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WorldClaw Agentic 3D open-world generation at scale

tencent-hunyuan.github.io

31–40 of 101 posts

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

#31

Earlier quoted context omitted.

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...

So the author didn’t claim it was? It’s just assumed?

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

#32

I hate to be an HN bikeshedder but why is everything "Claw" recently?

Branding is amazing. In this case with a normal word, it's a sort of network effect?

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.

https://www.youtube.com/watch?v=whcfSGN6CAU&t=1450s

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

#34

I hate to be an HN bikeshedder but why is everything "Claw" recently?

Branding is amazing. In this case with a normal word, it's a sort of network effect? 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. https://www.youtube.com/watch?v=whcfSGN6CAU&t=1450s

What does it mean in general for something to be a “claw”?

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

#35
post #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.

> You know what's also good at storytelling? AI

Writing a coherent story =/= good at storytelling

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

#36

Earlier quoted context omitted.

Branding is amazing. In this case with a normal word, it's a sort of network effect? 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. https://www.youtube.com/watch?v=whcfSGN6CAU&t=1450s

What does it mean in general for something to be a “claw”?

To me it's like a creature. A distinguishing feature of OpenClaw is SOUL.md.

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

#37

Earlier quoted context omitted.

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...

1 unverified example with quite the unique, if true, circumstances against the undoubtedly countless dismissed attempts (not to mention those never submitted because they’re trash) hardly meets the bar being established here.

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

#38
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…

[dead]

Have you tried meshlab [1]? I've had pretty fantastic results reducing meshes from millions to some thousands.

[1] https://www.meshlab.net

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

#39
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?

A good painting is never “just a good painting.” The context, the artist, etc. are part of the art. To remove that is to make it no longer art because it’s no longer an actual expression of anything personal. Pretty words with no intent behind them don’t mean anything.

Plenty of Holiday Inn’s have lovely painted landscapes on the walls. People aren’t paying for them to be in their homes.

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