A chunk in one layer requests data from another layer within its own world space bounds plus appropriate padding.
https://cdn.masto.host/mastodongamedevplace/media_attachments/files/112/491/416/043/216/668/original/60c520e3603991f4.png
The value of layer-based generation is not just the implementation, but also a certain way to *think* about how to define spatial dependencies for large-scale generation.
I've put a lot of effort into the documentation and its illustrations (examples here), which explain the high level concepts of the framework as well as the details.
https://runevision.github.io/LayerProcGen/
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