# Patch based world Per patch we have: - tiles - water plane - with clickable area A world consists of a fixed amount of tiles in x and y direction. Patches are used to stream the world in and out. # Cross-patch island generation: # Shaping under water tiles: for each tile of an island: - create inside set I: - add all island tiles to I - for steps i = 0, ..., n: - create empty rim sets RI and RN - for all tiles in I: - for all neighbours of tile: - if neighbour not in I -> add tile to RI - add tile to I - for all tiles in RI: - get all neighbours of tile: - if neighbour not in I -> add neighbour to RN - for all neighbours not in I -