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Unity 3D and VPinMAME!
Started By
johnparker007
, Sep 11 2011 02:45 PM
1388 replies to this topic
#521
Posted 27 April 2012 - 04:44 PM
Nice! Glad to see you hit the donation goal!!!
I just found out about this earlier today. Was gonna attempt to scrounge up some money & donate. I'll just save it for the next time. Gotta go to a wedding in a month so I'm building a lil nest egg to make sure I can get there... and then also get back home.
I might need a lil bail money... not sure how awesome the bachelor party is going to be, lol.
I just found out about this earlier today. Was gonna attempt to scrounge up some money & donate. I'll just save it for the next time. Gotta go to a wedding in a month so I'm building a lil nest egg to make sure I can get there... and then also get back home.
I might need a lil bail money... not sure how awesome the bachelor party is going to be, lol.
#522
Posted 28 April 2012 - 02:58 PM
QUOTE (Slydog43 @ Apr 27 2012, 06:24 PM) <{POST_SNAPBACK}>
Louizou, I know that you stated that nudging can be done with keys,
hum ?? i said that ??? don't you confound with the plunger ???
If so , that was a mistake , because at the moment , the nudging system doesn't exist at all ...
So i can't say if it will be be analog or not , sorry
Edited by louizou, 28 April 2012 - 02:58 PM.
#524
Posted 28 April 2012 - 03:59 PM
I'd like to tell you yes , but as i really don't figure how it will work , my answer is : "i don't know'
#525
Posted 03 May 2012 - 08:31 PM
hey !! what a nice surprise !!
Today i wake up and i see i'm a gold supporter for 3 years !!
It seems that ewalker made me this gift (correct me if i'm wrong)
I'd like to say "Merci beaucoup"
Thanks a lot man for this nice present
If someone wants to offer me a pinball wizzard controller !!
I do totally agree
Today i wake up and i see i'm a gold supporter for 3 years !!
It seems that ewalker made me this gift (correct me if i'm wrong)
I'd like to say "Merci beaucoup"
Thanks a lot man for this nice present
If someone wants to offer me a pinball wizzard controller !!
I do totally agree
#526
Posted 03 May 2012 - 09:56 PM
Hey Louizou. This is a great effort you're taking on and very promising. Your time and effort are appreciated very much. The nudging post / question got me thinking.
One idea I thought possibly could be employed is to have some method of all objects created except the ball to be modelled / combined / grouped in a way that an analog joystick (nudge) motion would move the entire virtual world in one direction accordingly. If all objects except the ball were able to be joined in some way and allowed to be moved as one big group it could simulate, quite accurately, the table moving underneath the ball just like in real life nudging.
I know you have a lot you're working on to even get this going at it's core level and higher priorities but the nudging (and thinking of it possibly applied in the manner I humbly suggest) is something that may almost have to be considered as you build / develop in case the other functional routes chosen have an impact on the feasibility of implementing a nudging method later.
Some people may not think nudging is that important but I think a lot do believe it's a pretty big part of making a pinball simulation as realistic as possible.
Thanks again for all your doing regarding this massive undertaking.
One idea I thought possibly could be employed is to have some method of all objects created except the ball to be modelled / combined / grouped in a way that an analog joystick (nudge) motion would move the entire virtual world in one direction accordingly. If all objects except the ball were able to be joined in some way and allowed to be moved as one big group it could simulate, quite accurately, the table moving underneath the ball just like in real life nudging.
I know you have a lot you're working on to even get this going at it's core level and higher priorities but the nudging (and thinking of it possibly applied in the manner I humbly suggest) is something that may almost have to be considered as you build / develop in case the other functional routes chosen have an impact on the feasibility of implementing a nudging method later.
Some people may not think nudging is that important but I think a lot do believe it's a pretty big part of making a pinball simulation as realistic as possible.
Thanks again for all your doing regarding this massive undertaking.
Edited by jimmyfingers, 03 May 2012 - 09:57 PM.
#528
Posted 04 May 2012 - 12:54 AM
QUOTE (jimmyfingers @ May 4 2012, 07:56 AM) <{POST_SNAPBACK}>
Some people may not think nudging is that important but I think a lot do believe it's a pretty big part of making a pinball simulation as realistic as possible.
