rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 30/09/2026.. What could go wrong? #hardwaregore #electronics #idkwhatimdoing 001
Reposted by rei(mu) ;w; ☕🌸はるる (Haruru)/Haley Halcyon/·𐑣𐑱𐑤𐑦 𐑣𐑨𐑤𐑕𐑾𐑯 @2gd4.me · 28/09/2026TIL: The word “foveated” (as in “foveated rendering”) does NOT derive from “FOV” (field of view), but the “fovea centralis”, the area of the retina responsible for sharp central vision. 121
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 28/09/2026secondary motion constraints in mittens-engine now you nest one of these: ReturnToRestWhenStill { motion_threshold(0.028) still_for(0.4) } on a SpringBone{} component next i will support stylized angle-dependent motion sensitive pose snapping for spring bones #gamedev #indiedev #vr 0126
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 19/09/2026ToonOutline component for mittens-engine. just talking a bit, and physically gesturing to demo the normal-expansion inverted hull outlines. A bit of overhead added, but they make use of the gpu-side skinning cache at least, then expand along normals #vr #gamedev #mittens-engine #not #a #vtuber 083
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 11/09/2026Trying to install Linux on iMac again.. So far I have a fancier boot disk And some failure telemetry from open firmware being picky about the exact alignment of partition tables 100
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 10/09/2026why not both? but i do wonder, is it *meditative* to contemplate the destruction of something? even something evil like the CCP? 000
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 10/09/2026Rider and Mountable components, + underlying attachment_system, + new spatial model of `Zone`s powering managed component attachments, (and eventually the other spatial models like bounds and spring bone colliders will use zones internally) in mittens-engine #vr #gamedev #not #a #vtuber 2133
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 08/09/2026controlling only 1 rotation axis at a time in xr feels worse than i thought. going to default the editor gizmos [when used from an xr Pointer] to controlling pitch+yaw+roll simultaneously. still very cool imo to be able to do this in #vr instead of in blender. 010
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 06/09/2026⚔️ ghost vs ninja grid drawing is now decent. there was a bug where the raycastable wouldnt be picked up on grids, which is fixed now. that had basically prevented initiating a paint stroke / free draw when there was nothing behind grid. so now u can move the grid around and draw 000
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 05/09/2026making Paint Into an EditorInteractionMode, alongside but now separate from the 3D cursor and selection modes. 010
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 03/09/2026RoughTransmission component / material in mittens-engine just screen space effects. several layers of down-sampling and blurring. Also added a proper Unlit{} component (to change the shading model of a Renderable), supporting Color and Texture. github.com/rei-kurzweil... #3D #graphics 040
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 03/09/2026probably time to make a more xr friendly transform gizmo.. 010
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 03/09/2026added AudioInput and Amplitude components to mittens Visemes are coming next, but basically, Make an Amplitude component from an AudioSource (like an input device) That enables a windowed RMS unit in the audio input thread. and then AVC{} n' stuff can react github.com/rei-kurzweil... #gamedev 270
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 28/08/2026thinking about maybe adding a system and some primitives / components for implicit 3d surfaces, so that meshes can look like the toon lighting blobs. going to look into that after adding an automatically optimizing transactional planar transparency API to make generated UIs faster for the gpu. 010
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 24/08/2026Hmm ig the best mirror optimization is to just disable mirrors when possible. There's actually a lot of mirror optimizations left to implement but that will be after mittens-engine 0.8.0 Ideally, I'd like there to be a declarative policy for when mirrors should activate or deactivate 010
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 24/08/2026wip pupil direction and blink amount via XrEyeTracking{}, which listens for OSC messages (from ALVR etc). Just add MorphTargetMap to ur GLTF so mittens knows what to animate for blinking. vive focus 3 is actually this finicky but i will try smoothing it github.com/rei-kurzweil... #indiedev #vr 070
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 23/08/2026it can be a feature and a bug (fallback scene loading due to undefined behavior) although tbh, it's a bit too terrifying / uncanny without text saying there was an error 010
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 23/08/2026f*ck the haters lmao just got deepseek to reverse engineer the HTC Wave SDK to create a c/c++ ABI for it based on the htc wave unity sdk, and to then modify ALVR (custom client and server) to support vive focus 3 eye tracking on linux over alvr, and to expose it as OSC for vrchat #indiedev #vr #htc 351
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 21/08/2026Free draw with active / selected grid mostly working now. Just a few issues to triage 011
