SuperSplat Editor: a browser-based 3D Gaussian Splat editor from PlayCanvas
3D Gaussian Splat Editor
At a glance
- What is it?
- SuperSplat is an MIT-licensed TypeScript tool for inspecting, editing, optimizing and publishing 3D Gaussian Splats. It runs in the browser, ships a hosted editor at superspl.at/editor, and can also be run locally from a Node.js 20.19 build.
- Who is it for?
- Adopt SuperSplat if you already have Gaussian Splat captures and need to clean, optimize and publish them without installing desktop software; the hosted editor at superspl.at/editor is the fastest path. Do not adopt it as a photogrammetry pipeline for turning ordinary photos into splats, because the README describes editing, optimizing and publishing, not capture.
- Can I use it commercially?
- Yes. MIT is a permissive licence: you can use, modify and sell software built on it, as long as you keep its copyright and licence notices.
- Is it still maintained?
- Yes. The repository received new commits within the last day.
- What is it written in?
- Mainly TypeScript, according to GitHub's language statistics.
Answers come from the project's GitHub data, last synced on September 29, 2026, and from our analysis. They are not legal advice.
Editorial analysis
What SuperSplat actually does with a Gaussian Splat
SuperSplat sits at the stage after a splat has already been produced. The README calls it a tool for "inspecting, editing, optimizing and publishing 3D Gaussian Splats", which places it downstream of whatever generated the splat in the first place. The package.json description is even shorter: "3D Gaussian Splat Editor".
The audience is therefore narrow and specific. If you have a PLY or similar splat capture and you need to remove floating artefacts, crop the scene, reduce the file before shipping it to a web viewer, or publish it somewhere a browser can load, SuperSplat is aimed at you. If you have a set of photographs and no splat yet, this is not the tool that turns them into one. Nothing in the README claims capture or reconstruction.
The distribution model matters here. The README states the editor is "built on web technologies and runs in the browser, so there's nothing to download or install", and points at a live version at https://superspl.at/editor. That hosted instance is the default way most people will meet the project. The repository exists so the same editor can be built, modified and self-hosted.
The architecture behind a browser-only editor
The repository is a TypeScript single-page application assembled with Rollup. The top-level layout is conventional for that stack: src/ holds the application code, static/ holds assets including the locale files, and rollup.config.mjs drives the build. The package.json scripts confirm the toolchain rather than a server framework: build runs rollup -c, watch runs rollup -c -w, and develop chains the two together with a static file server.
The UI layer is @playcanvas/pcui, listed as a dev dependency at version 6.1.4. That is the PlayCanvas component library, and it explains how an editor with panels, toolbars and property inspectors ends up in a browser tab rather than a native window. Rendering is handled by the PlayCanvas engine through WebGL and WebGPU, which the repository topics list explicitly. The presence of @webgpu/types in devDependencies is consistent with that.
Splat processing is delegated. @playcanvas/splat-transform appears in devDependencies at 3.5.0, so format conversion and splat manipulation are not reimplemented inside the editor. Localization is handled by i18next with i18next-browser-languagedetector, and translations live as JSON files under static/locales. A dedicated script, lint:locales, runs scripts/check-locales.mjs to validate them.
One design consequence is worth naming. Because everything is client-side, the editor's ceiling is set by the browser tab: memory, GPU capability and the user's machine. There is no server-side processing to offload a large scene to.
Running SuperSplat locally: install and first use
The README gives a four-step local setup and states the prerequisite plainly: Node.js 20.19 or later. The package.json engines field agrees, requiring node >=20.19.0. Start by cloning and installing:
git clone https://github.com/playcanvas/supersplat.git
cd supersplat
npm installThen start the development build and its server in one command. The README says SuperSplat is rebuilt automatically when source changes are detected, and that you refresh the browser to see them.
npm run developThat script sets BUILD_TYPE=debug and runs the Rollup watcher alongside serve, which is why the next step is a browser URL rather than a file path.
# after npm run develop, open:
http://localhost:3000The README adds one operational detail that is easy to skip: disable network caching in your browser's network tab and clear the other application caches before loading. On Safari it names Cmd+Option+e, or Develop then Empty Caches. Without that, a rebuild can appear to have had no effect.
If you are working on translations rather than the editor itself, the README documents a query parameter for forcing a locale, where <locale> is a language code such as fr, de or es:
# with the dev server running
http://localhost:3000/?lng=<locale>Adding a language means creating a new <locale>.json in static/locales and registering the locale in src/ui/localization.ts. Run npm run lint:locales to check the files.
