Tileable Perlin noise: each octave wraps its integer grid coordinates with modulo at the octave's frequency, so gradients at opposite edges match and the noise field is continuous across the boundary. Coarse elevation grid interpolation wraps instead of padding boundary cells. Rivers can flow across world edges. All coordinate access (get_tile, is_passable, get_viewport) wraps via modulo. Movement, spawn search, nearby-player detection, and viewport relative positions all handle the toroidal topology. |
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| .. | ||
| test_ansi.py | ||
| test_commands.py | ||
| test_import.py | ||
| test_server.py | ||
| test_terrain.py | ||