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WorldClaw Agentic 3D open-world generation at scale

tencent-hunyuan.github.io

1–10 of 101 posts

Re: WorldClaw Agentic 3D open-world generation at scale

#3
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.

Re: WorldClaw Agentic 3D open-world generation at scale

#6
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).

Re: WorldClaw Agentic 3D open-world generation at scale

#8

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…

You know what's also good at storytelling? AI. Or else we wouldn't have writing awards being revoked when it comes out it was written by AI.

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.

Re: WorldClaw Agentic 3D open-world generation at scale

#10

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?

I'm sure the answer is yes, even now there are pretty good model generators out there that can do realistic models. Experimental things like this just tend to go with cartoony styles since mistakes and lower quality (read: faster generation) can be chalked up to "lol", whereas realistic styles tend not to be forgiving with art mismatches and shading mistakes.

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.

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