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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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 - Physics & Based? - ADVANCED SWORDS! (rkWjbebZiKY, 2145s)
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[Music] It's me, Ninso. Welcome back to another VR video. Today we are back in Project TX once more. Now, this is another little test scene that I've been working on. This was one of my other prototype scenes. It's quite nice. It's got a pool behind you, which is actually quite important for this video. Uh, just down here. And, uh, we've got some other test objects. Uh, you can see those trees in the background or floating. I don't know if you can see them, but you should be able to see them. Um, but yeah. So, there we go. We've got a bunch of test stuff. We've got the character waddling about there in the background. He's just going to run past here as well very soon. Um today's video I wanted to talk a little bit about some uh some wordage some wordage that's that's the way to to go with the with with the names nowadays. Um the vocabulary being used in VR. Uh now in particular I wanted to talk a little bit about the concept of physics-based. Oo what a name that is. Um so yeah very commonly in VR games nowadays physics-based has become the kind of uh the norm at the very least. And uh ooh well yeah uh and uh and yeah I wanted to talk about that. So when it comes to physics based more mo more often than not um a developer will use that term to describe anything that is effectively being uh using the physics engine. Right? So this is the physics simulation engine. Frankly it means kinematic physics. an object drops and waddles about, right? And that's that's the physics engine. It's doing the simulation of collision. You move back a little bit. It's doing the physics uh the simulation of collision movement and then you know the impact the reaction to collision causing other movement, right? And I wanted to talk about how that just doesn't it doesn't make sense to me to use that terminology specifically for uh anything using the simulation engine. For me, it's a little bit more complicated than that. It's a little bit more than that. For me, it's the term physics and then the term based. Now, that doesn't necessarily mean using the physics simulation engine. Take this sword, right? In the past, I've shown how I've got some values on on each of these materials, all of the materials that you see around you, particularly this uh set of materials here. And those values such as density affect the ability for the sword to stab into them. Right? So, for example, here we've got metal here, and I just can't stab into it so easily. Right? What I would consider when it comes to physics-based, I would say that these values are something that are based on physics. Now, they're not necessarily using the physics engine, right? They're not actually simulating anything using the physics engine. It's uh it's just a bunch of maths that I'm doing, you know, particularly based on a bunch of values that I added to the system. They're not even part of the system. physics objects and physics materials like the ones being applied here in the physics engine only affect friction and bounce, right? So, the ability for the sword to bounce off the floor, that's the that's the stuff that comes from the physics material and uh the friction of the object as it slides along the ground. That's it. Nothing else comes from the physics engine's uh default setup. I've added these additional values and uh and they're being used. I would consider that to be physics based. Now, another term that keeps getting used in uh uh this this is me I'm going to throw a little bit of shade, but I'm not going to mention who or or what or anything like that, right? One term that I I'm kind of uneen on using, but I I kind of really do often use it is the term next gen. Now in one case uh uh the term nextgen was being used to effectively describe taking a bunch of mechanics from other games that exist already released and just amalgamating those mechanics into a single product and then calling that product nextG. I think that's a bit absurd. What I would say for the term nextgen, right, I would say it's something that addresses some at least some uh concerns in VR as a whole, right? So, problem areas, one of those problem areas being, you know, wibbly wobbly physics, which is what I'm trying to address with my nextg systems. And speaking of that, I wanted to talk a little bit more about swords because one of the other things about physics-based is that I like to actually connect a number of my systems together. So, they don't just end up sitting as independent systems. You stab one thing here and well done, you've got a stab system. Hurrah. Uh, but that has to interact with other things. Now, you've already seen a little bit of this with the very fact that there are actual values for for each material that affect the way that the stab happens. I've actually made massive improvements to that. And this connects to something else which connects to something else which I mentioned just now. How does sword stabbing connect to water? I'm going to show you. Right. So, leLine truncated
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