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Unity 3D and VPinMAME!
Started By
johnparker007
, Sep 11 2011 02:45 PM
1388 replies to this topic
#282
Posted 14 February 2012 - 10:53 PM
QUOTE (wildman @ Feb 14 2012, 04:47 PM) <{POST_SNAPBACK}>
while it does look impressive as hell will it work in vp or just fp ...fp dead to me 
FP is used to create the tables. They are then imported into this app and rendered by Unity and uses the Unity physics engine.
#283
Posted 14 February 2012 - 11:08 PM
QUOTE (Dazz @ Feb 14 2012, 05:53 PM) <{POST_SNAPBACK}>
QUOTE (wildman @ Feb 14 2012, 04:47 PM) <{POST_SNAPBACK}>
while it does look impressive as hell will it work in vp or just fp ...fp dead to me 
FP is used to create the tables. They are then imported into this app and rendered by Unity and uses the Unity physics engine.i am tying to understand
#284
Posted 14 February 2012 - 11:11 PM
QUOTE (wildman @ Feb 14 2012, 04:08 PM) <{POST_SNAPBACK}>
i am tying to understand
Miyagi: First learn stand, then learn fly. Nature rule, Daniel-san, not mine.
Build a fire, vipers love the heat.
#285
Posted 14 February 2012 - 11:28 PM
thanks again everyone
After a nice drums session at a friend's house ,
i'm going back to work .....
Shapeables rubbers , here i am !!
After a nice drums session at a friend's house ,
i'm going back to work .....
Shapeables rubbers , here i am !!
#286
Posted 14 February 2012 - 11:48 PM
QUOTE (wildman @ Feb 15 2012, 12:08 AM) <{POST_SNAPBACK}>
QUOTE (Dazz @ Feb 14 2012, 05:53 PM) <{POST_SNAPBACK}>
QUOTE (wildman @ Feb 14 2012, 04:47 PM) <{POST_SNAPBACK}>
while it does look impressive as hell will it work in vp or just fp ...fp dead to me 
FP is used to create the tables. They are then imported into this app and rendered by Unity and uses the Unity physics engine.i am tying to understand
Wildman, it is a whole new system -- not FP or VP, but something new called Unity. The tables are just made with the FP editor, but you take the table out of that and stick it in Unity to play it.
#287
Posted 14 February 2012 - 11:48 PM
QUOTE (destruk @ Feb 14 2012, 06:11 PM) <{POST_SNAPBACK}>
QUOTE (wildman @ Feb 14 2012, 04:08 PM) <{POST_SNAPBACK}>
i am tying to understand
Miyagi: First learn stand, then learn fly. Nature rule, Daniel-san, not mine.
learn me destruk.
#288
Posted 15 February 2012 - 12:34 AM
Actually, I do have some concerns.
It sounds like you can take a step forwards in some departments and still take a step back in some regards.
A few things that VP does unbelievabley well that I dont know if you can do much better:
1. Physics, "when tweaked and set up correctly" can play with pretty much near accuracey to a real pin, you can and I have played a VP and a real table side by side. I own 18 games, and I am comfortable with VP's physics settings and how to tweak them.
a. the one issue with physics that VP cant do, which I dont know if you could ever program, and that is Whicked ball Spin.... for example the kind of spin the Spinning Disk (recognizer) in Tron does to a ball when it shoots a ball out.
2. Full Size tables / Key Stone Settings-- Inclination, FOV, and LB settings-- you can mold a playfield to give it the exact perspective to match the exact looks of a real game. I have yet to see another engine able to match the perspectives that VP offers.
I understand there is a lot of talk about Unity, but understandabley you cant please all the people all the time, there are people on this forum that are still completely satisfied with FP's physics, there are people on this forum that have no interest is playing a table in FS mode. Way too many different tastes to please.
I like progress and I dont mind change, but I have concerns that it could be another divider in the community.
just my 2 cents, nothing more, nothing less
Scott
Detroit Pinball
It sounds like you can take a step forwards in some departments and still take a step back in some regards.
A few things that VP does unbelievabley well that I dont know if you can do much better:
1. Physics, "when tweaked and set up correctly" can play with pretty much near accuracey to a real pin, you can and I have played a VP and a real table side by side. I own 18 games, and I am comfortable with VP's physics settings and how to tweak them.
a. the one issue with physics that VP cant do, which I dont know if you could ever program, and that is Whicked ball Spin.... for example the kind of spin the Spinning Disk (recognizer) in Tron does to a ball when it shoots a ball out.
