| drag | pan, with one finger or the mouse (3-D orbit types: rotate, if “drag rotates” is ticked) |
| wheel / pinch | zoom at the pointer or between two fingers |
| double-tap | zoom in 3× there; double-click on a mouse gives 4× (shift: out) |
| hold a finger | Julia preview for the point under it (types that have a Julia form) |
| + − J ⌂ buttons | zoom, Julia toggle at the centre, reset — no keyboard needed |
| shift + drag | zoom to box |
| + / − | zoom in / out at center |
| arrows | pan (shift for fine) |
| J | FractInt's Julia toggle: jump between a type and its Julia/Mandelbrot partner at the cursor |
| M | back to the Mandelbrot form of the current type |
| T | next fractal type (shift: previous) |
| D | FractalPark Drift slideshow on / off (N next, B previous) |
| V | toggle the live Julia preview |
| C | palette cycling on / off |
| P | save a PNG |
| L | copy a link to this view |
| R | reset the view |
| H | hide the panel |
| ? | this list |
Every FractInt 20 fractal type is here. Escape-time and convergent types run on the GPU; orbit, attractor, IFS, L-system, bifurcation, plasma, diffusion, cellular and ant types are computed on the CPU and refine progressively. The formula type compiles FractInt formula (.frm) syntax to a GPU shader, and the built-in libraries are FractInt's own fractint.frm, fractint.ifs and fractint.l. Load your own .frm, .ifs, .l or .par files from the panel; “Copy as .par” writes the current view in FractInt's parameter format.
Fractals in nature (in the type list, and as “Nature ·” places) builds ten natural fractals — fern fronds, Romanesco broccoli, lightning, snowflakes, coastlines, river networks, tree branches, mountains, clouds and tree bark — plus lungs and retinal blood vessels, sunflowers, nautilus and cone shells, spiral galaxies, hurricanes, dried mud cracks, leaf veins, neurons, diffusion-limited dendrites, frost, coral and bacterial colonies, bismuth hopper crystals, cauliflower and broccoli, pine and spruce cones and pineapples, succulent rosettes, ammonites, dandelion seed heads, Jupiter's atmosphere, fungal mycelium and window frost (fern fronds, dense feathers, palm plumes, rosettes, needle frost, star crystals and hoarfrost) — each from the process that makes it (affine maps, phyllotaxis, stepped leaders, Reiter's ice automaton, fBm, priority-flood drainage, da Vinci, Murray and Rall branching, midpoint displacement, logarithmic spirals, a pigment automaton, hierarchical fracture, diffusion-limited aggregation). They paint in natural colour; set the last parameter to 1 to colour them with the palette instead. Restart gives a new specimen; zooming into the fern, Romanesco, lightning, coastline, tree, clouds, bark, nautilus, galaxy, mud cracks, leaf bismuth, ammonite sutures and Jupiter reveals more detail.
Coordinates live in the URL, so a bookmark or a copied link restores everything. The classic Mandelbrot and Julia types switch to perturbation rendering below a view height of 10−5: a reference orbit is computed in 1200-bit arithmetic and the centre is kept to full precision (paste long coordinates into Centre x / y), so zoom is limited only by the iteration count, down to a view height of 10−300. The other Mandelbrot-family types (burning ship, tricorn …) use emulated double precision to roughly 1011, and the remaining GPU types run in single precision, which runs out near zoom 105.
Drift plays the FractalPark gallery as a slideshow of keyframe flights (D; N / B for next / previous; any click stops it).