Editing AAGRINDER terrain generation (technical)

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== Generating an infinite world ==
 
== Generating an infinite world ==
In AAGRINDER, I wanted the world to be generated in smaller sections (called ''chunks''), while it is explored. This way, one can keep exploring as far as they want, and it will always be possible to generate more terrain. At the same time, I wanted the world to be predetermined by the world seed. This means that even though we are allowing the player to explore chunks in any order, the resulting terrain must be identical regardless of the exploration order. Because of this, the world generator must be a program which generates a chunk at specific coordinates, without knowing which surrounding chunks already exist and what is in those surrounding chunks.
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In AAGRINDER, I wanted the world to be generated in smaller sections called chunks, while it is explored. This way, one can keep exploring as far as they want, and it will always be possible to generate more terrain. At the same time, I wanted the world to be predetermined by the world seed. This means that even though we are allowing the player to explore chunks in any order, the resulting terrain must be identical regardless of the exploration order. Because of this, the world generator must be a program which generates a chunk at specific coordinates, without knowing which surrounding chunks already exist and what is in those surrounding chunks.
  
 
I also wanted the borders of chunks to always match up nicely with surrounding chunks, which makes the world look continuous and consistent. There are two ways of achieving that: the boring way, and the awesome way.
 
I also wanted the borders of chunks to always match up nicely with surrounding chunks, which makes the world look continuous and consistent. There are two ways of achieving that: the boring way, and the awesome way.

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