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Unity 3D and VPinMAME!
Started By
johnparker007
, Sep 11 2011 02:45 PM
1388 replies to this topic
#922
Posted 28 August 2013 - 05:59 PM
Build a fire, vipers love the heat.
#925
Posted 01 September 2013 - 10:53 AM
Listen, is this program already dx9?
Dx9 or dx11, can choose. It is Unity's feature.
It looks crazy good in desktop form but what about full screen cab mode? I would be glad to donate but would really like to see a cab in action
Still working on that: multi screen is not already implemented. But we can definitely make a video on a cab for the main pf! And we are working on Tracking solutions for "depth" sensation...
UP2
#928
Posted 01 September 2013 - 02:03 PM
Just made a donation for the excellent work already done.
Looking forward to seeing more!
Keep it up guys!
#929
Posted 01 September 2013 - 02:14 PM
One quick question..
Will the software allow to freely adjust the X/Y ratio without stretching the ball?
It something I really hate with FP.
#931
Posted 03 September 2013 - 10:59 AM
Hi guys, sorry for the delay:
What about the physics? Can you tell us about that? The best would be the VP physics with the ball mass of FP...
We already answered that, read the whole (I know, huge) topic
: it's NVIDIA physX, integrated with Unity...
Just made a donation for the excellent work already done.
Looking forward to seeing more!
Keep it up guys!
Thanks for showing the example, really. It will help a lot...
One quick question..
Will the software allow to freely adjust the X/Y ratio without stretching the ball?
It something I really hate with FP.
Not planned yet. I have to talk to Louizou, but you have to understand that tables are modelized on 1:1 ratio. Thus, if you change the table ratio without changing the ball's ratio, you have a completely different interaction with the table. As for me, the table ratio should not change. I think we will provide first options to fit the cab's screen the most completely possible, with two options: lossless (full table maximized on the screen but with black stripes to fill the "gap"), and lossy (fully fill the screen but thus losing some table parts...). The third option will be "stretching" but the ball will stretch too, at least in a first step... more about it after talking with louizou.
Last question: is it written in 32 or 64 bit?
It's written mostly in C# in Unity, so can be compiled in both. But for now we plan to release only in 32bits (plugins compatibility, like VPM). Need tests to run in 64.
UP2
#932
Posted 03 September 2013 - 11:07 AM
Hi guys, sorry for the delay:
What about the physics? Can you tell us about that? The best would be the VP physics with the ball mass of FP...
We already answered that, read the whole (I know, huge) topic
: it's NVIDIA physX, integrated with Unity...
Do you think physX is better than what VP or FP can provide?
#933
Posted 03 September 2013 - 11:18 AM
Do you think physX is better than what VP or FP can provide?
i think that it can provide better physics that newton (used in FP), and that with fine tuning, we can get close to VP. It can also activate Continuous Collision Detection, but this come quite CPU intensive...
UP2
#935
Posted 03 September 2013 - 03:24 PM
Do you think physX is better than what VP or FP can provide?
i think that it can provide better physics that newton (used in FP), and that with fine tuning, we can get close to VP. It can also activate Continuous Collision Detection, but this come quite CPU intensive...
I really hope that the physics are not close to VP... I find vp is not too good when compared to real pinball. Case in point, MM is easy on vp but much harder in real life.
Hopefully we can have air balls and shots to saucers that are not perfect every time (merlin on mm is a great example).
At any rate, keep up the good work!
Edited by Syco54645, 03 September 2013 - 04:21 PM.
#938
Posted 03 September 2013 - 07:15 PM
Hi guys, sorry for the delay:
What about the physics? Can you tell us about that? The best would be the VP physics with the ball mass of FP...
We already answered that, read the whole (I know, huge) topic
: it's NVIDIA physX, integrated with Unity...
Just made a donation for the excellent work already done.
Looking forward to seeing more!
Keep it up guys!
Thanks for showing the example, really. It will help a lot...
One quick question..
Will the software allow to freely adjust the X/Y ratio without stretching the ball?
It something I really hate with FP.
Not planned yet. I have to talk to Louizou, but you have to understand that tables are modelized on 1:1 ratio. Thus, if you change the table ratio without changing the ball's ratio, you have a completely different interaction with the table. As for me, the table ratio should not change. I think we will provide first options to fit the cab's screen the most completely possible, with two options: lossless (full table maximized on the screen but with black stripes to fill the "gap"), and lossy (fully fill the screen but thus losing some table parts...). The third option will be "stretching" but the ball will stretch too, at least in a first step... more about it after talking with louizou.
Last question: is it written in 32 or 64 bit?
It's written mostly in C# in Unity, so can be compiled in both. But for now we plan to release only in 32bits (plugins compatibility, like VPM). Need tests to run in 64.
Excellent. I hate to have to adjust my tables to bring the correct ratio back ![]()
#940
Posted 03 September 2013 - 07:18 PM
I really, really hope people temper their expectations on this upcoming first release. There will be tweaks that will surely need to be done and different settings for surfaces that will affect how the ball reacts. Patience everyone.
You're correct. People should realize that a lot of tweaking will be necessary, especially from the talented authors. And we can't expect a finish product from the box.
Still, it should not prevent people to donate to support the effort, otherwise we would go nowhere.

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