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WIP: Visual Pinball in Unity


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#761 freezy

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Posted 21 May 2021 - 07:24 PM

Yeah I've experimented a bit on a branch, after the slow-mo guys video came out.

 

https://imgur.com/a/FbdDAnY



#762 Noah Fentz

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Posted 21 May 2021 - 08:05 PM

 l’importation .fpt‎ avant toute chose :love39:.
surtout qu'unit3d était basé sur çà , et ainsi chepas sera content :dblthumb:

Enough shots at people, and, please, post in English or include a translation. I really don't feel I should have to open google translator each time you post.

Thank you.

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#763 wiesshund

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Posted 21 May 2021 - 08:27 PM

 

Ok thread related. Freezy pointed out what, imo would be a huge improvement for the overall 'feeling' realism: adding wobble on ramp while passing through. I think about it, while having ideas to implement it, I think this should extended to almost every element not tightly fixed to play field (that is almost everything).

Do you think guys this worth dev efforts? Even if this is just an intelligent visual effort driven by some physics? By the way, this is not only VPE,VPX, UP2: thid is global pinball sim related ...

This would be next level.   I think it would have to affect physics and not just be visual for it to work.  That sounds like a whole lot of coding :)

 

 

Animate the model

just have it play the animation on contact?

 

alternately you could just do what you can do in vpx now

 

You can have the model rotate on one or more axises, and you can use the ball speed to change the interval of the shaker timer


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#764 gtxjoe

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Posted 21 May 2021 - 08:31 PM

Regarding wobble, we were just talking how to implement saucers to keep the ball live rather than capturing it via the vpx kicker object.  Hopefully this is also considered for VPE



#765 wiesshund

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Posted 21 May 2021 - 08:35 PM

Regarding wobble, we were just talking how to implement saucers to keep the ball live rather than capturing it via the vpx kicker object.  Hopefully this is also considered for VPE

 

Could one use a model for the playfield, with a literal hole in it  with a switch in the bottom of the hole
and have a prim that is collidable below the hole
and literally slam the prim up into the ball when it is to kick?

 

I guess it may not stay in the cup too well though?


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#766 TerryRed

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Posted 21 May 2021 - 08:45 PM

While I don't know technically how it is achieved.... with FP you don't need to create any physical mesh for the entire playfield to allow for real holes or real components / scoop / saucer, etc to work and allow balls to fall in or travel under the playfield.

 

You just convert the 3d model you want for under the playfield (using the FPM Editor), and then you can use any other 3d model to define the "mask" (the hole in the playfield). Both of these things combined makes it very easy to do pretty much whatever you want without the need for any playfield mesh at all, and can be changed up at any time (makes it much easier for those who aren't blender gurus).

 

Perhaps Unity won't be restrictive and allow for something similar if it's not completely bound to VPX physics compatibility?


Edited by TerryRed, 21 May 2021 - 08:46 PM.


#767 wiesshund

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Posted 22 May 2021 - 02:21 AM

While I don't know technically how it is achieved.... with FP you don't need to create any physical mesh for the entire playfield to allow for real holes or real components / scoop / saucer, etc to work and allow balls to fall in or travel under the playfield.

 

You just convert the 3d model you want for under the playfield (using the FPM Editor), and then you can use any other 3d model to define the "mask" (the hole in the playfield). Both of these things combined makes it very easy to do pretty much whatever you want without the need for any playfield mesh at all, and can be changed up at any time (makes it much easier for those who aren't blender gurus).

 

Perhaps Unity won't be restrictive and allow for something similar if it's not completely bound to VPX physics compatibility?

 

well VPX can make a prim, it just can only make a very simple one
I suppose it would not be incapable in theory of making one a bit more complicated?

 

I cobbled up a funny little trick as it sits though, i dont know how useful it is though?
It is a make believe hole using 2 kickers, one set as a hole

with the other kicker 18 units below it

 

both with non legacy physics so the ball doesnt just insta snap etc, it can miss or wobble out or spiral etc

 

bottom kicker

Disabled

visible williams

radius 25 (play with these to get a better swirling visual appearance)

accuracy 0.55

hit height 25

 

top kicker (the hole)

Enabled

Fallthrough

invisible

radius 35

accuracy 0.6

hit height 40

 

It might be useless or kind of stupid, seemed to give a more realistic illusion of a ball in a hole, with out having a mesh?

maybe this is old news though

dim plop
sub time_timer()
if plop=1 then
kickme.kick 0, 50, .75
plop=0
Me.Enabled=0
else plop=(plop+1)
exit Sub
end if
 End Sub

dim holio
sub holetime_timer()
if holio=1 then
Hole.enabled=1
Me.Enabled=0
holio=0
Else holio=(holio+1)
exit Sub
end if
End Sub


sub kickme_hit
playsound "kicker_enter_center"
'Hole.enabled=0
time.Enabled=1

end sub

sub kickme_Unhit
playsound "popper_ball"
holetime.enabled=1
Kickme.Enabled=0
end sub

Sub Hole_Hit
Me.Enabled=0
kickme.enabled=1
End Sub

Edited by wiesshund, 22 May 2021 - 02:21 AM.

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#768 chepas

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Posted 22 May 2021 - 02:55 AM

 

 l’importation .fpt‎ avant toute chose :love39:.
surtout qu'unit3d était basé sur çà , et ainsi chepas sera content :dblthumb:

Enough shots at people, and, please, post in English or include a translation. I really don't feel I should have to open google translator each time you post.

Thank you.

 

 

I wouldn't bother translating it, if anyone else did then they have nothing better to do, he's a clowns pocket to put it nicely at the best of times.


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#769 xantari

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Posted 22 May 2021 - 10:44 PM

@freezy Will VisualPinball.Engine be moving to the https://github.com/VisualPinball repository location at some point so it's all under one umbrella?



#770 freezy

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Posted 24 May 2021 - 10:06 AM

Yes, the plan is to move it once the HDRP project is ready.



#771 KrakenByte

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Posted 24 May 2021 - 10:19 AM

Oh, my gosh! Good news from NVIDIA about its DLSS for Unity!

 

https://developer.nv...n-unity-2021-2/

 

As you can see, It could be a long awaited improvement to the Visual Pinball Engine powered by Unity bringing to us more FPS than ever...

 

 

One more time: thank you very much to all developer comunity who make happy to all the virtual Pinball players. YOU ARE AWESOME!!! :love39:


Edited by KrakenByte, 24 May 2021 - 10:19 AM.

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#772 lukpcn

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Posted 24 May 2021 - 11:25 AM

Oh, my gosh! Good news from NVIDIA about its DLSS for Unity!

 

https://developer.nv...n-unity-2021-2/

 

As you can see, It could be a long awaited improvement to the Visual Pinball Engine powered by Unity bringing to us more FPS than ever...

 

 

One more time: thank you very much to all developer comunity who make happy to all the virtual Pinball players. YOU ARE AWESOME!!! :love39:

 

DLSS is only available on GeForce RTX 20 and GeForce RTX 30 series :(


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#773 freezy

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Posted 24 May 2021 - 02:20 PM

Yeah, that was announced a few weeks back already. But it's really good news, specially when you start thinking about ray tracing, which needs RTX anyway.



#774 pitty

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Posted 01 June 2021 - 03:22 AM

Nice DLSS.

 

Can't wait to see how it all progresses Freezy.

 

You and the crew are da mans..

 

I've been a gamer for 40 years, and "open source" plus your magnificent contributions is the only way to bring the whole community together on the same page.

 

I finished my cabinet about 3 months ago, and haven't really had the motivation to turn the machine on, mainly because the community is so fractured, and i feel like everything is scattered everywhere. It's hard to keep up.

 

I'm hoping VPE Unity can do exactly that (unify everyone on the same page)

 

 

I mean it already looks outstanding, and it's still a WIP :)


Edited by pitty, 01 June 2021 - 03:23 AM.


#775 freezy

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Posted 01 June 2021 - 06:37 AM

Since BilboX resurfaced, we've been talking on the phone a few hours over the past weeks and we're looking into how to collaborate. BilboX did many cool things since UP1, some we might be able to re-use, and some that have already been implemented in VPE. Since Unit3D is based on FP, getting an FPT import working in VPE would be the next logical step. I'm currently working on a scene setup refactoring, once I'm done we'll try to get this to work. It's not trivial though, many things are different in FP, specially the ramps where BilboX added additional features in UP2.

 

So yeah, we might get FP import, but that doesn't mean FP tables will run in VPE. Many tweaks will be necessary in any case.

 

EDIT: Speaking of DLSS, AMD is keeping up!

 

EDIT2: Eye candy of an upcoming RTX title made with Unity!


Edited by freezy, 01 June 2021 - 07:08 AM.


#776 TerryRed

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Posted 01 June 2021 - 07:04 AM

Since BilboX resurfaced, we've been talking on the phone a few hours over the past weeks and we're looking into how to collaborate. BilboX did many cool things since UP1, some we might be able to re-use, and some that have already been implemented in VPE. Since Unit3D is based on FP, getting an FPT import working in VPE would be the next logical step. I'm currently working on a scene setup refactoring, once I'm done we'll try to get this to work. It's not trivial though, many things are different in FP, specially the ramps where BilboX added additional features in UP2.

 

So yeah, we might get FP import, but that doesn't mean FP tables will run in VPE. Many tweaks will be necessary in any case.

 

EDIT: Speaking of DLSS, AMD is keeping up!

 

Any kind of FP table import function is welcome.

 

I mentioned in my previous post.... "standard" FP tables alone are a big thing to convert. Some things are similar to VP in the "table" itself, but other things are unique to FP like you said (ramps, wire ramps, image lists, overlays, HUD, DMD, translite, etc) and would still most likely require someone who understands them (more so in the script) when Importing / converting.

 

Newer BAM specific tables are a very different animal though and beyond the "table" conversion.... the BAM specific stuff would most likely need the author who made the table to understand how it works. I know most veteran FP guys would have their brains melt trying to understand how a table like RetroFlair 2 or Silent Hill works (ok... not many others are crazy like me with their creations though).

 

 

Either way... any step towards making a conversion to VPE easier is a great thing.... as contrary to what some may think... there are many fantastic FP original tables that would be amazing given the VPE treatment.


Edited by TerryRed, 01 June 2021 - 07:06 AM.


#777 fripounet

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Posted 01 June 2021 - 11:02 AM

création d'une hiérarchie séparée entre GI et inserts.

possibilité de modification par lots des inserts et GI

 

creation of a separate hierarchy between GI and inserts.

 

possibility of batch modification of inserts and GI (lumens and range....)


Edited by fripounet, 01 June 2021 - 11:02 AM.


#778 Gravy

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Posted 08 June 2021 - 01:00 AM

Is BilboX connected with "Shaderbytes" / Ian Pretorius? I found this thread and some playable Unity Pinball freebies and whilst they run like cold tar on my old laptop there is a lot of promise, thread hasnt been updated since 2018 though.

https://forum.unity....athread.514429/


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#779 freezy

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Posted 08 June 2021 - 06:41 AM

No, shaderbytes is @tictox here (he's been active in VPE since the beginning). BilboX is the author of Unit3D Pinball.



#780 Gravy

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Posted 08 June 2021 - 11:00 AM

No, shaderbytes is @tictox here (he's been active in VPE since the beginning). BilboX is the author of Unit3D Pinball.

Great to have so much talent on the team.  :)


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