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mittens-dev.bsky.social
rei(mu) ;w; ☕🌸
@mittens-dev.bsky.social
#!/usr/bin/rei
making a 'cat engine' for 3D cartoons

https://github.com/rei-kurzweil/mittens
transhumanist (lol) 🇨🇦 🏳️‍⚧️ she/her
Pinned
Rider and Mountable components,
+ underlying attachment_system,
+ new spatial model of `Zone`s

powering managed component attachments,
(and eventually the other spatial models like bounds and spring bone colliders will use zones internally)
in mittens-engine
#vr #gamedev #not #a #vtuber
September 30, 2026 at 1:29 AM
Reposted by rei(mu) ;w; ☕🌸
TIL: The word “foveated” (as in “foveated rendering”) does NOT derive from “FOV” (field of view), but the “fovea centralis”, the area of the retina responsible for sharp central vision.
September 28, 2026 at 11:29 AM
secondary motion constraints in mittens-engine

now you nest one of these:

ReturnToRestWhenStill {
motion_threshold(0.028)
still_for(0.4)
}

on a SpringBone{} component

next i will support stylized angle-dependent motion sensitive pose snapping for spring bones

#gamedev #indiedev #vr
September 28, 2026 at 2:27 AM
ToonOutline component for mittens-engine.

just talking a bit, and physically gesturing to demo the normal-expansion inverted hull outlines.

A bit of overhead added, but they make use of the gpu-side skinning cache at least, then expand along normals

#vr #gamedev #mittens-engine #not #a #vtuber
September 19, 2026 at 9:06 PM
improved robot lasers
September 12, 2026 at 8:03 PM
Trying to install Linux on iMac again..

So far I have a fancier boot disk And some failure telemetry from open firmware being picky about the exact alignment of partition tables
September 11, 2026 at 4:51 PM
why not both?

but i do wonder, is it *meditative* to contemplate the destruction of something? even something evil like the CCP?
September 10, 2026 at 9:09 PM
Rider and Mountable components,
+ underlying attachment_system,
+ new spatial model of `Zone`s

powering managed component attachments,
(and eventually the other spatial models like bounds and spring bone colliders will use zones internally)
in mittens-engine
#vr #gamedev #not #a #vtuber
September 10, 2026 at 1:16 AM
controlling only 1 rotation axis at a time in xr feels worse than i thought. going to default the editor gizmos [when used from an xr Pointer] to controlling pitch+yaw+roll simultaneously.

still very cool imo to be able to do this in #vr instead of in blender.
September 8, 2026 at 2:15 PM
September 8, 2026 at 12:10 AM
⚔️ ghost vs ninja

grid drawing is now decent.

there was a bug where the raycastable wouldnt be picked up on grids, which is fixed now.
that had basically prevented initiating a paint stroke / free draw when there was nothing behind grid.

so now u can move the grid around and draw
September 6, 2026 at 2:47 AM
September 6, 2026 at 2:33 AM
September 5, 2026 at 10:34 PM
September 5, 2026 at 4:29 PM
making Paint Into an EditorInteractionMode, alongside but now separate from the 3D cursor and selection modes.
September 5, 2026 at 6:30 AM
hmm
September 5, 2026 at 2:14 AM
RoughTransmission component / material in mittens-engine

just screen space effects.
several layers of down-sampling and blurring.

Also added a proper Unlit{} component (to change the shading model of a Renderable), supporting Color and Texture.

github.com/rei-kurzweil...

#3D #graphics
September 3, 2026 at 8:51 AM
probably time to make a more xr friendly transform gizmo..
September 3, 2026 at 8:36 AM
added AudioInput and Amplitude components to mittens

Visemes are coming next,
but basically,

Make an Amplitude component from an AudioSource (like an input device)

That enables a windowed RMS unit in the audio input thread.
and then AVC{} n' stuff can react
github.com/rei-kurzweil...

#gamedev
September 3, 2026 at 3:18 AM
blowing orbs

#orbs
August 31, 2026 at 11:10 PM
thinking about maybe adding a system and some primitives / components for implicit 3d surfaces, so that meshes can look like the toon lighting blobs.

going to look into that after adding an automatically optimizing transactional planar transparency API to make generated UIs faster for the gpu.
August 28, 2026 at 9:10 PM
Hmm ig the best mirror optimization is to just disable mirrors when possible.

There's actually a lot of mirror optimizations left to implement but that will be after mittens-engine 0.8.0

Ideally, I'd like there to be a declarative policy for when mirrors should activate or deactivate
August 24, 2026 at 8:53 PM
wip pupil direction and blink amount via XrEyeTracking{},
which listens for OSC messages (from ALVR etc).

Just add MorphTargetMap to ur GLTF so mittens knows what to animate for blinking.

vive focus 3 is actually this finicky but i will try smoothing it
github.com/rei-kurzweil...

#indiedev #vr
August 24, 2026 at 1:44 AM
it can be a feature and a bug

(fallback scene loading due to undefined behavior)
although tbh, it's a bit too terrifying / uncanny without text saying there was an error
August 23, 2026 at 7:53 AM
f*ck the haters lmao

just got deepseek to reverse engineer the HTC Wave SDK to create a c/c++ ABI for it based on the htc wave unity sdk,
and to then modify ALVR (custom client and server) to support vive focus 3 eye tracking on linux over alvr, and to expose it as OSC for vrchat #indiedev #vr #htc
August 22, 2026 at 11:26 PM