# Create Your Own Voxel Data Stream You can provide your own stream of voxel data by extending VoxelStream either in GDScript or C++. Note: Your stream must be thread safe. Create MyStream.gd with the following contents: ``` extends VoxelStream func emerge_block(buffer:VoxelBuffer, origin:Vector3, lod:int) -> void: if lod != 0: return if origin.y < 0: buffer.fill(1, 0) if origin.x==origin.z and origin.y < 1: buffer.fill(1,0) ``` In your terrain generation script, add this: ``` const MyStream = preload ("MyStream.gd") var terrain = VoxelTerrain.new() func _ready(): terrain.stream = MyStream.new() terrain.voxel_library = VoxelLibrary.new() terrain.view_distance = 256 terrain.viewer_path = "/root/Spatial/Player" # Set this path to your player/camera add_child(terrain) ``` Though `VoxelBuffer.fill()` is probably not what you want to use, the above is a quick example. Emerge_block generally gives you a block of 16x16x16 cubes to fill all at once, so you probably want to use `VoxelBuffer.set_voxel()` to specify each one. In the fps_demo, there is a [custom gdscript stream](https://github.com/tinmanjuggernaut/voxelgame/blob/master/project/fps_demo/scripts/MyStream.gd) that makes a sine wave. This was copied from the [C++ version](../streams/voxel_stream_test.cpp), which runs a lot faster. --- * [Next Page](07_performance-tips.md) * [Doc Index](01_get-started.md)