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roblox-world-building

roblox-world-building

github.com/el4cteoCreative & media54532 installsUpdated 2w ago
Repository

About roblox-world-building

A code-based world-building guide for Roblox developers, covering scenes, lighting, terrain, procedural models, and runtime effects, with performance and safety guidance.

Key features

  1. 01Create and organize Parts and Models
  2. 02Configure lighting and day-night cycles
  3. 03Generate and edit terrain
  4. 04Perform geometry operations with GeometryService
  5. 05Build procedural models and runtime meshes
  6. 06Add particles, beams, and other effects

Use cases

  1. 01Build static scenes with Luau
  2. 02Generate seeded procedural terrain
  3. 03Create destructible walls or fragmentation effects
  4. 04Edit meshes and images at runtime

MCP support

It notes that ProceduralModel instances can be generated through Studio MCP using `generate_procedural_model`.

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-world-building

After installing, type/roblox-world-buildingin Claude Code to confirm it loaded.

Details

From the project README

World building with code

Parts and models

--!strict
local function makePart(size: Vector3, cframe: CFrame, props: { [string]: any }?): Part
	local part = Instance.new("Part")
	part.Anchored = true
	part.Size = size
	part.CFrame = cframe
	part.TopSurface = Enum.SurfaceType.Smooth
	part.BottomSurface = Enum.SurfaceType.Smooth
	for key, value in props or {} do
		(part :: any)[key] = value
	end
	return part -- caller sets Parent last
end

local floor = makePart(Vector3.new(64, 1, 64), CFrame.new(0, 0, 0), {
	Material = Enum.Material.Slate,
	Color = Color3.fromRGB(90, 90, 100),
})
local model = Instance.new("Model")
model.Name = "Arena"
floor.Parent = model
model.WorldPivot = floor.CFrame
model.Parent = workspace
model:PivotTo(CFrame.new(0, 10, 0) * CFrame.Angles(0, math.rad(45), 0))
  • Set properties first, parent last (one replication/physics insert). Anchor static geometry.
  • Move/rotate models with PivotTo/GetPivot; Model.WorldPivot / PrimaryPart define the pivot.
  • Group logically related parts in Models (streaming, LOD, ModelStreamingMode), not giant containers.
  • Decorative parts: CanCollide/CanTouch/CanQuery = false, CastShadow = false for tiny details.
  • Materials: Enum.Material.*; custom looks via MaterialVariant in MaterialService (set part.MaterialVariant = "Name") or SurfaceAppearance on MeshParts (PBR). Decal.Texture is superseded by ColorMapContent.
  • Many identical meshes are cheap (instanced); many unique meshes/unions are not.

Lighting

PropertyGuidance
Lighting.LightingStyleRealistic (naturalistic) or Soft (stylized). Replaces the superseded Lighting.Technology.
Lighting.PrioritizeLightingQualityPrefer quality (e.g. shadow maps with Soft) vs performance on lower-end devices.
ClockTime / GeographicLatitudeSun position; animate ClockTime for day/night.
Brightness, ExposureCompensation, Ambient/OutdoorAmbientOverall exposure and fill light.
EnvironmentDiffuseScale/EnvironmentSpecularScaleSkybox contribution to lighting and reflections.
ChildrenAtmosphere (haze/density, replaces fog), Sky, Clouds (in Terrain), BloomEffect, ColorCorrectionEffect, ColorGradingEffect, DepthOfFieldEffect, SunRaysEffect, BlurEffect.
--!strict
-- Server: smooth day/night cycle (one full day every 20 minutes).
local Lighting = game:GetService("Lighting")
local RunService = game:GetService("RunService")

local DAY_LENGTH_SECONDS = 20 * 60

RunService.Heartbeat:Connect(function(deltaTime)
	Lighting.ClockTime = (Lighting.ClockTime + deltaTime * 24 / DAY_LENGTH_SECONDS) % 24
end)

For per-frame visual changes, prefer computing ClockTime on each client from workspace:GetServerTimeNow() (no replication traffic, perfectly smooth). Local lights: PointLight, SpotLight, SurfaceLight — few with Shadows = true.

