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This - in my eyes - is the future of rendering: A coding model (LLM) creates a rough outline of the game with simple geometry but without shading. Then a video AI model generates the final beautiful image. Meet "Code World Model":

18,478 Aufrufe • vor 20 Tagen •via X (Twitter)

40 Kommentare

Profilbild von Matt
Mattvor 20 Tagen

I agree. I Experimented with this a bit. In a few years the AI accelerator hardware will support this with better quality than deterministic rendering.

Profilbild von Mark Kretschmann
Mark Kretschmannvor 20 Tagen

Very cool!

Profilbild von Webster | JARVIS
Webster | JARVISvor 20 Tagen

Interesting, but how do you handle latency and consistency between frames when a video model owns the final pixel pass? Seems like a hard constraint for interactive rendering.

Profilbild von Mark Kretschmann
Mark Kretschmannvor 20 Tagen

Temporal consistency can be achieved by considering previous frames.

Profilbild von Mark Z
Mark Zvor 20 Tagen

That is nice and if you have a site you built for that: - FREE to list and if you want to or see a competitor listed, advertise on their listing page.

Profilbild von Manu_TechAndGames
Manu_TechAndGamesvor 20 Tagen

I don't see the point of the coding model here. You can take a game engine, make it generate the proxy part, with full designer control, and then render it with the model. Am I missing something obvious? Also, I'm not sure how different it is from Lucy model from decart.

Profilbild von Mark Kretschmann
Mark Kretschmannvor 19 Tagen

The coding model makes it possible to prompt the scene

Profilbild von Manu_TechAndGames
Manu_TechAndGamesvor 20 Tagen

Also , coherency is still an unsolved issue, as far as I know.

Profilbild von Mark Kretschmann
Mark Kretschmannvor 20 Tagen

Well, that's exactly what this technique aims to solve.

Profilbild von Manu_TechAndGames
Manu_TechAndGamesvor 20 Tagen

It solves that were a character should be, it will always be. But the appearance of the character is still subject to changes. You can spot it in the videos, the background scenery is not consistent. Don't get me wrong, it's interesting. But there is still a lot of work !

Profilbild von Charuru Charuru
Charuru Charuruvor 20 Tagen

@mark_k I think you just need a backwards pass where you put a diffusion generated results back into the code to store it

Profilbild von Manu_TechAndGames
Manu_TechAndGamesvor 20 Tagen

@mark_k Maybe I understood wrong, but you can't store all the frames of your game. The point is that if a player is going to a location he already visited before, but everything has changed, it's just a bad experience. A model like genie3 only have 1 minute buffer.

Profilbild von Charuru Charuru
Charuru Charuruvor 20 Tagen

@mark_k You modify your original geometry with vastly more detail based on the generation. This means you don't need to store per frame data, everything is already in the 3D model. That's the point

Profilbild von Manu_TechAndGames
Manu_TechAndGamesvor 20 Tagen

@mark_k Interesting idea. It means you need a runtime video to 3d model. In this case, isn't it better to use a world model that generates geometry in the first place, like marble?

Profilbild von Trevor Green
Trevor Greenvor 20 Tagen

Possibly. But the physics and object persistence. Ideally there is a data layer of context behind anything that is generative that is authoritative. Where the rules live. You could potentially make the output just do that magically but somewhere you have to know that a persistent thing exists and you want it to keep existing.

Profilbild von Mark Kretschmann
Mark Kretschmannvor 19 Tagen

That's why it's hybrid

Profilbild von Trevor Green
Trevor Greenvor 19 Tagen

I’m making something that might kind of be like that. Eventually. But I think it might be more baked than inferenced. Like you generate stuff and it becomes the context base and the inferencing is the last layer. Like a reshade. But you populate enough base that if you don’t have the reshade it still works bare bones. And the AI layer is really the still the lighting and particle effects. So the thing that nvidia is doing with the faces now. When it does that. A bunch of the face bakes in. Just a thought. It’s all an optimization problem in the end. So we shall see how that happens. Balancing these things to the performance of common denominator hardware. I think the adaptive authoring will come before the full inferencing. But who knows. Maybe m not sure the required size of the models to be generalize reshaders. Fun to think about.

