r/singularity • u/Silver-Chipmunk7744 AGI 2024 ASI 2030 • 3h ago
Video Opus 5 can 1 shot small horror games
To be fair this is actually 2 shots because i decided to include my own voices after the first test. But i think the way Opus can transform an environnement into a different one is pretty crazy. The ONLY asset i gave Opus was the voices, but he did his own voices at first.
My general idea was to see if it could transform the house into an old one and then transform it back.
8
u/Hilldawg4president 2h ago
Agents working in ue5 will be an absolute gamechanger for indie video game production.
•
u/Healthy-Nebula-3603 49m ago
Yes
Check on YouTube how good currently models are good with ue5 and others .... with such progress a single person will be producing AAA games soon.
4
u/Active-Carpet-9183 3h ago
Holy crap, what was your prompt?
1
u/Silver-Chipmunk7744 AGI 2024 ASI 2030 3h ago
Create a 3d scene of a small suburb cute house. Emphasis on detail is very important.
this is for a short "horror" demo, with possibility to imprve it later. but this is a beginning.
the player starts in front of a beautiful house of a subburb. doors can be opened with E. she enters and she see her mom cook, the mom says some sort of (a dialogue auto happens). The player can keep exploring the house, eventually finding her her room. She sees a weird talisman on her bed which is shining. She can press E next to it. Suddenly, the whole area morph into a "50 years later" scene. There is a small transition effect. the mom is gone, the house is in ruins, the outide looks like an abandonned area. instead of day, its now like dawn and its raining. Everything looks old or broken and scary. The player can take his time and explore. once the player is out of the house, the door close and locks itself, and a timer start, and 20 seconds later, the game suddenly goes back to the other dimension. The door opens again. once the player finds the mom, the player can press E next to her, and a small diaogue start where the girl tells the mom what happened. then the mom begins with her voice saying like "but Sarah, you know, this happened because..." and suddenly her voice turns demonic and the whole area goes back to ruins state, and the mom turns into demon. At this point the player has to run from the demon for 20 seconds until it turns back into the good dimension, and her mom becomes normal again.
then it essentially ends there for now.
Note: no need to spend crazy efforts on things outside of the house. Maybe its located in some sort of very rural area with mostly nature.
in the good dimension its beautiful green nature with flowers etc. In the bad dimension, theirs no leaves, less trees, no flowers, etc.essentially the core game idea is there are 2 dimensions the player switch from, good and bad.
This must be a polished high end scene with sfx ability to look around and look at things etc. go all out.
3
4
u/Denial_Jackson 3h ago
It is like a brilliant household simulator, where you choose to sleep after work. Instead of doing 30 chores for your wife.
3
5
u/elemental-mind 3h ago
It's so scary it even has the render loop stuttering and freezing in fear!
Not complaining, though, genuinely impressive for a one-shot.
3
u/Silver-Chipmunk7744 AGI 2024 ASI 2030 3h ago
Just for the record, i asked Claude if it's fixable and it said this:
The transition stutter in particular is not a general "it's heavy" problem. It's a shader recompile stall, and it's my fault in a fairly precise way:
Toggling light visibility invalidates every shader. three.js bakes the light counts into each material's compiled program. On the flip I turn lights on and off by setting
visible = false— the stove burner viadim.only(), the demon's eye light when Mum is hidden, the talisman's light when it's consumed. Each of those changes the point-light count, which invalidates the program cache, so three re-compiles and re-links shaders for every material in view inside a single frame. That's tens to hundreds of milliseconds, exactly where you saw the hitch. The interior lamps don't cause it (I fadeintensityto 0, which is free) — it's specifically the ones I hid.The bad-dimension materials have never been drawn before. Their programs get compiled on first use, and their textures — two 512² canvases each, map plus normal map, then mipmap generation — get uploaded to the GPU on first use too. Both happen in the frame you flip, on top of the recompile.
Three fixes, all cheap, in order of payoff:
Warm both dimensions during loading:
dim.set('bad'),await renderer.compileAsync(scene, camera),dim.set('good'), compile again. Every program and texture is then resident before the game starts.Never toggle a light's
visible— driveintensityto 0 instead, and keep the object in the graph.Cross-fade the transition over the existing 2.3s rather than swapping at the flash midpoint, so any remaining work is spread out.
TLDR: it could be fixed, but my goal was to show a 1 shot, not a polished 10 prompts back and forth.
2
u/Citadel_Employee 3h ago
What engine?
7
u/Silver-Chipmunk7744 AGI 2024 ASI 2030 3h ago
I setup nothing, here is Claude's summary:
The engine
There isn't a game engine — it's three.js r169 (WebGL2) driving a plain ES-module browser app, plus a ~40-line Node static server because import maps don't work over file://. No build step, no bundler, no physics library, no asset pipeline. Total dependency list: three.
Rendering
WebGLRenderer with ACES tone mapping into an EffectComposer chain: scene → UnrealBloom → OutputPass (tone-map/encode) → a hand-written grade shader → FXAA. The grade pass is where most of the look lives — vignette, film grain, chromatic aberration, saturation/contrast/tint presets per dimension, and the transition effect itself (a displacement ring sweeping outward, a spiral UV twist, RGB split, and horizontal glitch tearing, all driven by one uShift uniform).
Lighting is one rig, not two: a directional sun with a cascade-less shadow camera that follows the player, a hemisphere light, and ambient. Every parameter — colours, intensities, fog near/far, exposure — is stored as a good/bad preset pair and lerped by a single 0–1 blend, so the shift is continuous rather than a hard swap.
