https://github.com/v-sekai/v-sekai.generative-nu
https://github.com/v-sekai/v-sekai.generative-nu
Last synced: about 2 months ago
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- Host: GitHub
- URL: https://github.com/v-sekai/v-sekai.generative-nu
- Owner: V-Sekai
- Created: 2023-08-30T23:32:23.000Z (over 1 year ago)
- Default Branch: main
- Last Pushed: 2023-08-30T23:33:10.000Z (over 1 year ago)
- Last Synced: 2025-01-24T02:39:47.423Z (3 months ago)
- Language: Python
- Size: 7.81 KB
- Stars: 0
- Watchers: 3
- Forks: 0
- Open Issues: 0
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Metadata Files:
- Readme: README.md
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README
# V-Sekai.generative-nu
**Experimental Concept**
This tool proposes takes a 3D mesh and improves it.
1. Take a static glTF file, apply automatic weighting and cloth simulation, and output a VRM file.
2. Take a VRM file and upload it to the V-Sekai CDN.
3. Take a glTF file and generate a collision hull using the CoACD library: https://github.com/SarahWeiii/CoACD.
4. Given a room description, place objects to fit the scene and then export them as .blend or glTF files.
5. I have a tool that generates images using procedural math and returns an image.
6. Take procedural math results and assign them to a glTF object, and output a glTF file.
7. Generate a 2km bitmap for a terrain and then create a glTF terrain.
8. The goal is to create a shell-based data processor, similar to what PowerShell was trying to do but not Windows specific. This can be achieved using a series of JSON utilities piped together, and can work with any tabular data, even SQLite.
9. The ultimate objective is to generatively populate a hundred worlds in game development. This can only be accomplished through automation, as linear performance is not feasible.
10. The tool has the concept of JSON-RPC plugins.
11. I have a JSON-RPC proof of concept for Blender, and if I can integrate it into Nushell, I can also create, update, and delete objects.