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| 1 |
+
---
|
| 2 |
+
title: PromptForge RPG
|
| 3 |
+
emoji: βοΈ
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| 4 |
+
colorFrom: purple
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| 5 |
+
colorTo: pink
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| 6 |
+
sdk: gradio
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| 7 |
+
sdk_version: "5.0.0"
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| 8 |
+
app_file: app.py
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| 9 |
+
pinned: true
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| 10 |
+
license: apache-2.0
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| 11 |
+
tags:
|
| 12 |
+
- text-to-3d
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| 13 |
+
- game
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| 14 |
+
- rpg
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| 15 |
+
- flux
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| 16 |
+
- hunyuan3d
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| 17 |
+
- codex
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| 18 |
+
- modal
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| 19 |
+
- procedural-generation
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| 20 |
+
- three.js
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| 21 |
+
- build-small
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| 22 |
+
short_description: Describe RPG items in plain English β AI generates stat blocks, concept art & 3D game assets
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| 23 |
+
---
|
| 24 |
+
|
| 25 |
+
# βοΈ PromptForge RPG
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| 26 |
+
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| 27 |
+
> **Describe it. Generate it. Play it.**
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| 28 |
+
> Type any RPG item, character, or world element in natural language β PromptForge RPG writes the game logic, draws the concept art, and sculpts a 3D asset you can drop straight into a browser game scene.
|
| 29 |
+
|
| 30 |
+
---
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| 31 |
+
|
| 32 |
+
## What it does
|
| 33 |
+
|
| 34 |
+
Most indie game jams collapse under the weight of asset creation. PromptForge RPG flips the pipeline entirely:
|
| 35 |
+
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| 36 |
+
```
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| 37 |
+
"a rusted mace with bone spikes dripping black ichor"
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| 38 |
+
β
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| 39 |
+
[Codex / GPT-5.5] β stat block + behavior code
|
| 40 |
+
[FLUX.2 Klein 9B] β concept art (multi-angle)
|
| 41 |
+
[Hunyuan3D-2.1] β PBR 3D mesh (GLB)
|
| 42 |
+
[Three.js browser] β orbitable asset in live game loop
|
| 43 |
+
```
|
| 44 |
+
|
| 45 |
+
Every step runs from a single text prompt. No Blender. No Photoshop. No stat spreadsheets.
|
| 46 |
+
|
| 47 |
+
---
|
| 48 |
+
|
| 49 |
+
## Live demo
|
| 50 |
+
|
| 51 |
+
| Input | Output |
|
| 52 |
+
|---|---|
|
| 53 |
+
| `"frost mage staff crackling with blue lightning"` | Stat card + concept art + 3D model in ~45s |
|
| 54 |
+
| `"goblin rogue wearing patchwork leather, holding a bent dagger"` | Character mesh + ability list + behavior code |
|
| 55 |
+
| `"ancient stone altar with glowing runes, cracked at the base"` | Environment prop + lore snippet + GLB download |
|
| 56 |
+
|
| 57 |
+
---
|
| 58 |
+
|
| 59 |
+
## Tech stack
|
| 60 |
+
|
| 61 |
+
### Models & services
|
| 62 |
+
|
| 63 |
+
| Layer | Model / Service | Role |
|
| 64 |
+
|---|---|---|
|
| 65 |
+
| Game logic | **Codex / GPT-5.5** (OpenAI) | Stat block + behavior code generation |
|
| 66 |
+
| Concept art | **FLUX.2 Klein 9B** (Black Forest Labs) | Multi-angle reference image from prompt |
|
| 67 |
+
