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  • This demo is based on the wonderful (and actually hand-crafted) Three.js. It is a beautiful demo. The model expounded on the prompt and produced a very convincing web product based on Three.js. Wonder why wouldn't author try to produce this in plain WebGL... my guess - it is much harder and costly to do so.

    So, I wonder when is Anthropic (or OpenAI (or... NAME_IT)) going to release one single stable super-working library that does... just anything, that we can then reuse the way these guys demonstrate somebody model's caps, while actually standing on the shoulder of giants.

    Because they do stand on the shoulder of gigantic work done by Three.js team. Same goes for demos based on D3, imgui, etc.

  • I don’t really care about the real world, I want someone to make a thing where you take scenes from movies and shows and can then walk around in those worlds constructed by AI, to very high fidelity, and maybe in VR. Someone go do this, I’ll be on the lookout for the hackernews article.
  • Good work! I'm curious about how much token consumed to have this... Would it be a business secret?
  • Nice! I had a similar positive experience treating OpenStreetMaps as the highest tier data source and then using screenshots to tune the aesthetics.

    I wonder how high fidelity we can get these views using just ThreeJS and Fable5.1 iteration cycles.

    Here is my Palisades Tahoe world that I made in a similar way: https://ski-red-dog-face.vercel.app/

  • This is beautiful! I would love if we could model out a whole city, ideally using a much cheaper model.
  • I'm really curious how GML-5.3-flash would do. Very affordable, and it seems to do pretty well with 3D modeling.
  • I wish you would provide more information. About time, costs, reliability (how many duds did you have? did you need to do any babysitting or etc) and so on But it is a very impressive looking demo, for sure.
  • this is a one-shot result but i have a really really lengthy prompt: https://github.com/PhiloLabs/fable51-worlds/blob/main/union-... with clear guidance in using subagents and self-QA loop. ~2 hour (extensive subagents usage), total ~8M tokens, ~$33 under API
  • These things always look impressive but I fail to see how they are usable beyond demos or simple games. In my experience the topology is often a mess and texturing is difficult as well
  • i discovered doing this in claude design and i can tell you... it's useful in a professional domain. Although I am not going to share what I'm using it for, to keep an edge in my domain ;)
  • Well, nothing now starts in a completed state. See pre-production footage for movies and video games, for how scenes progress.

    Uncharted 4: https://youtu.be/NedDxIGQVs0&t=147

    Coco: https://youtu.be/nl_JkjgHfFU&t=10

    Up: https://www.youtube.com/watch?v=JHfLGgOs6gY

    And, eventually you can just run it through Nvidia DLSS 7 for better hair physics and textures. ;)

  • This isn't what I expected when I heard "world model"!
  • ik, "world model" has too many definitions at this point. imo the bar is just: can it simulate the world.
  • Agreed. Author should not be using this term. A world model, as I understand, is what an LLM is missing that a human brain has: in addition to a linguistically described world, we also posses a sensory model of the world, a physics model so to speak, against which the random token/thought chains generated by our brains can be validated.
  • what's going on with these overlays? the readme is presenting those as though they are evidence of the accuracy of the project, but its completely unable to line up the shots

    https://github.com/PhiloLabs/fable51-worlds/blob/main/union-...

    https://github.com/PhiloLabs/fable51-worlds/blob/main/union-...

  • AI generated everything. Dude probably didn't even look at the examples.
  • This is the kind of demo that would really benefit from a youtube demo of 2-3 min

    Fake edit: there is a longer video here 1 min long: https://github.com/PhiloLabs/fable51-worlds/blob/main/union-...

    I would be especially curious to see the NPC person/car logic and if they're on rails or what, that's a pretty good NPC density for a demo.

  • > I would be especially curious to see the NPC person/car logic and if they're on rails or what, that's a pretty good NPC density for a demo.

    Here ya go: - https://github.com/PhiloLabs/fable51-worlds/blob/main/union-... - https://github.com/PhiloLabs/fable51-worlds/blob/main/union-...

  • I have experimented with this type of modeling for a RTS game I'm building: https://playwarpact.com

    Few things:

    1. Opus 5 is just as good for this tbh and cheaper.

    2. They don't generate optimized 3d models. They have high poly count for simple geometries.

    3. A better approach I've utilized for game ready assets is to use the model to create low poly silhouettes of the 3d model and then bake textures that include a lot more details like windows, doors etc with tools like Meshy. Can post a tutorial if there's interest.

    The models need some more RL to be able to do this autonomously.

  • As you might have researched it, do you know if there's currently any AI model or arrangement of models that are able to produce truly game-ready 3D assets? Good meshes with appropriate poly count and good topology, decent UV maps and textures, etc. I've seen some products advertising that, but I'm not sure they are up to their promise, and I haven't had the bandwidth to research it in depth...
  • Uh, I tried feeding 5.6 Sol High my 2D DXF drawings of my house floor layout & house exterior to generate 3D visualization within blender via MCP... and it was miserable. No understanding on how windows attach to walls, misaligned bearing walls between floors, gaps all around the places, chimney not continuous, windows don't line up and are in wrong places, house parts swapped. And still struggling when I explain those things - that it is a house and real-life architectural constraints should be taken into account. But I just had to keep prompting to fix this, that, redo this and that and then it breaks other things until I fed up.

    Part of it is probably struggle to understand the DXF and mixing up "wall lines" with "dimension/helper lines" (I tried also feeding PDFs)

    Anyways, if someone has an idea how to improve 3D modelling with AI or how to make understand 2D drawings to understand rooms/walls/square meters, etc - would be nice.

    by jve
  • Kind of interesting that most ai games want me to sign in.
  • why would you force me to login to see what the game is, I have zero information and you're asking me for a password or my google information. hostile and creepy.
  • "Can post a tutorial if there's interest."

    There is.

  • I created a skill just for the 3d models. Works with Unreal Engine too. It generates an image using stable diffusion, then it transforms the object in the image into a 3d object using Hunyuan3D-2. You can check it out here: https://github.com/LaurentiuGabriel/unreal-game-assets-creat...
  • I’m interested! I struggled to get goos detail on my Back to the Future Delorean 3D animation on my docs hero: https://contextify.sh/docs/

    I posted this previously and people wanted more info so here is how I built it, with a deeper dive into some film scene recreation I worked on focusing on a scene from Apocalypto:

    https://banagale.com/cinematic-canvas-ai-film-animation.htm

    I’d love to improve the look of these things.

  • > Opus 5 is just as good for this tbh and cheaper.

    It depends on the fidelity, there's a threshold slightly over "low poly" that Opus cannot get over. Once you get into creating foliage l-systems, or physical mob animation, or a house with realistic appliances, Opus is under the convergence threshold for a world model no matter how much time you give it, it will flail around and say it's done even though it's nowhere close to plausible. Fable takes forever but knows how to zoom in and out on the abstractions.

    > They don't generate optimized 3d models. They have high poly count for simple geometries.

    By default LLMs will do the quick prototype thing and slap some primitives into a THREE.js scene. Which is probably correct because most users don't know or care. But if prompted Fable will connect the manifolds/sculpt with a mesher, instance out the pieces, etc. and make you an efficient art pipeline. You can make it optimized. Just not in 10 minutes.

    > A better approach I've utilized for game ready assets is to use the model to create low poly silhouettes

    You can also let Meshy make the geo and then fit it back to the world with PCA + BB's. Diffusion models are still 10x better at making physically plausible geometries than LLMs, plus they are faster all things considered. One technique I've found that works well is socketing; let the LLM generate the high level structure with blockouts for sockets, then slot in the higher poly objects that fit. Which is closer to the professional approach for world design.