2. Full Size tables / Key Stone Settings-- Inclination, FOV, and LB settings-- you can mold a playfield to give it the exact perspective to match the exact looks of a real game. I have yet to see another engine able to match the perspectives that VP offers.
I understand there is a lot of talk about Unity, but understandabley you cant please all the people all the time, there are people on this forum that are still completely satisfied with FP's physics, there are people on this forum that have no interest is playing a table in FS mode. Way too many different tastes to please.
I like progress and I dont mind change, but I have concerns that it could be another divider in the community.
just my 2 cents, nothing more, nothing less
Scott
Detroit Pinball
#289
Posted 15 February 2012 - 12:46 AM
QUOTE (scott-Detroit Pinball @ Feb 15 2012, 01:34 AM) <{POST_SNAPBACK}>
Actually, I do have some concerns.
It sounds like you can take a step forwards in some departments and still take a step back in some regards.
A few things that VP does unbelievabley well that I dont know if you can do much better:
1. Physics, "when tweaked and set up correctly" can play with pretty much near accuracey to a real pin, you can and I have played a VP and a real table side by side. I own 18 games, and I am comfortable with VP's physics settings and how to tweak them.
a. the one issue with physics that VP cant do, which I dont know if you could ever program, and that is Whicked ball Spin.... for example the kind of spin the Spinning Disk (recognizer) in Tron does to a ball when it shoots a ball out.
2. Full Size tables / Key Stone Settings-- Inclination, FOV, and LB settings-- you can mold a playfield to give it the exact perspective to match the exact looks of a real game. I have yet to see another engine able to match the perspectives that VP offers.
I understand there is a lot of talk about Unity, but understandabley you cant please all the people all the time, there are people on this forum that are still completely satisfied with FP's physics, there are people on this forum that have no interest is playing a table in FS mode. Way too many different tastes to please.
I like progress and I dont mind change, but I have concerns that it could be another divider in the community.
just my 2 cents, nothing more, nothing less
Scott
Detroit Pinball
It sounds like you can take a step forwards in some departments and still take a step back in some regards.
A few things that VP does unbelievabley well that I dont know if you can do much better:
1. Physics, "when tweaked and set up correctly" can play with pretty much near accuracey to a real pin, you can and I have played a VP and a real table side by side. I own 18 games, and I am comfortable with VP's physics settings and how to tweak them.
a. the one issue with physics that VP cant do, which I dont know if you could ever program, and that is Whicked ball Spin.... for example the kind of spin the Spinning Disk (recognizer) in Tron does to a ball when it shoots a ball out.
2. Full Size tables / Key Stone Settings-- Inclination, FOV, and LB settings-- you can mold a playfield to give it the exact perspective to match the exact looks of a real game. I have yet to see another engine able to match the perspectives that VP offers.
I understand there is a lot of talk about Unity, but understandabley you cant please all the people all the time, there are people on this forum that are still completely satisfied with FP's physics, there are people on this forum that have no interest is playing a table in FS mode. Way too many different tastes to please.
I like progress and I dont mind change, but I have concerns that it could be another divider in the community.
just my 2 cents, nothing more, nothing less
Scott
Detroit Pinball
True Scott, but I guess that is what you have to risk if you want progress. And if it is good as I hope it will be, it could be a uniting force as well (pun intended), as the VP and FP guys will both love it.
#290
Posted 15 February 2012 - 01:00 AM
QUOTE (scott-Detroit Pinball @ Feb 15 2012, 01:34 AM) <{POST_SNAPBACK}>
a. the one issue with physics that VP cant do, which I dont know if you could ever program, and that is Whicked ball Spin.... for example the kind of spin the Spinning Disk (recognizer) in Tron does to a ball when it shoots a ball out.
I could simulate this effect with a u-turn made of magnets or some kind of magnetic field
I don't even know if fp handles magnets ,i'm not sure .
On bk2000 table it looks like this is done with a kicker..... must investigate
#291
Posted 15 February 2012 - 09:35 AM
QUOTE (louizou @ Feb 15 2012, 01:00 AM) <{POST_SNAPBACK}>
QUOTE (scott-Detroit Pinball @ Feb 15 2012, 01:34 AM) <{POST_SNAPBACK}>
a. the one issue with physics that VP cant do, which I dont know if you could ever program, and that is Whicked ball Spin.... for example the kind of spin the Spinning Disk (recognizer) in Tron does to a ball when it shoots a ball out.
