rei(mu) ;w; โ˜•๐ŸŒธ

rei(mu) ;w; โ˜•๐ŸŒธ

@mittens-dev.bsky.social

#!/usr/bin/rei making a 'cat engine' for 3D cartoons https://github.com/rei-kurzweil/mittens transhumanist (lol) ๐Ÿ‡จ๐Ÿ‡ฆ ๐Ÿณ๏ธโ€โšง๏ธ she/her

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xr height calibration ๐ŸŽ‰ its managed by XrSettingsSystem, and the calibration affects the Y translation of transforms written/driven by InputXR, which CameraXR component will now respect (previously that was hard coded in the xr renderer to grab the openxr poses) #indiedev #gamedev #vr

new architecture: MaterialBase (renderer features used, offscreen images, extra cameras etc) MaterialDefinition (inherits a base: albedo, extracted emissive, transmissive or planar reflective), and supplies frag shader program + descriptor set Material gets MaterialDefinition + unique params

WIP graphics settings ui. also moving away from hard coding system panels in rust. this one is entirely written in meow meow script (mms) :3 but there's a GraphicsSettingsSystem backend that handles the host/system calls from having changed settings #gamedev #mittens-engine #vr #indiedev

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

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

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

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.

โš”๏ธ 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