If you've played physics-based Virtual Reality games like BoneLab and Saints & Sinners, you've probably felt how wierd interactions can be sometimes. Nimso Studios is set on creating a high quality engine made exactly to address that.
In their latest video they showcase some of the new features included. At first glance, it looks a lot like Stress Level Zero's Marrow Engine, including a completely physics-based player body and hands as well as interaction retargeting between severly different characters with different sizes and strengths. At one time Nimso even changes into the cute Nintendo character Kirby.
However, there are no apperant visual glitches or "jank" as Nimso calls it. Interactions with objects are smooth as butter and quite reliable. During the video, he shows how even picking up objects from the incorrect angles and how they reajust in a smooth and nice way instead of popping into position in a springy tween type of way.
Objects are also correctly balanced, he shows this by using a hammer. Usually in games like this, there is a visual spring motion when pulling heavy objects and suddenly stopping, whereas in Nimso's engine, this does not happen.
Similarly to Bonelabs, Nimso's engine is also capable of physics-based climbing. While attempting to lift himself up with only one arm, the arms simulated muscles are not capable of lifting the entiretity of his weight, heavily depending on the angle as extended arms are much less powerful than properly angled ones. However, when using 2 arms instead, Nimso's able to pull himself up.
The code is developed in Unity and if you would like to check it out for yourself, take a look at their youtube channel where they post regular progress about the engine as a whole.
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