May i ask what fractals are involved?
I am guessing som kind of basic perlin noise for the heightmap, some kind of erosion calculation för time and that trees spread acording to some rules about speed and how it's able to grow. Flowing water i guess is based on heightmap data as well and rules about flowdynamics, if a river is pouring south and hits a solid object, either the solid object disolves or the water will change path.
And i guess pumped liquids spawn children in all directions valid not currently occupied with liquid and updates details about water flow direction accordingly, also a falloff rate for the liquid that keeps it in check and allows it to dry up when no more water is supplied. And some kind of check when a area is flooded since game drops FPS untill a room in completly filled. Made a major lag peek when adding a dwarf to Pull Lever Repeat that regulates the flood gate.
Sorry for all my questions, it is only that i find DF extremly cool and inspiering. In some details it's one the boarder line between genious and crazy. "Trained gorilla armies..". Some people belived i was high when i tried to describe the game...
Since i am a game developer myself, had a dream about a simular design ( "Post-apoc valve Sci-Fi" not Fantasy) that i didn't know how to realise i find it quite uplifting to see that it can be done. According with the moto of the game that "A graphic isn't a issue untill the vision of the game is complete." is the same rules i live by. The game should allways be represented by the bare minimum, testing each part of gameplay untill perfection, only then, if needed, additional work of graphics and Effects should be allowed. A move the industry has twisted 180 degrees around.
What i am saying is that i hope that you feel like answering my questions in the manar you feel fitting, else keep up the good work. This is the first game in 8 years that i have grown addicted too.
[ July 12, 2007: Message edited by: TheSpaceMan ]