Resident ready Static companion
kari_mikumao WMMD

MMD engine · Rust and wgpu

WMMD

A hostable MMD runtime and rendering backend in Rust — designed to be embedded in editors, AR and VR hosts, VJ tools, and offline renderers.

WMMD / CAPABILITY BOARDRESEARCH IN PROGRESS

PMX / VMD

Working

Model loading, animation playback, texture and material analysis

Physics

Working

Spring bones, rigid bodies, joints — Bullet by default, three alternate backends

Rendering

Working

Toon forward pass, WBOIT, SSAO, IBL, ESM shadows, bloom

Animation / IK

Working

IK solver with VMD IK on/off tracks, morph pipeline

Clock and audio

In active development

Master clock and timecode lock working; audio-as-clock outstanding

Cinematic post

Experimental

Depth of field with autofocus and tile-based motion blur in the EEVEE-like backend

XR and stereo

Planned

Multi-view camera contract for VR and AR hosts

External control

Planned

OSC to command bridge, video output, and mocap input for live performance
01 / Intent

The same codebase drives a desktop editor and is designed to be hosted elsewhere. That constraint shapes everything: no layer assumes it owns the window, the GPU, or the clock. It is research in progress, not a claimed public release.

02 / Layering

The workspace is layered so dependencies point one way, and the boundaries are written down as invariants rather than conventions. Breaking one is treated as a bug.

  • wmmd-render · backend-agnostic interface, no GPU dependency
  • wmmd-render-wgpu · every GPU pass, never owns the swapchain
  • wmmd-runtime · CPU simulation, never loads files
  • wmmd-asset · PMX/PMD, VMD, texture and material analysis
  • wmmd-clock and wmmd-audio · standalone, zero cross-crate deps
03 / Verification

Rendering is checked headlessly against approved reference frames, physics has its own verifier, and a fix reproduced with one model must be expressed generally — no per-model special cases in shipped code.

Development reports

Evidence instead of release claims.

Systems · Active research

WMMD architecture: a hostable MMD runtime

The engine is split into layered Rust crates with hard dependency rules, so the same code can drive an editor, an AR host, or an offline renderer.

  • wmmd
  • architecture
  • rust
  • mmd
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