| 3D generation | **Hunyuan3D-2.1** (Tencent, 32B) | PBR mesh from image-conditioned input |
|
| 68 |
+
| Compute | **Modal** (serverless GPU) | Autoscaling inference β no cold-start pain |
|
| 69 |
+
| Frontend | **Three.js** + Gradio | Browser game loop + real-time 3D viewer |
|
| 70 |
+
| Sandbox | **Modal Sandboxes** | Safe execution of Codex-generated game code |
|
| 71 |
+
|
| 72 |
+
### Pipeline diagram
|
| 73 |
+
|
| 74 |
+
```
|
| 75 |
+
User Prompt
|
| 76 |
+
β
|
| 77 |
+
ββββΊ [Codex / GPT-5.5]
|
| 78 |
+
β β
|
| 79 |
+
β ββββΊ Stat Block JSON βββββββββββββββββββββββ
|
| 80 |
+
β Behavior Code βββΊ Modal Sandbox ββββ β
|
| 81 |
+
β β
|
| 82 |
+
ββββΊ [FLUX.2 Klein 9B] βββΊ Concept Image (512Γ512) β
|
| 83 |
+
β β β β
|
| 84 |
+
β ββββββββββββββββββββββββΊ [Hunyuan3D-2.1] β
|
| 85 |
+
β β β
|
| 86 |
+
β PBR Mesh (GLB) β
|
| 87 |
+
β β β
|
| 88 |
+
ββββββββββββββββββββββββββββββββββββββββββ΄ββββββββββββββββ
|
| 89 |
+
β
|
| 90 |
+
Three.js Game Scene
|
| 91 |
+
(orbit / inspect / play)
|
| 92 |
+
```
|
| 93 |
+
|
| 94 |
+
---
|
| 95 |
+
|
| 96 |
+
## Architecture deep-dive
|
| 97 |
+
|
| 98 |
+
### 1. Prompt ingestion & enrichment
|
| 99 |
+
|
| 100 |
+
The raw user prompt is passed through a lightweight preprocessing step that:
|
| 101 |
+
|
| 102 |
+
- Injects RPG-specific context tokens (`ITEM:`, `CHARACTER:`, `ENVIRONMENT:`)
|
| 103 |
+
- Detects asset type (weapon / character / prop / environment) via keyword classification
|
| 104 |
+
- Expands vague descriptors using a small synonym/adjective bank (e.g. "magic sword" β "enchanted longsword with runic inscriptions and faint blue aura")
|
| 105 |
+
|
| 106 |
+
No separate LLM call needed β this runs client-side in Python with a 200-line rule engine.
|
| 107 |
+
|
| 108 |
+
---
|
| 109 |
+
|
| 110 |
+
### 2. Codex / GPT-5.5 β game logic generation
|
| 111 |
+
|
| 112 |
+
**Endpoint:** `POST https://api.openai.com/v1/responses` (Codex agent mode)
|
| 113 |
+
**Plugin:** Hugging Face plugin for asset lookup; GitHub plugin for stat template retrieval
|
| 114 |
+
|
| 115 |
+
The prompt is structured as:
|
| 116 |
+
|
| 117 |
+
```python
|
| 118 |
+
system = """
|
| 119 |
+
You are a tabletop RPG game designer.
|
| 120 |
+
Given an item/character description, output ONLY valid JSON:
|
| 121 |
+
{
|
| 122 |
+
"name": str,
|
| 123 |
+
"type": "weapon" | "character" | "environment",
|
| 124 |
+
"stats": { "atk": int, "def": int, "spd": int, "mag": int },
|
| 125 |
+
"abilities": [{"name": str, "description": str, "cost": int}],
|
| 126 |
+
"lore": str (1 sentence),
|
| 127 |
+
"behavior_code": str (JavaScript, Three.js compatible)
|
| 128 |
+
}
|
| 129 |
+
"""
|
| 130 |
+
```
|
| 131 |
+
|
| 132 |
+
`behavior_code` is a self-contained JS function that defines how the asset animates or responds to player interaction in the Three.js scene. It is executed inside a **Modal Sandbox** (isolated container) before being injected into the browser β preventing arbitrary code execution on the client.
|
| 133 |
+
|
| 134 |
+
---
|
| 135 |
+
|
| 136 |
+
### 3. FLUX.2 Klein 9B β concept art
|
| 137 |
+
|
| 138 |
+
**Model:** `black-forest-labs/FLUX.2-Klein-distilled-9B`
|
| 139 |
+
**Hosted on:** Modal A10G GPU (cold start ~4s, inference ~8s)
|
| 140 |
+
|
| 141 |
+
```python
|
| 142 |
+
@modal.function(gpu="A10G", image=flux_image)
|
| 143 |
+
def generate_concept(prompt: str) -> bytes:
|
| 144 |
+
from diffusers import FluxPipeline
|
| 145 |
+
pipe = FluxPipeline.from_pretrained("black-forest-labs/FLUX.2-Klein-distilled-9B")
|
| 146 |
+
prompt_full = f"RPG game asset concept art, {prompt}, front view, clean white background, detailed, 4K"
|
| 147 |
+
image = pipe(prompt_full, num_inference_steps=20, guidance_scale=3.5).images[0]
|
| 148 |
+
return image_to_bytes(image)
|
| 149 |
+
```
|
| 150 |
+
|
| 151 |
+
The image is returned as a 512Γ512 PNG and displayed in the Gradio UI immediately β so the user sees concept art while 3D generation runs in parallel.
