LTE Feature #1

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Over the last few posts, we’ve talked about how World Machine started, and the fact that the UI is a critical blocker. Last post, I introduced the new framework we’re moving to – QT. As promised, I’m going to try to write more frequently about small bits of the work being done to move World…


Hmm, why not decouple the preview window and make it float as an option? That way you wouldn’t need to resize the entire sidebar (and save screenspace) if all you need is a bigger preview window. Just a thought…

Absolutely! That’s a good idea; and with QT it’s pretty straightforward to implement. I’d like all of the major UI “sections” to be breakable/drag-able so you can configure everything about the views the way you want them.

However… that can come later.

The primary focus right now is to keep things as simple as possible to make the conversion to LTE happen quickly. I haven’t always been succeeding at this :wink: But I’m trying to incorporate only the easiest UI changes/wins for now.

“every button and objects on screen required that its location was set manually and specifically” WHAT!!!
That must be bad , That can not be good…
Fortunately we have QT now…:smiling_face_with_three_hearts:

Luve :heart_eyes: that new resize window feature!! WTG

Honestly, I still dont see any value in this. This is tremendous rework with not much added value. I had never ever problem with WM GUI. And I am user for cca 6 years. Could be better, for sure, but it does its job. On the other side, there are other areas, which are pain in the as. As artist, I need to iterate fast. If any adjustment takes 2 minutes to know result, it limits my productivity. With just 2x better speed, I could by very often twice as productive, this would be HUGE. So logical step would be GPU support (start migrate at least part of the load to GPU). There are GPU driven tools on the market, so it is definitelly possible (I still consider WM the best by far). Other major pain is texturing/coloring. Quite hard to achieve realistic look, for terrains with more climas. This could be solved by library of various presets, macros, etc… There are also some useful features missing, like dune filter. I think Geoglyph showed, what artists are really missing (pitty it does not support WM anymore, I missing it a lot) and just taking it as inspiration and go this way would make much, much more sense. I understand, that for you as developer is GUI pain in the ass, but for me as user I didnt care about GUI at all, there was no bottleneck for me. Productivity (time spent) is what allows me to earn my bread. Making some device configuration takes minutes. It takes hours of iterations to tune it.

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I hear you. Although I do think the UI and UX is very important, productivity and functionality is definitely #1. LTE will certainly look nicer, but that is a minor benefit compared to the absolutely game-changing productivity improvements it will usher in! I’ll talk about this a lot more in the next blog post. It is the thing I’m absolutely most excited about.

The short version is that the combination of a profoundly new architecture for project state and QT for UI fixes/shortens a lot of the tweak/tune cycle that consumes so much time creating worlds right now. I think you’ll love it, but let me know in the next post :slight_smile:


Well, for me it is simple math. 5 percent of time is working in GUI and 95 pecent watching CPU render other iteration. So even if you make GUI 10x more productive, you only saved 4,5 percent of time…I really believe, that you can make grat GUI, but I am not that sure, that it could cut from that 95 percent, which are real issue. Anyway I really look forward new version :slight_smile:

For me it is 95 Percent GUI and 5 percent CPU rendering. So it is very diffrently how we use WM

In my opinion the rewrite to the new UI/UX platform is needed. While we don’t see a huge leap in features immediately, You’re missing the message: feature development has been stagnant for years because the old platform was hard to work with.

Going to QT will make it easier for Stephen to work and develop future feature additions and enhancements.

That’s worth a lot to me!

Except for super rapid GPU computing, I don’t see much that competition can beat WM, even in its current state.

They’re all good for what they do, but WM is still at the top. Robust, and with features we only can dream of in the other two. The “planet exploration” mode to look for interesting features outside of the current work area for one, and proper tiled builds, hands down best in class.

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