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Unity 3D and VPinMAME!


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#361 louizou

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Posted 29 March 2012 - 08:50 PM

facepalm.gif forget what i said ! i was thinking to something else facepalm.gif

the way the ball keeps rotating when it's stopped is a customizable parameter

You can choose if you want it to stop directly or rotate to infinity

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#362 superballs

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Posted 29 March 2012 - 10:02 PM

QUOTE (ebarlow99 @ Mar 29 2012, 06:35 PM) <{POST_SNAPBACK}>
seems fishy


I know it's strange to trust anything on the net, fact is that Destruk is holding the funds until they are gathered. I'm sure that if need be, the license could be purchased by Destruk but registered to Louizou. He has been making a lot of forward progress on this project. Enough to show that it's at least not only possible but feasable.

I wouldn't mind seeing a demo mind you but to get one i think we actually need the license.

I'm curious to how our funds are looking at this point. I'm game to help out some more when i can and as i can if needed.

#363 TheMcD

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Posted 30 March 2012 - 12:27 AM

QUOTE (superballs @ Mar 29 2012, 11:02 PM) <{POST_SNAPBACK}>
I'm curious to how our funds are looking at this point. I'm game to help out some more when i can and as i can if needed.


I believe that we should be going into the 800-1000$ range out of 1500$ needed - ballpark figure. We should easily be able to get the rest together once tangible process starts going and the big problems are ironed out. Once the framework is set and the project looks like it will be completed, money WILL come in.

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#364 louizou

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Posted 30 March 2012 - 12:53 AM

QUOTE (TheMcD @ Mar 30 2012, 02:27 AM) <{POST_SNAPBACK}>
once tangible process starts going and the big problems are ironed out.


Double Jackpot , sir


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#365 destruk

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Posted 30 March 2012 - 01:23 AM

It's difficult to be absolutely accurate (with paypal fees and delays) - but we still need ~$450, which I'm sure we'll have no problem obtaining. So the money is the last thing on my mind at the moment - we just need Louizou to concentrate on refining his program for us. smile.gif

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#366 louizou

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Posted 30 March 2012 - 01:59 AM

Super Jackpot , brian dblthumb.gif

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#367 teppotee

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Posted 30 March 2012 - 05:39 AM

This is looking interesting indeed and I will be donating shortly as well.

How would this solution work with original tables designed with FP? If I have understood correctly this Unity based program will be used to run tables designed with FP but with it's own scripting. So obviously we can't use the current tables as such but I was wondering if it's possible to create original tables with this solution as well without any pinmame connection?

-Teppo-


#368 Spektre

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Posted 30 March 2012 - 06:49 AM

Does Unity write to any dual buffered style of output so we can have stereoscopic output from it sometime in the future?

(With headtracking later lusty.gif

#369 louizou

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Posted 30 March 2012 - 03:49 PM

QUOTE (teppotee @ Mar 30 2012, 07:39 AM) <{POST_SNAPBACK}>
This is looking interesting indeed and I will be donating shortly as well.

How would this solution work with original tables designed with FP? If I have understood correctly this Unity based program will be used to run tables designed with FP but with it's own scripting. So obviously we can't use the current tables as such but I was wondering if it's possible to create original tables with this solution as well without any pinmame connection?

-Teppo-


At the moment , this project is VPM oriented , so it needs a ROM to work.
Maybe in the future , this could be added, but it's the last thing on the todo list .

QUOTE (Spektre @ Mar 30 2012, 08:49 AM) <{POST_SNAPBACK}>
Does Unity write to any dual buffered style of output so we can have stereoscopic output from it sometime in the future?

(With headtracking later lusty.gif


There is no native support for Stereo3D in unity , some guys seems to play around with self made scripts , but nothing concrete , sorry

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#370 TinFoil

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Posted 30 March 2012 - 05:54 PM

So I've taken the time to read this entire thread... Very interesting in both concept and community.

Although I've been a pinball fan my entire life, I've only recently (year or so) really started exploring the possibilities of virtual pinball. I see the Unity 3D project as a nice balance between preserving pinball's history as well as advancing Virtual pinball on its own merit.

Louizou, there's no question you are to be praised for the work you have put forward to this point. What you are attempting to do is a massive undertaking for what appears to be a team of one. It's hard not to burn out on a project like this, but I'm hopeful you have the willpower to carry such a project out or the foresight to ask for help when you need it. Of course, without the talents of all the table creators and re-creators out there, this would all be null and void. All too often we can forget how much time and effort has gone into a project/table as soon as the next big thing comes out. Also, a big thank you to those who go out of their way to find and photograph tables, decals, back glasses, and all the other details that go into making those tables look as nice and real as they do. As well as the scriptors who make sure our machines play by the rules, no matter what rules those are. There are so many talented people in the Virtual pinball community...

I wish I could give more back than just a "thank you" and the few dollars I plan to donate to the Unity 3D project. Unfortunately, my talents are more in the realm of concept design and testing -- talents it seems the community has in abundance. With that said, if anyone is working on designing their own table and is looking for some ideas or if any project out there is looking for a hard working tester, please feel free to drop me a line.

