* https://stratfordct.bandcamp.com/album/airglow-memory-bank
* http://stratfordct.bandcamp.com/album/stratford-ct-melior
* http://stratfordct.bandcamp.com/album/stratford-ct-lux-aesti...
* http://stratfordct.bandcamp.com/album/stratford-ct-secret-se...
* http://stratfordct.bandcamp.com/album/stratford-ct-1-yr-anni...
https://www.youtube.com/watch?v=_YWMGuh15nE
(Quite realistic terrain generated by a 4 kilobyte binary, along with music. Source code and its discussion here: https://news.ycombinator.com/item?id=11848097)
He also wrote ShaderToy...
Is there any particular reason you did this?
Funny when I read the word "glitching" I assumed it would be a framerate hitch, which might be cause by GC, but I did a quick timeline grab and it seems OK for desktop. Collects about 12MB every 10-12 seconds. That might have more of an impact on mobile of course, especially Android.
I'm having that kind of issue with a game I'm working on - in my case I'm being way too cowboy about creating and throwing away JS objects for particles (only in 2D on a canvas) and it's causing GC framerate glitches on Android.
WebGL in a nutshell.
[1]: https://github.com/mikolalysenko/regl/blob/gh-pages/dist/reg...
As for the implementation, it is not very difficult stuff; I divide up the world into chunks(just like in Minecraft), and as the camera traverses the world, the chunks that become out of range are thrown away and are no longer rendered. And in the far away horizon I keep adding new chunks, to give the illusion that the world is infinite.
So it is not very complicated stuff; the source code is only ~450LOC, which can be found here: https://github.com/Erkaman/wireframe-world/blob/gh-pages/wir.... It is relatively well-commented, so it should be easy to understand, I hope.