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  • 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?
  • 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?
  • 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

  • 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.

  • 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).

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