Here's hoping the tools and systems of 2012 can be stretched and tweaked as much as the tools of the past and that the talents of both a new and old system can come together to make an even more satisfying experience for all!

#371 teppotee

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Posted 30 March 2012 - 09:49 PM

Thanks louizou for the clarification.

Not trying to make your work any harder than it already is smile.gif Just wasn't sure how the engine is going to be build and if the scripts would work without roms.

#372 russdx

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Posted 31 March 2012 - 12:22 PM

great project will definitely be keeping an eye on this smile.gif

great project will definitely be keeping an eye on this smile.gif

#373 Deathcrow

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Posted 31 March 2012 - 04:44 PM

I've noticed that you are collecting donations... I'm curious why you even need the Pro license and why the free licensed version is not enough for your project?

#374 TheMcD

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Posted 31 March 2012 - 06:02 PM

QUOTE (Deathcrow @ Mar 31 2012, 05:44 PM) <{POST_SNAPBACK}>
I've noticed that you are collecting donations... I'm curious why you even need the Pro license and why the free licensed version is not enough for your project?


DLL interaction is Pro only. It'd be kind of a waste of time to do a Unity 3D + VPinMAME project without the VPinMAME, no?

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#375 Deathcrow

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Posted 01 April 2012 - 09:59 AM

QUOTE (TheMcD @ Mar 31 2012, 08:02 PM) <{POST_SNAPBACK}>
QUOTE (Deathcrow @ Mar 31 2012, 05:44 PM) <{POST_SNAPBACK}>
I've noticed that you are collecting donations... I'm curious why you even need the Pro license and why the free licensed version is not enough for your project?


DLL interaction is Pro only. It'd be kind of a waste of time to do a Unity 3D + VPinMAME project without the VPinMAME, no?

The McD


Aye. Makes sense. Question answered.

#376 freezy

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Posted 03 April 2012 - 11:50 AM

Salut louizou,

This looks very promising indeed. Did you think about sharing your code with the community as well? GitHub for instance makes it very comfortable to work in groups (and individuals), and I'm sure it would be only a matter of time until people start contributing code and sending you pull requests that you can easily merge into your code if they please you. At XBMC for instance we get very useful bugfixes and new feature contributions via GitHub that makes us advance more rapidly and also more transparent.

Keep up the great work!

-freezy.





#377 louizou

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Posted 03 April 2012 - 03:11 PM

hi guys, sorry , i was not available for some days , but here we go again !


first of all , thanks freezy for the support

As people don't want to be fooled on this forum , it's the same thing for me.

I can't give the whole code at the moment (i have my reasons for that , i hope you will understand).

If you're a coder , i can eventually show here my ballstack translation of the vbs , but i'm not sure that will help.

It's a little messy , uncommented , not really friendly bomb.gif



I have more than 25 classes and 12000 lines of code .It's based on my way of coding and on my way of handling unity( don't forget it's my first project with it) ...

I would really prefer some help in table drawing for example.

Brian quoted some tables with some special timer .

Why nobody starts this table on FP , that would be the thing that help the most , instead of asking viewing the code ?



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#378 freezy

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Posted 03 April 2012 - 03:27 PM

Thanks for the update. I code a lot in my free time, and for projects like yours it would be very interesting to read through the code and then decide if it's worth spending more time on it. I guess that's the same for most people, you don't commit to a project before you don't know what you're really dealing with. By opening it up you make sure it lives and progresses as long as there is interest of the community. Even if the code is not the cleanest, I strongly doubt someone will critize it instead of ameliorating it directly.

About your table issue I unfortunately can't help, since when it comes to virtual pinball, I'm as noob as one can be (however, I spent the last two weeks reading through these boards, so I starting to get an idea wink.gif).


#379 louizou

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Posted 03 April 2012 - 03:57 PM

ok ,let's go for the sample

http://louizou.fr/WIP/BallStack.cs


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#380 destruk

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Posted 03 April 2012 - 05:10 PM

I don't know how the Unity script engine works, but would it be possible to allow for specified sounds in the routines?
ie -

CODE
private void KickIn(soundIn, soundOut)
    {
        if(debug)MonoBehaviour.print(gameObject.name+" KickIn mBallIn:"+mBallIn.ToString()+" mBalls:"+mBalls.ToString());    
        if(mBallIn>0)
        {
            if(soundIn<>"")
            {
                GameObject.Find(soundIn).audio.Play();
            }
            else
            {
                GameObject.Find("Sounds/DRAIN").audio.Play();
            }
        }
        else
        {
            if(soundOut<>"")
            {
                GameObject.Find(soundOut).audio.Play();
            }
            else
            {
                GameObject.Find("Sounds/solon").audio.Play();
            }
        }
        mBalls += 1; mBallIn -=1;
        mBallPos[mBalls] = script.conStackSw + 1;
        NeedUpdate=true;
        if((mEntrySw>0)&&(mBallIn == 0))script.controller.set_Switch(mEntrySw,false);    
    }


Would something like that work?

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