I could simulate this effect with a u-turn made of magnets or some kind of magnetic field
I don't even know if fp handles magnets ,i'm not sure .
On bk2000 table it looks like this is done with a kicker..... must investigate
The is no magnet class in FP.
At the moment we have to fake it with kickers and/or walls.
Maybe you could add a class so we could call one via script for example:
Magnet1 , 200,200,0,50,1
So the first 3 numbers could be posistion on the playfield in xyz.
The fourth number the size, and the fifth number defines whether its a magnet that attracts or repells. Maybe a sixth number for strength.
I must say I'm really starting to see the potential in this and would love it if you could add scripted animations as well.
For example the path of adventure on Indiana jones would probably need a part of the script to define the angle of tilt so the rom knows
GLXB
Follow me on twitter. @GLXB
#294
Posted 15 February 2012 - 11:44 AM
QUOTE (louizou @ Feb 14 2012, 06:57 PM) <{POST_SNAPBACK}>
I'll try to answer the best i can to your questions :
1- real time , calculated each frames with a render to texture of the real world going to the shader
2- real balls made of 500 vertex physiqued with a sphere collider for the physics
3- yes , i 've tried to do so but it gets in conflict with the playfield's relection at the moment , but i've planned to use the same render to texture camera to reflect on balls too (must work on it)
4- yes i need to manage manually the z fighting , sometimes some surfaces can disapear because of this , but if you move this surface in FP for one milimeter to the top , the bug is not there anymore
5- no octree in unity -> just adding sphere , box or mesh collider with the good material , and it's done
1- real time , calculated each frames with a render to texture of the real world going to the shader
2- real balls made of 500 vertex physiqued with a sphere collider for the physics
3- yes , i 've tried to do so but it gets in conflict with the playfield's relection at the moment , but i've planned to use the same render to texture camera to reflect on balls too (must work on it)
4- yes i need to manage manually the z fighting , sometimes some surfaces can disapear because of this , but if you move this surface in FP for one milimeter to the top , the bug is not there anymore
5- no octree in unity -> just adding sphere , box or mesh collider with the good material , and it's done
Thanks. Impressive.
For Number 4 - Had the same problem with rendering VP tables, especially when things were positioned only a bit over the playfield. I set the Playfield a little bit under zero Z and the problem went away for that bug. For Decals on Targets I had the same problem and could not really find a solution for it. It seemd to me, that the finest Z-Buffer (and i increased it to max) seemed to be too coarse for the fine grid in VP (guess it's the same in FP).
Edited by cupid, 15 February 2012 - 12:07 PM.
The world is devided into people who think they are right.
#295
Posted 15 February 2012 - 01:21 PM
Salut Louizou
Félicitations pour ton travail, cela semble très prometteur.
J'ai hâte de voir une table complète.
Est ce que l'adresse de donation [email protected] est toujours d'actualité?
Encore bravo et en plus Made in France
Félicitations pour ton travail, cela semble très prometteur.
J'ai hâte de voir une table complète.
Est ce que l'adresse de donation [email protected] est toujours d'actualité?
Encore bravo et en plus Made in France
#296
Posted 15 February 2012 - 01:32 PM
Merci brice pour les encouragements , ca fait plaisir de la part d'un compatriote
Moi aussi il me tarde de voir une table complète , si tu savais ....
Pour l'adresse , j'espère bien que c'est toujours d'actualité , pour ca il faut demander a destruk , c'est lui qui gère .
Moi aussi il me tarde de voir une table complète , si tu savais ....
Pour l'adresse , j'espère bien que c'est toujours d'actualité , pour ca il faut demander a destruk , c'est lui qui gère .
#297
Posted 15 February 2012 - 01:45 PM
QUOTE (sleepy @ Feb 15 2012, 10:44 AM) <{POST_SNAPBACK}>
What are the projected minimum and recommended system requirements expected to be?
Will this be a single-core or a multi-core program, and if it is multi-core, will a multi-core CPU be required, or can a single-core processor struggle and suffice?
Will this be a single-core or a multi-core program, and if it is multi-core, will a multi-core CPU be required, or can a single-core processor struggle and suffice?
I've tested the badcats prototype on my old machine wich is a quad core with a Nvidia 8800 GT , it ran fine . (with graphics settings to low)
Do single core CPU yiet exis ??? It must be tested ....
But i say in advance that a good actual machine will be requiered, that's sure.
#300
Posted 15 February 2012 - 04:14 PM
merci brice , t'es le roi de la glisse

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