As I already explained in the last post, the game world structure in Orbis Infinitas is built up on four kinds of chunks. The World Chunk at the top, followed by Big Chunk, Medium Chunk and Small Chunk. This is used to create a huge world like the one you will see in Orbis Infinitas on the fly.
Today I reached a new goal: Basic map data is now procedurally generated based on the players global position and the chunk’s seeds.
Take a look at the picture below: