Experiments in Fractal Terrain Generation January, 2012 Over winter break I became interested in how relatively simple algorithms can be used to generate complex and rather realistic terrain. This article, in particular, sparked my interest: http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/ I started with a simple Ruby program to generate 1D terrain data and ended up with a Processing sketch capable of rendering a passable 3D model of a 2D heightmap, as well as exporting an STL of the terrain.