Further enhance and add in an advanced driven-chunk generation.

```
-- Enhanced Infinite Straight Baseplate with Invisible Barriers and Optimized Terrain Generation
-- Place this script in StarterPlayer > StarterCharacterScripts

local RunService = game:GetService("RunService")
local Workspace = game:GetService("Workspace")

local character = script.Parent
local humanoidRootPart = character:WaitForChild("HumanoidRootPart")

-- Terrain Generation Parameters
local segmentLength = 200        -- Length of each terrain segment
local segmentWidth = 100         -- Width of each terrain segment
local segmentsAhead = 30          -- Number of segments to generate ahead
local segmentsBehind = 10        -- Number of segments to keep behind
local generationBuffer = 500      -- Distance ahead of the player to start generating segments

-- Invisible Barrier Parameters
local barrierThickness = 2       -- Thickness of the invisible barriers
local barrierHeight = 50         -- Height of the invisible barriers
local barrierOffset = segmentWidth / 2 + barrierThickness / 2  -- Offset from the center to position barriers

-- Advanced Generation Parameters
local terrainMaterials = {
        Enum.Material.Grass,
        Enum.Material.WoodPlanks,
        Enum.Material.Sand,
        Enum.Material.DiamondPlate,
        Enum.Material.Fabric
}
local terrainColors = {
        BrickColor.new("Earth green"),
        BrickColor.new("Brown"),
        BrickColor.new("Bright yellow"),
        BrickColor.new("Dark stone grey"),
        BrickColor.new("Medium stone grey")
}
local obstacleTypes = {"Tree", "Rock"}
local decorationTypes = {"Bush", "Lamp"}

-- Optimization: Precompute random seeds for each segment to ensure consistency
math.randomseed(tick())

-- Variables
local generatedSegments = {}      -- Table to keep track of generated segments and their associated objects
local distanceTraveled = 0        -- Total distance traveled by the player
local lastPosition = humanoidRootPart.Position

-- Function to create a generic part with specified properties
local function createPart(properties)
        local part = Instance.new("Part")
        for key, value in pairs(properties) do
                part[key] = value
        end
        part.Parent = Workspace
        return part
end

-- Function to generate a terrain segment along with invisible barriers
local function generateSegment(index)
        -- Create Terrain Segment
        local segmentPositionZ = index * segmentLength
        local segment = createPart({
                Size = Vector3.new(segmentWidth, 50, segmentLength),  -- Increased Y size for elevation
                Anchored = true,
                CanCollide = true,
                Material = terrainMaterials[(index % #terrainMaterials) + 1],
                BrickColor = terrainColors[(index % #terrainColors) + 1],
                Position = Vector3.new(0, 0, segmentPositionZ)
        })

        -- Store references to all objects in the segment
        generatedSegments[index] = {
                Terrain = segment,
                Obstacles = {},
                Decorations = {},
                Barriers = {}
        }

        -- Create Invisible Barriers on Both Sides
        for side = -1, 1, 2 do  -- -1 for left, 1 for right
                local barrier = createPart({
                        Size = Vector3.new(barrierThickness, barrierHeight, segmentLength),
                        Anchored = true,
                        CanCollide = true,
                        Transparency = 1,  -- Make it invisible
                        Position = Vector3.new(side * barrierOffset, barrierHeight / 2, segmentPositionZ)
                })
                table.insert(generatedSegments[index].Barriers, barrier)
        end

        -- Add Obstacles Randomly
        if math.random() < 0.3 then -- 30% chance to add an obstacle
                local obstacleType = obstacleTypes[math.random(#obstacleTypes)]
                if obstacleType == "Tree" then
                        -- Simple tree model
                        local tree = createPart({
                                Size = Vector3.new(4, 20, 4),
                                Anchored = true,
                                CanCollide = true,
                                Material = Enum.Material.Wood,
                                BrickColor = BrickColor.new("Reddish brown"),
                                Position = Vector3.new(math.random(-segmentWidth/2 + 10, segmentWidth/2 - 10), 10, segmentPositionZ)
                        })

                        local foliage = createPart({
                                Size = Vector3.new(12, 12, 12),
                                Anchored = true,
                                CanCollide = false,
                                Material = Enum.Material.Grass,
                                BrickColor = BrickColor.new("Earth green"),
                                Shape = Enum.PartType.Ball,
                                Position = tree.Position + Vector3.new(0, 10, 0)
                        })

                        table.insert(generatedSegments[index].Obstacles, tree)
                        table.insert(generatedSegments[index].Obstacles, foliage)

                elseif obstacleType == "Rock" then
                        -- Simple rock model
                        local rock = createPart({
                                Size = Vector3.new(6, 4, 6),
                                Anchored = true,
                                CanCollide = true,
                                Material = Enum.Material.Rock,
                                BrickColor = BrickColor.new("Dark stone grey"),
