Club! Join Builders Club
Choose Your Avatar
I have an account
generic image