🚀 PlayCanvas Engine 2.24.0 is here!
Your free and open source web graphics engine
🌅 Dynamic sky with day-night cycle
🪞 Planar reflections
🎨 AgX tone mapping
✨ Streamed LCC2 splats
🛠️ New gizmos + clipping planes
Get started today:
🧑💻 npm install playcanvas
[1 / 2]
Check out what your web browser can do in 2026. 💪
Real places scanned and sitting on a hyperlink. 🔗
Rendered by the @PlayCanvas Engine on WebGPU.
[1 / 2]
✈️ Splash One, a new PlayCanvas example, was built with Opus 5.5.
A flight combat sandbox with procedural terrain 🏔️, sky haze 🌅, particles 💥 and audio 🔊
Play it here👇
https://t.co/Eyr4vaCRFT
What if a Gaussian splat scene went full Matrix? 🟩
New @playcanvas shader effect: digital rain for 3D Gaussian splats. Some splats turn into camera-facing glyphs lit by falling drops. The rest thin out, shrink and tint.
Open source, one script, runs on WebGL2 and WebGPU.
Gaussian splats aren’t only for photo scans.
🕳️ A black hole where the lensing itself is done by splatting: each splat is drawn where its bent light lands
✨ 373,000 Gaia stars, one splat each, moving along their measured velocities
Real time in the browser with @playcanvas
This isn’t video footage.
It’s a Gaussian splat rendered in real-time, walked by a simulated person filming on a virtual phone: gait, head turns, motion blur, rolling shutter, footsteps.
You can tap to burn the Gaussians it's made of. 🔥
Built with @playcanvas
🧵 👇
I am still fascinated by our whacky "Speed of light" Gaussian Splatting renderer.
It depth culls away nearly 90% of the scene and renders in 4ms. It's wild! and also completely unusable.
Snapchat now supports PlayCanvas games! 🎮👻
Introducing @Snapchat Web Lenses. Build a game with web tech, zip it up and publish it straight into Snapchat as a Lens.
Here's what you need to know 🧵
This worked better than I expected! Replaced rasterised light probes with ray tracing, and it was fast enough to run realtime. Running in WebGPU + @playcanvas
I might be having a little too much fun working on our @Apple Vision Pro support...
Church on a stick!
Scene by @Schindelar3D at https://t.co/BaMoKuny5t
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.
https://t.co/ggQoYzekmk
🐍 I built a snake battle game with PlayCanvas and shipped it as a Snapchat Lens.
Since launch on 26 Sep: 1.6M plays from nearly half a million players.
Play links in the reply.
Spine 4.3 skeletal animation in @playcanvas. Physics now reacts to the entity's movement, so hair, cloth and snow swing as characters move.
Tutorial: https://t.co/Zs8Cky4PSi
Docs: https://t.co/YtGCf4cvkG
Plugin: https://t.co/xIPuWAtgbY
#gamedev@EsotericSoft
Ever wondered what #GaussianSplatting speed-of-light rendering might look like?
This comes close: 7.5 ms a frame on a Pixel 7 Pro in Chrome/WebGPU, where sorting takes 19.5. The flickery blobs are a per-frame thing; over time they resolve to the correct image.
Too flickery to ship as-is, but a useful stepping-stone.
(I already have a version that resolves much better per frame — not quite as fast, of course.)
Even reasonably straightforward content like this HQ strawberry from @DanyBittel - https://t.co/BQONvRWxeP.
You wouldn't expect performance issues with this scene, but actually when you zoom in, there is a TON of overdraw and the GPU starts struggling.
Sorted: 14.3ms
Stochastic 2.7ms (🤯)
It turns out that stochastic rendering of #GaussianSplatting scenes isn't just like, crazy super-duper fast, it also gives us new avenues for doing cool stuff.
For example, how about dynamic point lights with shadows directly on the gaussian splat scene?!
Scene by @DuckbillStudio
https://t.co/S0TJjS2COK
New @playcanvas version 2.23 is almost here, and rendering just got a lot cheaper on the CPU 🚀
20K boxes with shadows (40K draw calls), CPU time per frame vs 2.22:
WebGPU: 75.9 → 35.3 ms, 2.1× faster
WebGL2: 47.1 → 30.5 ms, 1.5× faster
45 million Gaussians. A sprawling medieval town, walkable in a browser tab. 🤯
Trogir, Croatia - running on @playcanvas' WebGPU 3DGS renderer - quick enough to keep a huge scene like this fluid as you explore.
Sped up x2 and birds eye view at the end 🐦
[1/2]
I've added overdraw display to #SuperSplat editor.
Runtime performance is heavily dependent on overdraw, so it's definitely a good idea to be aware of it in your scenes!
And when comparing various trainers, overdraw is another quality metric to consider apart from PSNR! Right @lichtfeldstudio?