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WIP: Visual Pinball in Unity


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#461 TerryRed

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Posted 20 August 2020 - 08:25 PM

@terryred  hdrp has an incomparable rendering compared to fp.
and very easy to implement
and very easy to configure (even easier than ue).
a tutorial, the principle is the same for bulb, insert and flasher. (only program the specifics of each).

 

and via fpx you get the same result

 

 

I'm under no illusion what VPE and Unity is going to be capable of. I'm a PC gamer by nature (and a graphics nut, and love 3d animation). I was just showing off what spot lights vs point lights look like on a table in FP for a comparison today.



#462 hitman2304

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Posted 20 August 2020 - 08:36 PM

I'm sure VPE will give much better results than old and quite unsuported software.



#463 freezy

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Posted 20 August 2020 - 08:38 PM

Guys, it's fine. Let's not start comparing things before we actually can compare them.



#464 TerryRed

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Posted 20 August 2020 - 08:41 PM

I'm sure VPE will give much better results than old and quite unsuported software.

 

 

Now now...let's be nice. VP and FP are based on old software and API...however VPX's updates, and BAM's updates are not old software. :) It's all great stuff to me!

 

Yes, VPE should absolutely be able to give stunning results. A whole other world in comparison in so many ways graphically. I can't wait.


Edited by TerryRed, 20 August 2020 - 10:22 PM.


#465 hitman2304

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Posted 20 August 2020 - 08:53 PM

@TerryRed

I didn't say FP is bad, it's just a program made a long time ago and hardly developed. We have now completely different times and  different hardware and software capalibilities, i'm convinced that VPE will take digital pinball simulation to a hole new next-gen level :)


Edited by hitman2304, 20 August 2020 - 09:21 PM.


#466 TerryRed

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Posted 20 August 2020 - 09:18 PM

@freezy

 

Sorry, if my post starts any "comparison" wars. That was not my intent. I know whenever I make something in FP or show off a demo of something I've made, I hate it when people compare it to other things instead of just commenting on what I created or or what the post was about,etc.

 

This topic is about VPE, so I'll stay focused on actual developments or questions relevant to VPE.



#467 freezy

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Posted 20 August 2020 - 09:20 PM

No worries at all man, your input is always appreciated!



#468 Mr H

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Posted 20 August 2020 - 11:41 PM

I appreciate @Terryred FP BAM lighting post, gets me super excited no matter what software - an insight into how things can look. I'm a 3D visual nut so seeing real time lighting shadows reflections is bloody awesome. 

 

Keep it positive gang.



#469 TerryRed

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Posted 21 August 2020 - 12:50 AM

I appreciate @Terryred FP BAM lighting post, gets me super excited no matter what software - an insight into how things can look. I'm a 3D visual nut so seeing real time lighting shadows reflections is bloody awesome. 

 

Keep it positive gang.

 

 

I won't keep posting my videos here (unless it's relevant, or is request by the devs)... but if you goto my Youtube channel, you'll see many more videos like that, which also give an idea of what may be possible in VPE and Unity in the future.... like Epic Unity Space Battles :)



#470 robertms

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Posted 21 August 2020 - 04:22 PM

I hope that the finality of the project will be the build and run and thus benefit in addition to havok

 

huhjackiechen.jpg


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


#471 TerryRed

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Posted 21 August 2020 - 06:06 PM

So... I just now thought of this....

 

Does this means that VPE will be a 64 bit application, and not have the memory restrictions like we do now with VP and FP? For it to be a 64 bit app, I assume that means vpinmame would need full 64bit integration, and that maybe vpinmame would be "part" of VPE itself? (not a separate app that needs to be installed)


Edited by TerryRed, 21 August 2020 - 06:09 PM.


#472 chepas

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Posted 21 August 2020 - 06:15 PM

Freezy is supposed to have a CI building for VP x64, never been an issue. Plugins that I've made have always been x64 for VP.


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VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#473 freezy

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Posted 21 August 2020 - 07:50 PM

Terry yes, CI currently builds for win86, win64, macos64 and linux64. We're pretty confident that we'll not only be able to do 32/64-bit (afaik, VPX does 64-bit already), but true cross-platform.

 

About VPM: So VPM (VisualPinMAME) is PinMAME wrapped into a COM object so you can instantiate it from VBScript (or from any app). However, being a COM object, it's linked to Windows.

 

What we're aiming to do is not to use VPM but another "wrapper" that exposes PinMAME as a library and can be compiled cross-platform. Indeed, plan is to ship this with VPE, and also make table integration real easy (preferably with no scripting at all).



#474 freezy

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Posted 22 August 2020 - 11:02 PM

Some authors might find this useful :)



#475 Slydog43

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Posted 22 August 2020 - 11:58 PM

That is so cool, This is topic is my most favorite to follow, can't wait.   Great stuff, thanks



#476 Ben Logan

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Posted 23 August 2020 - 12:32 AM

So much has been markedly improved in VPX over the years. Physics involved with ball contact with rubbers remains one of the few areas for significant improvement, imo. This should help quite a bit with that. Awesome stuff, Freezy and team. 



#477 hitman2304

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Posted 23 August 2020 - 06:43 AM

VPX is great program but it has come to a point where not much can be improved. That's why it's good that there are some great developers here who have decided to create something completely new and modern from scratch. It's nice that in addition to graphics the physics engine also be improved and creating new tables will be much easier for authors.



#478 freezy

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Posted 23 August 2020 - 09:53 PM

Physics involved with ball contact with rubbers remains one of the few areas for significant improvement, imo. 

Probably only indirectly, now you're mentioning it, what's the problem with rubber collision (or just contact?)?



#479 Ben Logan

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Posted 23 August 2020 - 11:55 PM

Thanks for asking, freezy. It’s not a collision problem really, just a possible area for improvement. We discussed it in this thread a while back. VPX is so good, it’s hard to identify exactly how it’s not the same as the real thing. This was an attempt to explore one aspect:

 

https://www.vpforums...h +and +stretch



#480 bord

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Posted 24 August 2020 - 01:52 AM

+1 to Ben's comment, and we can talk more on Discord, but having a rubber element with nFozzy-type falloff and variable physics based on stretch length or post proximity (or something) would definitely be the next physics thing to attack.

 

On recent projects with Scottacus we've been cutting up collidable rubber meshes into multiple parts based on what part of the rubber is colliding with the ball and assigning each mesh its own physics settings. Makes for great physical gameplay.