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platform · interactive

A photo you can drive through.

On its own, a captured place is something you can only look at. We make it a stage you can drive: walls that stop you, ground that holds you, and room to drop things into the scene. This is the part that turns a photoreal capture into a place you play in.

why it matters

Captures used to be scenery.

A captured place looks real, but out of the box nothing in it is solid. You can move the camera through it, and that is all. To drive it, the world has to push back: a wall has to stop a wheel, a floor has to hold a vehicle, a parked car has to sit on the ground and not float. That is the work here. The captured look never changes. We give the place a body so a game can act on it.

what it lets you do

One thing shipped. More coming, plainly.

live

It stops you and holds you

Walls are solid. The ground is solid. A vehicle drives the captured space and obeys it, the way it would obey the real place.

next

You can drop things in

Parked vehicles and characters can stand inside the captured space and behave like they belong there, on the same floor you drive on.

exploring

It can take a hit

A wall registers a dent, a fender folds, without breaking the look of the place. Early work, not a promise with a date.

The order is the commitment. Drive first, then drop things in, then let the place take a hit. No dates on the rest.

the proof

The first proof point is the driving demo: a real scanned space, and a vehicle that obeys it. It is live, in a browser, on your own hardware. You do not have to take my word for any of this. You can drive it.

Streaming makes the photoreal deliverable. This makes it interactive. The driving demo is what happens when both land in the same tab.