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Releases: Xget7/splatkit-ios

SplatKit iOS 0.1.0 beta 1

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@Xget7 Xget7 released this 30 Sep 21:16

The first beta. The API may still change before 1.0.

Added

  • Orbit camera on SplatMetalView, around an anchor, and revisioned camera requests on SKSplatEngine.

Fixed

  • Offline .lodsplat builds split octree cells until they hold at most 32 splats, so coarse LOD levels no longer show stretched blobs.
  • Walking after an orbit keeps the horizon level.
  • A GLB collider whose default scene index is outside its scenes is rejected instead of crashing the loader.

See the known gaps in the SplatKit README.

SplatKit iOS 0.1.0 alpha 5

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@Xget7 Xget7 released this 21 Sep 12:15

The compiled XCFramework is source-identical to alpha.4; only the notices bundled with it changed. The Swift sources, which Swift Package Manager builds from this tag, carry one breaking change.

Removed

  • SplatMetalView.motionToggleEnabled and the double-tap gesture that toggled the gyroscope. The README promised the gesture on both platforms but only Android implemented it. Drive isMotionEnabled from the host instead.

Added

  • Notices/PlayCanvas.txt in the XCFramework. splat-core's collider builder ports splat-transform's collision voxel passes, so the PlayCanvas MIT notice now travels with the archive rather than living only in the source repository.

Fixed

  • Notices/SplatKit.txt names the correct copyright holder.

SplatKit iOS 0.1.0 alpha 4

Pre-release

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@Xget7 Xget7 released this 18 Sep 04:11

Host-driven navigation. SplatMetalView looks only: the app supplies walk velocity, character settings and the collider, and draws its own control.

  • walkVelocity, character settings and collider loading on the host side; the SDK ships no navigation UI.
  • renderPolicy.raster selects hybrid screen tiles per view; lodErrorPixels and lodSplatLimit apply live.
  • Stats measure frames the display showed: presentTiming, frameMillisP95, lowFps and droppedFrames.
  • A hierarchy world's LOD capacity reaches 4M selected splats.

Swift Package Manager: exact version 0.1.0-alpha.4.
Verified on a physical iPhone (A19 Pro) at 47-67 fps on a 6M-splat capture.

SplatKit iOS 0.1.0 alpha 3

Pre-release

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@Xget7 Xget7 released this 16 Sep 23:19

SwiftPM: exact version 0.1.0-alpha.3, product SplatKit. XCFramework sha256 2258de61db98721528a805bdfefbc6b764aada311bda6149b3abcf98d5194906.
Adds SplatMetalView.renderPolicy and deviceCapabilities (SKRenderPolicy, SKDeviceCapabilities, applyRenderPolicy). Metal applies the sort depth and, under tight culling, the sub-pixel threshold; other fields fall back with a warning, and an invalid request keeps the previous policy. SPLATKIT_METAL_MIN_PIXEL_RADIUS and SPLATKIT_METAL_DEPTH_KEY_BITS are removed. Benchmarks log 30-second windows and p99 frame and GPU times.
Verified: local Metal suite 211 passed / 4 skipped, engine 174 passed / 2 skipped; a SwiftPM consumer builds for device and simulator against the XCFramework. iPhone 17 Pro: kitchen and ISS 10M (2.2M LOD) runs applied every requested policy with no GPU errors; 16-bit keys 22.3-23.3 FPS vs 32-bit 19.2 FPS over 30 s (see PR #1). Short runs, not sustained benchmarks; the 30 FPS target at 2.2M is not met. Full notes in CHANGELOG.md.

SplatKit iOS 0.1.0 alpha 2

Pre-release

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@Xget7 Xget7 released this 12 Sep 07:48

SwiftPM: exact version 0.1.0-alpha.2, product SplatKit. Device/simulator XCFramework with MIT sources and third-party notices. Public artifact download/checksum, SwiftPM iOS build and native-symbol link verified; local Metal suite 194 passed / 4 skipped. Core/engine/iOS CI passed before release; unsupported hosted Metal raster tests report skips, not GPU validation. GCC-compatible offline LOD writer and portable residency tests. Experimental LOD/tiles/depth quantization: no visual-losslessness or sustained FPS guarantee. RN GPU controls remain pending.

SplatKit iOS 0.1.0 alpha 1

Pre-release

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@Xget7 Xget7 released this 12 Sep 07:29

Native Metal SDK for iOS 17 and A14/M1 or newer. SwiftPM product SplatKit; device and simulator XCFramework with MIT source and third-party notices. GPU visibility, radix sorting, experimental LOD and hybrid tiles; async loading and first-frame readiness. Local Metal/core suite: 194 passed, 4 skipped. Experimental release: no visual-losslessness or sustained FPS guarantee; Mac/simulator evidence is not a phone benchmark. React Native GPU controls are pending.