Research: exhaustive Nimso Project TX study (82 video transcripts) + Boneworks/BIMOS rig reference

- research/nimso-project-tx.md: chronological per-video notes 2017-2026, topic synthesis,
  VR Messs scope, proportions & calibration (Winter/Drillis-Contini/Dempster tables verified),
  open unknowns
- research/sources/nimso-transcripts/: yt-dlp auto-caption transcripts + dated index (re-pullable)
- research/vr-physics-rig-hexabody.md: BIMOS/HexaBody/Boneworks reference, Box3D native joint
  mapping (spherical/motor/prismatic/distance), superseded-as-target note
- AGENTS/HANDOFF research pointers

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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# ProjectTX - Trespasser 1998 - The Original PRESENCE System! (L9E8NIdVf7Y, 530s)
it's me NIMH Sony welcome back to another video today I'm showing a game called Jurassic Park trespasser now I'm obviously normally not playing games in my videos but this one I wanted to show off cuz it's really quite a surprising a surprising game this one now as you can just you you've just seen I've just saw picked up an object this game actually has all physics objects so so every object that you can pick up is entirely a physics object and that's because the hand itself is ragdoll physics which is pretty relevant to some of the stuff that I'm working on right now which is of course ragdoll physics in VR and this game pretty much began that trend so I'm I'm pretty much calling this game the the one that has the very first ever present system I'm using the word presence the phrase present system for my my own hybrid present system which is what I'm calling the setup for ragdoll physics in VR and you can see that I've obviously I've actually caught a physics object which I can move around as a physics object actively while I'm while I'm holding it this is not obviously this is not a vr game and that's because this game was released in 1998 a very very old game I was about what six years old yeah that's a long time ago which is incredible considering they've managed to create a physics engine like this before even half-life 2 so obviously half-life 2 pretty much known for its innovation in the idea of having physics based objects that you can move around which you can leave her a body she just keeps talking move around and then obviously stand on them and use them as part of the physics puzzles so you can see here I can move this object here and I can actually stand on top of it ignore the the character model where they've actually used that as a health bar that little haha tattoo and so obviously they'd they did the same thing with guns here if I pick up this here standard work laughs now you can see that the recoil itself I'm just gonna turn the gun so it's pointing sideways yeah we have full control over the actual hand angle you can see the gun itself is also the recoil is actually physically sex you can see if I put into this double ball here this memory box it actually prevents it from from recoil easy laughs which is incredible this game is 20 years ago it was made 20 years ago and they did what empty I'm now doing in in VR or at least trying to do in VR sex rounds and that's why I wanted to show it off it's it's incredible what they managed to do if I gave Newell in an interview I'd mentioned this game as the inspiration and pretty much the reason why they decided to to use physics in game in half-life 2 so this is the inspiration behind using physics and obviously you can see it's even called breakable object if I could aim obviously the game didn't do very well in terms of gameplay because the physics engine was just too far ahead of its time but you can see here that you've got a pretty standard half-life to style puzzle where you put the Box where you need it stand on top of the box and now you can climb over the wall so it's pretty incredible radio I'm able to grab that but it doesn't mm-hmm I'm feeling that is actually a physics object oh it is it just opens the other way I could have just literally grabbed the door and pull it oh wow so what I did I actually rebuilt this little area in a very template II sort of way in my own little engine just to show you how far we've come into in time in 20 years in terms of physics engines and you have to bear in mind I didn't actually create any physics engine uol or anything like that I I didn't make the game engine I'm using unity in my in my game and I'm using Nvidia physics which comes as part of the unity so upset so here we are back in project TX let me just get over to this little area that I've recreated of the same place Punk the camera over there and you can see we're doing the same thing now 20 years later with a modern-day physics engine which is pretty cool but at the same time what yellow can you imagine if that game was quite successful in terms of its gameplay mechanics and it just sort of set off this idea of using physics based characters and everything in first-person shooters I mean we do use physics nowadays in first-person shooters but it doesn't it doesn't really go over to the actual objects and and stuff like that yeah they are so physics based objects when you're moving around but unfortunately it didn't really become that sort of thing while holding weapons and stuff like that missiny nowadays we can do this with a much much faster engines much more much more performance in the physics you can see how much better everything else is there's none of that sort of wobble left anymore you know I can move my hand quite quickly there's none of that wobble going on from the old from the old trespasser which is it's it's just sort of unusual obviously we can get so much more little bullets coming out as well and we've got more 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