Amazing thing, for sure.
I am working on procedural mesh generation for some time now. So far I am trying to use libnoise to produce a landscape that is stored in a mysql table to be loaded as hightmap during runtime. It’s a little ineffective, but for a big deal it is about landscape being able to change during the game (eg: Dig into the ground, erosion with time …). At the same time it’s a reason for me to learn my way around unreal engine and c++ programming (I’m pretty familiar with blueprints by now, but c++ is yet another thing). Fractals are something that really could add to the look and feel of a procedurally generated world. That is how I found this threat.
Some months ago I had a few tries using splines to have trees growing at runtime, but could not find a way to have them grow in a performant way. I see fractals could also be a possibility there.
I am definately looking forward trying out your code and see where it gets me.
Seeing it’s been a while since the last post in this threat: Any updates on the work with fractals in UE?