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The Astra version seems to have used three.js r170, which is from October 2024. Sol used an even earlier version. GLM's code used the latest version, but I thin
by onion2k 24d ago
The Astra version seems to have used three.js r170, which is from October 2024. Sol used an even earlier version. GLM's code used the latest version, but I think it's just getting three.js@latest from jsdelivr so it's unlikely to be writing code against that version. Qwen on OpenCode also fetches from jsdelivr, but using a pinned version at r160.
I don't think any of these examples are using things like tone mapping so they're stuck in sRGB (AgX or ACES look much better), they're not using the node materials (good for programmatic texture implementation), and they're not doing anything cool like baking shadow environments or using post-processing effect.
They're nice, but I think they're showing how far behind AI models are on this sort of project rather than how good they are.
- scroogey 24d agoAnyone know of pertinent skill files to nudge the agents into these directions?
- avaer 24d agoDon't use skills. Point it to a game engine or better yet full game repo or whatever and ask for what you want.
- rao-v 24d agoReally appreciate this perspective. It’s tempting to stop at being amazed at what these models can do, but my experience matches yours - they need help with details to do well.
- SadErn 24d ago[dead]
- warpech 24d agoWhat’s a good way to drive models to use current versions?
- laruss5 23d ago[flagged]
- avaer 24d agoNot 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.
- sroerick 24d agoCan you elaborate on this? how would you work on a larger THREE project? would you create models independently?
- avaer 24d ago> 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.
- rao-v 23d agoDoes anyone have an efficient, reasonably designed three.js or other web oriented mini game engine? Low poly but modern rendering effects should be a good niche for hobbyist stuff but hard to find.
- polyterative 23d agoThe fact that these tools are capable of doing anything at all is a miracle to me.
- andai 23d agoHow am I driving? How does an engine even work?
- utopiah 22d agoThat's a very strange position. There are thousands, if not millions now, of people working on the problem, a vast majority of humanity text output used for training, an enormous infrastructure composed of the most complex human made device (the processor), a gigantic amount of energy running it, for an attempt that spanned decades, if not century, heck if not millennia if you go as far as considering Antikythera. It might be impressive but it's anything but a miracle when we consider how much effort was poured into this.