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WorldClaw Agentic 3D open-world generation at scale

tencent-hunyuan.github.io

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

#71
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?

Because people don't want to be tricked by AI slop.

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

#72
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?

There are millions of games. When choosing which one to play, you've normally chosen one that looks polished over one that does not, because of what it signals. Now that signal is gone, can't easily discern what's a sloppy crappy game vs one that's actually fun to play.

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

#73

Earlier quoted context omitted.

With tools like this, the artist is not removed from the art. He just has more leverage. I would argue the opposite even: this is more personal, as a singular artist can now do more by himself, without relying on others to do the parts that he couldn't do before.

AI strips a lot of the intention from the work. The artist might want a wooden house with a straw roof and while they design the house they might add framing and other small touches to the house and to the viewer the small decisions could be as important as the choice for a straw roof. When the artist AI generates it they get a house with wooden house with a straw roof and nothing else has any thought or intention. I…

There are a lot of assumptions here about how an artist uses the AI tools. Suddenly artists stop fussing and planning and sketching and mocking and drafting and redrafting and polishing until the work is perfect and communicates their intent in the way they need, and turn into completely different people. When a person just tosses a prompt at an LLM and accepts the result, you would be hard pressed to call them an artist.

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

#75
post #10

Earlier quoted context omitted.

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 tim…

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

#78
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?

To me what matters is being able to verify human authorship at a glance. It used to be that when you saw a work of visual art you were automatically 100% sure that someone had to have spent a great deal of effort producing that, but image models took it away. This is the same situation but with game environments.

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

#79
post #76

Earlier quoted context omitted.

So do many human-generated assets. It's no huge problem, you run it through a decimation algorithm for less-than-perfect but still pretty good results.

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no one cares if the wireframe looks nice if a human isn't editing it. The GPU doesn't care if it looks nice.
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