Terrain

--!strict
local terrain = workspace.Terrain

terrain:FillBlock(CFrame.new(0, -10, 0), Vector3.new(512, 20, 512), Enum.Material.Grass)
terrain:FillBall(Vector3.new(0, 0, 0), 24, Enum.Material.Air) -- carve a crater
terrain:FillBlock(CFrame.new(40, -2, 0), Vector3.new(30, 4, 30), Enum.Material.Water)
terrain:FillCylinder(CFrame.new(-40, 5, 0), 20, 8, Enum.Material.Rock)
  • Bulk generation: build a Region3 (aligned with :ExpandToGrid(4)) and use ReadVoxels/WriteVoxels with materials/occupancy arrays (4-stud voxels), in chunks, yielding between chunks.
  • terrain:Clear(); water look via Terrain.WaterColor, WaterWaveSize, etc.
  • Procedural heightmaps: sample math.noise(x * scale, z * scale, seed) with octaves; use a Random.new(seed) for deterministic worlds; generate on the server or use Parallel Luau for heavy math.

In-game solid modeling and destruction (GeometryService)

--!strict
local GeometryService = game:GetService("GeometryService")

-- Punch a hole through a wall (e.g. explosions, building games).
local function carve(wall: BasePart, cutter: BasePart): { Instance }?
	local ok, results = pcall(function()
		return GeometryService:SubtractAsync(wall, { cutter }, {
			CollisionFidelity = Enum.CollisionFidelity.Default,
			RenderFidelity = Enum.RenderFidelity.Automatic,
			SplitApart = true, -- disconnected pieces become separate parts
		})
	end)
	if not ok or not results then
		return nil
	end
	for _, piece in results do
		if piece:IsA("BasePart") then
			piece.Anchored = wall.Anchored
			piece.Parent = wall.Parent
		end
	end
	wall:Destroy()
	return results
end

return carve
  • UnionAsync, IntersectAsync, SubtractAsync return new unparented parts; FragmentAsync(part, sites) shatters a part (Voronoi) using points from GenerateFragmentSites; SweepPartAsync extrudes a part along CFrames; CalculateConstraintsToPreserve keeps welds/constraints when replacing parts.
  • Operations are expensive: run on the server, rate-limit, and pool/clean up fragments.

ProceduralModel (parameter-driven models)

ProceduralModel instances regenerate their contents from a generator ModuleScript exposing Attributes (parameters) and OnGenerate(params, targetContainer); works at edit time (undo/redo, Team Create) and runtime. Generate from Studio, Assistant, or the Studio MCP (generate_procedural_model). Creator Store procedural models are sandboxed automatically.

Runtime meshes and images

AssetService:CreateEditableMesh() / CreateEditableMeshAsync(content) and CreateEditableImage enable runtime geometry and pixel editing (deformable terrain chunks, painting, custom avatars). Published games require the owner to be ID + 13+ verified and Enable Mesh / Image APIs in Creator Dashboard; strict client memory budgets apply; only assets owned by/shared with the game owner can be loaded. Display via AssetService:CreateMeshPartAsync(Content.fromObject(editableMesh)). For many vertices/faces use the EditableMesh batch APIs and parallel queries (released for live games) instead of per-element calls.

Effects

  • ParticleEmitter (use :Emit(n) for bursts), Beam (between attachments; lasers, ropes), Trail (swords, projectiles), Highlight (outline/fill; limited count), Explosion (sets off physics — set DestroyJointRadiusPercent = 0 and BlastPressure = 0 for visual-only).
  • Spawn cosmetic effects on clients; destroy or pool them (Debris:AddItem(obj, seconds) is fine).

Related skills

roblox-performance (rendering cost, streaming), roblox-architecture (streaming settings), roblox-studio-mcp (build in Studio through MCP), roblox-physics (constraints, destruction physics).

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