World generator simulating plate tectonics, erosion, etc.
Project description
WorldEngine - a world generator
=========================
[![Coverage Status](https://coveralls.io/repos/Mindwerks/worldengine/badge.svg?branch=master&service=github)](https://coveralls.io/github/Mindwerks/worldengine?branch=master) [![Build Status](https://travis-ci.org/Mindwerks/worldengine.svg?branch=master)](https://travis-ci.org/Mindwerks/worldengine) [![Build status](https://ci.appveyor.com/api/projects/status/io4ljim2ra83df23?svg=true)](https://ci.appveyor.com/project/ftomassetti/worldengine)
_The current stable version is 0.18.0_
You can generate worlds data (heighmap, biome, etc.) and images for your own worlds.
For example:
```bash
# WorldEngine
worldengine world -s 1 -n seed1
# Lands 0.5.1 or next
lands world -s 1 -n seed1
# Lands 0.5.0 or previous
python lands/generator.py world -s 1 -n seed1
```
Worlds are generated using plate simulations, erosion, rain shadows, Holdridge life zones model and plenty of other phenomenons.
Once a world it can be used for simulation civs evolution (see project [civs](https://github.com/ftomassetti/civs)).
For a generated world is also possible to generate additional maps, for example ancient looking map:
```bash
# WorldEngine
worldengine ancient_map -w seed1.world
# Lands 0.5.1 or next
lands ancient_map -w seed1.world
# Lands 0.5.0 or previous
python lands/generator.py ancient_map -w seed1.world
```
![](https://raw.githubusercontent.com/Mindwerks/worldengine-data/master/images/examples/ancient_map_seed1.png)
We started a [google group](https://groups.google.com/forum/?hl=en#!forum/worldengine): if you have ideas, problems, suggestions or want to contribute please [join us](https://groups.google.com/forum/?hl=en#!forum/worldengine)!
Binary packages
===============
For Windows, Linux and Mac are available on the [releases page](https://github.com/Mindwerks/worldengine/releases).
Gui
===
An experimental (and limited!) GUI is available as a separate project: [https://github.com/Mindwerks/worldengine-gui](worldengine-gui).
Install
=======
### Using pip
```
# Currently not yet released on pypi, you may want to still use Lands or WorldSynth
# or alternatively download the source
pip install worldengine
```
### From source code
```
git clone or download the code
# for unit-testing: also clone worldengine-data
git clone git@github.com:Mindwerks/worldengine-data.git ../worldengine-data
nosetest tests
```
### _On Windows_
If you want to install Worldengine on Windows you can read these [instructions](https://github.com/Mindwerks/worldengine/wiki/Installing-Worldengine-on-Windows).
Executable file is also available under [releases](https://github.com/Mindwerks/worldengine/releases), but is currently out of date.
Note: you need also a copy of the worldengine src directory in the same folder as the exe.
Dependencies
============
The gui is based on QT, so you will need to install them
Output
======
The program produces a binary format with all the data of the generated world and a set of images. For examples seed 1 produces.
## Elevation Map
![](https://raw.githubusercontent.com/Mindwerks/worldengine-data/master/images/examples/world_seed_1_elevation.png)
## Precipitation Map
![](https://raw.githubusercontent.com/Mindwerks/worldengine-data/master/images/examples/world_seed_1_precipitation.png)
## Temperature Map
![](https://raw.githubusercontent.com/Mindwerks/worldengine-data/master/images/examples/world_seed_1_temperature.png)
## Biome Map
![](https://raw.githubusercontent.com/Mindwerks/worldengine-data/master/images/examples/world_seed_1_biome.png)
## Ocean Map
![](https://raw.githubusercontent.com/Mindwerks/worldengine-data/master/images/examples/world_seed_1_ocean.png)
Usage
=====
```
worldengine [options] [world|plates|ancient_map|info]
```
_Note that options were changed in version 0.5.3_
### General options
| Short | Long | Description |
|-----------|------|-------------|
| -o DIR | --output-dir=DIR | generate files in DIR default = '.' |
| -n STR | --worldname=STR | set world name to STR |
| -b | --protocol-buffer | save world using protocol buffer format (smaller file) |
| -s N | --seed=N | use SEED to initialize the pseudo-random generation |
| -t STR | --step=STR | use STEP to specify how far to proceed in the world generation process. Valid values are: plates precipitations full |
| -x N | --width=N | WIDTH of the world to be generated |