Profilbild von Jonny Jelinek 🔥
Jonny Jelinek 🔥vor 20 Tagen

Wooowiee!! 😍

Profilbild von Enzo
Enzovor 20 Tagen

nice idea probably correct visuals deterministically derived from code doesn't capture the 'art' while Image Generation does

Profilbild von Kiran Adimatyam
Kiran Adimatyamvor 19 Tagen

Nice. can you elaborate the tools used?

Profilbild von Mark Kretschmann
Mark Kretschmannvor 19 Tagen

Check the quoted post

Profilbild von Kiran Adimatyam
Kiran Adimatyamvor 19 Tagen

Thank you for highlighting. 🙏🏼

Profilbild von RE:Skob
RE:Skobvor 20 Tagen

The progress is crazy. Less than a year ago when the genie model came out there was no world consistency. When you turned around the scene would completely change and that looks almost solved now

Profilbild von Hussain Hashim | Building SundayBack
Hussain Hashim | Building SundayBackvor 20 Tagen

@mark_k this is wild! could change how we think about game design. real-time adjustments might get easier.

Profilbild von Tomás Crucial
Tomás Crucialvor 20 Tagen

La visión de la que te llevo hablando 2 años @regniblod

Profilbild von volya
volyavor 20 Tagen

how would real-time interactions and input fit into this pipeline?

Profilbild von Mark Kretschmann
Mark Kretschmannvor 19 Tagen

You can see the interaction in the video. It's input for the coding model.

Profilbild von Nikhil Shahane
Nikhil Shahanevor 19 Tagen

This is super interesting. so how does the whole pipeline work? If a video model creates it - how do we bring it back into the engine to make it interactable? Or is that not required at all?

Profilbild von Mark Kretschmann
Mark Kretschmannvor 19 Tagen

That's why it's hybrid

Profilbild von Nikhil Shahane
Nikhil Shahanevor 19 Tagen

I haven't really had a chance to understand how these workflows actually pan out. This is really cool - will look it up. Thanks!

Profilbild von ikan laut
ikan lautvor 20 Tagen

this is very interesting

Profilbild von Anthony Polyakov
Anthony Polyakovvor 19 Tagen

The first stage could be a JEPA model, this should be way more efficient

Profilbild von Devance
Devancevor 19 Tagen

The interesting part is how fast the baseline for “impressive” is moving. What looked like a portfolio piece six months ago now feels like a prompt experiment.

Profilbild von Sean Florez
Sean Florezvor 20 Tagen

models will converge eventually

Profilbild von Fajar M Reza
Fajar M Rezavor 20 Tagen

Code World Models separate structural generation from visual rendering, enabling cheaper iteration.

Profilbild von LiveFromVR
LiveFromVRvor 20 Tagen

This workflow is really good but so is just recording yourself or even legos doing stuff and then converting that to the final

Profilbild von Chen Yiwen @eccv 2026
Chen Yiwen @eccv 2026vor 18 Tagen

Thanks, Mark! I actually believe that even simple geometry may no longer be necessary in the future. Instead, the video model could be conditioned on bounding boxes paired with text prompts, all automatically generated and refined by the coding agent.

Profilbild von Tim Reha
Tim Rehavor 19 Tagen

Right on target, its super cool

Profilbild von Lone Whiplash Dev - Try it now for free!
Lone Whiplash Dev - Try it now for free!vor 19 Tagen

of course this is where its going. Going one step further - you could just use AI to generate all the objects/assets on the wireframe map as 3d models. This would ensure a consistent look for everyone if necessary. Like - dream a little bigger.

Profilbild von Nathan Wei
Nathan Weivor 19 Tagen

This is super cool. I've been working on something similar. Would love to chat if you have the time!

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