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 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 design/inflate heightfield routine.