🏃♂️💨 World × WebGPU × runtime physics × motion-matched parkour.
In a browser tab. Anywhere on Earth. 🌍
@arrival_space_
New adaptive locomotion coming to @arrival_space_
Motion matching built from scratch for the web
predicting movement and picking the best fit from 200+ Mixamo animations.
Automatic ledge grabbing on any world geometry, including splats.
Built a tropical island in @arrival_space_ with Vibes
Spent most of the time telling the AI the shadows were floating.
Thomas Richter-Trummer retweeted
北海道・新得町にある「小笹川橋梁」の3DGSワールドを公開しました!
旧根室本線の鉄道遺産。石造りのアーチの上には、かつて列車が走っていた線路跡が残っています。ワールド内を歩くと、ちょっとした冒険気分に( ^ω^ )
今回はOSMO360で撮影した約16分の動画をSpirulaで3DGS化。
・Quality:medium
・学習:30,000 steps/3M splats
・トレーニング:約17時間
Qualityをhighにすれば、もっときれいになりそう。
Arrival.Spaceでのコリジョン生成に苦戦しましたが、ようやく成功!LODも設定し、スマホでは軽量版を表示しています。
#北海道 #十勝 #新得町
#ArrivalSpace #3DGS #Spirula #TOKACHI_WORLD
Thomas Richter-Trummer retweeted
私たちは東京に行きます!🇯🇵 10月23日(金)のHoloLab Conference 2026でお会いしましょう!
パートナーであるHoloLabチームの皆さまのサポートに心から感謝しています!日本のクリエイターやパートナーの皆さまにお会いできるのが楽しみです。
その週にお会いできる方は、ぜひDMでご連絡ください!
🤖 Made with AI
What started as playing around with browser synths turned into a full rhythm game on @arrival_space_ 🎹
Every note is generated in code, and Claude Opus 5.5 playtested every level to get the difficulty just right.
Turn the sound on 🔊
Thomas Richter-Trummer retweeted
Arrival.space のバイブコーディングを使って、騎乗できる馬をスペースに配置して遊んでました。色々選べるようになっていたのでGPT-6 Astraで
馬のギャロップがちゃんとできてる😆
捏造ではなく、実際にバーレーン要塞の周りの牧場で馬を借りて、遺跡で乗馬体験をすることができます
この馬もバーレーンで良く飼育されている「アシル・アラビア馬」を再現するように指示しています
人や動物なども含めて遺跡景観だと思うので、気軽に再現できるのは没入感が増して良いですよね😊
I finally found a use case for AI.
Destroying our office.
Drop in a photo. Ask AI to model it and make the furniture pushable. Walk in. Make a mess.
Thomas Richter-Trummer retweeted
This started with a Gaussian Splat from @Schindelar3D and a few prompts.
Astra + Opus 5.5 handled the game dev, generating assets through @Blender and accessing our Splat relighting capabilities directly.
No additional app opened. All inside the browser and ArrivalSpace.
What would you add next?
Apollo 11, simulated at full Earth-Moon scale in the browser.
Real mission sequence, staging + docking, Google 3D Tiles for Earth, original NASA audio, and you can walk on the Moon.
Built on arrival.space. and @playcanvas
Thomas Richter-Trummer retweeted
“This is not a game character. It’s me.”
20 minutes from iPhone capture with SplatKing and processing in Splatjs to a photorealistic, animated avatar walking through Gaussian Splats. Try now.
See you at IBC2026 in Amsterdam
Depth occlusion in WebXR in @playcanvas , no install.
A gaussian splat on my desk, feels strange to touch with my own hands...
Open on a Quest 3 / MIT Licence
github.com/arrival-space/pla…
Per-pixel per-eye depth from the Quest 3, in the browser. No AI — straight off the depth sensors.
Because it's sampled per eye, it lands on the hand in stereo — surreal, it stops reading as an overlay and starts feeling real.
WebXR, no native code.
Thomas Richter-Trummer retweeted
train gaussian splatting straight in the browser with Splat.js. SfM included, open source, and MIT Licensed.
Video from @PixelBilly and @arrival_space_
A single static 3DGS scan → animated + relit.
Rig once, apply any Mixamo animation, and reuse the same rigging data for per-splat relighting — no proxy mesh.
The result: captured humans that can become avatars or NPCs with dynamic lighting.
@arrival_space_ #GaussianSplatting
3DGS scan taken from scan-studio-iris
superspl.at/scene/965e24f5
Global #GaussianSplatting rendering in the browser.
Inspect a splat in full detail — then zoom all the way out to #Space.
This is running in @arrival_space_ with our new Cesium/Google tile renderer, atmospheric simulation, and time-of-day lighting.
Demo 🔗↓





