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Unity 3D and VPinMAME!


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#181 unclewilly

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Posted 02 February 2012 - 01:30 PM

Well if that is the case. Maybe ill be building a few fp tables in the future

I've already started cftbl

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#182 Themer

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Posted 02 February 2012 - 01:45 PM

Hmm, it seems that for a lot of people the information in this topic is not very clear. Maybe it would be good to have a page on which the goals and the current progress is being displayed, among with the current earnings and other useful information. This would clear up things for a lot of people I guess. For now I'll donate $ 50,- If required and new progress has been made in the meantime I'll donate another $ 50,-

Side note: I think it's very good that the FPT file format is being used, since I can keep using VP Launcher biggrin.gif

#183 kruge99

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Posted 02 February 2012 - 01:46 PM

QUOTE (unclewilly @ Feb 2 2012, 08:30 AM) <{POST_SNAPBACK}>
...

I've already started cftbl


Did you see what I put in the dropbox? Is it good enough for your newest version? If not I could put the PSD there and maybe Grizz & HackNchop can squeeze some more perfection out of it??


Best Regards,
Todd.
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#184 rascal

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Posted 02 February 2012 - 03:13 PM

I just want to add that I am not against this project in any shape or form, in fact, I am jumping up and down like a giddy school girl like the rest of you, and as soon as I have saved up enough lunch money, I plan to also be contributing. My main focus of my last posting was to get an idea of what the other authors are thinking, and their willingness to start all over yet once again and to leap through what may turn out to be our highest hoop yet. Some of us old dogs may not be able to make the jump.

And yes it is my understanding that what we are contributing to is a legal developer copy of Unity 3D and distribution rights of a new "Player" exe built using this copy along with any distribution dll file dependency's. This player can open any re-encoded C# driven .FPT file and run it with the Unity 3D engine. C# being the programing language for interface with vpm and also configuring physics settings. The source code for building this player would also be open sourced, so that anyone with a legal copy of Unity 3D can compile it.

Please correct me if I am wrong.

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#185 Themer

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Posted 02 February 2012 - 03:27 PM

For as far as I can see you're correct. One point that has not been fully clearified yet is whether the physics will be set by the creator of the table or that they will be predefined within the new player. Furthermore, the only thing which is changing for FP table creators is the programming language. C#, however, is relatively easy to adopt for those who know how to write VB code. Furthermore, since C# is a more modern programming language, new generations may be joining the creation of pinball tables much quicker.

#186 FDSystems

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Posted 02 February 2012 - 03:33 PM

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Laptop friendly ? wink.gif biggrin.gif dirol.gif
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#187 unclewilly

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Posted 02 February 2012 - 03:34 PM

I took c in college a few years back. Im sure i could pick enough of it up to do a table.

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#188 Themer

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Posted 02 February 2012 - 03:54 PM

@1234fd: Why wouldn't it be laptop friendly? It just depends on the hardware that comes along with your laptop, just as it does for FP.

@unclewilly: I'm sure you will. Of course we need a predefined set of functions which can be called to interact with the table, but I'm sure that louizou will provide us with these predefined functions. I think scripting will become much easier with the use of C#.

#189 FDSystems

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Posted 02 February 2012 - 04:16 PM

Is this the beginning of a revolution ? think.gif
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#190 takedown

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Posted 02 February 2012 - 04:53 PM

QUOTE (Themer @ Feb 2 2012, 07:27 AM) <{POST_SNAPBACK}>
For as far as I can see you're correct. One point that has not been fully clearified yet is whether the physics will be set by the creator of the table or that they will be predefined within the new player.


The goal is for the unity physics engine to be leveraged, with modifications in the exe (that would apply to all tables) and a loadable script (not sure if it resides in the table in a code section or in it's own file). The loadable script would then control the physics that are specific to the table. This would allow an author to build a table and define the physics without having a copy of Unity and the developer would not need to compile a new exe with each table release.

On the topic of whether there will be artists, modelers and coders that step up to work on tables I think it will happen. If this project turns out to work and work well, all of those people involved in building tables will probably want to be where progress is being made. I do think there is going to be a large learning curve, especially for the people that work exclusively on VP now, but I also think there will be a core group of people that step up and help out others to learn and get the hang of it. Just the idea of new age graphics, along with PinMame and a solid physics engine get me excited, can't see the authors feeling much different smile.gif

Edited by takedown, 02 February 2012 - 05:11 PM.


#191 CPSNine

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Posted 02 February 2012 - 05:37 PM

@rascal

I think you raised a very good point about table creators having to adapt, but this is a risk to take if we want to go forward with a new generation of tables. And that is why I support the project, even if it is early days.

And seeing the response since your post I guess it is pretty encouraging.

