I like some good amount of pixel CTO @ https://xitter.cf/t.co/w1PyD4o8XY

Graz
Joined March 2014
🏃‍♂️💨 World × WebGPU × runtime physics × motion-matched parkour. 
In a browser tab. Anywhere on Earth. 🌍
 @arrival_space_
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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.
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Built a tropical island in @arrival_space_ with Vibes Spent most of the time telling the AI the shadows were floating.
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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
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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
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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 🔊
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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😊
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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.
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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?
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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
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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
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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…
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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.
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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_
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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
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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 🔗↓
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