Further enhance and do the optimization tips.

```
-- 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.