making a 'cat engine' for 3D cartoons
https://github.com/rei-kurzweil/mittens
transhumanist (lol) 🇨🇦 🏳️⚧️ she/her
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
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
So far I have a fancier boot disk And some failure telemetry from open firmware being picky about the exact alignment of partition tables
So far I have a fancier boot disk And some failure telemetry from open firmware being picky about the exact alignment of partition tables
but i do wonder, is it *meditative* to contemplate the destruction of something? even something evil like the CCP?
but i do wonder, is it *meditative* to contemplate the destruction of something? even something evil like the CCP?
+ 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
still very cool imo to be able to do this in #vr instead of in blender.
still very cool imo to be able to do this in #vr instead of in blender.
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
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
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
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
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
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
going to look into that after adding an automatically optimizing transactional planar transparency API to make generated UIs faster for the gpu.
going to look into that after adding an automatically optimizing transactional planar transparency API to make generated UIs faster for the gpu.
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
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
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
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
(fallback scene loading due to undefined behavior)
although tbh, it's a bit too terrifying / uncanny without text saying there was an error
(fallback scene loading due to undefined behavior)
although tbh, it's a bit too terrifying / uncanny without text saying there was an error
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