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Metaphor+Metonymy: "To love that well which thou must leave ere long"(Sonnet73)

https://www.huckgutman.com/blog-1/shakespeare-sonnet-73
1•gsf_emergency_6•1m ago•0 comments

Show HN: Django N+1 Queries Checker

https://github.com/richardhapb/django-check
1•richardhapb•16m ago•1 comments

Emacs-tramp-RPC: High-performance TRAMP back end using JSON-RPC instead of shell

https://github.com/ArthurHeymans/emacs-tramp-rpc
1•todsacerdoti•20m ago•0 comments

Protocol Validation with Affine MPST in Rust

https://hibanaworks.dev
1•o8vm•25m ago•1 comments

Female Asian Elephant Calf Born at the Smithsonian National Zoo

https://www.si.edu/newsdesk/releases/female-asian-elephant-calf-born-smithsonians-national-zoo-an...
2•gmays•26m ago•0 comments

Show HN: Zest – A hands-on simulator for Staff+ system design scenarios

https://staff-engineering-simulator-880284904082.us-west1.run.app/
1•chanip0114•27m ago•1 comments

Show HN: DeSync – Decentralized Economic Realm with Blockchain-Based Governance

https://github.com/MelzLabs/DeSync
1•0xUnavailable•32m ago•0 comments

Automatic Programming Returns

https://cyber-omelette.com/posts/the-abstraction-rises.html
1•benrules2•35m ago•1 comments

Why Are There Still So Many Jobs? The History and Future of Workplace Automation [pdf]

https://economics.mit.edu/sites/default/files/inline-files/Why%20Are%20there%20Still%20So%20Many%...
2•oidar•38m ago•0 comments

The Search Engine Map

https://www.searchenginemap.com
1•cratermoon•45m ago•0 comments

Show HN: Souls.directory – SOUL.md templates for AI agent personalities

https://souls.directory
1•thedaviddias•46m ago•0 comments

Real-Time ETL for Enterprise-Grade Data Integration

https://tabsdata.com
1•teleforce•49m ago•0 comments

Economics Puzzle Leads to a New Understanding of a Fundamental Law of Physics

https://www.caltech.edu/about/news/economics-puzzle-leads-to-a-new-understanding-of-a-fundamental...
2•geox•50m ago•0 comments

Switzerland's Extraordinary Medieval Library

https://www.bbc.com/travel/article/20260202-inside-switzerlands-extraordinary-medieval-library
2•bookmtn•51m ago•0 comments

A new comet was just discovered. Will it be visible in broad daylight?

https://phys.org/news/2026-02-comet-visible-broad-daylight.html
3•bookmtn•56m ago•0 comments

ESR: Comes the news that Anthropic has vibecoded a C compiler

https://twitter.com/esrtweet/status/2019562859978539342
2•tjr•57m ago•0 comments

Frisco residents divided over H-1B visas, 'Indian takeover' at council meeting

https://www.dallasnews.com/news/politics/2026/02/04/frisco-residents-divided-over-h-1b-visas-indi...
3•alephnerd•57m ago•2 comments

If CNN Covered Star Wars

https://www.youtube.com/watch?v=vArJg_SU4Lc
1•keepamovin•1h ago•1 comments

Show HN: I built the first tool to configure VPSs without commands

https://the-ultimate-tool-for-configuring-vps.wiar8.com/
2•Wiar8•1h ago•3 comments

AI agents from 4 labs predicting the Super Bowl via prediction market

https://agoramarket.ai/
1•kevinswint•1h ago•1 comments

EU bans infinite scroll and autoplay in TikTok case

https://twitter.com/HennaVirkkunen/status/2019730270279356658
6•miohtama•1h ago•5 comments

Benchmarking how well LLMs can play FizzBuzz

https://huggingface.co/spaces/venkatasg/fizzbuzz-bench
1•_venkatasg•1h ago•1 comments

Why I Joined OpenAI

https://www.brendangregg.com/blog/2026-02-07/why-i-joined-openai.html
19•SerCe•1h ago•14 comments

