playcanvas

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Last 30 days, Oct 4 – Nov 2

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18posts
Nov 30 posts
  1. محرر أداة SuperSplat المباشر (على الويب): superspl.at ​المستودع مفتوح المصدر على GitHub: playcanvas/supersplat ​المحرك والأداة الرئيسية (PlayCanvas): playcanvas.com

    2 likes · 1 repost · 315 views
  2. Reddit · · r/GaussianSplatting · u/MayorOfMonkeys · playcanvas/supersplat-viewer

    Major SuperSplat release: follow creators, new home page and search, and enhanced XR Hi r/GaussianSplatting! We've just shipped a massive SuperSplat update, and this one is mostly about superspl.at itself rather than the editor. Follow creators You can now follow creators from their profile, from one of their scenes or from the profile card that pops up when you hover over a name in the comments. Their new splats show up in a Following tab on the home page, and your follower count shows on your profile. Notifications There's a notification bell in the top bar for comments, likes and new followers on your splats. The old emails were noisy, so comments are now bundled into one email, and likes and followers go into a daily summary. You can choose what you get in your notification settings. New home page and search The home page now has a Spotlight row (walkable worlds, free downloads, best of the week, all-time greats) above Trending, Latest and Following tabs. There's also a dedicated search page with Walkable and Downloadable filters, a time period from the past day to all time, and sorting by views, likes, date or size. XR - Two-handed manipulation: squeeze both grips (or make fists with hand tracking) to drag, rotate and scale the whole scene, anywhere from 0.25x to 4x. - Much faster on Quest: up to 1M splats, fixed foveation and a 72 Hz target. A large streamed scene on a Quest 3 went from 9.7 fps to 30.7 fps, or 40.3 fps with Quality set to Performance. - AR hides the skybox, so the scene sits in your passthrough view. - Sessions start facing the same way as the camera. - Post effects and tone mapping now carry into XR. - In XR, detail level is picked by distance only, so looking over your shoulder doesn't reveal low-detail splats. - Apple Vision Pro runs XR on WebGPU in Safari. Heads-up for Quest users: SuperSplat renders with WebGPU by default, but XR on Quest currently needs WebGL. The first time you tap VR, the viewer offers to reload with WebGL. Press OK, then tap VR again. Other bits - Splat counts on every scene page - A timeline in SuperSplat Studio (press T) - Uploads that take longer than 20 minutes no longer fail, .spz and XGRIDS LCC2 uploads are supported, and scenes over 40M splats get LODs automatically - SplatTransform has a new --camera-track option that renders a camera animation from a SuperSplat project to image frames, with depth of field and motion blur (guide) Everything is open source under MIT: SuperSplat Editor, SuperSplat Viewer, SplatTransform and the PlayCanvas Engine. Full write-up: blog.playcanvas.com Join the SuperSplat community today on Discord: discord.com We'd love feedback, especially from anyone trying the XR mode on a headset. And who should everyone be following? Drop your favorite profile below. 👇

    42 points · 15 comments
  3. I had no idea SOG was being used this way, so cool! I'm busy working on V3 if there's anything you think we should include. splat-transform#362

  4. Reddit · · r/GaussianSplatting · u/slimbuck7 · playcanvas/splat-transform

    SOG v3 spec in progress: 4 bands of SH, decimation alpha compensation, and glTF-style extras Hey everyone, I’m busy putting together the proposal for SOG v3 (PlayCanvas' compressed format for 3D Gaussian Splatting), and I'd like to get community feedback and catch any potential edge cases. The current proposal includes: - Tighter Data Packing: Further reducing file sizes and streaming overhead for web runtime delivery. - Support for up to 4 Bands of SH: Catering to high-fidelity captures requiring richer view-dependent lighting and specular detail. - Support for Alpha > 1: Primarily targeted at post-decimation compensation—allowing fewer splats to accurately represent dense volumes without visual thinning. - Per-Gaussian Custom / Blind Data: Adding support for arbitrary user attributes (semantic segmentation masks, custom IDs, interaction tags, etc.). - meta.json Extras Field: Adopting a glTF-style extras object to allow standard and custom metadata extensions without breaking parser compatibility. Please check the full proposal on GitHub: splat-transform#362 Thanks!

    9 points · 2 comments
  5. PlayCanvas brings WebMCP to 3D editing. SuperSplat 3.7 introduces 24 WebMCP tools, allowing AI agents to inspect, edit, and export 3D scenes directly in the browser. Changes share the editor’s undo history. Learn more from @playcanvas: github.com/playcanvas/supersplat/releases/tag/v3.…

    5 likes · 2 reposts · 198 views
  6. SteadySplat works so well that it should be the new standard... If you want quick integration of SteadySplat rendering, you can try this draft playcanvas PR. engine#9819 If you just need a quick web demo, try our slop viewer (change the renderer under settings): splatview.github.io

    35 likes · 3 reposts · 1,203 views
  7. Reddit · · r/PlayCanvas · u/Kpal81 · playcanvas/editor-mcp-server