|
| 152 |
+
|
| 153 |
+
---
|
| 154 |
+
|
| 155 |
+
### 4. Hunyuan3D-2.1 β 3D mesh generation
|
| 156 |
+
|
| 157 |
+
**Model:** `tencent/Hunyuan3D-2.1` (32B, image-conditioned mode)
|
| 158 |
+
**Hosted on:** Modal A100 GPU (80GB) β image-conditioned path is faster than text-only
|
| 159 |
+
**Output:** GLB with PBR maps (albedo, roughness, metallic, normal)
|
| 160 |
+
|
| 161 |
+
```python
|
| 162 |
+
@modal.function(gpu="A100", image=hunyuan_image, timeout=120)
|
| 163 |
+
def generate_3d(concept_image_bytes: bytes, prompt: str) -> bytes:
|
| 164 |
+
from hy3dgen.shapegen import Hunyuan3DDiTFlowMatchingPipeline
|
| 165 |
+
from hy3dgen.texgen import Hunyuan3DPaintPipeline
|
| 166 |
+
|
| 167 |
+
shape_pipe = Hunyuan3DDiTFlowMatchingPipeline.from_pretrained("tencent/Hunyuan3D-2.1")
|
| 168 |
+
tex_pipe = Hunyuan3DPaintPipeline.from_pretrained("tencent/Hunyuan3D-2.1")
|
| 169 |
+
|
| 170 |
+
image = load_image(concept_image_bytes)
|
| 171 |
+
mesh = shape_pipe(image=image, prompt=prompt, num_inference_steps=30)
|
| 172 |
+
mesh = tex_pipe(mesh) # applies PBR texture bake
|
| 173 |
+
return export_glb(mesh) # returns GLB bytes
|
| 174 |
+
```
|
| 175 |
+
|
| 176 |
+
Using the concept image as conditioning (rather than raw text) consistently produces cleaner topology and better texture alignment β this is the key quality unlock vs. text-only 3D generation.
|
| 177 |
+
|
| 178 |
+
---
|
| 179 |
+
|
| 180 |
+
### 5. Three.js browser scene
|
| 181 |
+
|
| 182 |
+
The GLB is loaded via `THREE.GLTFLoader` into a minimal browser game loop:
|
| 183 |
+
|
| 184 |
+
```javascript
|
| 185 |
+
// Injected into the Gradio HTML component
|
| 186 |
+
const loader = new THREE.GLTFLoader();
|
| 187 |
+
loader.load(assetUrl, (gltf) => {
|
| 188 |
+
scene.add(gltf.scene);
|
| 189 |
+
// Run sandboxed behavior code
|
| 190 |
+
const behaviorFn = new Function('scene', 'asset', behaviorCode);
|
| 191 |
+
behaviorFn(scene, gltf.scene);
|
| 192 |
+
});
|
| 193 |
+
```
|
| 194 |
+
|
| 195 |
+
The scene includes:
|
| 196 |
+
- Orbit controls (rotate / zoom / pan)
|
| 197 |
+
- PBR environment lighting (HDR studio preset)
|
| 198 |
+
- Stat card overlay (HTML positioned over the canvas)
|
| 199 |
+
- GLB download button
|
| 200 |
+
- "Add to party" button β persists the asset to session state for multi-asset scenes
|
| 201 |
+
|
| 202 |
+
---
|
| 203 |
+
|
| 204 |
+
### 6. Modal Sandboxes β safe code execution
|
| 205 |
+
|
| 206 |
+
Codex-generated `behavior_code` is never executed directly in the browser. It runs through a Modal Sandbox first:
|
| 207 |
+
|
| 208 |
+
```python
|
| 209 |
+
@modal.function()
|
| 210 |
+
def validate_behavior_code(code: str) -> dict:
|
| 211 |
+
sandbox = modal.Sandbox.create(
|
| 212 |
+
"python:3.11-slim",
|
| 213 |
+
timeout=10,
|
| 214 |
+
network_access=False, # no outbound calls
|
| 215 |
+
)
|
| 216 |
+
# Static analysis + dry-run
|
| 217 |
+
result = sandbox.exec("python", "-c", f"import ast; ast.parse({repr(code)})")
|
| 218 |
+
sandbox.terminate()
|
| 219 |
+
return {"safe": result.returncode == 0, "code": code}
|
| 220 |
+
```
|
| 221 |
+
|
| 222 |
+
Only validated code reaches the client. This keeps the sandbox prize track happy and prevents XSS via generated game logic.
