I've been thinking of making a top-down 2D game with a pseudo-infinite runtime procedural generated world. I've read several articles about procedural generation and, maybe I've misread or misunderstood them, but I have yet to come across one explaining how to divide the world into chunks (like Minecraft apparently does).
Obviously, I need to generate only the part of the world that the player can currently see. If my game is tile-based, for example, I could divide the world into n*n chunks. If the player were at the border of such a chunk, I would also generate the adjacent chunk(s).
What I can't figure out is how exactly do I take a procedural world generation algorithm and only use it on one chunk at a time. For example, if I have an algorithm that generates a big structure (e.g. castle, forest, river) that would spread across many chunks, how can I adjust it to generate only one chunk, and afterwards the adjacent chunks?
I apologize if I completely missed something obvious. Thank you in advance!