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  • 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 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.
  • 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
  • This isn't what I expected when I heard "world model"!
  • 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-...

  • 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 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.

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