| -y N | --height=N | HEIGHT of the world to be generated |
| -q N | --number-of-plates=N | number of plates |
| | --recursion-limit=N | you need that just if you encounter an error while generating very large maps |
| -v | --verbose | Enable verbose messages |
| --bw | --black-and-white | Draw maps in black and white |
### Options valid only for generate
| Short | Long | Description |
|-----------|------|-------------|
| -r FILE | --rivers=FILE | produce a map of rivers, after the option it expects the name of the file where to generate the map |
| --gs=FILE | --grayscale-heightmap=FILE | produce a grayscale heightmap, after the option it expects the name of the file where to generate the heightmap |
| | --ocean_level=N | elevation cut off for sea level (default = 1.0) |
### Options valid only for ancient map operations
| Short | Long | Description |
|-----------|------|-------------|
| -w FILE | --worldfile=FILE | WORLD_FILE to be loaded |
| -g FILE | --generatedfile=FILE | name of the GENERATED_FILE |
| -f N | --resize-factor=N | resize factor |
For example these commands:
```python
worldengine world -s 4 -n an_example -p 2048 -q 25 -x 2048 -y 2048
```
Produce this output
```
Worldengine - world generator
-----------------------
seed : 4
name : seed3
width : 2048
height : 2048
plates resolution : 2048
number of plates : 25
operation : world generation
step : full
starting (it could take a few minutes) ...
...plates simulated
...elevation noise added
...elevation level calculated
...precipations calculated
...erosion calculated
...humidity calculated
...permeability level calculated
Biome obtained:
subtropical thorn woodland = 16353
tropical desert = 188
boreal rain forest = 69472
tropical thorn woodland = 19680
subpolar dry tundra = 6316
warm temperate wet forest = 17799
subpolar wet tundra = 24453
subpolar moist tundra = 15104
tropical wet forest = 18441
subpolar rain tundra = 79723
tropical rain forest = 5906
ice = 85254
tropical moist forest = 28871
subtropical rain forest = 14733
boreal moist forest = 24395
boreal wet forest = 35212
subtropical dry forest = 26259
subtropical desert scrub = 3256
subtropical moist forest = 25220
cool temperate desert scrub = 11162
cool temperate steppe = 25604
boreal dry scrub = 13403
tropical dry forest = 22415
tropical very dry forest = 27033
tropical desert scrub = 2473
warm temperate moist forest = 27704
warm temperate desert scrub = 4861
warm temperate rain forest = 10774
cool temperate moist forest = 42770
cool temperate wet forest = 52813
warm temperate dry forest = 29992
ocean = 3314282
cool temperate desert = 2950
subtropical desert = 287
warm temperate desert = 709
cool temperate rain forest = 46844
subtropical wet forest = 18280
boreal desert = 5445
warm temperate thorn scrub = 16175
polar desert = 1693
Producing ouput:
* world data saved in './an_example.world'
* ocean image generated in './an_example_ocean.png'
* precipitation image generated in './an_example_precipitation.png'
* temperature image generated in './an_example_temperature.png'
* biome image generated in './an_example_biome.png'
* elevation image generated in './an_example_elevation.png'
...done
```
This is the corresponding ancient map
```python
worldengine ancient_map -w an_example.world
```
![](https://raw.githubusercontent.com/Mindwerks/worldengine-data/master/images/examples/ancient_map_large.png)
Algorithm
=========
The world generation algorithm goes through different phases:
* plates simulation: it is the best way to get proper mountain chains. For this [pyplatec](https://github.com/Mindwerks/pyplatec) is used
* noise techniques are used at different steps
* precipitations are calculated considering latitude and rain shadow effects
* erosion is calculated
* humidity in each zone is calculated
* terrain permeability is calculated
* biome is calculated using the [Holdridge life zones](http://en.wikipedia.org/wiki/Holdridge_life_zones) model
Install dependencies
====================
Using virtualenv you can install the dependencies in this way
Python 2:
```bash
virtualenv venv
source venv/bin/activate
pip install --upgrade pip setuptools
pip install -r requirements2.txt
```
Python 3:
```bash
pyvenv venv3
source venv3/bin/activate
pip install --upgrade pip setuptools
pip3 install -r requirements3.txt
```
Distribution
============
We use PyInstaller to wrap everything up into one binary.
