![]() The depth of the ocean as well as how far the water goes out will make a huge difference. If the biome under your seabed is very thick now and you make it thin and flat the savings should be significant. These steps lower numbers and I’ve verified this using the Place Memory in Studio. ![]() If the underside won’t be seen, trim close to the sea bed, then paint the underside all the same sand material. Use the Part-to-Terrain plugin to trim as much terrain away as you can from underneath the biome. Things I noticed that helped reduce terrain related memory use and load time: ![]() I’ve spent a lot of time experimenting with terrain optimization. How to optimize load time huge terrain maps? I cannot do this manually as my map is very large. Is there a better way to approach this.What am I doing wrong? Is this not how you get the region to delete?.Terrain:FillRegion(regionToDelete, 4, )įor the most part, the code works as intended, but ends up deleting terrain that I wouldn’t it to delete.Īn example being this hill, where random holes are missing: If occupancies = 1 and occupancies = 1 and table.find(toDelete, materials.Name) and table.find(toDelete, materials.Name) then Local size = materials.Size - Same as occupancies.Size Local materials, occupancies = terrain:ReadVoxels(region, 4) assume the x,y,z of p2-p1 are multiple of 4s Local function deleteRegion(terrain, p1, p2) If the block above is a 4x4x4 piece of sand or grass, then delete the current block. Loop through each 4x4x4 block in the voxel.The script I’ve developed so far to accomplish goes by this logic: To optimize my game, I am developing a script that thins out terrain such that all grass and sand terrain aside from the top surface will be deleted.
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