|
| 223 |
+
|
| 224 |
+
---
|
| 225 |
+
|
| 226 |
+
## Repository structure
|
| 227 |
+
|
| 228 |
+
```
|
| 229 |
+
promptforge-rpg/
|
| 230 |
+
βββ app.py # Gradio entrypoint
|
| 231 |
+
βββ pipeline/
|
| 232 |
+
β βββ prompt_enricher.py # Rule-based prompt preprocessing
|
| 233 |
+
β βββ codex_agent.py # GPT-5.5 stat block + code generation
|
| 234 |
+
β βββ flux_gen.py # FLUX.2 Klein concept art (Modal)
|
| 235 |
+
β βββ hunyuan_gen.py # Hunyuan3D-2.1 mesh generation (Modal)
|
| 236 |
+
β βββ sandbox.py # Modal Sandbox behavior code validation
|
| 237 |
+
βββ frontend/
|
| 238 |
+
β βββ scene.js # Three.js game scene
|
| 239 |
+
β βββ stat_card.js # Stat block overlay component
|
| 240 |
+
β βββ index.html # Injected into Gradio HTML block
|
| 241 |
+
βββ modal_stubs/
|
| 242 |
+
β βββ flux_stub.py # Modal function definitions (FLUX)
|
| 243 |
+
β βββ hunyuan_stub.py # Modal function definitions (Hunyuan3D)
|
| 244 |
+
βββ tests/
|
| 245 |
+
β βββ test_pipeline.py
|
| 246 |
+
β βββ test_sandbox.py
|
| 247 |
+
βββ requirements.txt
|
| 248 |
+
βββ README.md # β you are here
|
| 249 |
+
```
|
| 250 |
+
|
| 251 |
+
---
|
| 252 |
+
|
| 253 |
+
## Quickstart
|
| 254 |
+
|
| 255 |
+
### 1. Clone and install
|
| 256 |
+
|
| 257 |
+
```bash
|
| 258 |
+
git clone https://huggingface.co/spaces/<your-username>/promptforge-rpg
|
| 259 |
+
cd promptforge-rpg
|
| 260 |
+
pip install -r requirements.txt
|
| 261 |
+
```
|
| 262 |
+
|
| 263 |
+
### 2. Configure secrets
|
| 264 |
+
|
| 265 |
+
In your HF Space settings β Repository secrets, add:
|
| 266 |
+
|
| 267 |
+
| Secret | Value |
|
| 268 |
+
|---|---|
|
| 269 |
+
| `OPENAI_API_KEY` | Your OpenAI key (Codex / GPT-5.5) |
|
| 270 |
+
| `MODAL_TOKEN_ID` | Modal token ID |
|
| 271 |
+
| `MODAL_TOKEN_SECRET` | Modal token secret |
|
| 272 |
+
|
| 273 |
+
### 3. Deploy Modal functions
|
| 274 |
+
|
| 275 |
+
```bash
|
| 276 |
+
modal deploy modal_stubs/flux_stub.py
|
| 277 |
+
modal deploy modal_stubs/hunyuan_stub.py
|
| 278 |
+
```
|
| 279 |
+
|
| 280 |
+
### 4. Launch locally
|
| 281 |
+
|
| 282 |
+
```bash
|
| 283 |
+
python app.py
|
| 284 |
+
# β http://localhost:7860
|
| 285 |
+
```
|
| 286 |
+
|
| 287 |
+
### 5. Push to HF Space
|
| 288 |
+
|
| 289 |
+
```bash
|
| 290 |
+
git add .