And VP still has its place in the pinball simulation world, some great tables are coming out. So for those who wont want to jump to unity they can continue with VP, I will keep playing.
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#192 Themer

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Posted 02 February 2012 - 06:08 PM

Currently I'm running VP8, VP9 and FP. The reason is that different tables are made for these different platforms and I just don't want to miss a single recreation. This means that I'll just add Unity to the list when it is completed. I think a lot of people feel the same and will stay true to both. However, we can't deny that VP, with the lack of possibilities in 3D, could use an upgrade. With Unity I guess we'll get the best of both VP and FP worlds. Of course the recreation of all tables that have been done in VP will take huge amounts of time, which means that we do need VP for at least the next few years.

#193 kruge99

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Posted 02 February 2012 - 06:35 PM

I recall hearing that one thing that FP can't do is support triggers on a ramp. Can any of the FP table builders confirm this and if so what work around, if any, is available?


Best Regards,
Todd.


[proud owner of a Williams Solar Fire]

- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
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#194 bmiki75

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Posted 02 February 2012 - 06:54 PM

I'm really happy with this marvellouse project, i'm following this 3d with a big interest.
I'm also really happy to have to restart to learn new things even i already use c# in my work and know the basic of blender even i'm not a 3d programmer.
So thanks a lot for all hard working Louizou is putting in this



QUOTE (rascal @ Feb 2 2012, 12:13 PM) <{POST_SNAPBACK}>
@authors - If this pans out, are you ready and willing? Do you know what this means? I'd like to hear from the workforce, the authors, both VP and FP authors alike.

For the VP authors, this means starting over, throwing everything that you learned out the window. It means learning a new programing language (C#). It means learning to make 3D models instead of 2D images animated to look 3D, which means you have to learn and purchase additional programs like Milkshape, 3D Studio Max, Maya, Poser, etc... or team up with someone who can build 3D models. It means working with a different editor and learning the ins and outs of that too.

For FP authors, this means learning a new programing language and converting your existing script to C#. It means you will now be dealing with vpinmame.

To all, it means a new physics engine which will be highly customizable, more complex, and will take additional programing to adjust and configure properly. This means working together and joining forces to build a stronger smarter community.

So are you ready to blaze new trails in pinball simulation and recreation?
Lets hear from you!

@Pinball Cab Owners and PC users - If you're throwing money into this project expecting super tables in return, it would be a good idea to know that there is going to be table builder (authors) at the other end willing to build and grow when it's all said and done. We may loose some authors that either don't want to start over or simply can't adapt to a more complex language/system. I know at this point, we are all jumping up and down and picturing a wonderful pinball world with glorious graphics, rom emulation, and better physics, but the bottom line is there has to be authors willing to create, learn, and build, otherwise you just threw money into a system that is just going to collect dust.


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#195 unclewilly

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Posted 02 February 2012 - 07:13 PM

QUOTE (kruge99 @ Feb 2 2012, 07:35 PM) <{POST_SNAPBACK}>
I recall hearing that one thing that FP can't do is support triggers on a ramp. Can any of the FP table builders confirm this and if so what work around, if any, is available?


Best Regards,
Todd.


Ramp triggers are available in fp. I used them on my bad cats table.
And you can also use gates on ramps as a switch also. And there are 2 way gates

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#196 destruk

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Posted 02 February 2012 - 08:09 PM

QUOTE (Themer @ Feb 2 2012, 06:45 AM) <{POST_SNAPBACK}>
Hmm, it seems that for a lot of people the information in this topic is not very clear. Maybe it would be good to have a page on which the goals and the current progress is being displayed, among with the current earnings and other useful information. This would clear up things for a lot of people I guess. For now I'll donate $ 50,- If required and new progress has been made in the meantime I'll donate another $ 50,-


Anyone can make a ummary on Wikipedia. I think Louizou should come up with a name for it and create a page there.

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#197 maxfx4u

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Posted 02 February 2012 - 09:29 PM

Isn't it ironic that the name of the engine is UNITY, and it has the potential to unite VP & FP.

#198 Shooby Doo

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Posted 02 February 2012 - 11:30 PM

QUOTE (maxfx4u @ Feb 2 2012, 04:29 PM) <{POST_SNAPBACK}>
Isn't it ironic that the name of the engine is UNITY, and it has the potential to unite VP & FP.

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#199 Bob5453

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Posted 02 February 2012 - 11:43 PM

QUOTE (maxfx4u @ Feb 2 2012, 04:29 PM) <{POST_SNAPBACK}>
Isn't it ironic that the name of the engine is UNITY, and it has the potential to unite VP & FP.


What part of VP would be used? Authors? Players? Looks like it would be FP & Pinmame running through Unity 3-D, unless I'm missing something.

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#200 maxfx4u

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Posted 03 February 2012 - 01:01 AM

Yeah, I ment as a community. The power of UNITY.