3 comments

  • vunderba3 days ago
    Nice article. There&#x27;s another option for pixel art that&#x27;s recently been coming into vogue as tool usage improves in LLMs which is procedural graphics.<p>I actually experimented with creating a set of skills around rendering early AGI style EGA graphical scenes, and it worked surprisingly well.<p>So rather than storing full bitmaps, you instead store sequences of simple drawing instructions designed to recreate some specific scene - like you would an SVG.<p>As a result you end up sidestepping a lot of the problems with larger generative models, which can have issues with grid alignment, palette choices, and high-frequency noise.<p><a href="https:&#x2F;&#x2F;github.com&#x2F;scpedicini&#x2F;agi-stylist" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;scpedicini&#x2F;agi-stylist</a><p><a href="https:&#x2F;&#x2F;kq-styles.specr.net" rel="nofollow">https:&#x2F;&#x2F;kq-styles.specr.net</a>
    • westsmith2 days ago
      Neat! I&#x27;ve followed you on Github. I like the idea of going to the past to see what works and adapting it for the LLM age. Nice work!
      • vunderba2 days ago
        Thanks! Yeah, I started building it because I read an interview with the original creators of King’s Quest, Ken and Roberta Williams where they mentioned in passing that it was too expensive (in the 80s) from a storage perspective to store entire bitmaps for each scene, so instead they&#x27;d just store a series of very simple drawing instructions and render on demand.<p>I’m super excited to see more LLM-driven procedural graphics stuff in the future!
    • thijson3 days ago
      Looks great. This could be a form of image compression.
  • snapstudio_team2 days ago
    [flagged]
  • westsmith3 days ago
    [flagged]