Fable 5.1 World Modeling

(github.com)

78 points | by surreal_ 2 hours ago

13 comments

  • kodefreeze 1 hour ago
    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 lot more details like windows, doors etc with tools like Meshy. Can post a tutorial if there's interest.

    The models need some more RL to be able to do this autonomously.

    • lukan 1 hour ago
      "Can post a tutorial if there's interest."

      There is.

  • hadlock 1 hour ago
    This is the kind of demo that would really benefit from a youtube demo of 2-3 min

    Fake edit: there is a longer video here 1 min long: https://github.com/PhiloLabs/fable51-worlds/blob/main/union-...

    I would be especially curious to see the NPC person/car logic and if they're on rails or what, that's a pretty good NPC density for a demo.

  • minimaltom 8 minutes ago
    This is beautiful! I would love if we could model out a whole city, ideally using a much cheaper model.
  • avdelazeri 1 hour ago
    I wish you would provide more information. About time, costs, reliability (how many duds did you have? did you need to do any babysitting or etc) and so on But it is a very impressive looking demo, for sure.
  • jaybuff 1 hour ago
    This isn't what I expected when I heard "world model"!
  • bb88 26 minutes ago
    This reminds me of the experience VRML wanted to be 3 decades ago. The only difference is that links went to other worlds living on another server. But that seems trivial to implement with this.
    • bastawhiz 17 minutes ago
      VRML was incredible. It's a "hypertext" markup language but instead of documents it produces 3D environments. It's a shame it never really caught on.
  • julien_dev 59 minutes ago
    These things always look impressive but I fail to see how they are usable beyond demos or simple games. In my experience the topology is often a mess and texturing is difficult as well
  • pelagicAustral 39 minutes ago
    Be nice to turn some of these into Counter Strike maps... mhmm...
    • lanyard-textile 34 minutes ago
      Making callouts by SF street intersections, lol
  • vopi 1 hour ago
    Cool demo! That's funny. I literally sketched out something similar 30 minutes ago on paper. I wonder if there was some recent, semi-related article/link that subconsciously prompted the relevance.
  • gimlids 9 minutes ago
    “Fable 5.1 World Modeling” is an incredibly misleading title! This has very little to do with Fable and using an unexpected sense of “world model”
  • Willish42 1 hour ago
    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
  • ramesh31 1 hour ago
    Cool. But the question remains, what is the point of this? I don't mean to pick on this project specifically, but it's indicative of AI usage in general. You end up with something that's like "wow an AI made this" but it's not really anything that interesting or useful in and of itself. I've yet to see a single agent generated piece of software above that bar.
    • ChickeNES 11 minutes ago
      > I've yet to see a single agent generated piece of software above that bar.

      Begs the question, an earnest one: what software would be above that bar?

    • dogma1138 1 hour ago
      Because it’s a very complex task to do especially with any level of quality and consistency.

      Classical algorithmic approaches for data to CAD are quite unreliable heck commercial CAD software still struggles turning scanned 2D plans into sketches with any degree of reliability.

      Something of this scale would normally require 1000’s and 1000’s of man hours in manual modeling, placement and quality control.

      Some of the latest prompt to CAD agents and models I’ve seen are the most impressive use of AI I’ve seen in a long time.

      At least for me this is rather exiting since it gives me the ability to turn many more ideas into reality as a hobbyist rather than spending the entire weekend in Fusion 360.

    • jryle70 33 minutes ago
      Why don't you try to do it yourself with Fable and compare it with this one? Even with AI there are still a lot of work, knowledge, and gotchas involved. What's the point of such comment?
  • surreal_ 2 hours ago
    fable 5.1 generated an interactive 3D union square, and the agent filmed its own tour guide vid inside it. you can walk Powell to Stockton, read the actual storefronts, cross a working intersection, watch a cable car go by. went inside Apple and the Nintendo store, lower level included

    check source code + more worlds soon

    • andy99 10 minutes ago
      Do you have data on the tokens or $ cost of this?
    • giancarlostoro 1 hour ago
      Had to vouch for your comment, for some reason it was not visible.

      > Geometry is derived from OpenStreetMap (ODbL) and USGS 3DEP (public domain).

      This is probably how I would have tackled this, saves on time, especially if Fable just writes code to convert OSM data to a reasonable ThreeJS model.