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A code sample to help users get started with proceedurally generated terrain / chunkloading in Ursina. More complex terrain can be achieved by using a more complicated functionin GameWithChunkloading.get_heightmap(). Supports both Perlin Noise and Open Simplex Noise. Has an optional argument to enable chunk saving/loading in addition to the default pure procgen.
options: -h, --help show this help message and exit -s SEED, --seed SEED Select terrain seed. No seed / a seed of zero results in a random seed. (Int) -d DIVISIONS, --divisions DIVISIONS Number of divisions per chunk edge. (Int) -r RENDERDISTANCE, --renderdistance RENDERDISTANCE Render distance radius in chunks. (Int) -t TERRAINSCALE, --terrainscale TERRAINSCALE Higher values yield rougher terrain. (Float) -y YSCALE, --yscale YSCALE Terrain Y amplification. (Float) -m MAPSCALE, --mapscale MAPSCALE Length of chunk edge. (Float) -n NUMGENERATORS, --numgenerators NUMGENERATORS Length of chunk edge. (Float) -l, --loadchunks Enable example chunk save/load system. -o, --opensimplex Set this flag to use Open Simplex Noise rather than Perlin Noise