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by ehnto 213 days ago
Your later point is what makes me think this doesn't have comprehensive legs, just niche usage.

A typical game has thousands of hand placed nodes in 3D space, that do things like place lights, trigger story beats, account for physics and collisions etc. That wouldn't change with Gaussian splats, but if you needed to edit the world then even with deterministic generation, the whole world might change, and all your gameplay nodes are now misplaced.

That doesn't matter for some games, but I think it does matter for most.

1 comments

Oh I agree fully, this is probably more created by researchers and/or "AI-bros" with less experience as actual game developers (that they have actually added a way of placing objects is after all far more than most other tools has provided with their text-focus).

That said, all those collisions, triggers, lights, etc could be authored together with blockouts in Unity, Godot or some other editor capable of creating levels that integrates with the rest of the game authoring process.

If they create a way to keep the contexts of generation (or rebuild them from marker objects with prompts that are kept in the level editor and continiously re-imported) and allow for a sane way to re-generate and keep chunks then I feel that this could be fairly bad for world artists (Yes, they'd probably still be needed to adjust things to not look like total slop).