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 12/08/2026Added a TransformTrs native mms value to represent translation/rotation/scale abstractly in scripts without referring to a specific world T{} component let pose = some_transform.trs() //or .world.trs() //and to pose something trans.trs(pose) //or .world.trs(pose) #gamedev github.com/rei-kurzweil... 042
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 06/08/2026Got it! Fixed the Vive Focus 3 battery with a piece of Lego. Kind of. #hardware #hardwaregore #vr 110
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 04/08/2026reworked all of the editor UI to use the accordion.mms asset / prefab. combined with the recent change of moving skinning into a compute shader, this VR example, with a mirror, Is running more smoothly than VR chat on this (old) hardware after minimizing the larger UI panels #vr #ui #ux #indiedev 071
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 02/08/2026came up with a decent pattern for ui / component-tree prefabs in general, to let them maintain their own internal state, AND be able to both send and receive data from systems: opening the accordion emits a DataEvent requesting content (from w/e can provide it) github.com/rei-kurzweil... #gamedev 083
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 24/07/2026more spring bone visualization testing in mittens. running this example in desktop and vr mode simultaneously is a bit tough for my computer apparently, (going to beef up the profiling harness soon.) now that secondary motion stuff is usable, going to focus on locomotion animations #indiedev #vr 031
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 23/07/2026grabbable objects in mittens engine 🐾 i ended up splitting grabbing and dragging into two different components, since grabbing implies a topology change (reparenting the target object temporarily to the nearest ancestor transform of the pointer used to grab) #gamedev #indiedev #vr #vtubertech 0102
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 23/07/2026going to make completely separate components for automatic/ event driven transform manipulation via grabbing vs dragging, since grabbing implies a component topology change, temporary re-parenting the target object to the nearest ancestor transform of the pointer{} which initiated the gesture 010
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 22/07/2026Had a dream where I was in a thrift store sorting through fictional PS2 games that don't exist, when I stumbled upon one that had a translucent wireframe globe on the cover, presumably a browser, but upon inserting the disk, it turned out to be an editor for the thrift store and the dream itself 020
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 22/07/2026WIP Grabbable{} component, with mms builder methods for .off() // disable for descendants .parent() // apply translation to parent .plane("object" | "camera" | [[f32; 3]; 2]) // default drag plane is the object's parent local XY plane. getting vr grabbing working next.. #gamedev #mittens-engine 281
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 16/07/2026wip editor panel for capturing, applying, resetting and saving gltf armature poses to disk individually and as libraries associated with specific gltf assets. one file like this per pose: export fn pose() { return PoseCapturePose.new("the-pose-name").Joint(t,r,s).Joint(t,r,s)...etc } #gamedev 181
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 16/07/2026updating the REPL for mittens engine. now it supports full meow meow script (mms) syntax, annnd, cd, ls, and pwd for navigating the scene graph / component hierarchy. you can also cd to the result of a query, cd query("#some_component_name") #indiedev #esolang #scripting #gameengine #repl 092
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 14/07/2026improved gizmo scaling in mittens engine 0.5.2 (going to start actually tagging releases soon lol) Currently focusing on UX and bug fixes mostly now that the core systems are usable. #gizmo #gizmos #graphics #vulkan #Indiedev 070
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 13/07/2026wip generic SecondaryMotion {} container component, and VRM-like API (SpringBone and SpringJoint components) in mittens 0.5.2 GLTF{} spawns a bunch of stuff internally (transforms, primitives -> renderables etc). so SecondaryMotion uses component refs to handle those deferred things #gamedev 0132
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 13/07/2026vr test... (without awkward background noises) lower fps and fov in the recording vs in the headset but cheaper to record through the hmd's OS vs rendering everything again on the desktop. just about ready to add dynamic bones / jiggle physics and animation layers for locomotion 010
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 12/07/2026@schizanon.bsky.social do u not mention public figures a lot or specific people? 310
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 11/07/2026WIP networking in cat engine 0.5.2 "mittens" added HttpServer{} and HttpClient{} components with imperative methods / apis (get, post, bind address, mount router, etc). both callbacks and listening for signals [emitted on the scope of a server] are supported for handling requests #gamedev 2171
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 09/07/2026new in mittens engine (an implementation of a "cat engine") T.looking_at([float, float, float]) { ... // init-time builder method and let transform = T{} transform.look_at([float, float, float]) // at runtime, to rotate transform so its forward vector points somewhere specific in world space 010
rei(mu) ;w; ☕🌸 @mittens-dev.bsky.social · 08/07/2026playing with transitions / tweening in mittens 0.5.1 000