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Yeah it's entirely LLM driven! If you look at the repo, I explain more about how to use it. Basically, you give an agentic coding harness capable of tool usage (Opus 5.5, Qwen 3.8-27b, etc) the skill which explains the drawing system: simple things like how to set the colors, position rectangles, draw polygons, etc. and it uses p5.js to render them.

It has three different modes:

• You can simply describe a picture, and it'll automatically generate an image using procedural code.

https://kq-styles.specr.net/#/scene/custom/elk-valley

• You can ask it to paint over an existing image. That's what those examples show, like me creating EGA-style equivalents of various scenes from the original Myst.

https://kq-styles.specr.net/#/scene/myst/r01-c00

• The last way is to give it a rough pencil sketch. It's the mode I use the most since it's very valuable when building an adventure game to position objects in a room.

https://kq-styles.specr.net/#/scene/sketches/12-crossroads

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Wow. Genuinely awesome work. And fascinating to see the drawing process.
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Thanks! I started this whole thing because I recalled reading an old interview with Sierra’s original creators, Ken and Roberta Williams, where they talked about how they needed a way to have graphics for their games without saving large bitmaps which would make it difficult to fit on a single floppy disk.

So instead for each room that needed to be rendered they just saved a series of vector instructions that would re-render it in real time. On slower machines, you could actually see the rooms pop in piece by piece. I wanted to kind of approximate that same aesthetic because it's just super cool!

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Really good stuff, thanks
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That's very cool. Great concept.
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