Cashgen - (kinda) Infinite Procedural World Generator

It is fairly well optimised now…I could probably improve it but I’d need a proper test case to benchmark…I am trying to build out the demo project more, hence the scattering system. It’s difficult to find assets that I can include in an open repository unfortunately.

CPU wise, all the heavy stuff (noise generation, collision cooking) is done off the game thread. All the mesh geometry data is handled in a statically allocated pool. The tiles themselves are not statically allocated but they are pooled, so it should fairly quickly settle down and not result in any excess fragmentation.