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Bruno Catani

Systems, reverse engineering, VR — Brazil

I'm a senior software developer and AI engineer. My professional work is Python and C++ backends, LLM agent systems, and large-scale messaging integrations.

Outside that I reverse-engineer Fallout 4 VR. The engine ships without the physical interaction a VR game needs, so I build it: a hand and weapon physics runtime, the reload and ragdoll systems on top of it, and the SDK other plugins consume instead of re-deriving the same engine work.

GitHubYouTubeNotes

Documentation

Work

Fallout 4 VR unless noted. Names link to their repository where one is public, or to their documentation on this site.

Runtime stack

VR interaction runtime. Physics-driven hands, per-bone and weapon collision, two-hand grabbing, and the provider API the SDK documents.

active

Coordinates Bethesda’s native weapon animation with ROCK’s controller-driven pose, restoring reload and manual-cycle motion without a second animation pipeline.

pre-release

Physics-interactive weapon-part reloads. Harvests baked motion tracks from a weapon’s own animation clips, learns engine-driven part motion at runtime, and scrubs parts along their real authored paths.

active

Selective Collision Interaction System with Simulated Organic Ragdoll Syncing. Full-body active ragdoll built for the FO4VR interaction stack.

active

Developer packages

Public consumer SDK for the stack. One module per provider, each with its own headers, reference, and buildable example plugins.

unreleased

FO4VR 1.2.72 native addresses, corrected VR layouts, and checked engine calls with explicit physics ownership. Two static libraries.

unreleased

ROCK addons

Physical equipping, grip ownership, shoulder stashing, ambidextrous firing, and loose-to-equipped weapon handoff.

pre-release
ROCK Interactive Objects

Physically grabbing and driving hinged, sliding, and authored-path world mechanisms while yielding cleanly to native activation.

in development
ROCK Attachments

Weapon attachment interaction built on ROCK weapon composition and part data.

in development
ROCK Emitters

Weapon-mounted flashlight, laser, and reticle emitter behaviour.

in development
ROCK Backpack

Physical backpack built on ROCK hand interaction and body-aware equipment behaviour.

in development

Tools and ports

Havok collision and physics-world visualizer for Fallout 4 VR mod developers.

released

NifSkope fork for headless CLI and MCP-driven NIF workflows.

fork

Community Shaders work for Fallout 4 VR.

in development

Fallout 4 VR port work for the RobCo Patcher ecosystem.

port

Video

Physics is easier to judge in motion than to describe. Devblogs and field tests →