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WorldClaw Agentic 3D open-world generation at scale

tencent-hunyuan.github.io

21–30 of 101 posts

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

#21

In both the Autumn and Winter examples in the hero images, the algo seemed to have placed buildings on the water in the foreground 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…

In this competitive world, you need to integrate the cold plunge deeply with your lifestyle to stay ahead.

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

#22
This kind of content generation can be quite cool to enable new game ideas for indie developers that were only possible with AAA before. But it also makes it hard to gauge the amount of human work that went into the game. When you see an elegantly designed building, environment or easter egg in the game, was that really made by a human (or even prompted by a human), or did the AI generate it autonomously as part of a much larger generation step?

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

#23
post #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 p…

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> Don’t forget to use low or “smart” poly features otherwise you get too many vertices to the point you can’t performantly raycast etc.

I've found it's actually best to do maximal quality generation and decimate/meshopt to desired budget.

If you're raycasting against your raw art you're doing it wrong anyway, none of the big players do this precisely for the reason you mentioned. And beyond physics meshes, if you're doing anything where performance is a problem you probably want multiple LODs so you have to do this work anyway.

These days you can just ask your agent to build you a LOD pipeline and forget about it rather than sacrificing the art; Claude knows Blender.

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

#24

This kind of content generation can be quite cool to enable new game ideas for indie developers that were only possible with AAA before. But it also makes it hard to gauge the amount of human work that went into the game. When you see an elegantly designed building, environment or easter egg in the game, was that really made by a human (or even prompted by a human), or did the AI generate it autonomously as part of a…

> When you see an elegantly designed building ...was that really made by a human or did the AI generate it as part of a much larger generation step?

Does it matter? Why?

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

#25
post #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 p…

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

#26
post #23

Earlier quoted context omitted.

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> Don’t forget to use low or “smart” poly features otherwise you get too many vertices to the point you can’t performantly raycast etc. I've found it's actually best to do maximal quality generation and decimate/meshopt to desired budget. If you're raycasting against your raw art you're doing it wrong anyway, none of the big players do this precisely for the reason you mentioned. And beyond physics meshes, if you're…

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

#27
post #23

Earlier quoted context omitted.

> Don’t forget to use low or “smart” poly features otherwise you get too many vertices to the point you can’t performantly raycast etc. I've found it's actually best to do maximal quality generation and decimate/meshopt to desired budget. If you're raycasting against your raw art you're doing it wrong anyway, none of the big players do this precisely for the reason you mentioned. And beyond physics meshes, if you're…

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Have you tried meshopt? It depends a lot on the art, view distance, and tuning, but it works well for my use cases.

(I agree with you about Blender though, I always hated Blender's simplify)

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

#28
post #24

This kind of content generation can be quite cool to enable new game ideas for indie developers that were only possible with AAA before. But it also makes it hard to gauge the amount of human work that went into the game. When you see an elegantly designed building, environment or easter egg in the game, was that really made by a human (or even prompted by a human), or did the AI generate it autonomously as part of a…

> When you see an elegantly designed building ...was that really made by a human or did the AI generate it as part of a much larger generation step? Does it matter? Why?

Some people still care about it, or want a possibly shared experience over one that can only be experienced once by one person

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

#29
post #8

Earlier quoted context omitted.

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.

What award/book was this?

The winner of a short-story prize from Granta (well known literary fiction publisher) is believed to be AI-written:

https://www.theguardian.com/books/2026/jun/20/granta-magazin...

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

#30
post #24

Earlier quoted context omitted.

> When you see an elegantly designed building ...was that really made by a human or did the AI generate it as part of a much larger generation step? Does it matter? Why?

Some people still care about it, or want a possibly shared experience over one that can only be experienced once by one person

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