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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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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# IN-DEPTH VR PHYSICS INTERACTIONS - Part 1 (tMDmwD1cQPg, 2713s)
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[Music] [Applause] it's me NSO welcome back to another VR video today we are back in Project ex once more uh you may notice immediately there's a little bit of awkwardness in the sound uh that's because one I'm using my Oculus Rift cv1 uh mainly because it's just more convenient it's like 100 million times more convenient for me that uh sensor is in an awkward position there we go that's fixed um also I've had a flu so there we go it's been quite a while since the wow my voice just cracked up there it's been quite a while since wow that happened again it's been quite a while since the last video um and actually I want to mention something before the end of the video this time around um I have a patreon and I just want to mention it I normally say at the end of the video but yeah basically been living off savings and patreon right now so uh yeah if you can if you can join in you can join in if you can't that's live right otherwise subscribe subscribe subscribe don't press it twice because uh then it unsubscribed but there we go right so that's that uh but also I want to talk about funding for the project itself so this is Project TX which is the game that I'm working on which is this game uh this is a tech demo for the game and um yeah I've been considering sort of uh official sort of funding in proper investment and stuff and uh I've been talking to people and that's that but also I want to I want to go ahead and and try and get independent funding as well so I am considering a crowdfunding campaign if anyone has an opinion on that go ahead and mention in the comments say what you want to say uh but uh if I go ahead with it I'll probably be build something like a Kickstarter for the release of this Tech demo so when this releases that'll go live right if that's uh if that's something I go go ahead with and that's life right that's just how it is um that's pretty cool right that's that and let's begin the video so here we go this time around wow my voice is going crazy right today's video is going to be about the interactions this is the big interactions update I've been working for the past month or so uh very important stuff I had to get all of these basic things in it was uh was a lot of work but there we go so first thing you'll notice is in fact if I switch to my view you'll see there's a little bit more uh visual Pleasant going on here I've actually cleaned up things rewrote my shaders a little bit because they needed a little bit more speed so things are a little bit more performant you'll notice some bottles and stuff as well and this Shader here in particular well it's not really the Shader that that's doing the work a little bit of clever texturing techniques uh it looks like a bump map it looks like uh you know it's bumping out here this surface but it isn't right so that's happening here as well there we go nice little uh looks like a bump map but it isn't there's no actual bump there in the texturing or anything like that it's just the specula looks really nice but there we go I also have some new uh shaders for bottles really really nice I'm using similar ones on balloons as well and they look pretty good and then there's a special one here which I will talk about in a moment the first thing you will notice is that there are now some proper sounds going on in the in the world right so that's something I want to talk about because it's uh it's it's actually using a new system behind the scenes for properties uh but before we do that I want to talk a little bit about the physics very quickly because it's something that has been that has been mentioned it's been mentioned probably since the beginning of physics be in VR ever being a thing so I've been hearing this comment for years now um but uh oh you know what I could just kind of turn turn you over no you stay there I'll turn over here there we go now I'm looking at the camera as well as the camera right which is it's a bit awkward um but yeah so talking about physics a lot of people always mention this um it's too strong your character is too strong right now one of the reasons that when you're building a physics based VR game you generally have the player too strong is because you want them to be able to climb right but of course as I've mentioned many a time and you can hear my voice going a little bit crackly today um I as I mentioned it's a matter of actual structure that also AIDS you in climbing right because that's what's happening in reality it's not simply a matter of look at me I can climb with my arm stretched out like that so when it comes to stretching your arm out you shouldn't be able to lift a sledgehammer which is one of the biggest comments that I got told uh cuz I kept talking about uh wobbly physics in the last video or in the video video before that or in every video and uh people be like um yeah of course it's wobbly because you can't lift the OB okay yeah you know what yes you can't lift a sledgehammer with one hand I hLine truncated
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