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  • The assets look good, but for some reason the terrain looks too cartoonish to me.
  • Wow, the methodology in the paper is so detailed—I'll try following it!
  • Unfortunately, code is not available.
  • I kind of feel like this is how Crimson Desert was made.

    It's enormous, but utterly devoid of any soul. Like eating a $3000 subway sandwich.

  • I just left the website open by mistake and went to take a walk. The temp got 80 degree celcius. My laptop's chasis got really hot
  • 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..

    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.

  • 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.
  • 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.

    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.

  • 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?
  • > When you see an elegantly designed building ...was that really made by a human or did the AI generate it as part of a much larger generation step?

    Does it matter? Why?

  • In both the Autumn and Winter examples in the hero images, the algo seemed to have placed buildings on the water in the foreground

    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...

    Curious if the examples are cherry-picked and by how much, or if this is one-shoted

  • In this competitive world, you need to integrate the cold plunge deeply with your lifestyle to stay ahead.
  • 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.
  • 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.

    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 can do both, generate a huge world and orovide aritsts with aithoring and collaboration tools to dress it. to prevent starfieldlike stuff -__-
  • It's at the very least very good starting point, devs should still go in and add mojo to the output
  • Yeah, all that hand place details and humans do it better crap only last for like three months based on the recent past.
  • 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.

    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.

  • In case it's not obvious, this isn't a model, this is python scripts that call out to models (code not available).

    It's mostly "did you know you can attach an LLM to a PCG system?", but there is 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.

    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).

  • > most people don't realize how good LLMs are at 3D these days

    It seems to work well generating static 3D models. However typically with way too many triangles and no skeleton unless it is a human.

    That's my experience anyway. I would be happy to be proven wrong.

  • > Still, think most people don't realize how good LLMs are at 3D these days, especially Fable 5

    Can you explain more? Can I use Fable 5 to generate a 3d model from a couple of photographs?

  • 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.

    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.

    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.

    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.

    Which brings me to my final point. LLMs are amazing and flexible constraint solvers, and are woefully underutilized in scenarios like this.