comments (10)

  • Nice job~~

    So I've done a little bit of testing. When I loaded up the editor, I expected it to communicate with the installed binaries for my large language models, or possibly use a BYOK (bring your own key) approach. But once I understood that it's driven from the command line and you see the changes happen in the editor that gets spun up, I had no problems.

    I've been experimenting a fair amount with LLMs driving procedural graphics myself, although my experiments have been mostly limited to relatively low-resolution stuff, such as EGA adventure game graphics.

    So I decided to put Klad through a relatively hard test: I took a reference picture of an illustrated squirrel and asked it to recreate it, then set up the rigging for a basic walk cycle. This was using Fable 5.2 high.

    Then I did the same thing, but with a more traditional approach, using standard generative models to manually create a walk cycle. This was all done relatively quickly, so bear that in mind.

    Here are the results. I still think these are early days, and LLM-driven graphics are only going to improve.

    And there are obvious advantages to a procedural system with rigging: Much easier to maintain consistency, palette control, and the ability to make precise alterations without having to deal with any kind of conventional in-painting nonsense.

    https://imgpb.com/vJFpP

    vunderba

  • This is pretty fun! I had an agent (Opus 5.5) poke around and make some characters which are less obviously LLM-generated than what you normally see.

    https://github.com/imjasonh/playground/pull/715

    ImJasonH

  • I have been meaning to find/build a tool that would sit in between the pre-production assets of a movie clip (script, characters, locations, prop assets) and the moment you press generate.

    I envisioned it as some sort of a flipbook that would allow me to *cheaply* get a low-res idea of what the 'generate' click would get me, without having to burn movie making tokens.

    This may not be exactly it, but it nudged me into a direction. Thanks!

    I will give it a try and report back.

    mmvvaa

  • Neat, any plans to take a swing at sculpting? Frontier models are still not great at that

    pierreb-aiva

  • I have been trying to build something similar as well. Is there a browser version to try or an MCP?

    hvvivek

  • Sorry if I missed it, but how is it different from having the "agent" write SVG code?

    theanonymousone

  • Amazing thank you! This is going to be fun when creating hobby games

    ramigb

  • The project looks really cool. Do you have an average measure of the time taken for a generation and the number of tool calls?

    rchrp

  • Hmm this is interesting, perhaps you could pair it with image gen and add code to seperate the layers instead of individual brush strokes. Could be very token costly. Will try though

    arjgoel30

  • Very cool. Can't wait to try this!

    geooff_