    Editor 2.35: the projects page is now a standalone home, and an agent can manage your projects over MCP Editor 2.35 is out, and most of it is the projects page. playcanvas.com is now the Project Dashboard, a standalone page instead of an overlay on top of the editor. It doesn't load the engine or the editor any more (the page script went from 3.5 MB to 0.55 MB). Most of what you used to do on the playcanvas.com projects page has been ported into it: - Search with filters (name:, owner:, desc:, is:starred, is:private and friends), tabs for All, Mine, Shared with me, Private and Starred, card and list views, and / to jump to search. - A ⋮ menu on every project: Open editor, Play, Project settings, Copy link, Watch, Fork, Export, Transfer ownership, Delete project. - Project settings, Dev log and Team panels, including writing, editing and deleting dev log posts in Markdown. - Creating and deleting organizations. New project also offers Empty Project (nothing in it) next to Blank Project (skybox, cube and plane). The other half is MCP. There's an MCP server button on the dashboard, so an agent can connect before any project is open. The MCP server gains project tools (list, get, create, update and open), and the connection survives the tab moving into a project. In the video that's a real Claude Code session listing projects, creating and renaming one, opening it and building a ring of cubes in it. A few things worth knowing: - The project tools need a release of the Editor MCP server that includes them. - The old in-editor projects overlay is gone, so the viewport Home button now opens the dashboard tab. - Dev log comments aren't in this release. Write-up: blog.playcanvas.com Docs: developer.playcanvas.com MCP server: playcanvas/editor-mcp-server Release notes: github.com/playcanvas/editor/releases/tag/v2.35.0 The demos at the start of the video are After the Flood, SWOOOP and Seemore (made with Arm), all by PlayCanvas. Happy to answer questions here, and if something on the new page doesn't behave the way the post says, I'd like to hear about it.

    12 points · 2 comments
  8. Reddit · · r/PlayCanvas · u/mvaligursky · playcanvas/engine

    PlayCanvas now has a dynamic sky: day/night cycle, volumetric clouds and lighting that follows the sky (WebGPU + WebGL2) We just added DynamicSkyEffect to the PlayCanvas engine - a camera frame effect that takes over the sky of a camera and renders a full day and night cycle. The video is the new example: a small tropical island, with the time of day animated. What it does - Atmosphere - an analytic daylight model, balanced against the sun light, so the sky and the sunlit ground end up at a similar brightness and a single exposure works for both. One sunIntensity sets the brightness of the whole day. - Night - a twilight glow, stars and the moon, with the moonlight taking over from the sun. - Clouds - either a cheap flat layer, or volumetric clouds ray marched through 3D noise and drifting with the wind. The volumetric ones render to their own buffer (at reduced resolution by default) and use blue noise jitter with a small blur, so they stay clean without TAA. - Lighting - the effect generates the environment lighting of the scene from its own sky, and regenerates it as the sun moves, the settings change, or the clouds drift. For an animated time of day it can blend between updates, so reflections on glossy surfaces (like the water) change smoothly instead of stepping. - Sun light - it keeps a directional light in sync with the sun: direction, color and intensity, dimmed by the clouds. Usage is a few lines: const sky = new DynamicSkyEffect(device); sky.light = sun.light; sky.clouds = true; sky.cloudTechnique = CLOUDTECHNIQUE_VOLUMETRIC; cameraFrame.addEffect(sky); // set the sun as your time of day changes sky.elevation = 35; sky.azimuth = 120; It runs on both WebGPU and WebGL2, and it's open source like the rest of the engine. - PR with the details: engine#9765 - Example: engine-9bay4vgd4-playcanvas.vercel.app Happy to answer questions about how it works, and feedback is very welcome.

    12 points
  9. New in PlayCanvas: a dynamic sky ☀️☁️🌙 Day & night cycle, volumetric clouds drifting with the wind, stars, moon, and scene lighting that follows the sky, all in one CameraFrame effect. Runs on WebGPU and WebGL2. engine#9765 t.co

    22 likes · 4 reposts · 973 views
  10. Reddit · · r/PlayCanvas · u/Kpal81 · playcanvas/inspector

    Editor 2.34 — you can now launch your app with the Inspector attached Editor 2.34 is out, and the headline is the Inspector — a new, open-source debug panel for PlayCanvas apps. Hover Launch, tick Inspector, and your app opens with it docked on the right: the entity hierarchy with every component's live values, plus tabs for cameras, assets, textures, meshes, materials, scripts, memory, shaders and physics. You can pause it, step it a frame at a time, pick an entity straight out of the viewport, and draw the physics world. It runs on your app's own engine, so it shows what the app is actually doing. Needs Engine 2.23 or later. The physics bit in the video is that workflow: run the scene, pause with the spheres mid-air, pick one, and its live rigidbody values — including the gravity scale it was given in the editor — are right there in the panel. Also in this release: - Gravity Scale on dynamic rigidbodies. A per-body multiplier on world gravity — 1 is normal, 0 ignores it, -1 reverses it. Balloons and low-gravity zones no longer need a counter-force script. - Splat Budget Mode in the rendering settings (Target / Limit), and LOD Base Distance and LOD Multiplier are back on the GSplat component. This partly reverses the 2.32 LOD change, so if you followed that post, the fields have moved again. - Use Fog and Use Tonemapping toggles on particle systems, so embers and magic can keep their glow while the world around them fades into the fog. - Discard All in the Version Control changes tab (landed in 2.33). Throws away everything since your last checkpoint, with a safety checkpoint taken first by default. - Material UV channels 2 to 7, a GLSL shader transpilation setting for WebGPU, and Antigravity IDE as an external code editor. The first two landed in 2.33. Two things worth knowing: - The Inspector needs Engine 2.23 or later. On an older engine the launch page logs a warning and carries on without it. - Splat LOD still only does anything on streamed SOG octrees. A single .sog or .ply is one level, so the fields appear but have nothing to choose between. Write-up: blog.playcanvas.com Inspector (open source): playcanvas/inspector Release notes: github.com/playcanvas/editor/releases/tag/v2.34.0 The splat scene in the video is Roman Parish by Andrii Shramko. Happy to answer questions here, and if something doesn't behave the way the post says, I'd like to hear about it.

    16 points
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