This will create a binary located `dist/worldengine` that has all the
required libs necessary to run.
### Linux
Because of the libraries we use, it is best to use their `develop` branch.
```bash
pip install git+https://github.com/pyinstaller/pyinstaller.git@develop
pyinstaller --clean -F -n worldengine worldengine/__main__.py
```
### OSX
You'll need to have brew installed, this should give you all the tools you'll need.
```bash
pyinstaller --clean -F -n worldengine worldengine/__main__.py
```
At this time, it doesn't gather everything from protobuf. So you'll need to
copy google/protobuf python to dist/google/protobuf and create __init__.py in
dist/google
### Windows
Turning your Windows into a developer environment is a long and drawn out process.
I'll try to keep this as short as possible and to the point.
Remember, be consistent if you are either win32 or win64 and everything you download
and install is either one or the other, but not both.
You'll want to install msysgit: https://msysgit.github.io/ which will get you
a Linux like environment. After that, clone the repo and install Python 2.7 for
windows: https://www.python.org/downloads/windows/ This will get you also pip
which is required for the rest. You'll first need to pip install virtualenv.
The layout is a bit different than in Linux.
```bash
virtualenv venv
venv/Scripts/pip install requirements2.txt
```
Numpy install will fail, so you'll need download a pre-compiled wheel file and
install it with pip. http://www.lfd.uci.edu/~gohlke/pythonlibs/#numpy
numpy‑1.9.2+mkl‑cp27‑none‑win_amd64.whl
Pick one for your arch, 32 or 64.
```bash
venv/Scripts/pip install ../numpy‑1.9.2+mkl‑cp27‑none‑win_amd64.whl
```
Next step is to get pywin32 which are win32api hooks for python, when downloading,
you'll need to pick either 32 or 64-bit otherwise it won't work. You'll also
install it via pip. http://sourceforge.net/projects/pywin32/files/pywin32/
```bash
venv/Scripts/pip install ../pywin32-219.win-amd64-py2.7.exe
```
The last step is to get pyinstaller installed and this can be tricky
because as of right now, we have to use a specific revision that "good-enough".
The issue is being tracked here: https://github.com/pyinstaller/pyinstaller/issues/1291
```bash
venv/Scripts/pip install git+https://github.com/pyinstaller/pyinstaller.git@67610f2
venv/Scripts/pyinstaller --clean --console -F -n worldengine worldengine/__main__.py
```
Do you have problems or suggestions for improvements?
=====================================================
Please write to us!
You can write us at:
* f _dot_ tomassetti _at_ gmail _dot_ com
* psi29a _at_ gmail _dot_ com
Thank you, all the feedback is precious for us!
Requirements
============
Libjpeg and libtiff are required by Pillow
Contributors
============
The merged project is maintained by [Bret Curtis](https://github.com/psi29a) and [Federico Tomassetti](https://github.com/ftomassetti).
All contributions, questions, ideas are more than welcome!
Feel free to open an issue or write in our [google group](https://groups.google.com/forum/?hl=en#!forum/lands_worldsynth).
We would like to thank you great people who helped us while working on WorldEngine and the projects from which it was derived:
* [Evan Sampson](https://github.com/esampson) contributed the amazing implementation of the Holdridge life zones model and improved a lot the ancient-looking-map, biome, precipitation and temperature generators. Thanks a million!
* [Ryan](https://github.com/SourceRyan) contributed the Windows binary version and discussed Lands on Reddit bringing a lot of users. Thanks a million!
* [stefan-feltmann](https://github.com/stefan-feltmann) made Lands depends on pillow instead that on PIL (which is deprecated). This could also help when moving to Python 3. Thanks a million!
* [Russell Brinkmann](https://github.com/rbb) helped saving the generation parameters in the generated world (so that we can use it to generate the same world again, for example), improved the command line options and added tracing information (useful for understanding the performance of the various generation steps)
History
=======
WorldEngine has been created by merging Lands and [WorldSynth](https://github.com/psi29a/worldsynth).
Last Lands version was 0.5.3, last WorldSynth version: 0.12, first WorldEngine version has been 0.18.
License
=======
WorldEngine is available under the MIT License. You should find the LICENSE in the root of the project.
