Jump to content



Photo
* * * * * 26 votes

WIP: Visual Pinball in Unity


  • Please log in to reply
813 replies to this topic

#21 gozirra

gozirra

    Neophyte

  • Members
  • Pip
  • 1 posts

  • Flag: United States of America

  • Favorite Pinball: Twilight Zone

Posted 13 February 2020 - 06:17 PM

This looks simply amazing, I can imagine there is a LOT of work to go before it's ready, but wow, you've made so much progress already!  Thank you!



#22 DCrosby

DCrosby

    Enthusiast

  • Platinum Supporter
  • 125 posts

  • Flag: United States of America

  • Favorite Pinball: Phantom Of The Opera (Currently, may change tomorrow) ;D

Posted 13 February 2020 - 06:19 PM

 we should be able to port to other systems/consoles.  

 

I doubt that as it's encoding what it has in Unity into a VPX, so unless you have something that can read the VPX for say Switch it won't happen... Because you're not using Unity to generate an excecutable, you're using it as an editor, which makes sense and is why anything you do in Unity won't go over into VPX unless it's supported... which means standard shaders, and standard primitives... Like Flippers walls etc.. but meshes and logic can now be done better in external content development platforms, and imported, and presented with lighting and textures applied :D Which is a huge leap (for me :D)



#23 gear323

gear323

    VPXVR is awesome.

  • Members
  • PipPipPip
  • 324 posts
  • Location:New Jersey

  • Flag: United States of America

  • Favorite Pinball: All

Posted 13 February 2020 - 06:26 PM

This all looks amazing. Really looking forward to this and it sounds like this is very well thought out. Really appreciate how much you all do for the hobby and pushing the technology forward. It’s also nice to hear this will use VP physics since while not perfect, I’ve never played a pinball simulator with better physics.

While I’m sure it’s not any kind of a priority at all at this stage, do you think this may be able to support true VR multiplayer way down the road in the future since this is in Unity? VR multiplayer where we can see and talk to each other as well as the table we are playing with the built on VR headset and mic would really awesome to do someday. VR tournaments etc.

Hahah. I know I’m jumping way ahead and it’s wayyyyyy down the road and a ton of work. Just curious if you think this would at least be possible at some point with this new engine so If so I can dream about it. :)

Thanks again. This is all great news! Amazing work!

#24 Rawd

Rawd

    Pinball Wizard

  • VIP
  • 4,313 posts
  • Location:Edmonton, Canada

  • Flag: Canada

  • Favorite Pinball: Triple Strike



Posted 13 February 2020 - 06:30 PM

 

 we should be able to port to other systems/consoles.  

 

I doubt that as it's encoding what it has in Unity into a VPX.

 

I see.   Thanks for the info.



 


#25 BorgDog

BorgDog

    We come in peace.. shoot to kill.. shoot to kill.

  • Members
  • PipPipPipPip
  • 1,427 posts
  • Location:Leavenworth, WA

  • Flag: United States of America

  • Favorite Pinball: Alien Star, TNA



Posted 13 February 2020 - 06:54 PM

 

 we should be able to port to other systems/consoles.  

 

I doubt that as it's encoding what it has in Unity into a VPX, so unless you have something that can read the VPX for say Switch it won't happen... Because you're not using Unity to generate an excecutable, you're using it as an editor, which makes sense and is why anything you do in Unity won't go over into VPX unless it's supported... which means standard shaders, and standard primitives... Like Flippers walls etc.. but meshes and logic can now be done better in external content development platforms, and imported, and presented with lighting and textures applied :D Which is a huge leap (for me :D)

 

 

me thinks you may need to read the synopsis again and see posts 17 and 18. 



#26 dark

dark

    3D model-man

  • VIP
  • 1,936 posts
  • Location:Toronto

  • Flag: Canada

  • Favorite Pinball: Star Wars, AbraCadaBra,MB, LAH,JPark...too many to choose!

