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changelog

Changelog

Hand-curated. Each entry is one shipping beat — not one commit. For the latest, the build chip on the title screen always points to the top entry.

  1. 2026-05-28 · v2026.05.28

    Demo scope cut to one drivable showcase (plus an aerial flight)

    • ·Narrowed the showcase to a single drivable city — LUDLOW SQUARE — with LA NIGHT AERIAL as an aerial flyover you opt into separately. They're the two captures that hold up at the photoreal bar. ROOM and the earlier LA NIGHT are out of the public demo for now (hidden, not deleted) while their captures get reworked, so older entries that list them as drivable are historical.
    • ·Trimmed the build down to the demo and its marketing pages, and pulled the internal-only pages out of the live site.
    • ·Sitemap and robots updated to match.
  2. 2026-05-20 · v2026.05.20

    View-aware streaming, smoother detail, adaptive bitrate

    • ·Adaptive bitrate — the scheduler watches recent download speeds and trades up to higher detail when the network can take it, and back down without a stutter when it can't.
    • ·The scene fetches what you're looking straight at before what's in the corner of your eye, so the detail budget gets spent where you actually look.
    • ·The canvas holds a confirmed scene on screen while the next batch loads, so a detail step never blanks the frame; a short fade smooths the swap.
    • ·Per-chunk visibility baked into the manifest, so the scheduler can score a chunk before it downloads it.
  3. 2026-05-19 · v2026.05.19

    Splat streaming — the first version of the protocol

    • ·Published the streaming spec: a manifest-plus-segments model adapted from video HLS, reshaped for point-cloud scenes.
    • ·Wired the streaming path end to end — types, manifest validation, fetch-and-decode loader, priority scheduler — into the existing chunk manager, so the renderer reads from a single source.
    • ·Byte-range packing: large scenes ship as a few packed blobs with a side index, and the loader pulls only the bytes it needs, so a scene arrives in far fewer requests.
  4. 2026-05-16 · v2026.05.16

    Sound, feel, and a lot of polish

    • ·A full audio pass: an ambient bed, per-arena procedural music, and a collision sound coloured by the surface you hit.
    • ·Collision now lands across senses at once — a low-pass over the whole mix, a screen-blur pulse on the same envelope, and gamepad/phone haptics.
    • ·A settings drawer that gathers visual, audio, accessibility, and diagnostics in one place.
    • ·Photo mode — free-fly camera, framing grid, PNG capture, and optional exposure/contrast/saturation grading that resets when you leave.
    • ·Attract mode uses the live splat canvas as the title backdrop.
    • ·Per-arena colour grading, opt-in only, so a weak capture has a fix without stylising the strong ones by default.
    • ·A loading cinematic that shows the scene streaming in, with a byte counter and ESC to abort.
    • ·Mobile controls reworked — a proper joystick, throttle and brake slabs, haptic taps.
    • ·Out-of-bounds reticle, a compass back to the start, and a respawn chip.
    • ·A combo meter with a rolling 12-second replay buffer, plus a quieter scoring layer (speed streaks, smooth runs, sightseeing) behind a toggle.
    • ·Photo Hunt — find the vantage points a capture was framed around and shoot them. Off by default at first, then made discoverable from the title screen.
    • ·Speed Run — a time trial with per-arena bests, a live timer, and a restart chip.
    • ·Persistence throughout: a per-arena drive log, lifetime stats, a photo gallery, daily streaks, and achievements with progress bars.
    • ·An end-of-session readout — distance, peak speed, combo, vantages — with a one-line share.
    • ·A service worker, so the shell loads instantly and still works offline after the first visit.
    • ·/how-it-works and /press marketing surfaces, plus an invite CLI.
    • ·Reflections, HDR output where the display supports it, and a chassis tint that picks up the arena's ambient colour so the car reads as lit by the place it's in.
  5. 2026-05-14 · v2026.05.14

    Visual presets, photo mode, attract title, settings drawer

    • ·Visual presets wired through the renderer's post-process chain.
    • ·Particle systems — dust kick, tyre smoke, ignition flash, brake heat.
    • ·Per-wheel contact shadows.
    • ·An ambient bed and per-arena procedural music, both state-aware.
    • ·The first settings drawer — visual, audio, accessibility, diagnostics.
    • ·Attract mode: the splat canvas as a title backdrop.
    • ·Photo mode — free-fly, grid, PNG capture.
    • ·Brake-punch FOV and a speed-gate edge effect.
    • ·Reverse beeper, speed lines, a G-force camera tilt.
    • ·Haptics — mobile vibrate and gamepad rumble.
  6. 2026-05-13 · v2026.05.13

    Streaming engine, chase camera, shadow catcher

    • ·The streaming pipeline, asset split-by-scale, and telemetry wired up.
    • ·Frustum culling and a level-of-detail ceiling.
    • ·Spring-arm chase camera, shadow catcher, cubemap reflections, opacity-pruned splats.
    • ·Three drivable arenas: ROOM, LUDLOW SQUARE, LA NIGHT.
    • ·Hybrid collision — a walls-only trimesh over a flat floor plane.
  7. 2026-05-09 · v2026.05.09

    First pixel on integrated GPU

    • ·A WebGPU probe with a compatibility-wall fallback for unsupported browsers.
    • ·The three-worker pipeline — manifest, decode, persist.
    • ·An OPFS warm cache with LRU eviction and a 1 GB cap.
    • ·A motion-aware level-of-detail controller.
    • ·A terminal-style boot reel and title shell.