It’s definitely time to write a note to detail how things are progressing. The three major features below (multi-res, resampling options, and library I/O) are on track for a release very soon — I’m targeting end of this week for the the dev branch release.
There were some blocking items in their way that was holding everything up; some of them were code, some administrative, and the last one was figuring out how I wanted to deal with updates and the future development direction of World Machine.
The next post (coming shortly) will detail that and more!
World Machine 2.3 Final is now released. 2.3 is now available on the upgrade site at http://update.world-machine.com.
There are some seriously awesome improvements and compelling new features, not to mention a whole slew of bugfixes.
On the flip side, perhaps sometime soon I will post a postmortem on 2.3 — on the whole it took far, far too long to get it put out the door. The extended development cycle was hard on me, and hard on the users waiting for bug fixes! I continually forgot that new users not part of the public beta were using a version (2.2) that was out of date and contained bugs that I fixed long ago.
One of my goals moving forward is to change to a far more frequent release cycle; bugfix releases should come as fixes happen, perhaps monthly; the plan for large feature releases deserves its own post and will get it.
In any case I mentioned earlier, there will definitely be time for reflection soon. But for now, I hope you enjoy the changes: The very-soon-to-be-updated website has an extensive list of them. It really is not hyperbole at all to say that some of them will quite change how you create your World Machine worlds.
I wanted to talk briefly about a very popular but often unmentioned use of World Machine: Taking low resolution real world DEM files and creating something with more detail suitable for use in art or simulation.
This is one of the areas that I think could definitely use a tutorial! For an example of the power of the transformation, here’s a quick look at a before and after of a low-resolution DEM of an area of Washington state in the USA:
Click on the above to blow it up. Specifically, note how we’ve carefully added artificial detail that complements the quite coarse real-world data we have to work with. Hopefully I will get a chance to make a walkthrough soon.. but here’s the network for the world above: