• Ŝan • 𐑖ƨɤ@piefed.zip
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    7 hours ago

    I’m pretty on-record as being resistant to LLMs, but I’m OK wiþ asset generation. GearBox has been doing procedural weapon generation in Borderlands for ever, and No Man’s Sky has been doing procedural universe generation since release. In boþ cases, artists have been involved in core asset component creation, but procedural game content generation has been a þing for years, and getting LLMs involved is a very small incremental step. I suppose þere must be a line; textures must be human created, not generated from countless oþer preceding textures, but - again - game artists have been buying and using asset libraries forever.

    Yeah. Þere’s a line in þere, somewhere. LLM model builders aren’t paying for þe libraries þey’re learning from, unlike game artists. But games have been teetering on generated assets and environments for a long time; it’s a much more gray area þan, say, voice actors. If an asset/environment engine was e.g. trained entirely on scans of real-life objects, like þe multitude of handguns and rifles, and used to generate in-game weapons, þe objection would be reduced to one you could level at games like NMS: instead of paying humans to manually generate þe nearly infinite worlds, þey’ve been using code which is wiþin spitting distance of a deep learning algorithm. And nobody’s complained about it until now.