Where the browser-only approach breaks down
The README's central selling point is also its main constraint. "Nothing to download or install" is true for the hosted editor, but it means the work happens in a browser tab with whatever GPU and memory the visitor has. Large splat scenes are exactly the kind of workload where that becomes visible. The documentation does not describe a streaming or out-of-core path, so a scene that exceeds the tab's budget is a scene you cannot comfortably edit there.
The local build does not remove that ceiling. It replaces the hosted editor with your own copy of the same client-side application. What it buys you is source access and a debug build, not server-side compute.
There is a second boundary that the README makes no attempt to hide: SuperSplat is an editor. It is not a capture tool, and the README does not present it as one. If your problem is producing a splat from images or video, the repository you are looking at does not address it.
Finally, the README is thin on operational detail beyond setup. It documents how to build and how to localize, and it links to an external User Guide for actual usage. Anyone evaluating the tool for a production pipeline will be reading that guide, not this repository, for the editing workflow itself.
SuperSplat compared with a desktop splat trainer
The natural alternative is a desktop application that both trains splats and edits them. Postshot is the comparison people search for, and the difference in approach is structural rather than a feature checklist. A desktop trainer owns the whole pipeline: it consumes images, runs the reconstruction on local hardware, and exposes editing in the same native application. SuperSplat owns only the later half. It assumes a splat already exists and concentrates on what you do with it afterwards.
That split has practical consequences. A desktop tool can use the full machine without a browser sandbox, and it does not depend on a tab staying alive. SuperSplat trades that for reach: a URL, no installer, and a build that anyone with Node.js 20.19 can reproduce from source. For teams that need to hand a scene to a colleague for a quick cleanup, the browser route removes a distribution step entirely.
Within the PlayCanvas ecosystem the comparison is different again. SuperSplat is the editor; the PlayCanvas engine is what renders splats in an application. They are complementary rather than competing, and the repository topics list both playcanvas and webgl alongside the splat-related tags.
Licence, maintenance and what an upgrade costs you
SuperSplat is MIT licensed, stated in both the README badge and the package.json license field, with the full text in the repository's LICENSE file. For most adopters that is permissive: you can use, modify and redistribute the code provided the licence notice travels with it. The repository does not publish a separate commercial or contributor licence agreement in the files available here, so if your organization has rules about which licences it accepts, the LICENSE file is the thing to read rather than this description.
Maintenance signals are healthy on the evidence available. The repository is not archived, and the most recent push recorded is 2026-09-21, the same date as the v3.3.1 release. Before that, v3.3.0 and v3.2.0 both landed on 2026-09-14. Three releases in roughly a week is a burst rather than a cadence, and the README does not publish a release schedule or a support policy, so treat the recent activity as current state rather than a commitment.
Upgrade cost is low if you consume the hosted editor, because there is nothing on your side to update. If you self-host, you carry the build: Node.js 20.19 or later, npm install, and a Rollup build that pulls in PlayCanvas packages at pinned versions. A renovate.json at the top level suggests dependency updates are automated, which is a maintenance convenience rather than a guarantee about breaking changes.
Editorial conclusion
Adopt SuperSplat if you already have Gaussian Splat captures and need to clean, optimize and publish them without installing desktop software; the hosted editor at superspl.at/editor is the fastest path. Do not adopt it as a photogrammetry pipeline for turning ordinary photos into splats, because the README describes editing, optimizing and publishing, not capture. Before committing, verify that Node.js 20.19 or later is available if you plan to build locally, and confirm the MIT licence in the repository LICENSE file against your own distribution model.
Frequently asked questions
What is SuperSplat?
SuperSplat is a free and open source tool for inspecting, editing, optimizing and publishing 3D Gaussian Splats. It is built on web technologies and runs in the browser, with a live version at https://superspl.at/editor.
Is SuperSplat free?
Yes. The README describes it as a free and open source tool, and the repository is licensed under MIT.
Can you run SuperSplat locally?
Yes. The README documents a local development setup that requires Node.js 20.19 or later, then git clone, npm install and npm run develop, after which the editor is served at http://localhost:3000.
Is SuperSplat open source?
Yes. The repository is licensed under MIT and the source is available on GitHub under playcanvas/supersplat.
How do I use the SuperSplat editor?
The README points to the hosted editor at https://superspl.at/editor and to a separate User Guide under the PlayCanvas developer documentation for the editing workflow itself. The repository README covers local development and localization rather than day-to-day editing steps.
What is the difference between SuperSplat and Postshot?
The README describes SuperSplat as an editor for inspecting, editing, optimizing and publishing existing splats, running in the browser. A desktop tool such as Postshot is not discussed in the repository, so the repository does not document a direct comparison.
Official sources
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