AI video is beautiful, but it's fundamentally broken for games.
Current real-time AI "hallucinates" movement. This leads to temporal instability, where textures and geometry shift every frame, destroying player immersion.
Default (Bad) Temporal Cohesion:
Traditional AAA art pipelines cost hundreds of millions for static, unchangeable fixed worlds.
The Solution is NeuralArchitect!
I'm not filtering video, I am neural-rendering reality. Moving from Generative Video (stateless memory) to Neural World State (stateful memory). I'm currently using engine-native data (Unity) to anchor the AI in 3D space, ensuring that what you see is mathematically tied to where you are.
1. Motion Vector Injection:
I feed the Unity Velocity Buffer into the latent space. I warp the background latents before the next generation step, creating a 1:1 motion-to-pixel lock
Rock-solid camera rotation and movement. The AI "refines" the warped frame rather than inventing a new one.
2. Spatial Latent Caching:
A doorway should stay a doorway when you turn around.
Using Grid-Based Neural Save-Files will cache the latent state of the room at specific world coordinate. When they return I re-inject those exact latents.
The "Neural Prefab": Environments aren't stored as meshes/textures, but as Spatial Latent Anchors and SDFs (Signed Distance Fields).
3. Optimization:
Tiled "Dirty Rect" Processing
By sending "dirty" tiles (areas with movement) to the AI server. Static skyboxes and distant buildings are "frozen" in latent space.
Attention Masking: Using saliency maps to tell the U-Net: "Focus your computational budget on the character's face/hands and be 'lazy' with the bricks in the background."
Zero-Latency Identity Locking: Shifting the burden from 'Full Generation' to 'Predictive Warping'.
Scope Integration
Simple platformer to test controller and keyboard and mouse support
Scope Test with controller and KBM support
The Future: Prompt-to-Play
My vision is that designers build the "rules" (collisions/NavMesh/etc.) and the AI builds the "reality."
Infinite Variety: One level layout can become a Cyberpunk Lab, a Fantasy Forest, or a Gothic Dungeon instantly via "Semantic Prompt Zones".
NeuralArchitect makes the concept of 'Art Assets' obsolete. The only limit is the prompt."
NeuralArchitect doesn't just make games look better; it makes the concept of 'Art Assets' obsolete. I am building the world's first engine where the only limit is the prompt.
Final result coming soon, it's still in development.