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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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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# PROJECT TX Update News & Returning to video production! (PXv3YlTQbWw, 20260908)
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It's me, Nimso. Welcome back to another video. Today, we are just talking about Project TX. It's been such a long time since my last video. My goodness, been a number of months now since I've even recorded a video. Things needed being to be redone. I've got a new monitor here. It's a 32 by 9. [music] Bloody wide, man. It's so wide. As a result, of course, I had to reset up my OBS recording setup. I had to redo a bunch of things. Uh you know, updates and this and that. It's been a long while and I decided today's video, I'm just going to try and get back into the flow of things. It's It's difficult to make these sometimes. You [music] know, I had set up such a a way of making these things It's the It's an efficient way for me to make videos, especially with this setup, you know, the whole the whole thing going on here. Um the the virtual studio and whatnot. But, at the same time, it's a lot easier just to just to record just to speak into a microphone and talk about something, right? Uh when you don't have to do all the other stuff. So, I wanted to get back into the flow of making videos my way of of getting back into how it used to be. Now, it's not going to be exactly how it used to be. This is going to be a bit of a new era for Nimso Studios video production, but uh I am going to redo a bunch of things and I'm going to try and get a lot more efficient with my video production. Now that there are there is some big news. I'll get back to the video thing in a minute. Um Project TX, big big update. It's really important. Project EX has now entered full-time production. What does that mean? Okay, obviously, you're supposed to have fireworks now. Everyone should be cheering. It doesn't You don't ever know what it means, but it's supposed to be cheering. Let's get the lightsaber out here. Boom, boom, boom. We've got fireworks. You can boom and ducks flying everywhere. Ba Project EX has entered full-time production. What does it mean? It means I am now free >> [music] >> to work full-time on Project EX. Yes. I've got some funding processes going on. And you know, in the real world. And as a result, Project EX is the only project I'm working on now. Right? It's amazing because it means this is This is now Namesco Studios is an actual game studio now. I am or we are working on a video game called Project EX. Actually, it's not called Project EX. There is now officially a name as well. And I'm not going to say that name yet. Yes. So, I'll that will come in a soon in in a later update. Soon. You know how it is. You know, I did gotta gotta be a little bit careful with words, you know. I'm not going to give you everything. Ha. Yeah, but it's a big update, you know. It's a very important thing. Uh the game is now being properly fleshed out. I'm actually dealing with the mechanics of actual game production, you know. Where it What it means, of course, is that the videos that I've been making up until now, obviously, you've been seeing a lot of physics-based mechanics, right? I've been talking about things um that are about building a cohesive VR world, one that makes sense, a lot of consistency, you know. Mechanics that [music] kind of interact with each other. For example, the the physical properties systems and stuff like that where bullet systems work with physical properties, knocking and audio effects work with physical properties. All of it is consistent and inter- inter- interconnected, right? That was about building the physics world. But now I work as well and I'm I'm going to slow down a little bit on building physics-related systems and more focus on game-related systems, right? So, I'm talking about actual game game play mechanics, actually moving along, moving forward with building a game, not just a bunch of sandbox mechanics. And it's very important to mention that as well. A lot of people want to know what type of game are we talking about here when we're talking about Project DX. People are getting tired. Look, this is the reality. People are getting tired of sandbox-only games. And I actually had no intention of keeping Project DX as a sandbox-only. Obviously, it was sandbox-only in all of the videos you've seen because that's just how I showcase the worlds. But, the reality they showcase mechanics, but the reality is it's not going to be a a sandbox-only game, you know? This isn't a game with the name sandbox in the title. Even though you don't know the title yet, but it doesn't have the name sandbox in the title, right? Cuz it's not a sandbox game. Um it's not a sandbox-only game. Of course, it'll have sandbox areas and you know, the the mechanics of everything you've seen will still be in the proper game. I've actually been building out the actual starting part part of the game. There's an actual intro to the game. There's a proper physical main menu, physical as in a proper 3D menu that you actually walk around. And uh you know, people wanted that. This is one of the things that a lot oLine truncated
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