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Fable 5.1 World Modeling

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Re: Fable 5.1 World Modeling

#64

I have experimented with this type of modeling for a RTS game I'm building: https://playwarpact.com Few things: 1. Opus 5 is just as good for this tbh and 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 l…

Regarding your game shared here: https://news.ycombinator.com/item?id=48943351

Re: Fable 5.1 World Modeling

#65

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

I'm not sure about expanding domains, but I expect that very close to 100% of games are now using LLMs to a very significant degree during development, even if most won't admit it. The "AI disclaimers" for games need to go away, simply because it's just rewarding and incentivizing lying and punishing truth.

Re: Fable 5.1 World Modeling

#67
I don’t really care about the real world, I want someone to make a thing where you take scenes from movies and shows and can then walk around in those worlds constructed by AI, to very high fidelity, and maybe in VR. Someone go do this, I’ll be on the lookout for the hackernews article.

Re: Fable 5.1 World Modeling

#68
post #37

Earlier quoted context omitted.

> Opus 5 is just as good for this tbh and cheaper. It depends on the fidelity, there's a threshold slightly over "low poly" that Opus cannot get over. Once you get into creating foliage l-systems, or physical mob animation, or a house with realistic appliances, Opus is under the convergence threshold for a world model no matter how much time you give it, it will flail around and say it's done even though it's nowhere…

> then fit it back to the world with PCA + BB's Can you expand on this? I've tried several AI 3d generators that claim low-poly output, and they're all far off. None of them decide what belongs in the mesh vs. what should be baked in with the texture, so the poly budget lands in the wrong places.

This seemed to have been accidentally downvoted to death. Just vouched for it, as it's a normal comment
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