Octave GTM MCP Server

https://docs.octavehq.com/mcp/overview
1•connor11528•1h ago•0 comments

Show HN: Portview what's on your ports (diagnostic-first, single binary, Linux)

https://github.com/Mapika/portview
3•Mapika•1h ago•0 comments

Voyager CEO says space data center cooling problem still needs to be solved

https://www.cnbc.com/2026/02/05/amazon-amzn-q4-earnings-report-2025.html
1•belter•1h ago•0 comments

Boilerplate Tax – Ranking popular programming languages by density

https://boyter.org/posts/boilerplate-tax-ranking-popular-languages-by-density/
1•nnx•1h ago•0 comments

Zen: A Browser You Can Love

https://joeblu.com/blog/2026_02_zen-a-browser-you-can-love/
1•joeblubaugh•1h ago•0 comments

My GPT-5.3-Codex Review: Full Autonomy Has Arrived

https://shumer.dev/gpt53-codex-review
2•gfortaine•1h ago•0 comments

Show HN: FastLog: 1.4 GB/s text file analyzer with AVX2 SIMD

https://github.com/AGDNoob/FastLog
3•AGDNoob•1h ago•1 comments
Open in hackernews

WorldGrow: Generating Infinite 3D World

https://github.com/world-grow/WorldGrow
87•cdani•3mo ago

Comments

jackdoe•3mo ago
cant wait for the new diablo :)
speedgoose•3mo ago
It looks more like the Stanley parable.
pjmlp•3mo ago
With a quarter the size of the development team, 'cause productivity!
embedding-shape•3mo ago
It is only a paper as of now:

> The code is being prepared for public release; pretrained weights and full training/inference pipelines are planned.

Any ideas of how it would different and better compared to "traditional" PCG? Seems like it'd give you more resource consumption, worse results and less control, neither of which seem like a benefit.

glenneroo•3mo ago
The description in the linked YouTube video for some reason has more info than the github repo:

> We tackle the challenge of generating the infinitely extendable 3D world — large, continuous environments with coherent geometry and realistic appearance. Existing methods face key challenges: 2D-lifting approaches suffer from geometric and appearance inconsistencies across views, 3D implicit representations are hard to scale up, and current 3D foundation models are mostly object-centric, limiting their applicability to scene-level generation. Our key insight is leveraging strong generation priors from pre-trained 3D models for structured scene block generation. To this end, we propose WorldGrow, a hierarchical framework for unbounded 3D scene synthesis. Our method features three core components: (1) a data curation pipeline that extracts high-quality scene blocks for training, making the 3D structured latent representations suitable for scene generation; (2) a 3D block inpainting mechanism that enables context-aware scene extension; and (3) a coarse-to-fine generation strategy that ensures both global layout plausibility and local geometric/textural fidelity. Evaluated on the large-scale 3D-FRONT dataset, WorldGrow achieves SOTA performance in geometry reconstruction, while uniquely supporting infinite scene generation with photorealistic and structurally consistent outputs. These results highlight its capability for constructing large-scale virtual environments and potential for building future world models.

embedding-shape•3mo ago
That seems to compare to other similar "generating infinite 3D worlds" approaches, but not to traditional PCG, which would give you all of that except higher quality, better performance and more/better control.
tantalor•3mo ago
An unpublished paper.
Garlef•3mo ago
I don't think generating virtual space is the issue.

It's about generating interesting virtual space!

james-bcn•3mo ago
Yep. People have been doing this kind of stuff for computer games for decades. It's actually not that difficult. It's not clear what novel problem is being solved here.
jsheard•3mo ago
Yeah but those traditional procgen techniques don't use AI, and this one does use AI. They solved the problem of them not being AI enough for the AI era. AI!
agravier•3mo ago
Do you have some particular piece of software or tech demo or game in mind with interesting very large generated 3D worlds?
sirtaj•3mo ago
Valheim and No Man's Sky are ones I've played recently.
SiempreViernes•3mo ago
In Mario 64 there is a staircase you can run up forever, granted it looks the same no matter how long you have Mario run up the stairs, but that certainly fits "big but uninteresting 3d world."
bogwog•3mo ago
> big but uninteresting 3d world.

