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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. Released mods link to Nexus Mods, with documentation and public source alongside them. Check each mod page for current files and known issues.

Runtime stack

VR interaction runtime. Physical hands, weapon collision and grabbing, with 13 independently negotiated developer interfaces.

released

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

released

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.

in development

Active-ragdoll and actor-physics runtime with explicit human-race admission, native movement coordination and pose diagnostics.

in development

Shared world-panel host with stereo depth composition and routed pointer input. Each consumer owns its renderer and ImGui context.

released

Developer packages

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

public source

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

released

Menus and addons

Personal Access & Loadout Manager: a configurable VR wheel menu for equipment, gestures, RPS settings, and mod-added sections.

released

Grab walls with either hand, climb, push off, and attempt ledge jumps using ROCK surface interaction.

released

Tools and graphics

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 at Home: experimental lighting, materials, shadows, god rays, and DLAA/DLSS for Fallout 4 VR.

in development

Video

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