For FP... just some of the more basic things like slingshots, or playfield holes from components, rail guides, Image Overlays and Holograms, and BAM does some things (shadowmaps, etc) via in-game menus (that also can be copied to script), etc. It was more me pointing out how things have evolved from old VP....to FP and now with a modern engine like Unity. The gap between VP and FP's native design / gui / functions compared to Unity in some ways is huge. So it will take some rethinking by authors to how things can be done.... but luckily these very talented VPX authors who are familiar with Blender,etc will be able to relate to modern design much easier than the rest of us.... and they will be able to fly!
Heck, I've spent the last few days making a FP Star Wars table do some stuff you haven't seen in VP or FP and it probably resembles FX3 more than anything..... but it's fun stuff for me and I can't wait for the day when we can do that kind of stuff more easily and looking even better in VPE.
SSF at a basic level is automatically getting the x / y / z position of a component on the table, and assigning a sound to that component. When it gets hit, a sound will be output in that similar position in regards to a 3d positioning in 7.1 audio space (within the side and rear channels, leaving the front channels only for game audio and music). Same goes for the position of the ball and it's rolling sounds. The speed and position determines the sound being used.
Yah, with modern tech and shaders...there's a much bigger umbrella for the possibility of performance vs details / lighting / static shadows / realtime shadows / polygon details, etc.
Edited by TerryRed, 03 August 2020 - 12:51 AM.



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