import gradio as gr
import random
import json
import re
# Default configuration template
default_config = {
'background': '/AutoGameBackgrounds/1stGameLoc123.png',
'inventory': [],
'skills': [],
'objectives': [],
'targets': [],
'story': [],
'actions': {}
}
# Helper functions to dynamically add items
def add_inventory_item(inventory_items, type, name, description):
new_item = {"type": type, "name": name, "description": description}
inventory_items.append(new_item)
return inventory_items
def add_skill(skills_items, branch, name, learned):
new_skill = {"branch": branch, "name": name, "learned": learned == 'True'}
skills_items.append(new_skill)
return skills_items
def add_objective(objectives_items, id, name, complete):
new_objective = {"id": id, "name": name, "complete": complete == 'True'}
objectives_items.append(new_objective)
return objectives_items
def add_target(targets_items, name, x, y, collisionType, collisiontext):
new_target = {"name": name, "x": int(x), "y": int(y), "collisionType": collisionType, "collisiontext": collisiontext}
targets_items.append(new_target)
return targets_items
#-----------------------------------------------------------------------------------------------------------------------------------
# List of player engagement UI elements
player_engagement_items = [
"Health Bar", "Mana/Energy Bar", "Experience Bar", "Mini-Map", "Quest Tracker",
"Inventory Quick Access Slots", "Skill Cooldown Indicators", "Currency Display",
"Compass", "Timer/Clock", "Action Prompts", "Reticle/Crosshair", "Enemy Health Bars",
"Score Display", "Inventory Grid", "Item Tooltip", "Item Categories/Tabs",
"Equip/Unequip Buttons", "Item Sorting Options", "Character Stats Panel",
"Character Model Viewer", "Quick Equip Slots", "Dialogue Box", "Dialogue Choices",
"Character Portraits", "Character Name Display", "Subtitle Text", "World Map",
"Local Map", "Fast Travel Points", "Map Markers", "Map Legend", "Crafting Recipe List",
"Ingredient Slots", "Craft Button", "Crafting Progress Bar", "Skill Nodes",
"Skill Descriptions", "Skill Point Counter", "Unlock Button", "Skill Path Highlight",
"Quest List", "Quest Details Panel", "Quest Objectives", "Quest Rewards",
"Quest Status Indicators", "Chat Box", "Player List", "Voice Chat Indicators",
"Ping/Latency Indicator", "Party/Team UI", "Scoreboard", "Matchmaking Screen",
"Pop-up Notifications", "Achievement Unlocks", "System Messages",
"On-screen Key Prompts", "Environmental Interaction Icons", "Save/Auto-Save Indicators",
"Credits Screen"
]
# List of character-based story events
story_events = [
'exploreLocation', 'discoverClue', 'meetCharacter', 'solveRiddle', 'findItem',
'faceChallenge', 'makeDecision', 'engageBattle', 'unlockAbility', 'learnSecret',
'completeMission', 'experienceSetback', 'earnReward', 'uncoverMystery', 'formAlliance',
'faceBetrayal', 'confrontNemesis', 'makeDiscovery', 'overcomeLoss', 'achieveVictory'
]
def pick_random_items(items, n):
return random.sample(items, n)
def generate_timeline(events, label):
timeline = []
for event in events:
timeline.append((random.randint(1, 100), label, event))
return timeline
def create_story(timeline):
story = []
for entry in timeline:
if entry[1] == "Story":
story.append(f"The hero {entry[2].replace('engageBattle', 'engaged in a fierce battle').replace('solveRiddle', 'solved a complex riddle').replace('exploreLocation', 'explored a mysterious location')}.")
else:
story.append(f"The player interacted with {entry[2]}.")
