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Oasis: A Universe in a Transformer

oasis-model.github.io

11–20 of 25 posts

Re: Oasis: A Universe in a Transformer

#12
The most fun thing about this demo (and the demo is 100% worth trying out, you'll need to use Chrome for it) is that it shows how there's no persistent memory at all. If you get bored of the area you are in, look straight up at the sky and look down again. If you see something interesting - like a fence post - keep that in your field of vision and you should start to see more similarly interesting things.

Re: Oasis: A Universe in a Transformer

#13
A while back "deformable terrain" and walls you could destroy and such was a big buzzword in games. AFAICT, though, it's rarely been used in truly open-ended ways, vs specific "there are things behind some of these walls, or buried under this mound" type of stuff. Generally there are still certain types of environment objects that let you do certain things, and many more that let you do nothing.

Generative AI could be an interesting approach to the issue of solving the "what happens if you destroy [any particular element]" aspect.

For a lot of games you'd probably still want to have specific destinations set in the map; maybe now it's just much more open-ended as far as how you get there (like some of the ascend-through-matter stuff in Tears of the Kingdom, but more open-ended in a "just start trying to dig anywhere" way and you use gen AI to figure out exactly how much dirt/other material will get piled up for digging in a specific place?).

Or for games with more of an emphasis on random drops, or random maps, you could leverage some of the randomness more directly. Could be really cool for a roguelike.

Re: Oasis: A Universe in a Transformer

#14
post #12

The most fun thing about this demo (and the demo is 100% worth trying out, you'll need to use Chrome for it) is that it shows how there's no persistent memory at all. If you get bored of the area you are in, look straight up at the sky and look down again. If you see something interesting - like a fence post - keep that in your field of vision and you should start to see more similarly interesting things.

This also works in Safari on my iPhone.

Re: Oasis: A Universe in a Transformer

#15
post #12

The most fun thing about this demo (and the demo is 100% worth trying out, you'll need to use Chrome for it) is that it shows how there's no persistent memory at all. If you get bored of the area you are in, look straight up at the sky and look down again. If you see something interesting - like a fence post - keep that in your field of vision and you should start to see more similarly interesting things.

This gesture would often work for me in lucid dreams-- look away to refresh content. And when I played video games more regularly, my dreams would take on a procedurally generated quality that always struck me as more than the typical abstract dream imagery. It was as if my mind had learned a basic game engine with mechanics, physics and various rendering techniques.

Re: Oasis: A Universe in a Transformer

#16
post #5

Earlier quoted context omitted.

This is such a cool experiment, and those comments basically boil down to "Lol, it's just minecraft"

Welcome to hacker news. Home of the shallow dismissal.

I could knock up clone of these shallow dismissals in a weekend.

Re: Oasis: A Universe in a Transformer

#20

A while back "deformable terrain" and walls you could destroy and such was a big buzzword in games. AFAICT, though, it's rarely been used in truly open-ended ways, vs specific "there are things behind some of these walls, or buried under this mound" type of stuff. Generally there are still certain types of environment objects that let you do certain things, and many more that let you do nothing. Generative AI could b…

You can still scale up the Power Game/Noita mindset to larger games, with pretty good results. Teardown is a very fun current-gen title that combines physics and voxels to create a sort of fully physical world to interact with: https://youtu.be/SDfWDB1hGWc

There's still a ways to go, but I don't really think AI will be required if game engine pipelines extend PBR to destruction physics. The biggest bottleneck is frankly the performance hit it would entail, and the dynamic lighting that is inherently required.

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