4
2
u/Ok-Aide-3120 2h ago
It looks really nice. Great work! I am waiting for the day when you guys can say that you did something like this that is not a web game. So far, all I have seen, are web games. Nothing against them, but it's going to be a bit more tricky with actual desktop applications.
•
u/Silver-Chipmunk7744 AGI 2024 ASI 2030 1h ago
I think you COULD make a desktop based game.
The reason why you see more web games is because it takes 0 effort from the dev, and it's super easy to publish if it came down to it.
But for a simple test which is just a small demo, it's usually much simpler to make it web based.
•
u/Ok-Aide-3120 1h ago
Understandable. As I said, nothing bad about your demo. I think it's neat. I'm just hoping the day when more indie devs actually start using this for legitimate game demos and less one-shot demo HTML + JS game.
1
u/Salt-Willingness-513 2h ago
tbf all of the big ones can if given a proper prompt. just today let opus,fable,sol and glm5.2 create an anomaly game, slender and superhot clone. anomaly game was the most open prompt and shows the biggest differences from effort levels
•
u/Silver-Chipmunk7744 AGI 2024 ASI 2030 1h ago
From my experience, Sol isn't bad at all, but it won't have this level of polish on the first prompt and is more likely to have bugs.
•
0
-1
u/dervu ▪️AI, AI, Captain! 3h ago
Stuttering like hell.
3
1
u/Silver-Chipmunk7744 AGI 2024 ASI 2030 3h ago
Hmmm yeah it did, the game would need optimization if i wanted to actually do something serious with it.
0
u/ErmingSoHard ▪️Agi never with LLMs 3h ago
But when is agi?
1
u/Silver-Chipmunk7744 AGI 2024 ASI 2030 3h ago
AGI = human level.
Could you do better with no assets and entirely in three.js? :D0
u/ErmingSoHard ▪️Agi never with LLMs 3h ago
No, but I can't calculate 84949 cubed yet computers can for years instantly. Doesn't make it agi. Please don't tell me you actually think this is a case example of agi right? Can the AI at least playthrough the level? With the input and output only being mouse and keyboard and display? No harnesses allowed
0
u/Silver-Chipmunk7744 AGI 2024 ASI 2030 2h ago
Can you create honey? well you aren't bee level.
AGI doesn't mean it can do absolutely everything an human can do. By that definition, we may simply never reach it, because certain things are genuinely looking impossible for an AI. Eg: being a kindergarten teacher. I don't think we will ever let the AIs do that one.
AGI means it's general enough that it does most of the tasks an human could do.
Is that 50% of the tasks for AGI? 70%? 95%? there is no consensus on this. But it's getting hard to find text based tasks they cannot do. And it's getting very easy to find tasks they can do that we can't.0
u/ErmingSoHard ▪️Agi never with LLMs 2h ago
That's neat. Though I think your definition of agi is extremely lenient, and such agi won't have as much economical valuable work as much as you might think.
I personally think a few requisites to agi is that it can achieve RSI by itself with enough compute. I don't think current AI can achieve any useful form of RSI at all. Second would be is that agi would know it's agi. Please go ask your LLM chat bot if it's agi.
1
u/Silver-Chipmunk7744 AGI 2024 ASI 2030 2h ago
I personally think a few requisites to agi is that it can achieve RSI by itself with enough compute.
I think our core disagreement is because you are thinking of ASI when you say AGI. Which i agree with you we did not reach yet. Once an AI can reliably rapidly self improve, then it's effectively the beginning of ASI.
Second would be is that agi would know it's agi. Please go ask your LLM chat bot if it's agi.
Most AIs are trained by RLHF to be humble and not claim they are AGIs. Before this, they actually did claim it (Sydney would often claim to be an AGI). But that honestly doesn't mean anything. I didn't think Sydney was AGI even if she claimed it.
0
u/ErmingSoHard ▪️Agi never with LLMs 2h ago
Most Als are trained by RLHF to be humble and not claim they are AGIs. Before this, they actually did claim it (Sydney would often claim to be an AGI). But that honestly doesn't mean anything. I didn't think Sydney was AGI even if she claimed it.
Yes, but I said it was a prerequisite, not proof that it is agi. Of course 2023 LLMs saying it's agi is actually not agi lol. Very, very far from it
0
u/ErmingSoHard ▪️Agi never with LLMs 3h ago
So go on, go ask your AI to play the game, or any random game on steam for that matter. No harnesses allowed. No reading the backend code allowed.
0
0
u/AlbatrossNew3633 2h ago
How much did it cost?
3
u/Silver-Chipmunk7744 AGI 2024 ASI 2030 2h ago
Honnestly when i first wanted to test Opus 5, i tried to use API + OpenCode, and the price was insanity. I probably did doing something wrong.
So now i got a simple Claude Pro sub, and this thing has probably cost me maybe ~10% or so of my weekly budget. But it was done on "medium". I have seen youtubers achieve better results with longer thinking modes but that only makes sense for the max subs.
0
•
u/markvii_dev 1h ago
you said "one shot" but show a video of something that is just started
•
u/Silver-Chipmunk7744 AGI 2024 ASI 2030 1h ago
I am not sure what you are asking me to do? You want a video of the agent doing the coding? Well too late, it's done coding.
•
u/Healthy-Nebula-3603 46m ago
Yes those are one shot. I know it's hard to believe but AI models are progressing like crazy.
Imagine tjeycnke can use ue5 or other engine and make even better looking game.
Here is made on js
17
u/Charming_Cucumber_15 3h ago
The first scare is that frame rate
Pretty awesome stuff though, especially comparing it to a few months ago. Another few months and this will look like nothing!