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Unity 3D and VPinMAME!


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#1141 CloudHead

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Posted 15 November 2013 - 11:50 PM

Brilliant !


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#1142 lionheart88

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Posted 16 November 2013 - 12:46 AM

Wow, keep up the good work, your efforts are very much appreciated.


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#1143 Guus

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Posted 16 November 2013 - 01:25 AM

An amazing video ! And great to hear that the first demo version is getting closer to its release!

 

I hope that the demo could be played in portrait with the VMINMAME DMD, rotated, on the same screen.

 

Thanks for everything!



#1144 Slydog43

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Posted 16 November 2013 - 01:29 AM

wow, really incredible.  This is going to make me dream Unity3d Pinball tonight for sure. Just opened PS4 and would trade it in for this project in a second (of course Pinball arcade is not ready for PS4 launch as was stated earlier.  

 

I hope there is decent documentation to go along with this project, as it looks so deep and powerful. 


Edited by Slydog43, 16 November 2013 - 01:33 AM.


#1145 bent98

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Posted 16 November 2013 - 01:52 AM

Can't wait for you guys to release it. :)

#1146 Roo

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Posted 16 November 2013 - 02:12 AM

Wow.  The attention to detail and amount of customization you guys are putting in is incredible.  It would be cool if there were several different preset flipper curves for flippers from different manufacturers and eras.  But I suppose table authors could always create and share these as well.

 

It will be great having these types of things built into the engine instead of the way it is in VP where physics and flipper behavior can vary wildly from table to table.  Nothing against the creative improvements people have come up with over the years, but this is looking like it could become the program of choice.

 

Plus it will be the most realistic pinball sim ever because you'll be able to simulate broken flippers!  :P

 

 

I hope there is decent documentation to go along with this project, as it looks so deep and powerful. 

 

I agree. I would recommend eventually having a support document/section aimed at players and another one aimed at authors.  The players one could cover what all the options do, how to set multi-screen or cabinet mode, etc.  The author one could cover table configuration and options, debugging tools, optimization tips, etc.  Maybe even information or tutorials about useful Unity features we can take advantage of (like the example from earlier of playing a video clip).

 

You may also want to have a simple FAQ ready for when you release the demo.  From all the questions in this thread, I'm guessing there will be a lot of people who don't understand how it works in terms of using FP tables, but then playing them in the Unity game engine with a new version of the script and also with VPinMAME integration (hope I got that right).



#1147 BilboX

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Posted 16 November 2013 - 11:50 AM

Thanks to all of you.

 

The documentation question is indeed very important. I agree for two kind of documentations.

The demo will be more "Player" oriented as it will not allow to import FP Tables (useless for now if people don't have script examples). So we will make a short documentation explaining mainly player settings.

 

Don't worry authors, you will still be able to look at scripts for the given tables, though those ones will be all "VPM" based (much simpler script!). As you will see, it is quite a mix between FP scripts and VP scripts, but in a new langage :). We highly comment these scripts...

 

 

An amazing video ! And great to hear that the first demo version is getting closer to its release!

 

I hope that the demo could be played in portrait with the VMINMAME DMD, rotated, on the same screen.

 

Thanks for everything!

No problem, still did not have time to make the video but it works ;).

 

 

But I suppose table authors could always create and share these as well.

This sentence can resume the spirit of Pinball Unit3D: we want to provide high customization, for free, but in "exchange" we expect table authors to share their settings. For the example of flipper's solenoids, it would be nice if wee can build some database. The best way to catch more realistic settings is to measure from real pinball solenoids, that is why we need you too!


Edited by BilboX, 16 November 2013 - 11:50 AM.

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#1148 ringorian

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Posted 16 November 2013 - 12:03 PM

Wow. great Video. Have yoou thought about using an Ipad or other tablet as a dmd, maybe with sending data through a webserver and a browser can display it ? I saw this in racesims with telemtry data ... showing it in live graphs ... 



#1149 settingsons

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Posted 16 November 2013 - 04:30 PM

Extremely impressive. I can't believe how much you two have achieved- the customisation options are awesome.

#1150 dreaman83

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Posted 22 November 2013 - 10:47 PM

This looks very good and I like the ball physics as well!!!

 

Maybe this is too difficult to implement, but is it possible to make the same lighting like in the upcoming Pro Pinball: Timeshock?

https://www.youtube....veSFb2GSMc#t=21

 

Maybe you have seen the lighting simulator demo, where you can switch between day and night lighting with sliders. The lights looks so amazing and realistic...