Contributor

Posted 13 February 2020 - 07:07 PM

I feel like there was a certain amount of 'growing pains' when we transitioned to vpx, generally speaking I think most builds should be from-scratch builds in this new iteration of VP.  Not to say we shouldn't be able to import old tables etc, just that no one should really be expecting a top notch table right out of the box after a quick conversion.  Many vp9 to vpx conversions caused a lot of small issues and over time many tables were simply rebuilt to 'clean' up these issues and leave them behind.



#27 Ben Logan

Ben Logan

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 2,275 posts
  • Location:California

  • Flag: ---------

  • Favorite Pinball: System 11

Posted 13 February 2020 - 07:42 PM

Freezy and Shaderbytes,

Wow! The flasher test looked amazing, as did the demo of manipulating the flipper model in real time. Awesome. So glad to hear VR support will be baked in from the start. Wonderful news. Also, super stoked to hear you'll be finding a way to port VPX physics. The heart of the game! Thanks so much to you devs! Toxie, Fuzzel and DJRob, thanks for teaming up (unless Fuzzel really does ride off into the sunset on us -- I'd toast a well earned retirement!). Then again, JP Salas is supposedly retired and look at his amazing output!

#28 Schlabber34

Schlabber34

    Enthusiast

  • Members
  • PipPipPip
  • 311 posts

  • Flag: Germany

  • Favorite Pinball: High Speed

Posted 13 February 2020 - 08:14 PM

Speechless!

I know out of my own experience that pre rendering can't be the future! Imagine JP pounding out table after table looking as good as fluppers or g5k's stuff! Thats the way to go. Don't "waste" 6 months on one table!
I know it's still a long way to go, but this is the start of VP's future. I can't wait!

Gesendet von meinem SM-G955F mit Tapatalk

#29 tgx

tgx

    Enthusiast

  • Platinum Supporter
  • 309 posts

  • Flag: United States of America

  • Favorite Pinball: You mean today?

Posted 13 February 2020 - 08:36 PM

Exciting. Maybe we can finally run it all on Linux.



#30 dark

dark

    3D model-man

  • VIP
  • 1,936 posts
  • Location:Toronto

  • Flag: Canada

  • Favorite Pinball: Star Wars, AbraCadaBra,MB, LAH,JPark...too many to choose!

Contributor

Posted 13 February 2020 - 09:32 PM

Speechless!

I know out of my own experience that pre rendering can't be the future! Imagine JP pounding out table after table looking as good as fluppers or g5k's stuff! Thats the way to go. Don't "waste" 6 months on one table!
I know it's still a long way to go, but this is the start of VP's future. I can't wait!

Gesendet von meinem SM-G955F mit Tapatalk

Man I hear that! But with that said, it will be a different workflow,  even a fully dynamic environment such as unity, prebaked maps will still really help make tables shine when properly used in conjunction with PBR materials.  So table authors who are already skilled with 3D will be able to put out really nice looking tables.  You're totally right though, even a novice user would be able to put out a really nice looking table without doing any work in a 3d program.  A more recent trend for some high end vpx tables has been to bake cast shadows and other lighting effects across the entire table in order to try to achieve the realistic lighting that can be quite time consuming where as Freezy is able to accomplish this effect simply by clicking on/off of the point light in his flasher test.  :P



#31 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 13 February 2020 - 09:36 PM

Awesome... I can finally retire :D

Me, too, free at last!  ;)



#32 rascal

rascal

    two-faced as they come

  • VIP
  • 1,374 posts
  • Location:Indiana USA

  • Flag: United States of America

  • Favorite Pinball: Bally Eight Ball



Posted 13 February 2020 - 09:38 PM

 

Awesome... I can finally retire :D

Me, too, free at last!  ;)

 

NOOOOO! Bigger team!  :wub:


Edited by rascal, 13 February 2020 - 09:47 PM.

Posted Image


#33 blindpeser

blindpeser

    Enthusiast

  • Members
  • PipPipPip
  • 421 posts

  • Flag: ---------

  • Favorite Pinball: WCS94

Posted 13 February 2020 - 09:41 PM

 

 

Awesome... I can finally retire :D

Me, too, free at last!  ;)

 

NOOOOO! Bigger team!

