Overview
The Diamond-Square Algorithm starts with corner heights and recursively fills midpoints with averaged values plus random displacement.
Generates fractal height maps by alternating square and diamond averaging steps.
Compact metadata for implementation and discovery.
The Diamond-Square Algorithm starts with corner heights and recursively fills midpoints with averaged values plus random displacement.
Quick facts
Runtime and memory behavior at a glance.
Best
O(n)
Average
O(n)
Worst
O(n)
Space
O(n)
Show a coarse grid gaining finer terrain detail each pass.
Diamond-Square Algorithm operates in O(n) time and O(n) space within the Fractal Terrain family. Often compared with Perlin Noise and Fractal Brownian Motion.
What each reference supports for this entry.
Reference for recursive stochastic terrain generation related to diamond-square displacement.
Open sourceProcedural-generation reference for Diamond-Square Algorithm's noise, texture synthesis, and terrain/shape generation use cases.
Good next jumps from the relationship graph, ranked for useful discovery.
Procedural Generation · Core
Both generate fractal terrain through recursive displacement.
Compare with thisBoth produce terrain-like fractal roughness.
Both generate fractal terrain through recursive displacement.