I have experimented with this type of modeling for a RTS game I'm building: playwarpact.com
Few things:
1. Opus 5 is just as good for this tbh and much 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.
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 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.
Cool demo! That's funny. I literally sketched out something similar 30 minutes ago on paper. I wonder if there was some recent, semi-related article/link that subconsciously prompted the relevance.
this is really neat. I wonder if people will start building open world games or "AR" games in the vein of Pokemon Go and Ingress based on similar tech. I've had a similar idea for a long time but don't think it was feasible before now due to AI
Cool. But the question remains, what is the point of this? I don't mean to pick on this project specifically, but it's indicative of AI usage in general. You end up with something that's like "wow an AI made this" but it's not really anything that interesting or useful in and of itself. I've yet to see a single agent generated piece of software above that bar.
Because it’s a very complex task to do especially with any level of quality and consistency.
Classical algorithmic approaches for data to CAD are quite unreliable heck commercial CAD software still struggles turning scanned 2D plans into sketches with any degree of reliability.
Something of this scale would normally require 1000’s and 1000’s of man hours in manual modeling, placement and quality control.
Some of the latest prompt to CAD agents and models I’ve seen are the most impressive use of AI I’ve seen in a long time.
At least for me this is rather exiting since it gives me the ability to turn many more ideas into reality as a hobbyist rather than spending the entire weekend in Fusion 360.
fable 5.1 generated an interactive 3D union square, and the agent filmed its own tour guide vid inside it. you can walk Powell to Stockton, read the actual storefronts, cross a working intersection, watch a cable car go by. went inside Apple and the Nintendo store, lower level included
I have experimented with this type of modeling for a RTS game I'm building: playwarpact.com
Few things:
1. Opus 5 is just as good for this tbh and much 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.
"Can post a tutorial if there's interest."
There is.
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-...
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"!
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.
Cool demo! That's funny. I literally sketched out something similar 30 minutes ago on paper. I wonder if there was some recent, semi-related article/link that subconsciously prompted the relevance.
this is really neat. I wonder if people will start building open world games or "AR" games in the vein of Pokemon Go and Ingress based on similar tech. I've had a similar idea for a long time but don't think it was feasible before now due to AI
Cool. But the question remains, what is the point of this? I don't mean to pick on this project specifically, but it's indicative of AI usage in general. You end up with something that's like "wow an AI made this" but it's not really anything that interesting or useful in and of itself. I've yet to see a single agent generated piece of software above that bar.
Because it’s a very complex task to do especially with any level of quality and consistency.
Classical algorithmic approaches for data to CAD are quite unreliable heck commercial CAD software still struggles turning scanned 2D plans into sketches with any degree of reliability.
Something of this scale would normally require 1000’s and 1000’s of man hours in manual modeling, placement and quality control.
Some of the latest prompt to CAD agents and models I’ve seen are the most impressive use of AI I’ve seen in a long time.
At least for me this is rather exiting since it gives me the ability to turn many more ideas into reality as a hobbyist rather than spending the entire weekend in Fusion 360.
fable 5.1 generated an interactive 3D union square, and the agent filmed its own tour guide vid inside it. you can walk Powell to Stockton, read the actual storefronts, cross a working intersection, watch a cable car go by. went inside Apple and the Nintendo store, lower level included
check source code + more worlds soon
Had to vouch for your comment, for some reason it was not visible.
> Geometry is derived from OpenStreetMap (ODbL) and USGS 3DEP (public domain).
This is probably how I would have tackled this, saves on time, especially if Fable just writes code to convert OSM data to a reasonable ThreeJS model.