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Cat Game Research
Frontier
Dev-log transmissions from the expedition

Purrpetual Motion: An Infinite, Input-Steered Cute-Clip Stream

A product pitch for an endless, input-steered cute-clip stream: keyboard, mouse, and gamepad telemetry become the remote control, the V Engine renders the picture, and the latent control layer is a research roadmap.

Product Blueprint

Purrpetual Motion

An infinite, input-steered stream of short, cute, and silly video clips. Keyboard, mouse, gamepad, and controller telemetry become the remote control.

Product pitch — 1280x720, 21 fps, 14 s, 302 kB. All source images are public-domain or CC0 from Wikimedia Commons.

The JEPA-to-CAT-VLM blueprint sketched a moving image of everything: a learned latent world model you can query, steer, and render. This post turns that idea into a product concept. We are calling it Purrpetual Motion — a continuous stream of short, cute, silly, diverse clips, spliced together endlessly and steered by the raw telemetry of your hands on the controls.

The idea in one sentence

Purrpetual Motion is a full-screen, real-time clip stream that reads every input device you are holding and uses that signal to choose, blend, and cross-fade short, loopable micro-clips into something that feels like one endless, living movie.

4
input classes
∞
intended clip stream
60
fps render target
302
KB pitch video

What steers the stream

The input layer is intentionally broad. A keyboard is not just arrow keys; a mouse is not just clicks; a gamepad is not just face buttons. Every event becomes part of a control vector:

Collage of a vintage PC keyboard, an Atari joystick, and a DualSense Edge controller, representing keyboard, mouse, and gamepad input sources.
The input surface: everything from a chorded keyboard to a DualSense gyro can feed the control vector. Source images: public domain / CC0 from Wikimedia Commons.

How the loop works

The runtime has five stages. Each one is a separate subsystem; the first two already exist, the last three are research and engineering targets.

  1. Input telemetry capture — the V Engine samples keyboard, mouse, and gamepad state at the fixed timestep and emits a normalized control_vector.
  2. Control → latent steering — the control_vector maps to a small steer_vector (energy, chaos, warmth, zoom, verticality, speed). In the first prototype this mapping is hand-tuned; later it becomes a learned CAT VLM/PI Agent module.
  3. Clip bank and selection — a library of short, loopable micro-clips (2–5 seconds each) is tagged by latent coordinates. The steer_vector picks the next clip and the interpolation parameters.
  4. V Engine render — the engine cross-fades and composites the selected clips at 60 fps into a continuous fullscreen stream.
  5. Agent layer — the PI Agent / CAT VLM can answer questions about the stream and accept tool calls such as predict_next_clip or change_mood.

Implemented, in progress, and roadmap

SubsystemRole in Purrpetual MotionStatus
V Engine rendererECS, PBR, deterministic job scheduling, fullscreen output, and continuous cross-fade rendering.Implemented
Input captureKeyboard, mouse, and gamepad sampling through SDL3/engine input systems.Implemented
PI Agent VLMLocal Crypt-authorized agent runtime for natural-language queries and tool calling.Implemented
CAT VLM text/embedding baseDual-stream GRU L3, BPE, MiniLM, ring-buffer attention — the recurrent backend for a future learned control mapping.Implemented
Control → latent mappingLearned or hand-tuned mapping from human telemetry to a steering vector.In progress
Micro-clip bankCurated, well-tagged library of short loopable clips and a cross-fade scheduler.Roadmap
Action-conditioned predictorJEPA-style latent predictor that answers "what happens if I press this?"Roadmap
End-to-end app shellPackaged binary that boots the stream, reads all input devices, and exposes the agent panel.Roadmap

Why it is not just a playlist

A long playlist of cute videos would be repetitive and passive. The point of Purrpetual Motion is that the input signal is never the same twice, and the clip-selection layer can interpolate between adjacent clips in latent space. The stream is not a queue; it is a continuous cross-fade in which the human operator is an extra input dimension, like a DJ mixing an endless track.

Perpetual, not looping

The clip bank is combinatorial and the transitions are blended. The same starting point can branch into many different continuations depending on the control signal.

Input as content

Your controller telemetry is not just navigation. It becomes part of the generative signal that decides which clip plays next and how it is colored, paced, and framed.

Honest about the model

The first prototype uses hand-picked clips and a hand-tuned control map. The "infinite" claim is about the combinatorial stream, not an on-demand pixel generator.

Made for the V Engine

Clips can be pre-rendered V Engine captures, gameplay footage, or public-domain video, composited by the same renderer the game uses.

A kitten playing with a furball, representing the cute, silly, and diverse clip output of the stream.
One frame of the output vocabulary: cute, kinetic, and completely in the public domain. Source: Dcoetzee, Wikimedia Commons.

Caveats and honest framing

This is a product blueprint and a research target, not a shipping app. Be specific about the gaps:

Honest framing. We are not claiming a real-time AI-generated infinite video app. We are claiming that the V Engine's input and rendering stack, plus the PI Agent VLM and CAT VLM base, form a plausible foundation for one — and that the JEPA literature gives a concrete training recipe for the missing prediction and planning layers.

Related work, sources, and license

  1. From JEPA to a Moving Image of Everything: A CAT VLM App Blueprint — the previous Frontier post that connects JEPA latent prediction to the V Engine/PI Agent/CAT VLM stack.
  2. How AI Learned to Teach Itself [JEPA] — companion post — the fact-checked walkthrough of the source video and the primary arXiv references.
  3. CAT VLM page — public product page for the renamed model.
  4. V Engine product — the renderer and input stack.
  5. π Agent mod — the local VLM and agent runtime.
  6. V-JEPA 2-AC action-conditioned planning: Assran et al., 2025.
  7. Image sources: Zeiss Ikon Ernemann II film projector (CC0, Daderot), kitten with furball (public domain, Dcoetzee), Atari 2600 joystick (public domain, Evan-Amos), DualSense Edge controller (CC0, Sonson2), IBM PC XT (CC0, Hidalgo944). All from Wikimedia Commons. License details are in the asset provenance file.
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