 

http://download.pro-...hting_demo2.zip

https://www.pro-pinball.com



#1151 toxie

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Posted 22 November 2013 - 11:14 PM

but pro-pinball is doing it pretty different (as far as i can guess from their vids, just downloading the demo to confirm): they use precalculated, fully simulated frames for each lightsource/flasher, these can then be blended together in a post-process, including different contributions of each light (i.e. fading), even color changes are possible..

this way you can get the same stunning, photorealistic look on both highend pcs and tablets, as the whole processing was done for hours on their own machines upfront..

 

then in addition they might have some fancy tricks to composite/light the balls in..

 

so i wonder how they will do moving objects with this engine.. any video has shown moving objects yet?

same goes for varying camera positions and angles..

 

EDIT: The demo confirms this.. It's all precalculated and blended (look at the .exr's).. Makes perfect sense for pinball though, unless you wanna have moving objects/cameras like stated above.. :)

 

 

coming back to topic: neat idea with the damping curves.. but also VP isn't as simple as said in the latest video, there the curves are also not constant.. :)


Edited by toxie, 22 November 2013 - 11:21 PM.


#1152 Roo

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Posted 23 November 2013 - 12:42 AM

this way you can get the same stunning, photorealistic look on both highend pcs and tablets, as the whole processing was done for hours on their own machines upfront..

 

 

Hours?  Try months.  They were originally going to release Timeshock in December, but delayed it once they saw how long rendering was taking (they also ordered some additional hardware, I believe).  They have to render each camera angle completely separately, too, so no dynamically moving cameras.  It sounds like an extremely custom engine they've built.  So yeah...no regular full 3D engine (like Unity) will look quite as good since it's running in real time.

 

It's kind of like asking why video games don't look as good as Pixar movies.



#1153 BilboX

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Posted 23 November 2013 - 11:44 AM

Hi. This has already been discussed on this thread ;). Yes, it is precomputed and I must admit that the result is indeed stunning.

However, the major drawback is: FIXED CAMERAS. So no dynamics (forget head tracking/stereo rendering)...

 

BUT, there is some solutions in Unity to get precomputed lightings too (though we won't be able to achieve such results) and I already have investigated these, and found some way to get around "Unity Pro" limitations. But this still needs a lot of work and is not schedule now...

 

However, you will see by yourself in our demo that we have a "mainlight" which can be dimmed to get some "night" effect (no light bouncing but I personnaly prefer "dark" tables, with "true" lights). I will make some shots of it...

 

 

coming back to topic: neat idea with the damping curves.. but also VP isn't as simple as said in the latest video, there the curves are also not constant.. :)

Thanks, I did not say "there is not" in the video, I know there can be a lot of different scriptings... ;). I still play VP :).


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#1154 dreaman83

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Posted 23 November 2013 - 04:32 PM

Ok, now I understand how the "Timeshock" is made. I hope that maybe sometimes we can have such lighting in VP also... :rolleyes:

 

So is it possible to play Unity 3D pinball with 3d Vision glasses? This is a very important feature to me as well.


Edited by dreaman83, 23 November 2013 - 04:32 PM.


#1155 BilboX

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Posted 23 November 2013 - 05:52 PM

Currently only a rough implementation for oculus rift. Please, read the full topic...


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#1156 dreaman83

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Posted 23 November 2013 - 05:56 PM

That's good! Oculus rift is also on my wish list, when it's going to be released for consumers. :)



#1157 dyopp21

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Posted 23 November 2013 - 06:49 PM

Currently only a rough implementation for oculus rift. Please, read the full topic...

And with over 1100 posts, hopefully @dreaman83 has PLENTY of time.  This is a lot to digest.

 

I admit I've been keeping up with this thread for several months and have read most if not all of it as well as watched all of the videos on youtube (which look AWESOME by the way, @BilboX, I have subscribed to your channel and really appreciate the updates).  Very interesting to see this thing start the way it did and grow into what it has become.  Very exciting time to be a part of the virtual pinball community.  Exciting times indeed.


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#1158 UltraPeepi

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Posted 24 November 2013 - 12:28 AM

>> Exciting times indeed.

https://www.youtube....h?v=GVUTiuPuxMc

 

:)


Edited by UltraPeepi, 24 November 2013 - 06:01 AM.

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#1159 Argo

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Posted 26 November 2013 - 11:51 PM

Guys, how the performance will be compared to FP?



#1160 hotdp

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Posted 27 November 2013 - 07:32 AM

Guys, how the performance will be compared to FP?

Hi, try to search the thread for "performance", I know it has been discussed many times.