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Unity 3D and VPinMAME!


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#1061 mikemikeson

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Posted 11 October 2013 - 03:50 AM

looks good, like the plunger most ;-)
 

You're welcome.
I try to get into Unity my self (but for game engine based animatied short movies)
So know how complex it can get, even without all this C programming stuff arround.

Deffinately worth a donation.

Especialy like the approach to raise vrtual Pinball to its next eveolution level.
(btw, just as side note // for real 3D table presentation, I prefere something like the BAM 3D approach with cams, more than Oculus Rift - but that's my personal opinion)

#1062 teppotee

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Posted 11 October 2013 - 05:16 AM

Looks really good.  It's just incredible what you have achieved so far. I never thought you would be paying attention to details like this already before the first alpha release! I will most likely make another donation after the first version comes available to play around with!



#1063 hotdp

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Posted 11 October 2013 - 06:29 AM

Hi BilboX,

The plunger support looks awesome!

 

I currently have the Nanotech Plunger, but as you might know the is big calibration problems. So if your device does not have those problems and will work with other pinball simulators I am interested in buying one :-)



#1064 BilboX

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Posted 11 October 2013 - 08:40 AM

 

Will the VrtuaPin plunger be compatible with this? http://virtuapin.net...products_id=105

Yes i think so because it seems to be interfaced like a regular windows joystick. BTW, parts seems really close to mine, but I will include nudge ;).

 

Actually, I think I will do multiple versions, one, cheaper, compatible with PU3D and another that will be detected as regular joystick (but this one would need more parts for the fully embedded calibration process input/output).

 

Hi BilboX,

The plunger support looks awesome!

 

I currently have the Nanotech Plunger, but as you might know the is big calibration problems. So if your device does not have those problems and will work with other pinball simulators I am interested in buying one :-)

In my version, there sure is a calibration step needed but results are saved on the board memory and kept even when powered down so it should be one shot only...


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#1065 hotdp

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Posted 11 October 2013 - 08:43 AM

 

In my version, there sure is a calibration step needed but results are saved on the board memory and kept even when powered down so it should be one shot only...

 

If it works with other simulators I am in :-)



#1066 BilboX

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Posted 11 October 2013 - 08:51 AM

 

If it works with other simulators I am in :-)

 

Great. Then I will work on a less prototype version as soon as i will receive the nudge parts.... and finished PU3D demo ;)


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#1067 hotdp

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Posted 11 October 2013 - 08:56 AM

 

 

If it works with other simulators I am in :-)

 

Great. Then I will work on a less prototype version as soon as i will receive the nudge parts.... and finished PU3D demo ;)

 

 

I don't know if I can reuse some of the parts form Nanotech? If your solution will also be better for the plunger it self there is no need to keep the Nanotech. Just thinking if it gives any benefit to change the plunger? 

 

Also what should the setup be? Currently I am using the inputs from Nanotech, will your solution also have inputs? Or will I use the Nanotech ones?

 

So I guess the main question is: Will it work together with Nanotech or is it going to replace it? :-)



#1068 ringorian

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Posted 11 October 2013 - 09:16 AM

It would be nice if wie can keep the plunger of the nanotech and just have to solder it to your nudge controller. Since its a SATA cable it should be easy if you destroy one to get a New connector .. Anybody has the pinout of the nanotech plunger ..

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#1069 BilboX

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Posted 11 October 2013 - 09:54 AM

No. I think it will replace it as first, I am not sure about the sensors they use, two, I am not sure I am allowed to do it and three, I will know exactly what i sell (updates/etc...).

Now this is only a project and I will need some times before proposing a full device...


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#1070 Gilrock

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Posted 11 October 2013 - 02:19 PM

I sure hope this whole becoming a plunger manufacturer isn't going to impact you're Unity3D efforts....I'm perfectly happy launching my ball with a button...lol.



#1071 Syco54645

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Posted 11 October 2013 - 03:24 PM

Tell me guys if you would be interessed by a plunger/nudge device... still working on it but I should be able to sell some units around 75$ I think... not sure yet.

 
 

if it works better than the nanotech one id be in.


Edited by Syco54645, 11 October 2013 - 03:24 PM.


#1072 Noah Fentz

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Posted 12 October 2013 - 04:28 PM

 

 

Will the VrtuaPin plunger be compatible with this? http://virtuapin.net...products_id=105

Yes i think so because it seems to be interfaced like a regular windows joystick. BTW, parts seems really close to mine, but I will include nudge ;).

 

[...]

 

The VirtuaPin plunger already includes nudge ;).


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#1073 zoltar420

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Posted 13 October 2013 - 01:51 AM

Amazing progress on this project. Seeing as how this is looking to be the future of virtual pinball I got a few questions.

Is vpinmame still going to be part of united pinball?

When building tables, will the table building editor be the same as future pinball?

How hard will it be to convert future pinball tables to united pinball?

Thanks for all your hard work!

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#1074 BilboX

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Posted 13 October 2013 - 08:30 PM

The VirtuaPin plunger already includes nudge ;).

 

Oups. My mistake, you are right... At least, we can see that you still follow this topic ;).

I should try VirtuaPin plunger...


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#1075 Noah Fentz

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Posted 13 October 2013 - 08:31 PM

The VirtuaPin plunger already includes nudge ;).
 

Oups. My mistake, you are right... At least, we can see that you still follow this topic ;).
I should try VirtuaPin plunger...

Are you kidding? This is an exciting topic!

PM me a shipping address, and I'll send you one when I have extra.

:)

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#1076 BilboX

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Posted 13 October 2013 - 08:36 PM

Amazing progress on this project. Seeing as how this is looking to be the future of virtual pinball I got a few questions.

Is vpinmame still going to be part of united pinball?

When building tables, will the table building editor be the same as future pinball?

How hard will it be to convert future pinball tables to united pinball?

Thanks for all your hard work!

Zoltar

What do you mean with "part of pinball unit3D"? We will provide the custom version of vpinmame's dll, but the rest is compatible.

Yes, for now, we only import from FP. The script need to be rewritten though.

The conversion difficulty depends on many factors. The easiest way is to make a "mix" between FP script (for elements movments, etc...) and VP scritps of corresponding table, specially for tables using VPM (major part of tables...). Of course, if you want to rewrit ethe full FP script in C#, it will be far longer... but possible!

 

The release will come with some exemples and instructions for some table conversions (Addams familly, Scared Stiff, Bad Cats, Black Night, Doctor Dude and terminator 2).

This should give you a cleaner vison of work to convert tables.

 

And there is always ways to improve tables!

 

Thank you for encouragments...


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#1077 CloudHead

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Posted 14 October 2013 - 12:14 AM

Unity3D being cross platform and all, will this be locked to windows plaforms ? And is there some possibility to bind the table with another scripting language (ie : python) ?

 

Thanks again for the hard work guys !


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#1078 007

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Posted 14 October 2013 - 04:51 AM

How hardware intensive will this be?


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#1079 hotdp

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Posted 14 October 2013 - 06:28 AM

How hardware intensive will this be?

Hi,

Take look here:

http://www.vpforums....=16056&p=239911

 

It sounds like the awesomeness needs some power :-)



#1080 BilboX

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Posted 14 October 2013 - 09:45 AM

Unity3D being cross platform and all, will this be locked to windows plaforms ? And is there some possibility to bind the table with another scripting language (ie : python) ?

 

Thanks again for the hard work guys !

Yes for now it is locked: we use some windows functions and, above all, VpinMame would need to be ported (if you were thinking about Android for example)...

 

Nop. Python binding is not scheduled. As we write it in C#, it is easier to script in C#. However, we try to make "pinball" specific functions to simplifu the process. But as always, the most important part is "COMMENTS" (;) isn't it Louizou ;)). It was really well documented on VP and FP, need to be the same with PU3D... and this is a lot of work!

 

 

 

How hardware intensive will this be?

Hi,

Take look here:

http://www.vpforums....=16056&p=239911

 

It sounds like the awesomeness needs some power :-)

 

Thanks ;). Yes, quite intensive. Though, I started working on shaders which where not really optimized yet. I already made 25% enhancements, but it is really table related. For example, I tryied to convert quickly Medieval Madness and... 20FPS :'(. Still a lot of work to do.


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