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Unity 3D and VPinMAME!


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#1001 JohnnyDoe

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Posted 26 September 2013 - 11:03 AM

Cool to see others working on similar projects.

 

 

really this is going nowhere.no demo no tutorial nothing after so long!!

If you can't wait for it, then go play TPA or FP or VP or PFX2. Its not like you don't have any choices.


Edited by JohnnyDoe, 26 September 2013 - 11:04 AM.


#1002 CloudHead

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Posted 26 September 2013 - 05:10 PM

Just out of curiosity, what is the state of ball spin implementation if any ?

This feature has grown tremendously on me and is by today one of the things that's keeping me hooked on PFX2.


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#1003 Syco54645

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Posted 26 September 2013 - 07:30 PM

Just out of curiosity, what is the state of ball spin implementation if any ?

This feature has grown tremendously on me and is by today one of the things that's keeping me hooked on PFX2.

It has it. There are videos where the ball is covered in a red and white checker pattern and the ball is spinning like crazy.



#1004 BilboX

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Posted 26 September 2013 - 08:23 PM

Thanks Syco! Glad to see that we don't even need to answer :D.

 

Cab calibration demo video coming tonight (night in france).


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#1005 BilboX

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Posted 26 September 2013 - 09:53 PM

Here it is (sorry for the "frenglish" ;)) :

 

 

I really hope that you like the way we did it... and still open to comments of course!


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#1006 LoadedWeapon

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Posted 26 September 2013 - 10:12 PM

Man it looks very good and plenty of cab options.. I cant wait to test it thanks so much for all your work!  :otvclap:



#1007 Sidekick

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Posted 26 September 2013 - 10:15 PM

unreal! how close to a beta release or prod?

 

which track ir should we purchase today?



#1008 The Loafer

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Posted 26 September 2013 - 11:30 PM

Excellent video thanks!

#1009 neohusky

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Posted 26 September 2013 - 11:42 PM

Fantastic work.

#1010 Guus

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Posted 27 September 2013 - 01:47 AM

Looks awesome!

 

Is there a way to have the DMD on the same screen?

So with the cabview as it is now, but with the ROM / DMD displayed on top of the widescreen screen where the table is located also? (The same is possible with VP FS tables, I always play that way)

 

I'm looking forward to the first beta-release!



#1011 Slydog43

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Posted 27 September 2013 - 02:37 AM

wow, so many options, great job!!! Ball looked to move very smooth and fast, excellent..  This is definitely my favorite thread to follow.



#1012 zoltar420

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Posted 27 September 2013 - 06:16 AM

Here it is (sorry for the "frenglish" ;)) :

 

 

I really hope that you like the way we did it... and still open to comments of course!

 

 

Like it?!?!  I Love it!!  Looking so cool! :drinks:



#1013 teppotee

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Posted 27 September 2013 - 06:28 AM

Looking great! Can't wait to give it a try. Keep up the good work!

 

One question (don't know if this has been answered before): Does this work with the pinDMD version of pinmame as well to use with real DMD displays? I don't know how the integration between pinmame and Unity has been done so just curious if it will work out of the box (just by replacing the pinmame.dll with the pinDMD version).



#1014 hotdp

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Posted 27 September 2013 - 06:33 AM

Wow, this looks amazing! The table lights and cab options are great. :otvclap:

 

This might also be answered before, but can the ball lift from the table? I see that a lot when playing on a real thing. (Its not an important feature but nice to have)



#1015 Syco54645

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Posted 27 September 2013 - 01:00 PM

Wow, this looks amazing! The table lights and cab options are great. :otvclap:

 

This might also be answered before, but can the ball lift from the table? I see that a lot when playing on a real thing. (Its not an important feature but nice to have)

Actually this is very important to realism...

At any rate, thanks for all the hard work, can't wait to see it pay off!



#1016 BilboX

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Posted 27 September 2013 - 04:06 PM

Wow, thanks :). I will try to answer all questions (Syco, what are you doing :) ?) :

 

unreal! how close to a beta release or prod?

 

which track ir should we purchase today?

Hard to tell for the demo release. maybe 2 months, sorry!

I have TrackIR 5 but did not worked a lot on tracking yet... just quick tests than real tracking integration, because I would lik eto integrate VRPN, which woul db eable to handle lots of tracking hardwares.

 

Is there a way to have the DMD on the same screen?

