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Unity 3D and VPinMAME!


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#941 stereth

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Posted 03 September 2013 - 07:54 PM

And we are working on Tracking solutions for "depth" sensation...

This is really good to hear. I've been thinking for a while that the head tracking effect of looking through a window would be perfect for a pinball cabinet.



#942 The Loafer

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Posted 04 September 2013 - 12:43 AM

Virtual pinball hinges on you loafer. Any thoughts on Syria?


Shhh, I don't think political discussions are allowed here ! ;). For the record, I lol'ed for a solid 20 seconds :)

#943 ClarkKent

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Posted 04 September 2013 - 08:56 AM

I haven't read the whole thread but how far advanced is this project? It sounds very promising. It only gives me some headaches that all tables have to be done again for the new simulator...



#944 s1500

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Posted 04 September 2013 - 01:00 PM

I haven't read the whole thread but how far advanced is this project? It sounds very promising. It only gives me some headaches that all tables have to be done again for the new simulator...

 

Don't have a headache, it's only pinball! It would ultimately be for the better. Pinmame functionality with the graphics of FP. It's worth it.



#945 Sidekick

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Posted 04 September 2013 - 05:30 PM

Agree.

 

We are 'all' going to have a fun fall with this new pinball simulator. I'm super excited for our hobby with this simulator along with the other pinball apps being released with cabinet support (knock on wood).

 

Tim



#946 Sidekick

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Posted 05 September 2013 - 02:29 PM

Unity3d trailer that shows nice ball movement.

 

http://www.quirkat.c...es/profoosball/ (Press PLAY TRAILER)

 

Tim


Edited by Sidekick, 05 September 2013 - 02:30 PM.


#947 ClarkKent

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Posted 05 September 2013 - 03:47 PM

I hope there will be extended editor options as some parts (like the POA in Indiana Jones) are almost impossible with the current editor...



#948 Glxb

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Posted 05 September 2013 - 08:28 PM

I hope there will be extended editor options as some parts (like the POA in Indiana Jones) are almost impossible with the current editor...

This software would make the POA easy.As long as it can handle per poly collision, you just make the POA a toy and rotate using the script.

Lights would be a bit harder though.

 

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#949 BilboX

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Posted 06 September 2013 - 07:54 AM


 

I hope there will be extended editor options as some parts (like the POA in Indiana Jones) are almost impossible with the current editor...

This software would make the POA easy.As long as it can handle per poly collision, you just make the POA a toy and rotate using the script.

Lights would be a bit harder though.

 

GLXB

 

Hi. We started converting IJ and other tables too, but will not have time to finish before the "demo" release.

This table, with others, indeed has this kind of "toys". For us, it is no more than a second playfield. Thus, lamps are attached to it and there will be not much trouble, except for materials issues we still are having for regular lamps and objetcs in general (due to transparency, but CG are placed under physics in priority list for now ;)).

 

Then, moving IJ POA will be done by script but as it is a "playfield" hierarchy, it is not a problem rolling it, just to or 3 lines in the script...


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#950 ClarkKent

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Posted 06 September 2013 - 09:30 AM

You can use my latest playfield revision for the Indy Jones table...

 

https://www.dropbox....d Redraw LH.psd



#951 ClarkKent

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Posted 07 September 2013 - 04:05 PM

I hope that the portrait mode for cabs will use a more natural view than the regular arcade mode from FP. It just looks weird that all objects are shown in the same angle - which is not natural at all. BAM for FP is nice but I think it could be done better without the restrictions FP has to have the most realistic view on cabs...

#952 BilboX

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Posted 08 September 2013 - 09:15 AM

You can use my latest playfield revision for the Indy Jones table...

 

https://www.dropbox....d Redraw LH.psd

Thanks, we will use it! It will please Louizou who loves this table...

