roblox-world-building
Skill92 starsChanged 48 days agoMITView on GitHub
Building worlds with code - parts, models and pivots, materials, Lighting (LightingStyle, Atmosphere, post-processing), day/night, Terrain API, in-game CSG and destruction (GeometryService Subtract/Union/Fragment), ProceduralModel, EditableMesh/EditableImage, particles/beams/trails/highlights. Use when creating maps, environments, lighting, destructible objects, procedural levels, or visual effects.
In this repository25 other files it gives its agents.
- AGENTS.mdAGENTS.md
- docs/agents.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- roblox-analytics-liveopsSkill
- roblox-architectureSkill
- roblox-audioSkill
- roblox-characters-animationSkill
- roblox-code-reviewSkill
- roblox-data-storesSkill
- roblox-game-systemsSkill
- roblox-inputSkill
- roblox-luauSkill
- roblox-monetizationSkill
- roblox-networkingSkill
- roblox-npc-aiSkill
- roblox-open-cloudSkill
- roblox-performanceSkill
- roblox-physicsSkill
- roblox-securitySkill
- roblox-studio-mcpSkill
- roblox-teleport-matchmakingSkill
- roblox-testingSkill
- roblox-text-chatSkill
- roblox-toolingSkill
- roblox-uiSkill
The file
Files
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/PrimaryPartdefine the pivot. - Group logically related parts in Models (streaming, LOD,
ModelStreamingMode), not giant containers. - Decorative parts:
CanCollide/CanTouch/CanQuery = false,CastShadow = falsefor tiny details. - Materials:
Enum.Material.*; custom looks viaMaterialVariantinMaterialService(setpart.MaterialVariant = "Name") orSurfaceAppearanceon MeshParts (PBR).Decal.Textureis superseded byColorMapContent. - Many identical meshes are cheap (instanced); many unique meshes/unions are not.
Lighting
| Property | Guidance |
Lighting.LightingStyle | Realistic (naturalistic) or Soft (stylized). Replaces the superseded Lighting.Technology. |
Lighting.PrioritizeLightingQuality | Prefer quality (e.g. shadow maps with Soft) vs performance on lower-end devices. |
ClockTime / GeographicLatitude | Sun position; animate ClockTime for day/night. |
Brightness, ExposureCompensation, Ambient/OutdoorAmbient | Overall exposure and fill light. |
EnvironmentDiffuseScale/EnvironmentSpecularScale | Skybox contribution to lighting and reflections. |
| Children | Atmosphere (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 useReadVoxels/WriteVoxelswith materials/occupancy arrays (4-stud voxels), in chunks, yielding between chunks. terrain:Clear(); water look viaTerrain.WaterColor,WaterWaveSize, etc.- Custom terrain materials (fully launched): up to 62 custom materials painted onto terrain, plus smaller files and faster loads. Opt in per place: Workspace → Expanded Terrain = Enabled, save, reopen; manage them in Window → 3D → Terrain Materials Manager. Thin terrain can show LOD gaps — keep it thick.
- Procedural heightmaps: sample
math.noise(x * scale, z * scale, seed)with octaves; use aRandom.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 carveUnionAsync,IntersectAsync,SubtractAsyncreturn new unparented parts;FragmentAsync(part, sites)shatters a part (Voronoi) using points fromGenerateFragmentSites;SweepPartAsyncextrudes a part along CFrames;CalculateConstraintsToPreservekeeps 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.
Players can publish an EditableImage to their inventory from the server with
AssetService:PromptCreatePlatformContentAsync(player, image, Enum.AssetType.Image) (pcall; replaces
PromptCreateAssetAsync; needs a published place).
Effects
ParticleEmitter(use:Emit(n)for bursts),Beam(between attachments; lasers, ropes),Trail(swords, projectiles),Highlight(outline/fill; limited count),Explosion(sets off physics — setDestroyJointRadiusPercent = 0andBlastPressure = 0for 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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