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•프롬프트에서 탐색 가능한 3D 공간을 만드는 실험 모음 → 결과물을 브라우저용 Three.js 앱으로 제공
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worlds via code, from fable 5.1

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# fable51-worlds

Worlds as code. A prompt in, a world you can walk out.

[Claude Fable 5.1](https://www.anthropic.com/claude/fable) agent swarms take a brief - a sentence, a photograph, a clip - then research the place, model it, render it, and check it. What ships is a plain [Three.js](https://threejs.org) app that opens in a browser.

No game engine. No proprietary 3D tiles. No downloaded meshes. Every building, storefront, sign, tree and traffic light is generated by code that lives in this repo.


## ⚔️ Head-to-head: Claude Fable 5.1 vs GPT-6 Astra

Both models' entries are one-shot results.

### Union Square, San Francisco

Same brief, same test conditions, two models. Each built Union Square from scratch, then the Astra world was filmed along the Fable walkthrough's camera route and the two are shown side by side, unedited.

▶ [Watch the head-to-head](union-square-sf-gpt-astra/media/fable51-vs-gpt6-astra-union-square.mp4) · 59 s · left GPT-6 Astra, right Claude Fable 5.1 · [Fable 5.1 build](union-square-sf/) · [GPT-6 Astra build](union-square-sf-gpt-astra/)

### Higashiyama, Kyoto

Same brief, two models. Each built Higashiyama from scratch, then the Astra world was filmed to the Fable walkthrough's shot sequence and timing. The two are shown side by side, unedited.

▶ [Watch the Kyoto comparison](kyoto-higashiyama-gpt-astra/media/fable51-vs-gpt6-astra-kyoto.mp4) · 53.9 s · left Codex / GPT-6 Astra, right Claude Fable 5.1 · [Fable build](kyoto-higashiyama/) · [Codex source and viewer](kyoto-higashiyama-gpt-astra/) · [Full Codex walkover GIF](kyoto-higashiyama-gpt-astra/media/kyoto-higashiyama-codex-walkover.gif)


## Worlds

### 🌉 [Union Square, San Francisco](union-square-sf/)

▶ [Watch the walkthrough](union-square-sf/media/union-square-walkthrough.mp4) · 59 s · 1920×1080 · aerial, plaza, Nintendo, lower level, Apple

### ⛩️ [Higashiyama, Kyoto](kyoto-higashiyama/)

▶ [Watch the walkthrough](kyoto-higashiyama/media/kyoto-higashiyama-walkthrough.mp4) · 54 s · 1920×1080 · seven scenes, Gion to Kiyomizu-dera at sunset

More worlds coming.


## Any input → a world

Text, video or image. The brief names the subject and the style, and the same pipeline runs behind all three.

InputA brief looks likeThe world that comes back

| 📝

Text | "Hanamikoji, Kyoto - as a hand-painted anime background" | A named place in a named style: real geometry on surveyed ground, with the look written to order |

| 🎞️

Video | a thirty-second walk-and-talk from a film | The set behind the shot, continued past the edges of frame - step off the camera path and walk the rest of it |

| 🖼️

Image | one photograph, any angle | The place in the frame as geometry: turn around, change the hour, light it differently |

Style is as open as subject. The same street can come back as a cel-shaded anime plate, a photographic reconstruction or a night scene, because each world's renderer is written for it rather than chosen from a list.


## Roadmap

A world is the substrate. What stands on it is the point.

✅Interactive scenesReal places, walkable in a browser - this repo
🔜Animation and videoMotion as code: shot lists, camera language and continuity held across a sequence minutes long, cut from the world itself rather than generated frame by frame - anime, and documentary camera-matched to the real location
🔜Agent environmentsWorlds as training and evaluation environments, where the same code that builds the place also supplies the reward and the verification signal - and, played straight, an RPG
🔜4D, embodiment, roboticsScenes that change over time, and simulation where the ground truth comes free with the geometry
🔜Test-time scaling performanceMeasure how world quality changes with more inference time and compute

## How these are made

Every stage is in the repo, and every stage can be re-run:

1.Reconnaissance - parallel research agents pull map geometry, elevation, transit and street specs, and a storefront census, each fact carrying its source and a confidence level.
2.Asset generation - scripts emit the kit a world needs: façade modules, street furniture, vehicles, vegetation, fixtures. Some worlds ship no binary assets at all and draw every texture at start-up.
3.Runtime - a pure Three.js app assembles terrain, streets, façades, props, crowds and traffic from JSON specs.
4.Verification - Playwright drives the real app, screenshots fixed viewpoints, and diffs them against photographs taken from the same spot. Independent reviewer agents - architect, geographer, technical artist, interaction - file reports that drive the next fix cycle. Builders never grade their own work, and every world ships its own QA report, defects included.

## Why code

관련 아이템