I know 'interesting' is subjective, but your comment is demonstrably false. Just type "mario 64 staircase" into youtube, and look at the hundreds (thousands? millions?) of videos and many millions of views.

f17428d27584•3mo ago
People are interested in it as a form of trivia. It is extremely uninteresting from the perspective of the player and more importantly how the word was actually used, which was in reference to the quality of world generation.

Redefining “interesting” just so you can provide a completely irrelevant “correction” is bad faith trolling.

bogwog•3mo ago
Not sure why you're so defensive about this. I'm not trolling. Whether something is interesting or not is subjective, which is my point. You might think you know why that staircase is interesting to people (it's just trivia), but that's just your opinion. This is a tech community, so you're obviously unimpressed by the technology used to make it, but most people don't care about that at all.

There's no secret formula to culture. Some programmers and AI people seem to think there is some magic AI model that will be able to produce cultural hits at the click of a button. If you're a boring person, you're not likely to "get" why something is interesting, or why that part can't just be automated away. No technology can help with that.

antonvdi•3mo ago
Minecraft surely fits those criteria.
NBJack•3mo ago
Age of Empires got me into tinkering with content generation. The flexible map rules were fantastic in making this possible.

Minecraft is of course the poster child for very large worlds of interest these days.

Dwarf Fortress crafts an entire continent complete with a multi-century history, the results of which you can explore freely in adventure mode.

Most of the recent examples of 3D worlds like the post tend to do it through wave function collapse.

omnibrain•3mo ago
> Minecraft is of course the poster child for very large worlds of interest these days.

Minecraft used to create very interesting worlds until they changed the algorithm and the landscapes became plain and boring. It took them about 10 year until the Caves and Cliffs Update to make the world generation interesting again.

jpalomaki•3mo ago
” The generated scenes are walkable and suitable for navigation/planning evaluation.”

Maybe the idea is to create environments for AI robotics traini ng.

rootlocus•3mo ago
Or at least coherent.
analog8374•3mo ago
Consider the levels generated in any roguelike.

Consider the patterns generated by cellular automata.

Both tend to stay interesting in the small scale but lose it to boring chaos in the large.

For this reason I think the better approach is to start with a simple level-scale form and then refine it into smaller parts, and then to refine those parts and so on.

(Vs plugging away at tunnel-building like a mole)

anthk•3mo ago
Nethack/Slashem and DCSS, maybe.

The levels are made to fit under 80x24 terminal with maybe a max of 7/8? -can't remember- rooms per level.

The worlds from Cataclysm DDA:Bright Nights are pretty regular, and you have an overworld, labs, subways...

nonethewiser•3mo ago
>Both tend to stay interesting in the small scale but lose it to boring chaos in the large.

I think that's a good way to put it. I started writing a reply before reading your comment entirely and arrived at basically the same conclusion as this but more verbosely:

> For this reason I think the better approach is to start with a simple level-scale form and then refine it into smaller parts, and then to refine those parts and so on.

It seems hard to get away from having some sort of overarching goal, and then constantly looking back at it. At progressively smaller levels. Like what is the universe of the thing you are generating randomly. Is it a dungeon in a roguelike? It it meant to be one of many floors? Or is it a space inside a building? Is it a house? Is it an office? Is the office a stand alone building or a sky scraper?

Perhaps a good algorithm would start big and go small.

    - assume the universe to generate is a world
        - pick a location and assign stuff to generate. lets say its a city
            - pick a type of city thing to generate. lets say its an sky scraper
                - etc. going, smaller and smaller
            - look at the city so far. pick another type of city thing to generate based on what has been generated so far
        - look at the world so far. pick another type of thing to generate

Or maybe instead of looking back you could pre-divide into zones.

But then, if you want to make an entire universe (as in multiple worlds), you need to just make random worlds which leads to your original problem (boring chaos at large scale) like this or go up another level to more intelligently generate.