=========================
[![Coverage Status](https://coveralls.io/repos/Mindwerks/worldengine/badge.svg?branch=master&service=github)](https://coveralls.io/github/Mindwerks/worldengine?branch=master) [![Build Status](https://travis-ci.org/Mindwerks/worldengine.svg?branch=master)](https://travis-ci.org/Mindwerks/worldengine) [![Build status](https://ci.appveyor.com/api/projects/status/io4ljim2ra83df23?svg=true)](https://ci.appveyor.com/project/ftomassetti/worldengine)
_The current stable version is 0.18.0_
You can generate worlds data (heighmap, biome, etc.) and images for your own worlds.
For example:
```bash
# WorldEngine
worldengine world -s 1 -n seed1
# Lands 0.5.1 or next
lands world -s 1 -n seed1
# Lands 0.5.0 or previous
python lands/generator.py world -s 1 -n seed1
```
Worlds are generated using plate simulations, erosion, rain shadows, Holdridge life zones model and plenty of other phenomenons.
Once a world it can be used for simulation civs evolution (see project [civs](https://github.com/ftomassetti/civs)).
For a generated world is also possible to generate additional maps, for example ancient looking map:
```bash
# WorldEngine
worldengine ancient_map -w seed1.world
# Lands 0.5.1 or next
lands ancient_map -w seed1.world
# Lands 0.5.0 or previous
python lands/generator.py ancient_map -w seed1.world
```
![](https://raw.githubusercontent.com/Mindwerks/worldengine-data/master/images/examples/ancient_map_seed1.png)
We started a [google group](https://groups.google.com/forum/?hl=en#!forum/worldengine): if you have ideas, problems, suggestions or want to contribute please [join us](https://groups.google.com/forum/?hl=en#!forum/worldengine)!
Binary packages
===============
For Windows, Linux and Mac are available on the [releases page](https://github.com/Mindwerks/worldengine/releases).
Gui
===
An experimental (and limited!) GUI is available as a separate project: [https://github.com/Mindwerks/worldengine-gui](worldengine-gui).
Install
=======
### Using pip
```
# Currently not yet released on pypi, you may want to still use Lands or WorldSynth
# or alternatively download the source
pip install worldengine
```
### From source code
```
git clone or download the code
# for unit-testing: also clone worldengine-data
git clone git@github.com:Mindwerks/worldengine-data.git ../worldengine-data
nosetest tests
```
### _On Windows_
If you want to install Worldengine on Windows you can read these [instructions](https://github.com/Mindwerks/worldengine/wiki/Installing-Worldengine-on-Windows).
Executable file is also available under [releases](https://github.com/Mindwerks/worldengine/releases), but is currently out of date.
Note: you need also a copy of the worldengine src directory in the same folder as the exe.
Dependencies
============
The gui is based on QT, so you will need to install them
Output
======
The program produces a binary format with all the data of the generated world and a set of images. For examples seed 1 produces.
## Elevation Map
![](https://raw.githubusercontent.com/Mindwerks/worldengine-data/master/images/examples/world_seed_1_elevation.png)
## Precipitation Map
![](https://raw.githubusercontent.com/Mindwerks/worldengine-data/master/images/examples/world_seed_1_precipitation.png)
## Temperature Map
![](https://raw.githubusercontent.com/Mindwerks/worldengine-data/master/images/examples/world_seed_1_temperature.png)
## Biome Map
![](https://raw.githubusercontent.com/Mindwerks/worldengine-data/master/images/examples/world_seed_1_biome.png)
## Ocean Map
![](https://raw.githubusercontent.com/Mindwerks/worldengine-data/master/images/examples/world_seed_1_ocean.png)
Usage
=====
```
worldengine [options] [world|plates|ancient_map|info]
```
_Note that options were changed in version 0.5.3_
### General options
| Short | Long | Description |
|-----------|------|-------------|
| -o DIR | --output-dir=DIR | generate files in DIR default = '.' |
| -n STR | --worldname=STR | set world name to STR |
| -b | --protocol-buffer | save world using protocol buffer format (smaller file) |
| -s N | --seed=N | use SEED to initialize the pseudo-random generation |
| -t STR | --step=STR | use STEP to specify how far to proceed in the world generation process. Valid values are: plates precipitations full |
| -x N | --width=N | WIDTH of the world to be generated |
| -y N | --height=N | HEIGHT of the world to be generated |
