In case it's not obvious, this isn't a model, this is python scripts that call out to models (code not available).<p>It's mostly "did you know you can attach an LLM to a PCG system?", but there <i>is</i> one idea here you don't see much of: an image model performs the composition (which image models are really good at), and then you extract the objects into 3d via things like SAM3D before placing them in the world, which is pretty interesting.<p>The rest is standard stuff you'll find in your favorite PCG system/game engine. Still, think most people don't realize how good LLMs are at 3D these days, especially Fable 5 (which this project predates).
LLMs are a PCG system. This is one of my pet peeves, I've been working on a procedural generation constraint system for quite a while (way before LLMs) as a hobby, that came with a domain specific language, where you could specify constraints.<p>Things like the red key must be reachable before the red door, and there should be no path that bypasses the red door, etc. written as a set of constraints.<p>I was working on is because I realized, constraints tend to be similar in nature (graph cut, minimum/maximum shortest path etc.) algorithmically, but its usually quite hard to control designer intent.<p>The reason I shelved the project, was I asked an LLM a couple years ago, to generate a dungeon room graph, following a similar set of constraints, but stated in plain English, and it did a perfect job.<p>Which brings me to my final point. LLMs are amazing and flexible constraint solvers, and are woefully underutilized in scenarios like this.
The trouble is the LLMs non-determinism and the "You're absolutely right, I placed the red key behind the red door rather than in front of it. This was load bearing for the whole dungeon and I blew it" moments.<p>With a hand authored constraint system if the red key is in the wrong place you have a bug in the constraint system that can be deterministically fixed, with a LLM you have to roll the dice on prompting again and go through expensive verification.
That’s exactly how I’ve used tools like Tripo and Meshy.<p>Use any image generation tool (or any image) and have a multimodal LLM like Gemini extract individual parts of the image “isolate with a transparent background” - then you can use those images for image-to-3d in those tools.<p>Don’t forget to use low or “smart” poly features otherwise you get too many vertices to the point you can’t performantly raycast etc.<p>But yeah - it’s there.
> Don’t forget to use low or “smart” poly features otherwise you get too many vertices to the point you can’t performantly raycast etc.<p>I've found it's actually best to do maximal quality generation and decimate/meshopt to desired budget.<p>If you're raycasting against your raw art you're doing it wrong anyway, none of the big players do this precisely for the reason you mentioned. And beyond physics meshes, if you're doing anything where performance is a problem you probably want multiple LODs so you have to do this work anyway.<p>These days you can just ask your agent to build you a LOD pipeline and forget about it rather than sacrificing the art; Claude knows Blender.
Never had success decimating in Blender. It’s WAY too many vertices. Unusably huge.<p>Decimating ends up ruining the look of the model to get it down to a game ready size.<p>Even a simple house model, or humanoid, using Decimate in Blender there is no way that will be even recognizable.
Have you tried meshopt? It depends a lot on the art, view distance, and tuning, but it works well for my use cases.<p>(I agree with you about Blender though, I always hated Blender's simplify)
Have you tried meshlab [1]? I've had pretty fantastic results reducing meshes from millions to some thousands.<p>[1] <a href="https://www.meshlab.net" rel="nofollow">https://www.meshlab.net</a>
Side tangent: Smart Poly is often a paid feature, but you used to be able to steal it for free. Because in order to preview it, you download the GLB in the Network tab.<p>Some 3D AI providers still leak like that, but Meshy came up with their own binary format that splits the stream up into separate files that are assembled with a response it only gets if you have Premium.<p>Thought it was cool technology - and wonder if browser games in general are doing stuff like that to protect 3D assets from being easily ripped from the Network tab.
> Still, think most people don't realize how good LLMs are at 3D these days, especially Fable 5<p>Can you explain more? Can I use Fable 5 to generate a 3d model from a couple of photographs?
It looks impressive. However open worlds are at their best with hand placed details and environmental storytelling. Look at Skyrim/Cyberpunk vs. Starfield where most of the world is proc gen’d.<p>I get that you run this, and then edit it. But the generated villages just aren’t interesting in my opinion. It’s probably great for tencent’s market where you’re mass producing gacha style games, but I don’t think worlds made in this fashion will scratch the open world itch like the best open world games out there.
You know what's also good at storytelling? AI. Or else we wouldn't have writing awards being revoked when it comes out it was written by AI.<p>I wouldn't say we don't need artists or writers, but I think most people will be surprised how quickly fully AI driven pipelines will advance here.
I'd actually be curious to read an award winning ai book, all the ai books/interactive story generators I've tried have been... Ok at best... Do you know what novels have been written by ai and award winning?
Japanese isekai might not be your cup of tea, but one example is [1] which was way back in Jan, and models have improved a lot since then.<p>My sneaking suspicion is that there are a lot more cases than get reported, because authors are disincentivized to disclose AI usage, and readers by and large feel icky about reading AI work for reasons unrelated to quality.<p>I can totally see a weird future where a lot of what people like is AI generated, and everyone lies to each other about it. So it's hard to do research on this phenomenon.<p>[1] <a href="https://0115765.com/archives/165655" rel="nofollow">https://0115765.com/archives/165655</a>
Not completely surprising that AI could do well generating manga. It's very formulaic in general and by nature devoid of a lot of the relatable character development from most other writing. I have no problem reading an AI story if it's done well, but it typically just isn't. What I find annoying though is AI generated content that is only interesting if it's actually real. Like a historic photo or a video of some shocking event.
I’d be ok reading AI-written stories if it’s only “AI assisted” (I.e. there’s a skilled human driving it). If it’s just a prompt and then the AI does all the writing, I know there’s just no intention behind it as LLMs don’t actually “think”- they just (in a very sophisticated way) pattern-match against an existing corpus.<p>I’ve experimented using AI to prototype game ideas and inevitably once I succumb to the temptation of handing the AI the game design reigns it starts devolving to meaningless slop with a silhouette of a meaningful design. The only way to get something meaningful (that ive found) is for the human to stay in the driver’s seat.
This is a great use of our global water supply
Its a bit like saying AI is good at math when its being used by Terrance Tao. Like okay if its so good at storytelling, use it to generate a good one and share it under this comment for feedback and we can check out how good and original it is.
> You know what's also good at storytelling? AI<p>Writing a coherent story =/= good at storytelling
What award/book was this?
you can do both, generate a huge world and orovide aritsts with aithoring and collaboration tools to dress it. to prevent starfieldlike stuff -__-
Yeah, all that hand place details and humans do it better crap only last for like three months based on the recent past.
Again, that Claude web design aesthetic is just seemingly everywhere right now. It takes me out of what I'm reading as soon as you see the tells.
In both the Autumn and Winter examples in the hero images, the algo seemed to have placed buildings on the water in the foreground<p>In the summer example in the hero images, the building placement + small pockets of water on the left looks odd and low attention to detail. A similar poor quality result as if an uncaring human used a scatter brush...<p>Curious if the examples are cherry-picked and by how much, or if this is one-shoted
I am sure they are cherry picked. No one would spend time trying to publish results like this without picking the best results they possibly could to showcase.
In this competitive world, you need to integrate the cold plunge deeply with your lifestyle to stay ahead.
This kind of content generation can be quite cool to enable new game ideas for indie developers that were only possible with AAA before. But it also makes it hard to gauge the amount of human work that went into the game. When you see an elegantly designed building, environment or easter egg in the game, was that really made by a human (or even prompted by a human), or did the AI generate it autonomously as part of a much larger generation step?
Interesting prompt to world pipeline. I wonder if there can be more style applied than just the "MMO cartoony" style? Like medieval Witcher or realistic Cyberpunk buildings?
I'm sure the answer is yes, even now there are pretty good model generators out there that can do realistic models. Experimental things like this just tend to go with cartoony styles since mistakes and lower quality (read: faster generation) can be chalked up to "lol", whereas realistic styles tend not to be forgiving with art mismatches and shading mistakes.<p>In modern polished games, the art team spends a lot of time tweaking things to make sure it looks great and coherent. Most people are not willing to have their agent run for a month to do this work. I don't know if it's been tried yet but I would be really interested to see the result.
Yeah any game ready asset has to be low poly. Even if it has 4k textures the polygon (vertex) count must be low to do anything meaningful (raycast, load many models).<p>Usually a combination of distance and frustum culling (breaking the model down into several that only load when you need to see it) with 4k or 8k textures can make a low poly game ready asset look very high quality
The water levels don't change seasonally..So I'm guessing it's a very high rainfall area? In which case erosion and nutrient leaching are bound to be issues for the agentic farmers. I wonder if they've thought to build soil with perennial ground cover species..<p>But as I say this, I realise the tree species seem to change very dynamically from season to season. So I'll have to assume either the temporal rate of change is actually a lot slower than one would expect in a model like this (allowing large tree species to regenerate annually), or there are new coniferous flowering tree varieties in this universe.
Looking forward to hearing more updates from tencent 3D models. :)
impressive, but as I understand the worlds were pre generated an there no way to reproduce it on my setup?
It looks cool. Shame the source isn't available.<p>But Claude can do this with little prompting.<p>[edit] Not sure why the downvote, but Claude Design can do this, its just a matter of knowing the exact prompt.<p>This was created with just the prompt on from their front page and nothing else.<p><a href="https://imgur.com/2pGvVcl" rel="nofollow">https://imgur.com/2pGvVcl</a><p>That's literally a cut+paste. If I had spent time on it, you can get it close to what's shown.<p>Claude also created that as a Blender file with assets for each of the generated items.
The assets look good, but for some reason the terrain looks too cartoonish to me.
Unfortunately, code is not available.
This looks so cool. Nice work :D
is this dwarf fortress
I hate to be an HN bikeshedder but why is everything "Claw" recently?
Branding is amazing. In this case with a normal word, it's a sort of network effect?<p>Peter Steinberger, creator of OpenClaw, just spoke at YC Startup School. The entire thing is worth a view.<p>> There are 33,000 "claw" named repositories.<p><a href="https://www.youtube.com/watch?v=whcfSGN6CAU&t=1450s" rel="nofollow">https://www.youtube.com/watch?v=whcfSGN6CAU&t=1450s</a>
Because it's a buzzword. It causes buzz. Putting it together with "world" makes it buzz even more because people want to talk about world models all the time (it doesn't matter what the actual input and output is, just that it's a <i>world</i> model, not some meagerly <i>language</i> model, it models all the world, much better than modeling just boring old language), as well as about claws. So that's why.
It's just the natural evolution of AI into a crab.
I kind of feel like this is how Crimson Desert was made.<p>It's enormous, but utterly devoid of any soul. Like eating a $3000 subway sandwich.
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Looks impressive, haven't looked at the code yet, I'll at night.