即梦AI肢体与动态场景环境
#肢体与动态#场景环境
中文翻译
为了做出这个,我花了 25 亿个词元,用尽了所有额度,耗时五天。
一个《侠盗猎车手》风格的城市,只用提示词,借助 GPT-6 搭建。不手写代码,也不手工制作三维内容。目的就是尽可能把它推到极限,并接入我拥有的每一个应用程序接口。
配置如下:Codex 驱动虚幻引擎 5,希格斯场、特里波、美希、Seedance、种子音频和法尔平台负责建筑、角色、动画、材质与声音。8 栋建筑从概念变成游戏内成品,为居民和警察生成 247 句配音,5 个电台共有 10 首广播曲目。
说实话,大部分词元都没花在搭建上,而是花在修复上。模型写出一个机制,运行它,看着它出错,再反复尝试数小时。让一个角色打开车门并真正坐到座位上,就耗费了荒唐数量的尝试。抢车动作需要两个独立身体始终固定在同一次抓拽动作上。半数工作都是这样的动画:单独看没问题,一在游戏里运行就全乱了。
而这 25 亿词元几乎全是每次请求都从缓存重新读取的同一份项目历史,并不是不同的代码。通过提示词进行程序化生成,看起来确实很有趣,同时又极其低效。这座城市起初只是一些发光方块,下面有可运行的驾驶、金钱和工作系统;最终变成了一个我真的愿意截图的地方。
完整拆解:
原帖
I spent 2.5 billion tokens, every limit I had and five days to make this.
A GTA-style city, built with GPT-6 using only prompts. No code or 3D by hand. The whole point was to push it as far as it goes and wire in every API I had.
The setup: Codex driving Unreal Engine 5, with Higgsfield, Tripo, Meshy, Seedance, Seed Audio and fal handling the buildings, characters, animations, materials and sound. 8 buildings taken from concept to game, 247 generated voice lines for residents and police, 10 radio tracks across 5 stations.
Here's the honest part. Most of those tokens didn't go into building. They went into fixing. The model writes a mechanic, runs it, watches it break, and tries again for hours. Getting a character to open a car door and actually sit in the seat took an absurd number of passes. A carjacking needed two separate bodies to stay locked to the same grab. Half the work was animation that looked fine on its own and fell apart the moment it ran in the game.
And almost all of that 2.5B is the same project history being re-read from cache on every request, not unique code. Procedural generation from prompts is genuinely fun to watch and wildly inefficient at the same time. The city started as glowing blocks with working driving, money and jobs underneath, and ended up somewhere I'd actually screenshot.
Full breakdown:
