L-systems are a formal method of describing branching structures, the system comes from the work of Aristid Lindenmayer, a biologist. The systems are mostly used to describe the growth of plants, but can also represent fractals and other curves.
The pictures are the results of a L-system generator I am building in blender's geonodes. Im working with a book called The algorithmic Beauty of Plants , the book details many plant L-ssytems, and has details on integrating them into 3d graphics.
Ive had to build my own string handler to process the specifications, I started by using blenders basic find and replace, and it worked for the middle two systems, but the first and last both required a more complex instruction set. the last has a recursive instruction, and the first is semi-randomized, both broke the basic find-and-replace node
I still have context sensitive rules to implement, then I should be able to move to more complicated tree and plant forms