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I tested 10 model/harness combinations on the same Three.js task

alvins82.github.io

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Re: I tested 10 model/harness combinations on the same Three.js task

#42
post #36

I saw examples on X of people building amazing things with Three.js and models, and I figured out how to build them myself. But the results are mostly low-poly materials and crappy animations (pretty sure because I am not the best at these things). I thought it was my prompt (it was detailed), but it seems to be mostly a limitation of the models. From all the examples I've seen, Astra does it really well, and I suspe…

Sol and Opus are pretty good with the right prompting and feedback framework.

Or, my standards are lower. It's sometimes hard to tell in these discussions whether people are talking about getting production quality results, or stuff that's good enough for a one off blog post.

Re: I tested 10 model/harness combinations on the same Three.js task

#43
post #35

Earlier quoted context omitted.

Not tone mapping/shader graph is probably the least of the sins, these kinds of one-shots tend to produce hundreds of THREE.Geometry, massive matrix walks, etc. that explode once you move beyond a screen saver. The models _can_ do it, but you need to ask for the right things. Most people don't, they'll usually blame the browser for being slow or ugly when they can't break through the THREE demo page wall.

Can you elaborate on this? how would you work on a larger THREE project? would you create models independently?

> how would you work on a larger THREE project?

A larger THREE.js project starts to look more and more like a game engine, so you pick and choose the parts you need. There's a ton of open source libs, most of the heavy components the big players use are open source, things like physics, mesh optimization.

Key AI-specific parts might be:

- a harness (so the agent can drive the thing)

- authoring pipeline (so you can bake/optimize assets)

- some sort of coherent renderer architecture (what are your assets, your passes, what's your shader graph).

Without some fundamentals here you are on the short road to falling off the cliff of tech debt and the AI will gladly drive you off of it until you ask for an expensive rewrite.

> would you create models independently

Yes. Pretty much any proven gamedev/asset pipeline is something frontier models are good at. Procedural systems, asset store, free content, Blender, Meshy.

Literally anything except "make a THREE.js scene" -- which is not a technique used in gamedev, beyond throwaway prototypes or demos. Which is what you will get if you ask for a THREE.js scene.

Re: I tested 10 model/harness combinations on the same Three.js task

#44
post #25

Btw in my quest for a good desktop codex/claude like app - https://github.com/openchamber/openchamber - this seems to be front-runner. I pair it with OMP via https://github.com/alvins82/omp-openchamber-server/ . I wanted a powerful GUI+harness setup for open models so I could use/test as they came out.

I like Paseo https://github.com/getpaseo/paseo But I am annoyed at these GUIs implementing features I don’t care about. I want them to just wrap my harness and forward it to my iPhone, but they can’t help themselves from feature creep.

DeepSeek harness is for you

Re: I tested 10 model/harness combinations on the same Three.js task

#48
post #7

It’s really interesting how much little choices make the result better or worse. Astra and one of the GLMs added bright lights, and thus looked so much better to my eye. Genuinely happy with some of the Qwen 3.8 results (especially since I can run that model at Q8). Interesting to see how much better (at this task) Pi (OMP) is over Opencode as a harness. I’d love to see a few more with outcomes that are as easy to ju…

huh. goes to show how much browser selection impacts things. the OMP Qwen result is completely unresponsive in free cam on my iphone, whereas the opencode version is responsive, has multitouch zoom and multitouch pan. the glm models do really well with this as well, but all of the anthropic models have pretty gimped camera controls, even astra, which while pretty wont let me pan and only allows me to rotate about 120 degrees! I’m really impressed with the Qwen 27b OpenCode result.

I suppose the only thing that the prompt asks for is the cinematic view, and honestly they all kinda fail on the “subtle volumetric-style fog planes”, none of them have more fog when you get farther from a light source.

Re: I tested 10 model/harness combinations on the same Three.js task

#50
post #38
post #25

Earlier quoted context omitted.

I like Paseo https://github.com/getpaseo/paseo But I am annoyed at these GUIs implementing features I don’t care about. I want them to just wrap my harness and forward it to my iPhone, but they can’t help themselves from feature creep.

I've been impressed with orca https://github.com/stablyai/orca I did have some issues getting it installed on a headless server. I sort of gave up and installed the instance that I use as the remote server on a Debian + xfce machine I had laying around.

I found it appalling when working with remote setup — tabs disappearing and appearing after some time, screen hangs up, projects disappear. Tried to fix some issues with PR, but team is not accepting for 2w+.
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