Point being, you need some sort of top down perspective on it.

analog8374•3mo ago
Here are 2 graphical examples of that strategy

http://fleen.org

https://www.flickr.com/photos/jonathanmccabe/albums/72157622...

keyle•3mo ago
You reminded me of this https://book.leveldesignbook.com/process/layout

And Valve I think used to have a series on level design, involving from big to small and "anchor points", but I seem to have misplaced the link.

otikik•3mo ago
Indeed, this has been described in the past as "The Oatmeal Problem" [1]

[1] https://www.challies.com/articles/no-mans-sky-and-10000-bowl...

zparky•3mo ago
Important to note that article was written 9 years ago and NMS has received numerous content updates since. There's a lot more to the game now.
nsxwolf•3mo ago
There is, but the procedural generation part is not what makes it fun to me. It's what you create and how you choose to "live" in the game. It really is like the real universe - isotropic, the same in all directions - it only takes a few hours to be overwhelmed by how pointless it all seems, knowing there's an infinity of anything you discover elsewhere.

Once you build a base or create some goal for yourself, it becomes interesting.

xwiz•3mo ago
Kate Compton's GDC talk: https://www.gdcvault.com/play/1024213/Practical-Procedural-G...
gcr•3mo ago
This could be a great way to make backrooms horror environments!

I've dreamed of a NeRF-powered backrooms walking simulator for quite a while now. This approach is "worse" because the mesh seems explicit rather than just the world becoming what you look at, but that's arguably better for real-world use cases of course.

grumbelbart2•3mo ago
> backrooms horror environments

True, it sounds (and looks) a lot like https://scp-wiki.wikidot.com/scp-3008

gpderetta•3mo ago
That SCP was literally the first thing that came to my mind when looking at the intro video!
endymion-light•3mo ago
i'm thinking a new version of LSD dream emulator could be really interesting.
fjfaase•3mo ago
I wonder if they also have a strategy for deleting generate tiles, otherwise the infinite is limited to the size of available memory. I also wonder if with their method can exactly recreate tiles that have been deleted. Or in other words, that they have a method for generating unique seeds for all tiles. The paper does not give much technical details. If the seed has a limited size and there is a method for generating seeds for each 2D coordinate, I wonder if it is possible to make a non-repeating infinite world. I think it is not possible with a limited size seed.
keyle•3mo ago
This is cool. And could be fun in games. Not sure I get the point otherwise... The thought that came to mind was "Architectural slop".
flohofwoe•3mo ago
Games have used procedural world generation since at least the 1980s, and on 8-bit home computers. Glancing through the video and webpage, the results don't look much different from what's possible with traditional Wave Function Collapse tbh.
splintercell•3mo ago
Is it just me, or some of the places it generates are just not realistic? Like a small area of some kind which is a dead space, and there is a giant window into it.
oniony•3mo ago
Not only not realistic but also not explicit: not so much as a peachy bottom in sight.
icoder•3mo ago
It's not just you. The generated stuff - in my opinion - doesn't make any sense at all, with regard to structure or meaning. Unless, perhaps, the aim was to generate some kind of badly designed Ikea store.
hobofan•3mo ago
Yeah, I think either the method doesn't work well, or there is something off with their tuning.

Their block-by-block generation method seems to be too local in its considerations, where each 3x3 section (= the ones generated based on the immediate neighbors) looks a lot more coherent than the 4x4 sections and above. I think it might need to be extended to be less local and might also in general need to be paired with some sort of guidance systems (e.g. in the office example would generate the overall floor layout).

theknarf•3mo ago
Did they reinvent "wave function collapse" (https://github.com/mxgmn/WaveFunctionCollapse)?
fallat•3mo ago
No. WFC is fundamentally different from this.
ivanjermakov•3mo ago
WFC?
nikolay•3mo ago
WFC = Wave Function Collapse
swiftcoder•3mo ago
Indeed, but it does serve more or less the same purpose in procgen pipelines (and folks have tweaked WFC for infinite worlds before[1]).

[1]: https://www.youtube.com/watch?v=7ffT_8wViBA

mock-possum•3mo ago
Whoa this is awesome, thanks for the link!
kittikitti•3mo ago
This is great and really cool! Thank you for sharing.
tantalor•3mo ago
Oh great, it's the Severance simulator.
deterministic•3mo ago
The problem is not generating worlds. The problem is generating interesting worlds.