
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.
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.
Coordinates Bethesda’s native weapon animation with ROCK’s controller-driven pose, restoring reload and manual-cycle motion without a second animation pipeline.
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.
Selective Collision Interaction System with Simulated Organic Ragdoll Syncing. Full-body active ragdoll built for the FO4VR interaction stack.
Developer packages
Public consumer SDK for the stack. One module per provider, each with its own headers, reference, and buildable example plugins.
FO4VR 1.2.72 native addresses, corrected VR layouts, and checked engine calls with explicit physics ownership. Two static libraries.
ROCK addons
Physical equipping, grip ownership, shoulder stashing, ambidextrous firing, and loose-to-equipped weapon handoff.
Physically grabbing and driving hinged, sliding, and authored-path world mechanisms while yielding cleanly to native activation.
Weapon attachment interaction built on ROCK weapon composition and part data.
Weapon-mounted flashlight, laser, and reticle emitter behaviour.
Physical backpack built on ROCK hand interaction and body-aware equipment behaviour.
Tools and ports
Havok collision and physics-world visualizer for Fallout 4 VR mod developers.
Video
Physics is easier to judge in motion than to describe. Devblogs and field tests →