Basic Information
| Attribute | Value |
|---|---|
| Organization | Meta AI Research |
| Type | Research (not commercially available) |
| Launch Date | Research paper 2025 |
| Current Version | Research prototype |
| URL | Research publication |
| Availability | Research only |
Capability Profile
| Capability | Support | Notes |
|---|---|---|
| Text-to-World | Full | Scene planning + reconstruction pipeline |
| Trimesh Output | Full | Engine-compatible geometry |
| Navmesh Generation | Full | Automatic extraction during reconstruction |
| Physics Collision | Full | Collision geometry included |
| Multi-Room Scenes | Full | 50x50m worlds demonstrated |
Standards Compliance
| Standard | Compliance | Notes |
|---|---|---|
| glTF 2.0 | Implied | Trimesh output compatible |
| Standard Mesh | Full | Game-engine-ready output |
| Proprietary | Full | Research system |
Maturity Assessment
SRL Score: SRL-3 (Prototype)
Evidence:
- Research publication demonstrating full pipeline
- Text to game-ready world with navmesh
- Not commercially available
- Likely path to Horizon Worlds integration
Interoperability
| Aspect | Details |
|---|---|
| Export Formats | Trimesh (GLB implied) |
| Import Formats | Text descriptions |
| API Availability | No (research only) |
| Known Integrations | None public; likely Horizon Worlds future |
Strengths
-
Only system with automatic navmesh generation - Unique capability for game-ready output
-
4-stage pipeline produces game-ready output - Planning, reconstruction, decomposition, refinement
-
Competitive generation latency - ~5 minutes for 50x50m world
Limitations
-
Research only - Not commercially available
-
Hardware requirements unspecified - Estimated 8x H100 equivalent
-
Navmesh quality not benchmarked - Not compared against manual creation
4-Stage Pipeline
Stage 1: Scene Planning
- Text description parsed
- Room layout determined
- Object placement planned
Stage 2: 3D Reconstruction
- Geometry generated from plan
- Multi-view synthesis
- Initial mesh creation
Stage 3: Decomposition
- Scene segmented into objects
- Collision geometry extracted
- Navmesh generated
Stage 4: Refinement
- Texture detail added
- Material properties assigned
- Final optimization
Navmesh Generation
WorldGen is unique in generating navigation meshes as part of the world creation pipeline.
| System | Navmesh | Collision | Notes |
|---|---|---|---|
| WorldGen | Auto | Auto | Unique |
| Marble | None | Partial | Dual-mesh |
| Meshy | None | None | Asset only |
| Genie 3 | None | None | Video only |
Research Implications
WorldGen demonstrates technical feasibility of:
- Integrated physics infrastructure - Navmesh and collision in generation pipeline
- Text-to-game-ready workflow - Minimal post-processing required
- Large-scale generation - 50x50m worlds practical
Expected Trajectory
| Timeline | Expected Development |
|---|---|
| 2025-2026 | Continued research publication |
| 2026-2027 | Potential Horizon Worlds integration |
| 2027+ | Possible commercial availability |
MSF Relevance
WorldGen demonstrates that geometry-native world generation with physics infrastructure is technically feasible.
Key monitoring priorities:
- Production deployment timeline
- Navmesh quality benchmarks
- Integration with Horizon Worlds
- Potential open-source release
Standards implications:
- Navmesh can be part of generation, not just post-processing
- Quality validation profiles should include physics infrastructure
- AI metadata should include physics generation parameters