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).
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.
With a hand authored constraint system if the red key is in the wrong place you have a bug in the constraint system that can be deterministically fixed, with a LLM you have to roll the dice on prompting again and go through expensive verification.
Can you explain more? Can I use Fable 5 to generate a 3d model from a couple of photographs?
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.
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.
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.
Writing a coherent story =/= good at storytelling
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
Does it matter? Why?
Plenty of Holiday Inn’s have lovely painted landscapes on the walls. People aren’t paying for them to be in their homes.
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.
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.
It's enormous, but utterly devoid of any soul. Like eating a $3000 subway sandwich.
Peter Steinberger, creator of OpenClaw, just spoke at YC Startup School. The entire thing is worth a view.
> There are 33,000 "claw" named repositories.
But Claude can do this with little prompting.
[edit] Not sure why the downvote, but Claude Design can do this, its just a matter of knowing the exact prompt.
This was created with just the prompt on from their front page and nothing else.
That's literally a cut+paste. If I had spent time on it, you can get it close to what's shown.
Claude also created that as a Blender file with assets for each of the generated items.