Nudging is a MAJOR part of ball control in pinball and needs to be given a great deal of attention in simulators. It's as important to the game, I believe, as the flippers themselves. The game is all about physics, and bumping the table to effect the balls travel isn't optional, it's a necessity. The great players are the ones that control the ball throughout the table. That control comes from the flippers and nudging. Without nudging, you only have half a simulation.
If not playing in a cabinet then I guess it's less useful as reaching for another key is not as intuitive as physically nudging a real cabinet and there's certainly no mix of velocity or force in play. So any true nudging HAS to be analog or very high resolution digital.
If you're aiming for 100% accuracy in the simulation then getting the physics of nudging perfect is a must. It involves not only the code in the simulation, but also the device detecting the motion. Both need to be perfect and it doesn't seem to make any sense to strive for less than perfect in any simulation?
It would be so so sweet to stand in front of a cab where the video simulation of pinball is so accurate that nudging feels 100% like the real thing.
Cheers,
Arkay.
Edited by Arkay, 04 May 2012 - 12:57 AM.
#529
Posted 04 May 2012 - 01:24 AM
QUOTE (louizou @ May 3 2012, 03:31 PM) <{POST_SNAPBACK}>
hey !! what a nice surprise !!
Today i wake up and i see i'm a gold supporter for 3 years !!
It seems that ewalker made me this gift (correct me if i'm wrong)
I'd like to say "Merci beaucoup"
Thanks a lot man for this nice present
If someone wants to offer me a pinball wizzard controller !!
I do totally agree
Today i wake up and i see i'm a gold supporter for 3 years !!
It seems that ewalker made me this gift (correct me if i'm wrong)
I'd like to say "Merci beaucoup"
Thanks a lot man for this nice present
If someone wants to offer me a pinball wizzard controller !!
I do totally agree
All the credit goes to Noah, Destrunk --- and everyone else who donated. Thanks Louizou!!
#530
Posted 08 May 2012 - 02:22 PM
hi guys !
some little news here ...
1-I was really fed up with the BK2K bugs , so i've decided to put the hands on the lord hiryu vp9 4.3 table,trying to get the same result.
And i got exactly the same bugs & crashes by removing this line in the script:
SolCallback(16) = "SolMTargets"
It seems that i've just missed this and so the handling of solenoid and switch 16 ?
My toys don't handle solenoids at the moment , so i can't test it in the engine.
(I'm going to try to implement this just after finishing writing those lines)
2-You may have noticed in the scripts i've shown that there are no functions or void definitions.
This is due to the fact that i was using a c# interpreter that doesn't permit functions or class definitions.
This is going to change as i've replaced this interpreter by a real compiler that allows those definitions and the use of delegates and callback functions.
I really need to implement callback functions if i want to have the same way of scripting than VP .
This may take some time to implement all this.
So , don't worry if this thread vegetates a little ...
I'm on it
some little news here ...
1-I was really fed up with the BK2K bugs , so i've decided to put the hands on the lord hiryu vp9 4.3 table,trying to get the same result.
And i got exactly the same bugs & crashes by removing this line in the script:
SolCallback(16) = "SolMTargets"
It seems that i've just missed this and so the handling of solenoid and switch 16 ?
My toys don't handle solenoids at the moment , so i can't test it in the engine.
(I'm going to try to implement this just after finishing writing those lines)
2-You may have noticed in the scripts i've shown that there are no functions or void definitions.
This is due to the fact that i was using a c# interpreter that doesn't permit functions or class definitions.
This is going to change as i've replaced this interpreter by a real compiler that allows those definitions and the use of delegates and callback functions.
I really need to implement callback functions if i want to have the same way of scripting than VP .
This may take some time to implement all this.
So , don't worry if this thread vegetates a little ...
I'm on it
Edited by louizou, 08 May 2012 - 02:23 PM.
#533
Posted 08 May 2012 - 05:42 PM
First let me say, I'm not trying to upset anyone with this question.