 

 

I hope that the portrait mode for cabs will use a more natural view than the regular arcade mode from FP. It just looks weird that all objects are shown in the same angle - which is not natural at all. BAM for FP is nice but I think it could be done better without the restrictions FP has to have the most realistic view on cabs...

Please develop. I think you mean "without the restrictions of BAM"? Do you mean without head tracking? As for me, without head tracking, you will still have weird sensation, even if the starting angle is not the same as in FP (straight up). And, moreover, even with head tracking, forget multiplayer: only the one wearing the tracker will have more accurate "sensation"... VR is quite complicated ;).


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#953 ClarkKent

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Posted 08 September 2013 - 03:40 PM

Please develop. I think you mean "without the restrictions of BAM"? Do you mean without head tracking? As for me, without head tracking, you will still have weird sensation, even if the starting angle is not the same as in FP (straight up). And, moreover, even with head tracking, forget multiplayer: only the one wearing the tracker will have more accurate "sensation"... VR is quite complicated ;).

I wrote "without the restrictions FP has", never said anything of BAM (only that BAM is nice). Objects that are far away have a different viewing angle than objects nearby, FP uses the same angle for both of them which is very very unnatural...



#954 koadic

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Posted 08 September 2013 - 04:28 PM

Similar to the layback setting in vp, where the angle can put you above the flippers, but still looking at the side of the bumpers and backwall

#955 ClarkKent

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Posted 08 September 2013 - 04:35 PM

Yes, very similar. It should simulate the view in the same way if you are standing in front of a real pinball machine...

#956 The Loafer

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Posted 08 September 2013 - 06:15 PM

Personally, I think the devs should invite Rav to take part in the development of this new simulator so that his BAM work is incorporated into this new Unity based engine.  If his BAM work doesn't set him up as "qualified", nothing will!  He's already built the wheel and then some...

 

Naturally, that's me assuming that Rav's apparent expertise is relevant to Unity 3D based work... ;)

 

JUSTTTT my opinion guys :)



#957 ClarkKent

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Posted 08 September 2013 - 07:22 PM

And have you already thought of the backglass? I would vote for the dB2S backglass server - it's doing what it should do and it's simply great. A fully working solution working with VPinMAME that does not have to be replaced by something new...



#958 Sidekick

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Posted 08 September 2013 - 11:01 PM

I vote for no headgear or use of IR's at all. Just walk up to your machine and play.

 

Tim



#959 dboyrecords

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Posted 09 September 2013 - 04:07 AM

I vote for no headgear or use of IR's at all. Just walk up to your machine and play.
 
Tim


There are many cool BAM features, ir is just one... He's a clever guy and always eager to help!

#960 BilboX

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Posted 09 September 2013 - 09:48 AM

Headgears, IR, will be only option. IR tracking is already implemented.

 

Similar to the layback setting in vp, where the angle can put you above the flippers, but still looking at the side of the bumpers and backwall

For what I know, the "effect" you are looking for in 3D is dependant of the position from where you are looking for AND the field of view of the camera. the stange "same" angle of FP comes from the fact taht it uses orthographic projection in cabinet mode, not perspective one. So we will put a given position by default and some handles to tune it. I don't know if there will be such feature for the "demos" or even if the cab version will be realeased...

 

 

And have you already thought of the backglass? I would vote for the dB2S backglass server - it's doing what it should do and it's simply great. A fully working solution working with VPinMAME that does not have to be replaced by something new...

Maybe, maybe not. The cool thing with a "full" 3D back glass simulation is taht you can render some "depth" effect on the backglass (like in Scared Stiff for examples). This depth  sensation is reinforced with head tracking and moreover visible with stereo render. But that could be a first step for cab simulation, and solving the current problem we have with multiple screen rendering in Unity.

 

 

 

I vote for no headgear or use of IR's at all. Just walk up to your machine and play.
 
Tim


There are many cool BAM features, ir is just one... He's a clever guy and always eager to help!

 

Need to discuss about this, but Louizou had some bad experence with onther "volunteer"...


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