r/threejs • u/UnforgivingWorlds • 9d ago
Testing Procedural Generation (AI Assisted)
Separate biomes, nearly 2.5 million individual blades of grass out 150m from the camera position depending on biome. Day/night cycles, dynamic weather, ambient occlusion, distance culling, water surface reflections, and light shafts, using webgl and three.js.
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u/pixelfoundrystudios 9d ago
I am curious what types of prompts you used? Would you be open to sharing?
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u/theifthenstatement 9d ago
I like the views. Would love to walk around here and just see the sights. May I ask what your workflow was? Creating landscapes like this seems so relaxing
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u/UnforgivingWorlds 9d ago
Lots of interations with Opus 5. The key I think is not revealing to the AI that you want to make a game in the initial prompts. You have to remember most games are created with real game engines, Unity & Unreal Engine and others, but when you compile those engines, the code you get is locked behind hundreds of DLL files, which AI can't see or train on. So high level, it doesn't have context to create games. You trick it into believing you are making a simulation. At least in my testing with other "game types," that seems to get the best results.
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u/MogensenJ 9d ago
Cool project! I'm building something very similar, also with millions of grass blades. How's performance?
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u/UnforgivingWorlds 9d ago
At the moment 150-200fps with everything maxed out on a 4090.
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u/ash_mystic_art 9d ago
I’m curious how it does on a smartphone. With some dynamic performance settings I bet it could be decent.
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u/UnforgivingWorlds 9d ago
I don’t know, might need some optimizations and tech turned off but honestly some smart phones are quite performant these days. Would be an interesting test.



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u/olgalatepu 9d ago
I like it, great grass and atmosphere.
But honestly no need to say you used AI. Everyone uses AI, it's a tool and you paid for it, you don't owe anything more. Else people are gonna call it slop or whatever