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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

· 12 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 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.