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GMT
Roadmap

What's next

GMT is actively developed by one person. This roadmap is a rough sketch — priorities shift with feedback, and the "later" column often gets reshuffled. If something here matters to you, say so on r/GMT_fractals.

In progress

Landing site + tutorials

in-progress

This site. Ten tutorials, a community page, and an honest roadmap. Going live on gmt-fractals.com.

Online gallery (Phase 1)

in-progress

Curated gallery of selected scenes with click-to-open — built on Supabase + Cloudflare R2. User uploads and profiles follow in Phase 2.

Coming soon

Mobile UI refinement

planned

The engine already runs on mobile — the UI needs a proper pass. Touch-first panel layouts, bigger hit targets, and a control scheme that respects limited screen space. Phones aren't a second-class citizen goal; they should be a first-class way to explore.

Mesh export workflow

planned

Custom filenames and save locations, plus a batch queue for rendering many variations overnight. Manufacturing workflows often need 20+ iterations to lock a design.

Mesh export unified pipeline

planned

Route mesh-SDF generation through the same feature-injection system as the main renderer, so new features automatically work in mesh export. Internal refactor — eliminates the parallel shader builder.

N-formula hybrid sequences

planned

Generalize the current two-formula Interlace into a full Mandelbulber-style sequence — any number of formulas layered per iteration with per-formula weights. The real feature gap identified by the hybrid-architecture research.

Smooth scene transitions

planned

Crossfade between saved scenes over time instead of hard-cutting. Interpolates camera, parameters, lighting, and coloring together — built for live performance and cinematic pacing.

Controller input (gamepad / drone)

planned

Map Xbox / PlayStation / flight-stick controllers to camera and parameter control. Analog sticks feel radically better than WASD for fractal exploration.

MIDI input

planned

Map MIDI CC messages to any parameter. Perform fractals live with a hardware controller, or sync to a DAW for music-reactive animation.

Spout output (VJ pipelines)

planned

Stream the viewport directly into VDMX, Resolume, MadMapper, and other VJ tools via Spout. Windows desktop-app feature; Syphon equivalent on macOS.

New formulas, ongoing

ongoing

Continued imports from Fragmentarium and the Distance Estimator Compendium. 326 of 494 library entries currently render cleanly; the catalog keeps growing.

Desktop app (Tauri, Windows-first)

planned

Native desktop shell via WebView2 for Chrome-equivalent performance, offline access, and better GPU control. Also the home for Spout output and any other OS-level integrations. macOS and Linux follow the Windows build.

Exploring / later

Ideas that need more thought, demand, or capacity before committing. No promises — included so you know what's being considered.

AI-assisted formula authoring

.frag → .ts conversion helper + GMF round-trip for LLMs. Turns "I want a formula that looks like X" into a working GMT formula without hand-porting GLSL.

User preferences sync

Log in once — keybinds, default quality, UI layout follow you across devices. Depends on gallery auth landing first.

Classroom / education mode

Structured lesson flows for teaching fractal math visually. Presets that walk through concepts step by step.

Formula marketplace

Let community authors share curated formula + preset sets. Depends on the gallery being mature.

VR / stereoscopic viewing

Browser WebXR is maturing — could add minimal-friction VR mode for exploring from inside.

Recently shipped

  • V3/V4 formula pipeline catalog with auto-pick in the Workshop (494 library entries, 326 currently renderable)
  • Polyhedral fixes — Rhombic Dodecahedron, Rhombic Triacontahedron, Coxeter, Cuboctahedron now render correctly at all iteration levels
  • Modular graph editor overhaul — correct undo/redo, live condition sliders, DCE uniform fix
  • Pixel threshold invariant across adaptive scale, DPR, and SSAA bucket upscale
  • Worker-only rendering architecture — all dual-path code removed
  • Adaptive resolution — auto-scales render buffer to maintain target FPS, context-aware
  • GMF format with AI-friendly embedded shader + scene state
  • Formula Workshop with Fragmentarium (.frag) + Distance Estimator Compendium imports

Release-by-release details live in the repository's dev changelog.