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Unity 3D and VPinMAME!


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#881 hotdp

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Posted 07 August 2013 - 08:57 AM

Super. Because it would be a shame if it was holding the project back. 



#882 louizou

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Posted 12 August 2013 - 11:53 AM

Hi guys,

 

the project progresses well thanks to the help of Mister Bilbox 

Sorry for the weird quality of the vidéo......

But, "Feel the power" of our Magnet Behaviour.

 

 

 

More video to comme when we'll finish T2 gun Handling

 

 

Have a nice day 


Edited by louizou, 12 August 2013 - 12:09 PM.

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#883 hotdp

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Posted 12 August 2013 - 11:59 AM

Keep the videos coming :-) looks good.



#884 manbo

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Posted 12 August 2013 - 12:28 PM

wow wow wow !!! :love39:


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#885 unclewilly

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Posted 12 August 2013 - 12:33 PM

With the unity engine will the models still be limited to low poly models or will you be able to use higher polycount models?

Very impressive so far

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#886 JAM0

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Posted 12 August 2013 - 01:01 PM

Very smooth action on the magnet!



#887 BilboX

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Posted 12 August 2013 - 01:11 PM

Thanks guys. 

We were focusing on Physics, as it is our top priority. Here is a quick view of this priority list:

 

1) Physics

2) Graphics

3) FP components 

4) Script accessibility (customization)

5) Hardware interfacing

6) Optimization (loading, dev process...)

7) Packaging/Web

...

 

Of course, we sometimes switch between topics but I think this is our main line...

 

With the unity engine will the models still be limited to low poly models or will you be able to use higher polycount models?

Very impressive so far

Well, benchmarks need to be done. And this is why we will need you as soon as we release demos (only have 2 configurations each).

However, one thing can be sure: physics layer colliders (not shown) need to be kept lowpoly to ensure performances (physics priority!).

Although it will be possible to dissociate it, we still did not included it in our library wrapper layer. Though, it is already possible to do it from c# script, as most of the thing you will want to do...

 

For now, we want to run some tables with FP resolution but with better rendering (like the table lamps for example). table designers will do the rest!


Edited by BilboX, 12 August 2013 - 01:12 PM.

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#888 The Loafer

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Posted 12 August 2013 - 01:30 PM

IMHO you have the proper priorities, physics does need to go first! Thanks for that.

#889 Slydog43

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Posted 12 August 2013 - 01:37 PM

thanks for the proper order at least at number 1, without proper physics, pinball is not pinball, or at least not as fun as it can be.  Looking incredible.



#890 chepas

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Posted 12 August 2013 - 03:31 PM

Looks great, so much so I've gone back to revisit FP and try to finish up game so can be used with this.


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#891 BilboX

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Posted 12 August 2013 - 09:05 PM

Hi.
As I said earlier, we can swap from times to times our priorities :) (to keep entertaining).
This is a short demo of the intergration for Oculus Rift rendering in Pinball Unit3D. If some of you have the rift, i think it is viewable directly on this link.
 
 

Note:I forgot to remove the "gameroom", that's why it is covering the addams one. For now, cam is only rotating from a fixed point but it will be improved for the next rift demo...


Edited by BilboX, 12 August 2013 - 09:08 PM.

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#892 rob3d

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Posted 12 August 2013 - 09:11 PM

These updates are great thank you.  When the project is finished will we be making tables in FP or will we be using the free version of unity? 



#893 manbo

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Posted 12 August 2013 - 09:37 PM

I have a Rift.... ;)))))))

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#894 louizou

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Posted 12 August 2013 - 10:13 PM

These updates are great thank you.  When the project is finished will we be making tables in FP or will we be using the free version of unity? 

 

You'll be able to create tables using:
 

     -FP only :
         This is what we call "slow loading tables" as it will need FPT import each time you launch the table(a little slower than FP loading time)

    -FP + Unity Pro (i don't think it will be possible with the free version) 
          This is the method we use with bilbox to get what we call "fast loading tables" as we have integrated in unity some editor functions which help to create proprietary table file format (3-5 seconds loading time to launch a table in the player)
          If you don't want or if you don't know how to use unity, you can send us the fpt table so that we convert it to the proprietary format and get a "fast loading table"
  
   -Unity Pro Only :
         It will be possible to create a table from scratch without using FP at all, you'll just need to respect our table structure.
        Unity accepts lots of 3d file formats, you'll be free to select your favourite (.max, .fbx , etc.....)
       
 


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#895 lio

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Posted 13 August 2013 - 09:25 AM

concerning the physics: is the physics engine part of unity or are you using some external physics library (maybe even newton)?

more tech talk please :-) even if i might not understand all of it i love to read about it... same reason i always love watching john carmacks quakecon talks :-)



#896 louizou

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Posted 13 August 2013 - 09:52 AM

The physics engine is fully integrated into unity (it's based on Nvidia PhysX)

 

Basics collider will be automatically added to FP components during import, but if you're not satisfied enough with those colliders, you'll be able to add some others manually either by script or using unity Editor.

 

Here you can find more info:
http://docs.unity3d....e/Collider.html


Edited by louizou, 13 August 2013 - 09:52 AM.

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#897 ClarkKent

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Posted 13 August 2013 - 10:36 AM

Have you ever thought of using a physics engine that is already established for your project? FuturePinball is also using a freeware one - if it would be possible to update the physics engine to the latest one FP would certainly be even more realistic than with Physics 2.5 MOD.



#898 rob3d

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Posted 13 August 2013 - 05:12 PM

 

These updates are great thank you.  When the project is finished will we be making tables in FP or will we be using the free version of unity? 

 

You'll be able to create tables using:
 

     -FP only :
         This is what we call "slow loading tables" as it will need FPT import each time you launch the table(a little slower than FP loading time)

    -FP + Unity Pro (i don't think it will be possible with the free version) 
          This is the method we use with bilbox to get what we call "fast loading tables" as we have integrated in unity some editor functions which help to create proprietary table file format (3-5 seconds loading time to launch a table in the player)
          If you don't want or if you don't know how to use unity, you can send us the fpt table so that we convert it to the proprietary format and get a "fast loading table"
  
   -Unity Pro Only :
         It will be possible to create a table from scratch without using FP at all, you'll just need to respect our table structure.
        Unity accepts lots of 3d file formats, you'll be free to select your favourite (.max, .fbx , etc.....)
       
 

 

Ok so what about if I build my tables in Unity free, then send that scene file to you to convert into your proprietary format?   I only ask because I use maya for work and have used unity before for small demos and I'd rather work with those two programs than to try and mess around with the future pinball editor.



#899 BilboX

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Posted 14 August 2013 - 07:27 AM

Ok so what about if I build my tables in Unity free, then send that scene file to you to convert into your proprietary format?   I only ask because I use maya for work and have used unity before for small demos and I'd rather work with those two programs than to try and mess around with the future pinball editor.

 

 

That would be possible IN THEORY. However, this will need A LOT of documentation from us, to avoid unnecessary loops between each of us. This workflow is not so easy to setup, at least currently.

 

We have to discuss about it with Louizou, but, IMO, that is not the main purpose of Pinball Unit3D for now.

 

I think it will need a "smooth" transition between FP editor and fully autonomous Homebrew Editor. But actually, FP editor provides roughly every major components/features for pinballs, and frankly, you should give it a try... not really difficult to learn and the editor document is quite well done...


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#900 Argo

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Posted 14 August 2013 - 03:38 PM

Fantastic! Am I wrong or also the flipper responsiveness is improved?