If you want to make some random height maps, but don't want to store them, it can be done:
First thing you need to know is that there is no such thing as a random to a computer--it's psudo-random. I have a planet generator in one of my games that uses this concept. Each planet's terrain is generated on-the-fly. This would be a problem (going back to the same planet you just visited and the terrain has changed), but because a computer's random is a "seed" driven calculation, you can simply make the seed the same each time you go to that planet:
int TheSeedForThePlanet=123456;//*** whatever you want the seed to be
dbRandomize(TheSeedForThePlanet);
.... randomly generate the terrain.....
Each planet has it's own "TheSeedForThePlanet" number assigned, so when you orbit the planet it "seeds" the generator and will generate the same terrain for that planet EVERY TIME.
*** NOW FOR THE TERRAIN ********
You can use that same concept for generating some terrain in a game. You have to make a memblock for your height map do your random generator and write the info into your memblock. Make an image from the memblock and save the image to disk (I just use "map.jpg"). I assume you know how to make a terrain from the height map you just made.... Your ground texture can be done similarly except you don't have to save that image. The "detail" image is kinda generic, so I would have 1-5 (max) variations to use on your terrain. Keep in mind that your terrain cannot exceed 256x256 without some issues.
The fastest code is the code never written.