Making a better Roblox tree placement script poisson disc

If you've ever tried building a forest in Studio, you know that a roblox tree placement script poisson disc is the secret to making things look actually natural. Most beginners just use a simple math.random loop to throw trees across a baseplate, but the result usually looks like a mess. You end up with these awkward clumps where five trees are literally inside each other, while other spots are weirdly empty. It just doesn't look like a real forest. Real nature has a sense of spacing, and that's exactly what Poisson Disc sampling handles for you.

The problem with being too random

In game dev, we often think "random" means "evenly spread out," but it's actually the opposite. True randomness is clumpy. If you tell a script to just pick any X and Z coordinate, it doesn't care if there's already a giant pine tree sitting right there. This is why your maps might feel "off" even if you've spent hours tweaking the density.

This is where the Poisson Disc algorithm comes in. It's a way of generating points that are random but maintain a minimum distance from one another. Think of it like people standing in a crowd during a pandemic; everyone wants their personal space, but they aren't standing in a perfect, boring grid. For a Roblox tree placement script, this is the holy grail. It gives you that "organic" vibe without the clipping issues that ruin immersion.

How the algorithm actually works

You don't need a PhD in math to get this working, but it helps to understand the "why" behind the code. The algorithm basically works on a "trial and error" basis. You start with a single point (your first tree). Then, you look around that tree and try to find a new spot within a certain range—but it must be at least a certain distance away from any other tree.

To keep the script from running forever or lagging your game, we usually use a background grid. This grid is just a way for the script to quickly check its neighbors. Instead of checking every single tree on the map to see if a new one is too close, the script only looks at the immediate "cells" around the new point. It's a massive time-saver. If the script tries a bunch of times (usually about 30 tries) and can't find a valid spot around a specific tree, it marks that tree as "done" and moves on to the next one.

Setting up your variables

When you're writing your roblox tree placement script poisson disc, you need a few key variables to control the look. First is the radius. This is the minimum distance between trees. If you're making a dense jungle, keep this small. If it's a sparse meadow, crank it up.

Then you have k, which is the number of attempts the script makes to find a neighbor before giving up. A higher k value will result in a more tightly packed forest, but it'll take a tiny bit longer to calculate. Usually, 30 is the sweet spot. Anything more and you're just wasting CPU cycles for a result you probably won't even notice.

Handling the Roblox environment

One thing that gets tricky in Roblox is that our worlds aren't just flat planes. Well, sometimes they are, but a good map has hills, valleys, and rivers. A basic Poisson Disc algorithm only gives you X and Z coordinates. If you just plug those in, half your trees will be floating in the air and the other half will be buried underground.

To fix this, your script needs to use Raycasting. Once the algorithm decides on an (X, Z) position, you fire a ray from high up in the sky straight down. Where that ray hits the Terrain or a BasePart is your actual Y coordinate. This ensures your trees actually sit on the grass.

It's also a good idea to check the "Material" or the "Normal" of the hit. You probably don't want trees growing on a 90-degree cliffside or in the middle of a lake. By checking the hit normal, you can tell the script: "Hey, if the ground is steeper than 30 degrees, don't put a tree here."

Making it look human

Even with perfect spacing, a forest looks fake if every tree is the exact same height and facing the exact same direction. Once your roblox tree placement script poisson disc has found a valid spot, you should add some randomized variety.

I usually throw in a bit of random rotation on the Y-axis (from 0 to 360 degrees) and a slight scale variation. Even a 10% or 20% difference in size makes a huge impact on the final look. If you really want to go the extra mile, you can have the script choose from a "folder" of different tree models. Maybe it picks a tall oak 60% of the time and a small bush 40% of the time. This layering is what makes a map feel "hand-crafted" even though a script did all the heavy lifting.

Performance and optimization

If you're trying to cover a massive 4k x 4k map, you can't just run the whole script at once on the server. You'll hit the script execution time limit, and the game will hang. For massive maps, you've got two options: chunking or pre-computation.

Chunking is great if you want a dynamic world. You only run the placement script for the area around the player. As they walk, the script generates new "cells" of the forest. However, this can get complicated with saving and loading.

The easier route for most Roblox devs is to run the script once in the command bar or at the start of the game and then leave the trees there. If you do this, just make sure you aren't creating 10,000 high-poly meshes. Use StreamingEnabled so the engine doesn't try to render the whole forest at once. Also, make sure your tree models have CanTouch and CanQuery set to false if players don't need to interact with every single leaf; it helps with the physics engine lag.

Troubleshooting common issues

If you run your roblox tree placement script poisson disc and nothing happens, or the game crashes, it's usually one of two things. Either your radius is so big that the script can't find a single valid spot, or your "active list" logic has a leak.

Another common issue is trees spawning inside buildings. To avoid this, you can add a blacklist to your raycast parameters. Tell the raycast to ignore certain folders, like your "Buildings" folder. You can also do a quick GetPartBoundsInRadius check at the chosen spot before spawning the tree. If it hits something that isn't terrain, just skip that spot.

Final thoughts on the technique

Using a Poisson Disc approach is a bit more work upfront than a simple "for loop," but the payoff is massive. Your maps will look cleaner, your gameplay will feel more intentional, and you won't have to spend hours manually dragging trees around in Studio.

The best part is that once you have this script logic down, you can use it for everything. Use it for rocks, use it for grass tufts, or even use it to place loot crates in a battle royale map. It's one of those "foundational" game dev tools that separates the hobbyists from the pros. So, grab a coffee, open up your script editor, and start playing with those radius values—you'll be surprised at how much better your Roblox worlds look with just a little bit of math.