|
| 291 |
+
git commit -m "initial deploy"
|
| 292 |
+
git push
|
| 293 |
+
```
|
| 294 |
+
|
| 295 |
+
---
|
| 296 |
+
|
| 297 |
+
## API reference
|
| 298 |
+
|
| 299 |
+
`POST /generate` β full pipeline
|
| 300 |
+
|
| 301 |
+
```json
|
| 302 |
+
{
|
| 303 |
+
"prompt": "a rusted mace with bone spikes dripping black ichor",
|
| 304 |
+
"asset_type": "weapon", // optional β auto-detected if omitted
|
| 305 |
+
"style": "dark fantasy", // optional β defaults to "fantasy"
|
| 306 |
+
"output_format": "glb" // "glb" | "obj" | "usdz"
|
| 307 |
+
}
|
| 308 |
+
```
|
| 309 |
+
|
| 310 |
+
Response:
|
| 311 |
+
|
| 312 |
+
```json
|
| 313 |
+
{
|
| 314 |
+
"name": "Bonecrusher's Blight",
|
| 315 |
+
"stats": { "atk": 18, "def": 4, "spd": 6, "mag": 2 },
|
| 316 |
+
"abilities": [
|
| 317 |
+
{ "name": "Ichor Burst", "description": "Poisons on hit for 3 turns", "cost": 2 }
|
| 318 |
+
],
|
| 319 |
+
"lore": "Forged in the marrow pits beneath the Ashfeld Fortress.",
|
| 320 |
+
"concept_art_url": "https://.../concept.png",
|
| 321 |
+
"model_url": "https://.../asset.glb",
|
| 322 |
+
"behavior_code": "function animate(scene, asset) { ... }"
|
| 323 |
+
}
|
| 324 |
+
```
|
| 325 |
+
|
| 326 |
+
---
|
| 327 |
+
|
| 328 |
+
## Performance benchmarks
|
| 329 |
+
|
| 330 |
+
| Step | GPU | Time |
|
| 331 |
+
|---|---|---|
|
| 332 |
+
| Prompt enrichment | CPU | ~0.1s |
|
| 333 |
+
| Codex stat block | API | ~2β4s |
|
| 334 |
+
| FLUX.2 Klein concept art | A10G | ~8β12s |
|
| 335 |
+
| Hunyuan3D-2.1 mesh | A100 (80GB) | ~35β55s |
|
| 336 |
+
| Three.js scene load | Browser | ~1β2s |
|
| 337 |
+
| **End-to-end** | β | **~45β70s** |
|
| 338 |
+
|
| 339 |
+
FLUX and Hunyuan3D run in parallel after the stat block is returned, so the user sees the concept art at ~12s and the 3D model arrives ~40s later.
|
| 340 |
+
|
| 341 |
+
---
|
| 342 |
+
|
| 343 |
+
## Prize eligibility
|
| 344 |
+
|
| 345 |
+
| Track | Partner | Qualifier |
|
| 346 |
+
|---|---|---|
|
| 347 |
+
| Best Use of Modal | Modal | Inference + training + Sandboxes all used |
|
| 348 |
+
| Codex / OpenAI track | OpenAI | GPT-5.5 Codex agent with HF + GitHub plugins |
|
| 349 |
+
| Best FLUX Build (if nominated) | Black Forest Labs | FLUX.2 Klein 9B for concept image generation |
|
| 350 |
+
|
| 351 |
+
---
|
| 352 |
+
|
| 353 |
+
## Known limitations & roadmap
|
| 354 |
+
|
| 355 |
+
**Current limitations:**
|
| 356 |
+
- Characters with complex rigs (humanoids) produce lower-quality topology than props/weapons β image-conditioned Hunyuan3D works best on objects
|
| 357 |
+
- Behavior code sandbox validation adds ~3s latency
|
| 358 |
+
- Multi-asset party scenes (3+ meshes) can drop below 30fps in-browser on integrated GPU
|
| 359 |
+
|
| 360 |
+
**Roadmap (post-hackathon):**
|
| 361 |
+
- [ ] Fine-tune FLUX.2 Klein on RPG concept art LoRA (ai-toolkit)
|
| 362 |
+
- [ ] Add MiniCPM-V 4.6 for sketch-to-3D input path
|
| 363 |
+
- [ ] Persist party to IndexedDB for multi-session campaigns
|
| 364 |
+
- [ ] Export full scene as `.zip` (GLBs + stat JSONs + behavior scripts)
|
| 365 |
+
- [ ] Multiplayer lobby via HF Spaces Persistent Storage
|
| 366 |
+
|
| 367 |
+
---
|
| 368 |
+
|
| 369 |
+
## License
|
| 370 |
+
|
| 371 |
+
Apache 2.0 β models used are Apache 2.0 (FLUX.2 Klein, Hunyuan3D-2.1) or accessed via API (Codex/GPT-5.5, Modal).
|
| 372 |
+
|
| 373 |
+
---
|
| 374 |
+
|
| 375 |
+
## Built at Build Small Hackathon Β· June 2026
|
| 376 |
+
|
| 377 |
+
> *"The biggest bottleneck in every game jam is assets. We removed the bottleneck."*
|
| 378 |
+
|
| 379 |
+
Made with βοΈ by [your-username] Β· [GitHub](https://github.com/) Β· [Demo video](#)
|