You can use a fixed seed value for your random function which means that you would not have to store anything at all. Consider the following example (that will probably not work this way but you should get the idea):
i = (int)(player.x/1024); j = (int)(player.y/1024); random_seed(i+j); //or any other formula generate terrain using this seed value
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual