[HN Gopher] WorldGen - Text to Immersive 3D Worlds
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       WorldGen - Text to Immersive 3D Worlds
        
       Author : smusamashah
       Score  : 61 points
       Date   : 2025-11-22 21:20 UTC (1 hours ago)
        
 (HTM) web link (www.meta.com)
 (TXT) w3m dump (www.meta.com)
        
       | copx wrote:
       | First steps towards the Holodeck.
        
       | boriskourt wrote:
       | The paper is quite good [0] there are some interesting details on
       | tackling individual meshes.
       | 
       | (couldn't cleanup the link at all sorry)
       | 
       | [0]: https://scontent-
       | lhr6-2.xx.fbcdn.net/v/t39.2365-6/586830145_...
        
       | ranyume wrote:
       | I'd call this 3DAssetGen. It's not a world model and doesn't
       | generate a world at all. Standard sweat-and-blood powered world
       | building puts this to shame, even low-effort world building with
       | canned assets (see rpg maker games).
        
         | wkat4242 wrote:
         | It's not really a world no. It generates only a small square by
         | the looks of it. And a world built out of squares will be
         | annoying.
         | 
         | Still, it's a first effort. I do think AI can really help with
         | world creation, which I think is one of the biggest barriers to
         | the metaverse. When you see how much time and money it costs to
         | create a small island world called GTA..
        
           | ranyume wrote:
           | Last time I checked, the metaverse was all about people
           | collaborating in the making of a shared world, and we already
           | have this. Examples include minecraft and vrchat, both of
           | which are very popular metaverses. I don't see how not having
           | bot content generation is a barrier?
           | 
           | Then, let's say people are allowed to participate in a
           | metaverse in which they have the ability to generate content
           | with prompts. Does this mean they're only able to build
           | things the model allows or supports? That seems very limiting
           | for a metaverse.
        
       | huevosabio wrote:
       | This is cool, but it seems much more like a 3d asset generation
       | than the scene generation like World Labs.
        
         | echelon wrote:
         | WorldLabs' Marble creates a Gaussian Splat scene. It's a
         | totally different technology.
        
       | lloydatkinson wrote:
       | My first thought was the comment in the thread from the other day
       | about Zork and hooking up an AI image generator to that.
       | 
       | But, it looks like WorldGen has that slightly soulless art style
       | they used for that Meta Zuckverse VR thing they tried for a
       | while.
        
         | serf wrote:
         | >My first thought was the comment in the thread from the other
         | day about Zork and hooking up an AI image generator to that.
         | 
         | I have done this in the early GPT days with 'Tales of Maj'eyal'
         | and to a lesser extent RimWorld.
         | 
         | It works great for games that have huge compendiums of world
         | lore , bestiaries, etc.
        
           | anthk wrote:
           | With a roguelike you would just map tiles to 3D terrain and
           | objects.
        
         | anthk wrote:
         | Instead of Zork, I would try with All Thing Devours, or
         | Spiritwrak. There are libre games since forever and they are
         | designed in Inform6 with all the source code being available,
         | and the compiler and the English library it's free too and it's
         | a really structured language for literal ingames objects mapped
         | to programming (OOP) objects.
        
       | jsheard wrote:
       | > fully navigable, interactive 3D worlds that you can actually
       | walk around and explore.
       | 
       | You can explore, but is there a single interesting thing to find?
       | Games have been playing with procgen forever and if we've learned
       | anything it's that procgen systems are the least interesting part
       | of any game which has them, they're just set-dressing for the
       | content that _isn 't_ procgen.
       | 
       | https://www.challies.com/articles/no-mans-sky-and-10000-bowl...
        
       | schmichael wrote:
       | It's a fun demo but they never go into buildings, the buildings
       | all have similar size, the towns have similar layouts, there's
       | numerous visual inconsistencies, and the towns don't really make
       | sense. It generates stylistically similar boxes, puts them on a
       | grid, and lets you wander the spaces between?
       | 
       | I know progress happens in incremental steps, but this seems like
       | quite the baby step from other world gen demos unless I'm missing
       | something.
        
         | serf wrote:
         | >It's a fun demo but they never go into buildings, the
         | buildings all have similar size, the towns have similar
         | layouts, there's numerous visual inconsistencies, and the towns
         | don't really make sense.
         | 
         | that's 95% of existing video games. How many doors actually
         | work in a game like Cyberpunk?
         | 
         | on a different note , when do us mere mortals get to play with
         | a worldgen engine? Google/meta/tencent have shown them off for
         | awhile but without any real feasible way for a nobody to
         | partake; are they that far away from actually being good?
        
           | jaccola wrote:
           | There are a bunch of different approaches. Many are very
           | expensive to run. You can play with the World Labs one, their
           | approach is cheap to explore once generated (vs an approach
           | that generates frame by frame).
           | 
           | The quality is currently not great and they are very hard to
           | steer / work with in any meaningful way. You will see
           | companies using the same demo scenes repeatedly because
           | that's the one that looked cool and worked well.
        
           | brnaftr361 wrote:
           | I would think the argument for this is that it would enable
           | and facilitate more advanced environments.
           | 
           | There's also plenty of games with fully explorable
           | environments, I think it's more of a scale and utility
           | consideration. I can't think of what use I'd have for
           | exploring an office complex in GTA other than to hear
           | Rockstar's parodical office banter. But Morrowind had reason
           | for it to exist in most contexts.
           | 
           | Other games have intrinsically explorable interiors like NMS,
           | and Enshrouded. Elden Ring was pretty open in this regard as
           | well. And Zelda. I'm sure there are many others. TES doesn't
           | fall into this due to the way interiors are structured which
           | is a door teleports you to an interior level, ostensibly to
           | save on poly budget, which again, concerning scale is an
           | important consideration in both terms of meaning and effort
           | in-context.
           | 
           | This doesn't seem to be doing much to build upon that, I
           | think we could procedurally scatter empty shell buildings
           | with low-mid assets already with a pretty decent degree of
           | efficiency?
        
         | jaccola wrote:
         | This is potentially a lot more useful in creation pipelines
         | than other demos (e.g. World Labs) if it uses explicit assets
         | rather than a more implicit representation (gaussians are
         | pretty explicit but not in the way we are used to working with
         | in games etc...).
         | 
         | I do think Meta has the tech to easily match other radiance
         | field based generation methods, they publish many foundational
         | papers in this space and have Hyperscape.
         | 
         | So I'd view this as an interesting orthogonal direction to
         | explore!
        
           | schmichael wrote:
           | Thanks! That's some nuance I absolutely missed
        
         | thwarted wrote:
         | > _they never go into buildings, the buildings all have similar
         | size, the towns have similar layouts, there's numerous visual
         | inconsistencies, and the towns don't really make sense_
         | 
         | These AI generated towns sure do seem to have strict building
         | and civic codes. Everything on a grid, height limits, equal
         | spacing between all buildings. The local historical society
         | really has a tight grip on neighborhood character.
         | 
         | From the article:
         | 
         | > _It would also be sound, with different areas connected in
         | such a way to allow characters to roam freely without getting
         | stuck._
         | 
         | Very unrealistic.
         | 
         | One of the interesting things about mostly-open world game
         | environments, like GTA or Cyberpunk, is the "designed"
         | messiness and the limits that result in dead ends. You poke at
         | someplace and end up at a locked door (a texture that looks
         | like a door but you can't interact with) that says there's
         | _absolutely_ nothing interesting beyond where you 're at. No
         | chance to get stuck in a dead end is boring; when every path
         | leads to something interesting, there's no "exploration".
        
           | trollbridge wrote:
           | Sounds like the AI accidentally implemented NIMBY style
           | zoning.
        
       | tritip wrote:
       | Every environment appears to be a miniature golf course version
       | of reality. Was this a deliberate choice?
        
       | Fraterkes wrote:
       | Having the technical knowhow to have an ai generate 3d models,
       | but then generatively compositing those assets together into
       | environments in a way that would have seemed overly simplistic to
       | gamedevs 3 decades ago...
        
       | willyxdjazz wrote:
       | It's funny, I don't know if I see a use for it, and this feeling
       | surprises me. Just as procedural maps bore me, I feel this will
       | be similar in any use case I can think of. What I like is the
       | perceived care behind every action. After the initial "wow" of
       | the care put into that research, I don't think it will end up
       | being a "wow" that scales--I don't know if I'm making myself
       | clear.
        
       | philipwhiuk wrote:
       | It's definitely a step forward from that 'Minecraft world' gen
       | tech demo that had no persistence of vision.
       | 
       | I can see it being useful for isolated Unity developers with a
       | concept and limited art ability. Currently they would be likely
       | limited to pixel games.
        
       | galleywest200 wrote:
       | I loathe how meta.com makes my back button gray out in my
       | browser. Stop trying to force me to stay, it is obnoxious.
        
       | meander_water wrote:
       | It's funny, I clicked the link to the demo, but it 404s, then I
       | tried googling Worldgen, and it turns out someone else has built
       | the same thing in May and called it Worldgen as well. Looks like
       | it does better at realistic 3D scenes compared to this.
       | 
       | [0] https://worldgen.github.io/index.html
        
         | jsheard wrote:
         | That's pretty far from the same thing, their technique is a 2D
         | image in a trenchcoat. It instantly falls apart if you move
         | more than a foot or so from the original camera position.
        
       | Alex04 wrote:
       | Thanks for the info.
        
       | DeathArrow wrote:
       | It's weird, houses are almost all tall and too narrow.
        
       | nitwit005 wrote:
       | I can see this working as a randomly generated map for some quick
       | game, like the Worms games did in 2D.
       | 
       | But, having things feel strongly on a grid kind of ruins the
       | feel. It's rare for every building to be isolated like that. I am
       | guessing they had trouble producing neighboring buildings that
       | looked like they could logically share a common wall or alleyway.
        
       | mrdependable wrote:
       | These look a lot like World of Warcraft. I wonder how much of
       | their training data they got from it.
        
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       (page generated 2025-11-22 23:00 UTC)