i've been studying fractal terrains for a heck of a longtime now, and i learnt very early on that for making realistic looking fractal terrains, mandelbrot is simply a no-no.
the best fractal system i've come across was the "diamond-square" algoryhtm. the maths involved is simple, and so is the theory, the bit i struggled with was putting it into code.
the system is a very slow one, especially for larger LOD. i set the detail constant to 16 and it takes about 20 seconds to generate a terrain, setting to 32 takes about a miute, 64 takes about 10 minutes.
last night i set it to 256, and left it running on my laptop while playing cs:s on my pc. it took so long that i'd completely forgotten my laptop was running, and suddenly in the middle of playing, my laptop screen turned green and the most beautiful random-yet-realistic-looking terrain appeared infront of me, and i promtly recorded as much as i could on fraps.
the maths takes a heck of a long time for my laptop to compute, (with 64-bit and 1gb ram - not that 64 bit makes a difference with dbp) but it's dam worth it. i'd like to look into other methods, i have an idea for an algorythm using sin/cos waves.
http://i4.photobucket.com/albums/y147/el_goorf/fractal.jpg
^-- detail = 32
^-- spikeness = 500
^-- roughness = 0.5
i'll admit it's not a very good screenshot, what you're looking at is a matrix from a distance away, hence seeing through the backside of some of the polygons, and i have lack of outline, so you cant make out the difference from near hills to far hills terribly well
http://www.gameprogrammer.com/fractal.html
for more info
i hope you'll understand that i don't really want to give my code out, i like to wallow in my achievements for a bit first before handing the glory over...
im in the process now of optimising my code to see if i can generate it faster. what i also want to do now is generate random bump maps and textures, sky with random clouds, randomized buildings and rivers, random trees and shrubs etc...
[Mod Edit - JessTicular]
Please don't post such large images - I've turned it into a link
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