| -q N | --number-of-plates=N | number of plates |
| | --recursion-limit=N | you need that just if you encounter an error while generating very large maps |
| -v | --verbose | Enable verbose messages |
| --bw | --black-and-white | Draw maps in black and white |
### Options valid only for generate
| Short | Long | Description |
|-----------|------|-------------|
| -r FILE | --rivers=FILE | produce a map of rivers, after the option it expects the name of the file where to generate the map |
| --gs=FILE | --grayscale-heightmap=FILE | produce a grayscale heightmap, after the option it expects the name of the file where to generate the heightmap |
| | --ocean_level=N | elevation cut off for sea level (default = 1.0) |
### Options valid only for ancient map operations
| Short | Long | Description |
|-----------|------|-------------|
| -w FILE | --worldfile=FILE | WORLD_FILE to be loaded |
| -g FILE | --generatedfile=FILE | name of the GENERATED_FILE |
| -f N | --resize-factor=N | resize factor |
For example these commands:
```python
worldengine world -s 4 -n an_example -p 2048 -q 25 -x 2048 -y 2048
```
Produce this output
```
Worldengine - world generator
-----------------------
seed : 4
name : seed3
width : 2048
height : 2048
plates resolution : 2048
number of plates : 25
operation : world generation
step : full
starting (it could take a few minutes) ...
...plates simulated
...elevation noise added
...elevation level calculated
...precipations calculated
...erosion calculated
...humidity calculated
...permeability level calculated
Biome obtained:
subtropical thorn woodland = 16353
tropical desert = 188
boreal rain forest = 69472
tropical thorn woodland = 19680
subpolar dry tundra = 6316
warm temperate wet forest = 17799
subpolar wet tundra = 24453
subpolar moist tundra = 15104
tropical wet forest = 18441
subpolar rain tundra = 79723
tropical rain forest = 5906
ice = 85254
tropical moist forest = 28871
subtropical rain forest = 14733
boreal moist forest = 24395
boreal wet forest = 35212
subtropical dry forest = 26259
subtropical desert scrub = 3256
subtropical moist forest = 25220
cool temperate desert scrub = 11162
cool temperate steppe = 25604
boreal dry scrub = 13403
tropical dry forest = 22415
tropical very dry forest = 27033
tropical desert scrub = 2473
warm temperate moist forest = 27704
warm temperate desert scrub = 4861
warm temperate rain forest = 10774
cool temperate moist forest = 42770
cool temperate wet forest = 52813
warm temperate dry forest = 29992
ocean = 3314282
cool temperate desert = 2950
subtropical desert = 287
warm temperate desert = 709
cool temperate rain forest = 46844
subtropical wet forest = 18280
boreal desert = 5445
warm temperate thorn scrub = 16175
polar desert = 1693
Producing ouput:
* world data saved in './an_example.world'
* ocean image generated in './an_example_ocean.png'
* precipitation image generated in './an_example_precipitation.png'
* temperature image generated in './an_example_temperature.png'
* biome image generated in './an_example_biome.png'
* elevation image generated in './an_example_elevation.png'
...done
```
This is the corresponding ancient map
```python
worldengine ancient_map -w an_example.world
```
![](https://raw.githubusercontent.com/Mindwerks/worldengine-data/master/images/examples/ancient_map_large.png)
Algorithm
=========
The world generation algorithm goes through different phases:
* plates simulation: it is the best way to get proper mountain chains. For this [pyplatec](https://github.com/Mindwerks/pyplatec) is used
* noise techniques are used at different steps
* precipitations are calculated considering latitude and rain shadow effects
* erosion is calculated
* humidity in each zone is calculated
* terrain permeability is calculated
* biome is calculated using the [Holdridge life zones](http://en.wikipedia.org/wiki/Holdridge_life_zones) model
Install dependencies
====================
Using virtualenv you can install the dependencies in this way
Python 2:
```bash
virtualenv venv
source venv/bin/activate
pip install --upgrade pip setuptools
pip install -r requirements2.txt
```
Python 3:
```bash
pyvenv venv3
source venv3/bin/activate
pip install --upgrade pip setuptools
pip3 install -r requirements3.txt
```
Distribution
============
We use PyInstaller to wrap everything up into one binary.
This will create a binary located `dist/worldengine` that has all the
required libs necessary to run.
### Linux
Because of the libraries we use, it is best to use their `develop` branch.
```bash
pip install git+https://github.com/pyinstaller/pyinstaller.git@develop
pyinstaller --clean -F -n worldengine worldengine/__main__.py
```
### OSX
You'll need to have brew installed, this should give you all the tools you'll need.
```bash
pyinstaller --clean -F -n worldengine worldengine/__main__.py
```
At this time, it doesn't gather everything from protobuf. So you'll need to
copy google/protobuf python to dist/google/protobuf and create __init__.py in
dist/google
### Windows
Turning your Windows into a developer environment is a long and drawn out process.
I'll try to keep this as short as possible and to the point.
Remember, be consistent if you are either win32 or win64 and everything you download
and install is either one or the other, but not both.
You'll want to install msysgit: https://msysgit.github.io/ which will get you
a Linux like environment. After that, clone the repo and install Python 2.7 for
windows: https://www.python.org/downloads/windows/ This will get you also pip
which is required for the rest. You'll first need to pip install virtualenv.
The layout is a bit different than in Linux.
```bash
virtualenv venv
venv/Scripts/pip install requirements2.txt
```
Numpy install will fail, so you'll need download a pre-compiled wheel file and
install it with pip. http://www.lfd.uci.edu/~gohlke/pythonlibs/#numpy
numpy‑1.9.2+mkl‑cp27‑none‑win_amd64.whl
Pick one for your arch, 32 or 64.
```bash
venv/Scripts/pip install ../numpy‑1.9.2+mkl‑cp27‑none‑win_amd64.whl
```
Next step is to get pywin32 which are win32api hooks for python, when downloading,
you'll need to pick either 32 or 64-bit otherwise it won't work. You'll also
install it via pip. http://sourceforge.net/projects/pywin32/files/pywin32/
```bash
venv/Scripts/pip install ../pywin32-219.win-amd64-py2.7.exe
```
The last step is to get pyinstaller installed and this can be tricky
because as of right now, we have to use a specific revision that "good-enough".
The issue is being tracked here: https://github.com/pyinstaller/pyinstaller/issues/1291
```bash
venv/Scripts/pip install git+https://github.com/pyinstaller/pyinstaller.git@67610f2
venv/Scripts/pyinstaller --clean --console -F -n worldengine worldengine/__main__.py
```
Do you have problems or suggestions for improvements?
=====================================================
Please write to us!
You can write us at:
* f _dot_ tomassetti _at_ gmail _dot_ com
* psi29a _at_ gmail _dot_ com
Thank you, all the feedback is precious for us!
Requirements
============
Libjpeg and libtiff are required by Pillow
Contributors
============
The merged project is maintained by [Bret Curtis](https://github.com/psi29a) and [Federico Tomassetti](https://github.com/ftomassetti).
All contributions, questions, ideas are more than welcome!
Feel free to open an issue or write in our [google group](https://groups.google.com/forum/?hl=en#!forum/lands_worldsynth).
We would like to thank you great people who helped us while working on WorldEngine and the projects from which it was derived:
* [Evan Sampson](https://github.com/esampson) contributed the amazing implementation of the Holdridge life zones model and improved a lot the ancient-looking-map, biome, precipitation and temperature generators. Thanks a million!
* [Ryan](https://github.com/SourceRyan) contributed the Windows binary version and discussed Lands on Reddit bringing a lot of users. Thanks a million!
* [stefan-feltmann](https://github.com/stefan-feltmann) made Lands depends on pillow instead that on PIL (which is deprecated). This could also help when moving to Python 3. Thanks a million!
* [Russell Brinkmann](https://github.com/rbb) helped saving the generation parameters in the generated world (so that we can use it to generate the same world again, for example), improved the command line options and added tracing information (useful for understanding the performance of the various generation steps)
History
=======
WorldEngine has been created by merging Lands and [WorldSynth](https://github.com/psi29a/worldsynth).
Last Lands version was 0.5.3, last WorldSynth version: 0.12, first WorldEngine version has been 0.18.
License
=======
WorldEngine is available under the MIT License. You should find the LICENSE in the root of the project.
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- Download URL: worldengine-0.18.0-py2.py3-none-any.whl
- Upload date:
- Size: 44.1 kB
- Tags: Python 2, Python 3
- Uploaded using Trusted Publishing? No
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