====== The fractal algorithm ====== L3DT uses the 'diamond-square' fractal algorithm to generate terrain. For a basic outline of how the DS algorithm works, please refer to the very useful [[http://www.gameprogrammer.com/fractal.html|GameProgrammer tutorial]] by Paul Martz. There are a lot of post-processing algorithms for making fractal maps look more like real terrain. L3DT includes none of them. I have spent much more time/thought developing the [[l3dt:algorithms:hf:design_inflate|design/inflate]] heightfield routine.