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New in PlayCanvas Editor: Joints, Parallax Occlusion and Splat LOD

· 9 min read
Kris Bamrah
Software Engineer

Editor 2.32 is out, and it leads with something that has been a long time coming: the Joint component. Hinges, sliders, ball joints, springs and breakable welds are now things you configure in the inspector rather than assemble from a script.

There is more to it than that. Materials get ray-marched parallax occlusion, the render component gets per-cascade shadow control, text elements can finally justify, and the Gaussian splat LOD controls have been reworked.

This is also the first of what we intend to make a regular thing. Plenty has shipped in the Editor over the past year without ever being written up, so from here on we will be posting about Editor releases far more often — shorter posts, closer to the release, instead of waiting for one big enough to justify the effort.

New in SuperSplat: Editor 3.0 Rebuilt on WebGPU

· 10 min read

Last month we shipped the Publishing API, opening superspl.at up to the wider splat ecosystem. Today is a bigger day. SuperSplat Editor 3.0 is here — the biggest release since 2.0 — and the headline is the editor itself, rebuilt from the ground up on WebGPU. It loads far larger scenes in a fraction of the memory, stays responsive when they get heavy, and comes with a new way to select, color grading for selections and a brand new Appearance panel.

New in SuperSplat: Introducing the New Publishing API

· 8 min read

Last month we shipped Vibe Code Splat Apps, 360° Video and splat-transform 3.0 — everything you need to turn a splat into a real, shippable app. Today we're opening SuperSplat up to the rest of the ecosystem. A new publishing API lets any capture app, scanner or training pipeline upload straight to superspl.at, and three launch partners are live with it today: Teleport by Varjo, XGRIDS LCC Studio and LichtFeld Studio. If you build splat software, you can ship the same thing.

New in SuperSplat: Vibe Code Splat Apps, 360° Video and splat-transform 3.0

· 5 min read

Last month we shipped a new WebGPU renderer and automatic streaming — a huge leap in how fast splats load and render. Today's update is all about what you can do with your splats. We're rolling out a way to vibe code an entire app around any splat, plus 360° video rendering and SPZ export in SuperSplat Editor 2.29.0, and a major new release of splat-transform.

New in SuperSplat: WebGPU and Streaming Bring Huge Performance Wins

· 4 min read

Last month we shipped Software Attribution, Collision Generation and GPU-Powered Histogram. Today we're announcing some of the most significant upgrades to the SuperSplat platform yet — a brand new high-performance WebGPU renderer and automatic, high-quality levels of detail for streamed scenes. Together they make splats load faster and render smoother than ever, from phones right through to high-end desktops.

Turning a Gaussian Splat Into a Videogame

· 13 min read
Iakov Sumygin
Software Engineer

Gaussian Splatting gives you photorealistic environments for free. The catch: a splat is just a cloud of oriented blobs - no triangles, no colliders, no navmesh, no lights. Drop a character in and they'll float through walls looking like they belong in a different universe.

This post walks through the demo I built to fix all of that:

  • 👉 Play it in your browser - WASD, mouse to aim, left-click to fire.
  • 👉 Check the project - the full PlayCanvas project is public. Every script mentioned in this post lives inside it, ready to read, fork, or remix.

The scene is a gorgeous indoor scan of a real abandoned place by Christoph Schindelar. Christoph is one of the best artists working with Gaussian Splats out there, so when he proposed to scan a real place for me, I jumped at the opportunity. On top of that splat I bolted a physics collider, a grid of baked lighting probes, a Recast navmesh, eight personality-driven NPCs and a classic FPS loop. Everything runs in a browser tab.