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kristi vs puppy rei 🦴🪦
@rei-cast.xyz
#!/usr/bin/rei
#
# Here be linux, rust, vulkan, blender, vr / 3d stuff
# https://github.com/rei-kurzweil
# 33, 🇨🇦, 🏳️‍⚧️ (she/her)
cubes... #vulkan #gamedev
January 21, 2026 at 4:55 AM
motion sickness simulator

going to make this optional in cat engine by adding InputModeFPSComponent for world axis rotations,
which can be parented to InputComponent
#vulkan #rust #gamedev
January 19, 2026 at 6:11 AM
If you learn one thing about Linux,
It should be that slub is like a slim slab
January 18, 2026 at 6:53 PM
140,000 objects before core i5 bottoms out.
still cpu limited.

#cat #engine #gamedev #rust #vulkan
January 18, 2026 at 5:57 AM
wonky pixel #font (WIP)
#vulkan #gamedev
January 18, 2026 at 4:57 AM
ahah. so building an optimized / release binary, cat engine easily draws 89,000 objects
(text / characters / its own source code) on a gtx1080

.. now to draw the rest of the font 🐾
#cat #engine #rust #vulkan #gamedev #pixelart #fonts
January 18, 2026 at 4:02 AM
89,000 objects in 60 draw commands..
but only like 2fps 🤔
gpu 1%
cpu 100%
#cat #engine #vulkan #mystery #pixelart
January 18, 2026 at 3:20 AM
TextSystem (almost lol)
in cat engine 0.3 (merging into main soon..)
#gamedev #rust #vulkan #pixelart #fonts
January 17, 2026 at 11:32 PM
seems legit.
only high gpu memory cause blender is running in the background but ALU/shader utilization seems low <20% on this almost 10 year old gpu.

now to make InputComponent work with CameraXRComponent.

#vulkan #openxr #gamedev
January 15, 2026 at 6:10 PM
OpenXR in cat engine.

the headset pose transform is messed up.. (fixing that next)
but performance seems okay even with 3 color image views and 3 depth views, for Camera3DComponent and CameraXRComponent running at the same time for winit and openxr respectively #vulkan #gamedev #vr #linux
January 15, 2026 at 4:37 PM
obligatory instancing demo
to start, just 4096 cubes
(with 1 shader pipeline and 1 draw command)

each cube is roughly

TransformComponent {
RenderableComponent {
shared mesh, shared material
}
ColorComponent {}
}

#cat #engine #gamedev #vulkan #linux
January 13, 2026 at 7:32 PM
new in #cat #engine 0.3:
depth-stencil attachment,
EmissiveComponent,
GLTFComponent which imports {
meshes, textures, diffuse colors, emissive colors }

TextureComponent::from_handle (vs from_uri)
github.com/rei-kurzweil...
#gamedev #game #engine #rust #vulkan #linux
January 13, 2026 at 12:31 PM
dds / bc7 compressed gpu textures in cat engine

#gamedev #rust #vulkan #linux #cat #engine
January 11, 2026 at 3:55 AM
basic 3d camera and keyboard controls in cat engine

added InputTransformModeComponent
to set which axis is forward in terms of movement,
and which axis controls to "roll" should rotate around

world.add_component(
InputTransformModeComponent::forward_z().with_roll_axis_y()
);
#gamedev #vulkan
January 10, 2026 at 9:25 PM
Unicode should have added zero-width join combos for eyes specifically.
January 10, 2026 at 8:13 PM
grep for components

cat | grep
#cat #engine #gamedev #rust #vulkan #linux
January 10, 2026 at 12:25 AM
cat engine REPL, coming soon in cat engine 0.3

mimics UNIX file system + shell
(except instead for component graphs at runtime)

read only for now:
ls, pwd, cd, cat
#gamedev #cat #engine #rust #vulkan #linux
January 9, 2026 at 4:22 PM
cat engine 0.2
github.com/rei-kurzweil...

starting work on 0.3 now,
adding ComponentCodec (serialization/deserialization of component graphs),
CollisionComponent (multi-threaded collision detection,)
events/signals,
KeyBindingComponet (to override InputComponent behavior)
January 8, 2026 at 12:09 PM
#vulkan #rust Cat Engine
SSBO driven lighting
January 8, 2026 at 11:52 AM
January 8, 2026 at 11:32 AM
1. Cut/saw the diffuser off of RGB light bulb
2. Risk electric shock
??
4. Profit
December 19, 2025 at 5:48 AM
blender-vertex-tools 0.1.6
+ better ux for vertex sets
+ fixed bug where sets couldn't be named until adding a second one.

github.com/rei-kurzweil...

Settings -> Get Extensions / Add-Ons -> Install From Disk
#blender #vertex #tools
December 18, 2025 at 6:52 AM
No fun allowed apparently
#gitlab
December 17, 2025 at 8:03 PM
there we go..
minimal #vr hands using part of some #vroid assets
#godot #blender 🧤

(will post download link after more testing)
December 17, 2025 at 7:42 PM
another awkward thing in #godot
passing things from void fragment() into void light()

seems like there's no way to avoid redundantly sampling textures if they're used in both.
December 15, 2025 at 11:37 PM