- 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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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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4 lines
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# ProjectTX - Trespasser 1998 - The Original PRESENCE System! (L9E8NIdVf7Y, 530s)
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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 physics objects all over the place which you can hear just falling about I really need to fix that sort of sound happening all day physics engines are so much more capable now of just sort of having loads of objects just push into each other and you know it's just something I wanted to show just sort of say this is how long it took us to do something that was done proof 20 years ago man I can't believe it took us this long to be to do this obviously it's the same thing we can't move these physics objects now that was a weird grub we can move these physics objects now and just clamber on top of them it's it's the same thing now we've been able to do this for a while now with games like gang beasts and human 4-flat all of those types of games and not even not even completely new games I mean those are quite recent you know this kind of stuff has been possible for quite a while obviously half-life 2 being one of the better ones one of the earliest sort of examples of where we just completely implemented physics movement physics into the game moving physics objects and just the ability to properly stand on them it's it's quite unfortunate that we didn't really start doing this years ago to be honest but there you go it's just something weird I just wanted to sort of show off that game Jurassic tress Jurassic Park trespasser Jurassic world what a name I just wanted to show that game off because it's like how much insight do you do have you managed to do this 20 years ago it's just insane it's absolutely insane and it's a real shame that that game didn't really do as well as it could have done and as a result we we sort of delayed ourselves by by many many years in terms of getting this kind of physics in the games so yeah there you go now you can see I'm sort of starting to to add a few more details and everything and starting to work on the game anyway so do do pop back when I've got more to show you right now I'm just I just wanted to make this little video little short video showing off the the original present system which is not this it is Jurassic Park absolutely incredible 1998 thanks very much for watching goodbye [Music]
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