return " ".join(story)
def generate_story_and_timeline(include_media=False):
# Pick 10 random UI items
random_ui_items = pick_random_items(player_engagement_items, 10)
# Generate UI and story timelines
ui_timeline = generate_timeline(random_ui_items, "UI")
story_timeline = generate_timeline(story_events, "Story")
# Initialize merged timeline with UI and story timelines
merged_timeline = ui_timeline + story_timeline
# Include media-related items if specified
if include_media:
media_files = generate_media_file_list(5)
rendered_media = render_media_with_dropdowns(media_files)
media_timeline = generate_timeline(rendered_media, "Media")
merged_timeline += media_timeline
# Sort the merged timeline based on the random numbers
merged_timeline.sort(key=lambda x: x[0])
# Create the story
story = create_story(merged_timeline)
# Format the timeline for display
formatted_timeline = "\n".join([f"{entry[0]}: {entry[1]} - {entry[2]}" for entry in merged_timeline])
return formatted_timeline, story
media_file_types = ["image", "video", "audio"]
def generate_media_file_list(n):
return [random.choice(media_file_types) for _ in range(n)]
def render_media_with_dropdowns(media_files):
rendered_output = []
for index, media in enumerate(media_files):
iframe = f''
dropdown = f'''
'''
rendered_output.append(f"{iframe}{dropdown}")
return rendered_output
def save_to_placeholder(rendered_media):
placeholder = []
for item in rendered_media:
placeholder.append(item)
return placeholder
# Example usage with and without media-related items
timeline_with_media, story_with_media = generate_story_and_timeline(include_media=True)
timeline_without_media, story_without_media = generate_story_and_timeline(include_media=False)
def split_content_into_blocks(timeline):
blocks = []
current_text_block = []
for entry in timeline.split('\n'):
if 'Media -' in entry:
# If we have accumulated text, add it as a block
if current_text_block:
blocks.append((' '.join(current_text_block), 'text'))
current_text_block = []
# Extract the iframe and dropdown
match = re.search(r'', entry, re.DOTALL)
if match:
blocks.append((match.group(), 'iframe'))
else:
current_text_block.append(entry)
# Add any remaining text as a final block
if current_text_block:
blocks.append((' '.join(current_text_block), 'text'))
return blocks
def show_elements(text):
blocks = split_content_into_blocks(text)
outputs = []
for content, block_type in blocks:
if block_type == 'text':
outputs.append(gr.Markdown(content))
elif block_type == 'iframe':
outputs.append(gr.HTML(content))
return outputs
def convert_timeline_to_game_structure(timeline):
lines = timeline.split('\n')
game_structure = {}
current_location = 0
sub_location = 0
for i, line in enumerate(lines):
if line.strip() == "":
continue
if line[0].isdigit(): # New location starts
current_location += 1
sub_location = 0
location_key = f"location{current_location}"
game_structure[location_key] = {
"description": "",
"events": [],
"choices": ["continue"],
"transitions": {}
}
else: # Continue with sub-locations or media entries
sub_location += 1
location_key = f"location{current_location}_{sub_location}"
# Extract the event description
parts = line.split(': ', 1)
if len(parts) == 2:
prefix, rest = parts
event_parts = rest.split(' - ', 1)
if len(event_parts) == 2:
event_type, event_description = event_parts
else:
event_type, event_description = "Unknown", rest
else:
event_type, event_description = "Unknown", line
description = rest.strip() if event_type in ["Media", "UI"] else f"{event_type}: {event_description}"
if sub_location == 0:
game_structure[f"location{current_location}"]["description"] = description
else:
game_structure[f"location{current_location}"]["events"].append({
"description": description,
"type": event_type
})
# Set the transition to the next location or to the end
if i < len(lines) - 1:
next_line = lines[i + 1].strip()
if next_line and next_line[0].isdigit(): # New location starts
game_structure[f"location{current_location}"]["transitions"]["continue"] = f"masterlocation1_location{current_location + 1}"
else:
#game_structure[f"location{current_location}"]["transitions"]["continue"] = f"location_{current_location}_{sub_location + 1}"
game_structure[f"location{current_location}"]["transitions"]["continue"] = "end"
else:
game_structure[f"location{current_location}"]["transitions"]["continue"] = "end"
# Add an end location
game_structure["end"] = {
"description": "The adventure ends here.",
# "choices": [],
# "transitions": {}
"choices": ["restart"],
"transitions": {"restart": "location1"} # Assuming location_1 is the start
}
# Wrap the game structure in master_location1
wrapped_structure = {"masterlocation1": game_structure}
return wrapped_structure
def generate_game_structures():
timeline_with_media, _ = generate_story_and_timeline(include_media=True)
timeline_without_media, _ = generate_story_and_timeline(include_media=False)
game_structure_with_media = convert_timeline_to_game_structure(timeline_with_media)
game_structure_without_media = convert_timeline_to_game_structure(timeline_without_media)
return game_structure_with_media, game_structure_without_media
# Generate and print the game structures
game_structure_with_media, game_structure_without_media = generate_game_structures()
#print("Game Structure with Media:")
#print(json.dumps(game_structure_with_media, indent=2))
#print("\nGame Structure without Media:")
#print(json.dumps(game_structure_without_media, indent=2))
def show_game_structure(include_media):
if include_media:
return json.dumps(game_structure_with_media, indent=2)
else:
return json.dumps(game_structure_without_media, indent=2)
#-----------------------------------------------------------------------------------------------------------------------------------
class Player:
def __init__(self):
self.inventory = []
self.money = 20
self.knowledge = {}
def add_item(self, item):
self.inventory.append(item)
def has_item(self, item):
return item in self.inventory
def update_knowledge(self, topic):
self.knowledge[topic] = True
# Define the states
all_states = {
'village': {
'start': {
"description": "You wake up in a small village. You hear a rumor about a lost treasure.",
"choices": ['explore village', 'gather supplies', 'rest'],
"transitions": {'explore village': 'village_rumor', 'gather supplies': 'village_supplies', 'rest': 'village_start'},
"consequences": {
'gather supplies': lambda player: player.add_item('basic supplies')
}
},
'rumor': {
"description": "You hear more details about the treasure hidden in the ancient ruins nearby.",
"choices": ['decide to go', 'ignore'],
"transitions": {'decide to go': 'village_supplies', 'ignore': 'village_start'},
"consequences": {
'decide to go': lambda player: player.update_knowledge('treasure location')
}
},
'supplies': {
"description": "You gather supplies for your journey.",
"choices": ['head to forest', 'stay in village'],
"transitions": {'head to forest': 'forest_forest', 'stay in village': 'village_start'}
},
},
'forest': {
'forest': {
"description": "You enter the dense forest, heading towards the ruins.",
"choices": ['travel further', 'return to village'],
"transitions": {'travel further': 'ruins_ruins', 'return to village': 'village_start'}
},
},
'ruins': {
'ruins': {
"description": "You reach the ancient ruins. The entrance is dark and eerie.",
"choices": ['enter ruins', 'return to forest'],
"transitions": {'enter ruins': 'ruins_explore', 'return to forest': 'forest_forest'}
},
'explore': {
"description": "You explore the ruins, encountering traps and puzzles.",
"choices": ['solve puzzle', 'avoid traps'],
"transitions": {'solve puzzle': 'ruins_hiddenPassage', 'avoid traps': 'ruins_ruins'}
},
'hiddenPassage': {
"description": "You solve a challenging puzzle and unlock a hidden passage.",
"choices": ['enter passage', 'go back'],
"transitions": {'enter passage': 'ruins_treasureRoom', 'go back': 'ruins_explore'}
},
'treasureRoom': {
"description": "You enter the treasure room and find the treasure chest.",
"choices": ['take treasure', 'leave'],
"transitions": {'take treasure': 'ruins_celebrate', 'leave': 'ruins_ruins'},
"consequences": {
'take treasure': lambda player: player.add_item('treasure')
}
},
'celebrate': {
"description": "You celebrate your discovery and decide to bring the treasure back to the village.",
"choices": ['return to village'],
"transitions": {'return to village': 'village_return'}
},
},
'village_return': {
'village_return': {
"description": "You return to the village with the treasure and share it with the villagers.",
"choices": ['end adventure'],
"transitions": {'end adventure': 'end_end'}
},
},
'end': {
'end': {
"description": "Your adventure ends here. The villagers are grateful and everyone's lives improve.",
"choices": [],
"transitions": {}
},
}
}
def validate_transitions(all_states):
errors = []
for location, states in all_states.items():
for state_key, state in states.items():
for transition_key, transition_state in state['transitions'].items():
# Check if the transition is to another location
if transition_state in all_states:
trans_location, trans_state = transition_state, 'start' # Assuming 'start' state for new locations
elif '_' in transition_state:
trans_location, trans_state = transition_state.split('_')
else:
trans_location, trans_state = location, transition_state
# Validate the transition state
if trans_location not in all_states or trans_state not in all_states[trans_location]:
errors.append(f"Invalid transition from {location}.{state_key} to {trans_location}.{trans_state}")
return errors
path_errors = validate_transitions(all_states)
if path_errors:
for error in path_errors:
print(error)
else:
print("All transitions are valid.")
class GameSession:
def __init__(self, starting_location='village', starting_state='start'):
self.player = Player()
self.current_location = starting_location
self.current_state = starting_state
self.game_log = []
def make_choice(self, choice_index):
state = all_states[self.current_location][self.current_state]
if 0 <= choice_index < len(state['choices']):
choice = state['choices'][choice_index]
next_state = state['transitions'][choice]
self.game_log.append(f"You chose: {choice}")
self.game_log.append(state['description'])
if 'consequences' in state and choice in state['consequences']:
if state['consequences'][choice]:
state['consequences'][choice](self.player)
else:
# Handle empty consequence, e.g., log a message or provide a default action
print(f"No consequence for choice: {choice}")
# You can add any default action here if needed
if '_' in next_state:
self.current_location, self.current_state = next_state.split('_')
else:
self.current_state = next_state
return self.get_current_state_info()
else:
return "Invalid choice. Please try again."
def get_current_state_info(self):
state = all_states[self.current_location][self.current_state]
choices = [f"{idx + 1}. {choice}" for idx, choice in enumerate(state['choices'])]
return state['description'], choices, "\n".join(self.game_log)
def start_game(starting_location='village', starting_state='start'):
game_session = GameSession(starting_location, starting_state)
description, choices, game_log = game_session.get_current_state_info()
return description, choices, game_log, game_session
def make_choice(choice, game_session):
if not choice:
description, choices, game_log = game_session.get_current_state_info()
return description, choices, "Please select a choice before proceeding.", game_session
choice_index = int(choice.split('.')[0]) - 1
result = game_session.make_choice(choice_index)
return result[0], gr.update(choices=result[1]), result[2], game_session
def load_game(custom_config=None):
global all_states
if custom_config:
try:
new_config = json.loads(custom_config)
all_states = new_config
# Determine the starting location and state
starting_location = next(iter(all_states.keys()))
starting_state = next(iter(all_states[starting_location].keys()))
game_session = GameSession(starting_location, starting_state)
description, choices, game_log = game_session.get_current_state_info()
new_path_errors = validate_transitions(all_states)
return gr.update(value=f"Custom configuration loaded successfully! \n{new_path_errors}"), game_log, description, gr.update(choices=choices), game_session, gr.update(value=custom_config)
except json.JSONDecodeError as e:
# Get the line number and column of the error
lineno, colno = e.lineno, e.colno
# Get the problematic line
lines = custom_config.split('\n')
error_line = lines[lineno - 1] if lineno <= len(lines) else ""
# Create a pointer to the error location
pointer = ' ' * (colno - 1) + '^'
error_message = f"Invalid JSON format in custom configuration:\n"
error_message += f"Error at line {lineno}, column {colno}:\n"
error_message += f"{error_line}\n"
error_message += f"{pointer}\n"
error_message += f"Error details: {str(e)}"
return gr.update(value=error_message), gr.update(), gr.update(), None, gr.update(value=custom_config)
except Exception as e:
return gr.update(value=f"Error loading custom configuration: {str(e)}"), gr.update(), gr.update(), None, gr.update(value=custom_config)
# If no custom config, start with the default configuration
starting_location = next(iter(all_states.keys()))
starting_state = next(iter(all_states[starting_location].keys()))
game_session = GameSession(starting_location, starting_state)
description, choices, game_log = game_session.get_current_state_info()
return description, gr.update(choices=choices), game_log, game_session, gr.update()
initgameinfo = start_game()
#-----------------------------------------------------------------------------------------------------------------------------------
with gr.Blocks() as demo:
gr.HTML("Main ideas for this space is (June 2024): A program exist around data We can generate almost any media data and more llms good at short questions Time moves in a straight so all considerations are flattend by the nature of time HF + Gradio allows for api use so this my prototype tool for tool use test")
with gr.Tab("Skeleton Generator"):
gr.HTML("Some Kinds of game skeletons ideas - Timelines, Graph as State machine paths, Economy ecosystem")
gr.HTML("One prompt to be used to test models - Please make 10 python lists for the types of media files and their purposes in a game and then use those lists to random generate a timeline of 20 items when the function is called Great next suggest ways to improve this function to create better timelines")
with gr.Tab("Generate Timeline"):
with gr.Tab("Asset generation considered"):
gr.HTML("Iframes are a placeholder for sample assets")
with gr.Tab("Prototype for finegrained editing of time line before conversion to game format"):
with gr.Row():
gr.Textbox(value=timeline_with_media, lines=4)
gr.Textbox(value=timeline_without_media, lines=4)
gr.HTML("Splits by new line")
input_text = gr.Textbox(label="Input Text", lines=10)
output_group = gr.Group()
@gr.render(inputs=input_text)
def update(text):
return show_elements(text)
with gr.Tab("Conversion of game version"):
gr.HTML("Can copy in the next tab - only linear path for now")
media_checkbox = gr.Checkbox(label="Include Media")
output_text = gr.Code(language="json")
media_checkbox.change(
fn=show_game_structure,
inputs=[media_checkbox],
outputs=[output_text]
)
with gr.Tab("Without Asset generation consideration"):
gr.Markdown("# Story and Timeline Generator")
gr.Markdown("Click the button to generate a random timeline and story based on UI elements and story events. Ask an LLM to use this to write a story around")
with gr.Row():
timeline_output = gr.Textbox(label="Timeline", lines=20)
story_output = gr.Textbox(label="Generated Story", lines=20)
generate_button = gr.Button("Generate Story and Timeline")
generate_button.click(generate_story_and_timeline, inputs=[], outputs=[timeline_output, story_output])
with gr.Tab("Test Example State Machine"):
with gr.Row():
with gr.Column(scale=2):
gr.Markdown("# Text-based Adventure Game")
description = gr.Textbox(label="Current Situation", lines=4, value=initgameinfo[0])
media = gr.HTML("Placeholder to load all media tests")
choices = gr.Radio(label="Your Choices", choices=initgameinfo[1])
submit_btn = gr.Button("Make Choice")
game_log = gr.Textbox(label="Game Log", lines=20, value=initgameinfo[2])
game_session = gr.State(value=initgameinfo[3])
submit_btn.click(
make_choice,
inputs=[choices, game_session],
outputs=[description, choices, game_log, game_session]
)
with gr.Column(scale=1):
gr.Markdown("# Debugging")
error_box = gr.Textbox(label="Path Errors", lines=4, value=path_errors)
with gr.Accordion("Config (Game Spoiler)", open=False):
custom_config = gr.Textbox(label="Custom Configuration (JSON)", value=json.dumps(all_states, default=lambda o: o.__dict__, indent=2), lines=8)
custom_configbtn = gr.Button("Load Custom Config")
custom_configbtn.click(
load_game,
inputs=[custom_config],
outputs=[error_box, game_log, description, choices, game_session, custom_config]
)
with gr.Tab("Custom JS Config Creator"):
gr.HTML("Companion Space for zerogpu / client api workflow planning for a way to send a zip to the Basic Game Engine at the bottom of https://huggingface.co/spaces/KwabsHug/TestSvelteStatic (Also to test how much can be done majority on cpu)")
with gr.Tab("Simple Config Creator"):
inventory_items = gr.State([])
skills_items = gr.State([])
objectives_items = gr.State([])
targets_items = gr.State([])
with gr.Tabs():
with gr.TabItem("Inventory"):
inventory_type = gr.Textbox(label="Type")
inventory_name = gr.Textbox(label="Name")
inventory_description = gr.Textbox(label="Description")
add_inventory = gr.Button("Add Inventory Item")
inventory_textbox = gr.JSON(label="Inventory Items", value=[])
with gr.TabItem("Skills"):
skills_branch = gr.Textbox(label="Branch")
skills_name = gr.Textbox(label="Name")
skills_learned = gr.Dropdown(choices=["True", "False"], label="Learned")
add_skill_button = gr.Button("Add Skill")
skills_textbox = gr.JSON(label="Skills", value=[])
with gr.TabItem("Objectives"):
objectives_id = gr.Textbox(label="ID")
objectives_name = gr.Textbox(label="Name")
objectives_complete = gr.Dropdown(choices=["True", "False"], label="Complete")
add_objective_button = gr.Button("Add Objective")
objectives_textbox = gr.JSON(label="Objectives", value=[])
with gr.TabItem("Targets"):
targets_name = gr.Textbox(label="Name")
targets_x = gr.Textbox(label="X Coordinate")
targets_y = gr.Textbox(label="Y Coordinate")
targets_collisionType = gr.Textbox(label="Collision Type")
targets_collisiontext = gr.Textbox(label="Collision Text")
add_target_button = gr.Button("Add Target")
targets_textbox = gr.JSON(label="Targets", value=[])
with gr.TabItem("Placeholders for Modal Target"):
gr.HTML("Placeholder")
with gr.TabItem("Placeholders for State Machine Modal Target"):
gr.HTML("Placeholder")
with gr.TabItem("Placeholders for Background"):
gr.HTML("Placeholder")
config_output = gr.JSON(label="Updated Configuration")
@gr.render(inputs=[inventory_items, skills_items, objectives_items, targets_items]) #, outputs=config_output)
def aggregate_config(inventory, skills, objectives, targets):
config = default_config.copy()
config['inventory'] = inventory
config['skills'] = skills
config['objectives'] = objectives
config['targets'] = targets
return config
add_inventory.click(add_inventory_item, inputs=[inventory_items, inventory_type, inventory_name, inventory_description], outputs=inventory_textbox)
add_inventory.click(aggregate_config, inputs=[inventory_items, skills_items, objectives_items, targets_items], outputs=config_output)
add_skill_button.click(add_skill, inputs=[skills_items, skills_branch, skills_name, skills_learned], outputs=skills_textbox)
add_skill_button.click(aggregate_config, inputs=[inventory_items, skills_items, objectives_items, targets_items], outputs=config_output)
add_objective_button.click(add_objective, inputs=[objectives_items, objectives_id, objectives_name, objectives_complete], outputs=objectives_textbox)
add_objective_button.click(aggregate_config, inputs=[inventory_items, skills_items, objectives_items, targets_items], outputs=config_output)
add_target_button.click(add_target, inputs=[targets_items, targets_name, targets_x, targets_y, targets_collisionType, targets_collisiontext], outputs=targets_textbox)
add_target_button.click(aggregate_config, inputs=[inventory_items, skills_items, objectives_items, targets_items], outputs=config_output)
with gr.Tab("Advanced Config Creator"):
gr.HTML("Config with More than text and images")
with gr.Tab("Asset Generation"):
gr.HTML("With some ideas from gemini-1.5-flash-api-0514 and reka-flash-preview-20240611
Licenses for the spaces still to be evaluated")
with gr.Tab("Save files"):
gr.HTML("For Dynamic events overnight or when player is not active what can LLMS edit?
eg. Waiting for a letter from a random npc can be decided by the llm eg. Improved Stats on certain days (eg. bitrthday) Privacy User Directed DLC eg. Rockstar Editor with local llm guide")
gr.HTML("Placeholder for huggingface spaces that can assist ")
gr.HTML("Placeholder for models small enough to run on cpu here in this space that can assist (9b and under) initial floor for testing can be https://huggingface.co/spaces/Qwen/Qwen2-0.5B-Instruct, https://huggingface.co/spaces/Qwen/Qwen2-1.5b-instruct-demo, https://huggingface.co/spaces/stabilityai/stablelm-2-1_6b-zephyr, https://huggingface.co/spaces/IndexTeam/Index-1.9B, https://huggingface.co/microsoft/Phi-3-mini-4k-instruct")
with gr.Tab("Images"):
gr.HTML("Concept Art, UI elements, Static/3D Characters, Environments and Objects")
gr.HTML("Image Caption = https://huggingface.co/spaces/microsoft/Promptist, https://huggingface.co/spaces/gokaygokay/SD3-Long-Captioner, https://huggingface.co/spaces/gokaygokay/Florence-2, ")
gr.HTML("Images Generation Portraits = https://huggingface.co/spaces/okaris/omni-zero")
gr.HTML("Images Generation General = https://huggingface.co/spaces/stabilityai/stable-diffusion-3-medium, https://huggingface.co/spaces/PixArt-alpha/PixArt-Sigma, https://huggingface.co/spaces/stabilityai/stable-diffusion, https://www.craiyon.com/, https://huggingface.co/spaces/prodia/sdxl-stable-diffusion-xl")
gr.HTML("Images Generation Posters with text - https://huggingface.co/spaces/GlyphByT5/Glyph-SDXL-v2")
gr.HTML("Images Generation Very Specific position and shape - https://huggingface.co/spaces/linoyts/scribble-sdxl-flash")
gr.HTML("SVG Generation = Coding models - ")
gr.HTML("Placeholder for huggingface spaces that can assist https://huggingface.co/spaces/gokaygokay/Florence-2 ")
gr.HTML("Placeholder for models small enough to run on cpu here in this space that can assist")
with gr.Tab("Audio"):
gr.HTML("Music - Background, Interactive, Cutscene, Menu Sound Effects - Environment, character, action (environmental triggered by user eg. gun), UI Speech - Dialouge, narration, voiceover The new render function means the Config can be made and iframe/api functions can be ordered as neccessary based on the part of the config that needs it to streamline workflows based on current state of config ")
gr.HTML("Placeholder for huggingface spaces that can assist")
gr.HTML("Audio Sound Effects - https://huggingface.co/spaces/artificialguybr/Stable-Audio-Open-Zero")
gr.HTML("Placeholder for models small enough to run on cpu here in this space that can assist")
with gr.Tab("Video"):
gr.HTML("Cutscenes, Tutorials, Trailers")
gr.HTML("Placeholder for huggingface spaces that can assist - https://huggingface.co/spaces/KingNish/Instant-Video, https://huggingface.co/spaces/multimodalart/stable-video-diffusion, https://huggingface.co/spaces/multimodalart/stable-video-diffusion")
gr.HTML("Placeholder for models small enough to run on cpu here in this space that can assist")
with gr.Tab("3D"):
gr.HTML("Characters, Environments, Objects")
gr.HTML("Placeholder for huggingface spaces that can assist - https://huggingface.co/spaces/dylanebert/3d-arena, https://huggingface.co/spaces/stabilityai/TripoSR, https://huggingface.co/spaces/hysts/Shap-E")
gr.HTML("Placeholder for models small enough to run on cpu here in this space that can assist")
with gr.Tab("Animations (for lower resource use)"):
gr.HTML("Characters, Environments, Objects")
gr.HTML("Placeholder for huggingface spaces that can assist - image as 3d object in video https://huggingface.co/spaces/ashawkey/LGM")
gr.HTML("Placeholder for models small enough to run on cpu here in this space that can assist")
with gr.Tab("Fonts"):
gr.HTML("Style of whole game, or locations, or characters")
gr.HTML("Placeholder for huggingface spaces that can assist - there was a space that could make letter into pictures based on the prompt but I cant find it now")
gr.HTML("Placeholder for models small enough to run on cpu here in this space that can assist")
with gr.Tab("Shaders and related"):
gr.HTML("Post-processing Effects, material effects, Particle systems, visual feedback")
gr.HTML("Visual Effects - eg. explosion can turn all items white for a moment, losing conciousness blurs whole screen")
gr.HTML("Placeholder for huggingface spaces that can assist")
gr.HTML("Placeholder for models small enough to run on cpu here in this space that can assist")
with gr.Tab("Other Considerations"):
with gr.Tab("General"):
gr.HTML("Experiment for https://huggingface.co/spaces/ysharma/open-interpreter/blob/main/app.py inplementation with gradio client api")
gr.HTML("Some conderations for future integration: https://huggingface.co/spaces/dylanebert/3d-arena, https://github.com/fudan-generative-vision/hallo")
gr.HTML("Useful Spaces and links: https://huggingface.co/spaces/artificialguybr/Stable-Audio-Open-Zero https://huggingface.co/spaces/stabilityai/TripoSR https://huggingface.co/spaces/wangfuyun/AnimateLCM-SVD https://huggingface.co/spaces/multimodalart/face-to-all https://huggingface.co/spaces/facebook/MusicGen https://huggingface.co/spaces/Doubiiu/tooncrafter")
gr.HTML("https://huggingface.co/spaces/linoyts/scribble-sdxl-flash as map planner")
gr.HTML("---------------------------------------Gameplay Ideas-------------------------------")
gr.HTML("https://huggingface.co/spaces/Lin-Chen/ShareCaptioner-Video - game use example police questions a event with multiple eye witnesses needs to give as close to the caption description to win")
with gr.Tab("Backend and/or Hosting?"):
gr.HTML("Prototyping and freemium free api HF Pro subscription")
gr.HTML("GPU (Data privacy) = No Rate limits? - https://lambdalabs.com/service/gpu-cloud https://huggingface.co/pricing#endpoints")
gr.HTML("Speed - Groq, SambaNova, ")
gr.HTML("Price - Coding - https://aider.chat/docs/leaderboards/ - https://www.deepseek.com/ 0.3 per million - is this per token or chinese character as that means converting code to chinese if possible can save api cost?")
with gr.Tab("Asset loading test"):
gr.Image()
gr.Video()
gr.Audio()
gr.HTML()
demo.launch()