                                Shape = Enum.PartType.Cylinder,
                                Position = Vector3.new(math.random(-segmentWidth/2 + 10, segmentWidth/2 - 10), -1, segmentPositionZ)
                        })
                        table.insert(generatedSegments[index].Obstacles, rock)
                end
        end

        -- Add Decorations Randomly
        if math.random() < 0.2 then -- 20% chance to add decoration
                local decorationType = decorationTypes[math.random(#decorationTypes)]
                if decorationType == "Bush" then
                        local bush = createPart({
                                Size = Vector3.new(8, 4, 8),
                                Anchored = true,
                                CanCollide = false,
                                Material = Enum.Material.Grass,
                                BrickColor = BrickColor.new("Earth green"),
                                Shape = Enum.PartType.Ball,
                                Position = Vector3.new(math.random(-segmentWidth/2 + 10, segmentWidth/2 - 10), 2, segmentPositionZ)
                        })
                        table.insert(generatedSegments[index].Decorations, bush)
                elseif decorationType == "Lamp" then
                        local lampPost = createPart({
                                Size = Vector3.new(2, 12, 2),
                                Anchored = true,
                                CanCollide = false,
                                Material = Enum.Material.Metal,
                                BrickColor = BrickColor.new("Institutional white"),
                                Position = Vector3.new(math.random(-segmentWidth/2 + 10, segmentWidth/2 - 10), 6, segmentPositionZ)
                        })

                        local lampLight = Instance.new("PointLight")
                        lampLight.Range = 15
                        lampLight.Brightness = 2
                        lampLight.Color = Color3.new(1, 0.85, 0.5) -- Warm light
                        lampLight.Parent = lampPost

                        table.insert(generatedSegments[index].Decorations, lampPost)
                end
        end
end

-- Function to clean up old segments
local function cleanupSegments(currentIndex)
        for index, segmentData in pairs(generatedSegments) do
                if index < currentIndex - segmentsBehind then
                        -- Destroy Barriers
                        for _, barrier in ipairs(segmentData.Barriers) do
                                if barrier and barrier.Parent then
                                        barrier:Destroy()
                                end
                        end

                        -- Destroy Obstacles
                        for _, obstacle in ipairs(segmentData.Obstacles) do
                                if obstacle and obstacle.Parent then
                                        obstacle:Destroy()
                                end
                        end

                        -- Destroy Decorations
                        for _, decoration in ipairs(segmentData.Decorations) do
                                if decoration and decoration.Parent then
                                        decoration:Destroy()
                                end
                        end

                        -- Destroy Terrain
                        if segmentData.Terrain and segmentData.Terrain.Parent then
                                segmentData.Terrain:Destroy()
                        end

                        -- Remove from generatedSegments table
                        generatedSegments[index] = nil
                end
        end
end

-- Optimization: Initial Terrain Setup using pre-generated segments to reduce runtime lag
for i = 0, segmentsAhead do
        generateSegment(i)
end

-- Main loop to generate terrain
RunService.RenderStepped:Connect(function()
        local position = humanoidRootPart.Position

        -- Calculate distance traveled (optional, can be used for scoring or other mechanics)
        distanceTraveled = distanceTraveled + (position - lastPosition).Magnitude
        lastPosition = position

        -- Determine current segment index based on Z position
        local currentIndex = math.floor(position.Z / segmentLength)

        -- Generate segments ahead based on buffer distance
        local maxIndex = currentIndex + segmentsAhead
        for i = currentIndex, maxIndex do
                if not generatedSegments[i] then
                        generateSegment(i)
                end
        end

        -- Clean up old segments
        cleanupSegments(currentIndex)
end)

-- Optimization Tips Implemented:
-- 1. **Object Pooling (Recommended):**
--    Consider implementing object pooling for obstacles, decorations, and barriers to reuse parts instead of creating/destroying them frequently. This can significantly reduce memory usage and increase performance.
--
-- 2. **Batch Processing:**
--    Group similar operations together to minimize the number of function calls and improve cache performance.
--
-- 3. **Avoid Frequent Workspace Calls:**
--    Limit the use of `Workspace:GetChildren()` by maintaining references within `generatedSegments`.
--
-- 4. **Precompute Random Seeds:**
--    Precomputing or controlling random seeds ensures consistent terrain generation, which can be beneficial for debugging and performance.
--
-- 5. **Level of Detail (LOD):**
--    Implement LOD techniques to reduce the complexity of distant objects or hide them entirely when they are not in the player's vicinity.