 

+1



#34 DJRobX

DJRobX

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 941 posts
  • Location:Valencia, CA

  • Flag: United States of America

  • Favorite Pinball: F14 Tomcat

Posted 13 February 2020 - 09:49 PM

Hold your horses, a tiny little amount of work is still needed until we can play anything. :)

 

But yes, the goal is a retro-compatible player.

 

Indeed, and I know the devil is always in those finishing details.  



#35 freezy

freezy

    Member title

  • Members
  • PipPipPipPip
  • 685 posts

  • Flag: ---------

  • Favorite Pinball: T2, TOM, AFM

Posted 13 February 2020 - 09:53 PM

Guys, I'm really flattered by all the positive feedback. Thanks! :blush:

 

Toxie and Fuzzel are kidding. They are some of the most competent and upright devs I know. There are many ways VP can benefit from this, and I think they will stay with us for at least another decade :)



#36 dark

dark

    3D model-man

  • VIP
  • 1,936 posts
  • Location:Toronto

  • Flag: Canada

  • Favorite Pinball: Star Wars, AbraCadaBra,MB, LAH,JPark...too many to choose!

Contributor

Posted 13 February 2020 - 09:56 PM

 

 

Awesome... I can finally retire :D

Me, too, free at last!  ;)

 

NOOOOO! Bigger team!  :wub:

 

Yeah, I can't say I understand the logistics of all this but I do know I don't like the idea of you guys not still being involved, you've brought us so far and now we could be approaching a finish line of sorts.  If this gets implemented as proposed, once polished should only require minor updates to keep it current gen.

 

[edit] saw freezy's last post after posting this, but I still stand by the statement. :P


Edited by dark, 13 February 2020 - 09:58 PM.


#37 TerryRed

TerryRed

    Pinball Fan

  • Silver Supporter
  • 1,922 posts

  • Flag: Canada

  • Favorite Pinball: Too many to choose...

Contributor

Posted 13 February 2020 - 10:04 PM

Maybe a silly question....

 

...but would all things that use COM objects, such as DOF, Pinup Player, b2s Server, etc still be usable in the same way? Or will they need to have a completely new command set and adapted to this new code environment?



#38 robertms

robertms

    Control Enthusiast

  • Members
  • PipPipPipPip
  • 611 posts
  • Location:Chicago, IL

  • Flag: United States of America

  • Favorite Pinball: Steve Ritchie designs

Posted 13 February 2020 - 10:06 PM

Toxie and Fuzzel are kidding. They are some of the most competent and upright devs I know. There are many ways VP can benefit from this, and I think they will stay with us for at least another decade :)

 

Thank God!  :love39: 


Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=


#39 Ben Logan

Ben Logan

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 2,275 posts
  • Location:California

  • Flag: ---------

  • Favorite Pinball: System 11

Posted 13 February 2020 - 10:06 PM

Guys, I'm really flattered by all the positive feedback. Thanks! :blush:

 

Toxie and Fuzzel are kidding. They are some of the most competent and upright devs I know. There are many ways VP can benefit from this, and I think they will stay with us for at least another decade :)

My day is made...



#40 freezy

freezy

    Member title

  • Members
  • PipPipPipPip
  • 685 posts

  • Flag: ---------

  • Favorite Pinball: T2, TOM, AFM

Posted 13 February 2020 - 10:28 PM

Maybe a silly question....

 

...but would all things that use COM objects, such as DOF, Pinup Player, b2s Server, etc still be usable in the same way? Or will they need to have a completely new command set and adapted to this new code environment?

 

Well, at the beginning it will be exactly the same. Same VBScript mess, same COM objects, same APIs. Once (and if) we're moving to a new scripting engine (which, I must admit, I haven't wasted a thought on yet ;) ), we'll need to determine whether we want to integrate these into the engine and provide our own API, or if we keep allowing loading arbitrary code into the engine (which, by the way, is horrendous from a security standpoint). I would be for the former :)