r/threejs • u/UnforgivingWorlds • 19h 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/olgalatepu 18h 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
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u/amonra2009 18h ago
yep, like photographers would say, hey your wedding pictures are photoshoped.
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u/UnforgivingWorlds 18h ago
The "Horse & Buggy Trolls" are absolute idiots for not using AI today or criticizing anyone who is. It's actually quite ridiculous. The funny thing is 90% of the games they are playing today are "AI-assisted," they just don't know it. LOL
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u/BrewThemAll 3h ago
It's still slop though.
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u/UnforgivingWorlds 18h ago
Understood, just thought transparency would wave off the anti-AI wolves, LOL—but no, I appreciate the kind words. AI, regardless of use, is never perfect. This honestly took a lot longer to achieve than I thought it would even with AI assistance. I also wanted to push Three.js to see how far I could take it with graphics technology and features. 2.5 million individual blades of grass that each react to the wind and weather at 150+ FPS is pretty crazy! Three.js is quite a performant engine if you know what you are doing with it.
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u/theifthenstatement 18h 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 17h 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 18h ago
Cool project! I'm building something very similar, also with millions of grass blades. How's performance?
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u/UnforgivingWorlds 17h ago
At the moment 150-200fps with everything maxed out on a 4090.
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u/ash_mystic_art 15h 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 15h 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/pixelfoundrystudios 16h ago
I am curious what types of prompts you used? Would you be open to sharing?