What is the role of fractals in procedural generation?

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Fractals are often mentioned in discussions about procedural generation in video games, such as Dwarf Fortress and No Man's Sky, due to their mathematical properties. However, their actual application in game development is limited, as programmers find that true fractal algorithms do not effectively contribute to content generation. Instead, the term is used because the procedural generation process can resemble fractal-like patterns. Game designers typically prefer to use distinct coding systems for different environments, such as land, space, and stars, to avoid repetitiveness. Ultimately, while fractals inspire the concept, they are not essential for effective procedural content generation in games.
jack476
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I've been reading a lot about computer games like Dwarf Fortress (of which I am also a huge fan) and No Man's Sky which generate the bulk of their content automatically by generating it procedurally. It often seems that when the methods of procedural generation are discussed, fractals end up appearing in the discussion in some form or another.

What I'm wondering then is what makes fractals relevant in automatically generating content for computer games?
 
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Nothing besides the concept. From my experience talking to computer programmers who work in the game design that what a mathematician would call a fractal isn't necessary applied to procedural generation. The reason why programmers employ the term is because the process reminds them of fractals. The reality is that fractal algorithms aren't particularly useful for games. You inherently want one set of code to handle land, another for space, another for star etc. You also want to build in a system to remove repetitiveness in the environment.
 
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