So with the cabview as it is now, but with the ROM / DMD displayed on top of the widescreen screen where the table is located also? (The same is possible with VP FS tables, I always play that way)

There should be no real problem doing it => TODO List (additionnal DMD, movable on any screens ;)).

 

 

One question (don't know if this has been answered before): Does this work with the pinDMD version of pinmame as well to use with real DMD displays? I don't know how the integration between pinmame and Unity has been done so just curious if it will work out of the box (just by replacing the pinmame.dll with the pinDMD version).

My intergration only added new functions to VPinMame, so there should be no problem, just removing virtual DMD from backlite... but I don't know how pinDMD works.. should buy one (keep donations men ;))...

 

This might also be answered before, but can the ball lift from the table? I see that a lot when playing on a real thing. (Its not an important feature but nice to have)

IT IS an important feature. I wanted to integrate it: there again, no big deal, but I don't kknow if there should be some probabilities in this... need to think about it...

 

Thank you all guys, your comments are important to cheer us up, and we will try to answer to as many request as we can...


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#1017 Slydog43

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Posted 27 September 2013 - 04:32 PM

Any idea how the nudge will work or even if it will work.  I wish the nudging was better in VP with the available accelerometers out there.  Meaning if you nudge the table forward the playfield should move forward NOT the ball.  Also analog plunger support?  You guys are doing a great job, please keep it up, thanks



#1018 Brice

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Posted 27 September 2013 - 04:40 PM

Excellent French Work! :otvclap:



#1019 UltraPeepi

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Posted 27 September 2013 - 10:19 PM

This work gives me hope. :otvclap:

 

I built a simple table that exposes the weird trajectory of FP. (spoiler alert: as the test launches the ball farther down the flipper, there are a couple of points where it sends the ball in a wildly inappropriate direction) 

 

I'd be interested in seeing how this table runs after being ported to the Unity 3D project.

http://www.vpforums....showtopic=25611


ultradmd_splash.png


#1020 BilboX

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Posted 28 September 2013 - 08:55 AM

Any idea how the nudge will work or even if it will work.  I wish the nudging was better in VP with the available accelerometers out there.  Meaning if you nudge the table forward the playfield should move forward NOT the ball.  Also analog plunger support?  You guys are doing a great job, please keep it up, thanks

Hi. i just "finished" investigation tests on nudge. I implemented 3 nudge algorithms: one with the full table under PhysX, one with the full table moved using simple damped spring algorithm, and one with ball/moving objects behaviour computation. The two algorithms moving the full table work (even though it is bugged in some configuration), but the really big problem is the computation time which is HUGE! Physics frame rate passes from 1kHz to 500Hz, and I ran it on my I7 3.5GHz. So I spent some time recoding ball response to nudge, separating it between normal Force and tangential/friction force. It still needs adjustments but results are quite fine for me (no expert)... and frame rate is not really impacted for small number of balls.

 

Regarding hardware, analog plunger is already supported. Actually, I rewrote the input manager: an input action can be either binary or analogic. For each of this virtual action, you can map whatever you want: keys or joysticks. i will implement also direct Arduino coimmunication as I made my own analog plunger, this will prevent be to swap it to joystick input and I will be able to add an accélerometer in it without be troubles. (I you guys would be interessed in buying some expermiental analog plunger/nudge system, tell me, I am questionning myself if I will not mak eit some part of my job.). Analog input is my next step for nudge tests, then I will be able to mak esome demo video. it will definitely be included in the demo.


This work gives me hope. :otvclap:

 

I built a simple table that exposes the weird trajectory of FP. (spoiler alert: as the test launches the ball farther down the flipper, there are a couple of points where it sends the ball in a wildly inappropriate direction) 

 

I'd be interested in seeing how this table runs after being ported to the Unity 3D project.

http://www.vpforums....showtopic=25611

Interesting test. Though, I have some questions:

- What, in your opinion, should be the "real" result of this test? Each target hit in circular way?

- The best way to give credits to this would be a "ground truth" test, meaning doing it in real pinball... The only way to do it for me is bulding a mini playfield!!!

- be carefull with FP timers because all your tests does rely on this, am I wrong? (did not read the script, sorry)

- We can convert the table, no problem. However, the script will have to be rewritten in C# for PU3D.

 

Anyway, it's a good test and, provided we have some expected results, we will try it. Nice job.


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