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onion2k 4 hours 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.

rao-v 4 hours ago | parent | next [-]

Really 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.

avaer 3 hours ago | parent | prev | next [-]

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.

sroerick 3 hours ago | parent [-]

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

avaer 3 hours ago | parent [-]

> 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.

scroogey 3 hours ago | parent | prev | next [-]

Anyone know of pertinent skill files to nudge the agents into these directions?

avaer 3 hours ago | parent [-]

Don't use skills. Point it to a game engine or better yet full game repo or whatever and ask for what you want.

warpech 3 hours ago | parent | prev | next [-]

What’s a good way to drive models to use current versions?

laruss5 9 minutes ago | parent [-]

[flagged]

SadErn 4 hours ago | parent | prev [-]

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