I've read lots of people mentioning this being an OPEN SOURCE project, but I don't recall reading louizou saying that. I don't want to read all the way back through the entire thread, but I just wanted to know. This is going to be an open source project? There are a lot of very talented programmers out there, who I'm sure would be more than willing to help work on various problems and issues that need working on, and development in that environment always seems to progress very rapidly.
So, if this is going to be open source, at what point in its development does it become so? Just a few thoughts that I had while reading through the thread. Thanks
Peace,
Lynny
I've read lots of people mentioning this being an OPEN SOURCE project, but I don't recall reading louizou saying that. I don't want to read all the way back through the entire thread, but I just wanted to know. This is going to be an open source project? There are a lot of very talented programmers out there, who I'm sure would be more than willing to help work on various problems and issues that need working on, and development in that environment always seems to progress very rapidly.
So, if this is going to be open source, at what point in its development does it become so? Just a few thoughts that I had while reading through the thread. Thanks
Peace,
Lynny
Peace,
Lynny
Lynny
#534
Posted 08 May 2012 - 06:52 PM
Well, louizou said this:
"For the sources , as the unity license will be in my hands , the source code will be yours... A way of thanking the holy payer ..
But that doesn't mean i'll leave this project when it will be finished.This is my baby and i won't let it down so fast."
Not sure what exactly this means apart from it becoming OS eventually.
The McD
"For the sources , as the unity license will be in my hands , the source code will be yours... A way of thanking the holy payer ..
But that doesn't mean i'll leave this project when it will be finished.This is my baby and i won't let it down so fast."
Not sure what exactly this means apart from it becoming OS eventually.
The McD
VPF's resident pinball music fanatic.
The McD's Pinball Music Emporium: YouTube /// MediaFire (old tracks) /// Mega (new tracks)
#536
Posted 09 May 2012 - 04:13 AM
QUOTE (Wahreez McDermot @ May 8 2012, 07:46 PM) <{POST_SNAPBACK}>
Also as far as the source goes. I believe only those who have a Unity3D license can compile it and work on it. A unity3d license is $1500 at the moment. So I believe that is the major limiting factor right now.
"We", the community, have the license, albeit in his hands. That being said, that doesn't stop "us" from having a code repository where work can be posted, added, compiled, tested, etc..etc..In my mind, that is the essence, the beauty of open source projects. More minds tackling the issues, and problems, and getting results sooner than one person trying to do it all alone. Thats my belief.
Peace,
Lynny
Peace,
Lynny
Lynny
#537
Posted 09 May 2012 - 12:03 PM
Why don't you start writing your own sim then ?
and share the code with everybody...
Some people here seems to be more interested in the fact that this project should be open source rather than the content of the project himself !!
Why don't you use VP source and turn it into a blasting new 3D software ?
and share the code with everybody...
Some people here seems to be more interested in the fact that this project should be open source rather than the content of the project himself !!
Why don't you use VP source and turn it into a blasting new 3D software ?
#538
Posted 09 May 2012 - 01:24 PM
QUOTE (louizou @ May 9 2012, 06:03 AM) <{POST_SNAPBACK}>
Why don't you start writing your own sim then ?
and share the code with everybody...
Some people here seems to be more interested in the fact that this project should be open source rather than the content of the project himself !!
Why don't you use VP source and turn it into a blasting new 3D software ?
and share the code with everybody...
Some people here seems to be more interested in the fact that this project should be open source rather than the content of the project himself !!
Why don't you use VP source and turn it into a blasting new 3D software ?
That sounds like more work than I can try to do - when you already have a good head start on yours.
Build a fire, vipers love the heat.
#540
Posted 09 May 2012 - 01:52 PM
Yes don't worry about it Louizou. You are doing an excellent job with the vast amount of progress you have made. I know there are some who would like the project to be open source, but, that is your call to make.
In my mind you are only in the first trimester of 'pregnancy' right now and you will want to have the baby first and then raise it into adulthood before you set it free into the world.
No offense meant by saying you are pregnant, hehe.
In my mind you are only in the first trimester of 'pregnancy' right now and you will want to have the baby first and then raise it into adulthood before you set it free into the world.
No offense meant by saying you are pregnant, hehe.

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