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WIP: Visual Pinball in Unity


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#101 NailBuster

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Posted 15 February 2020 - 05:43 PM

I would go Godot over Unity but that's just because of my bad experiences with Unity and Unity3D. I've barely scratched the surface in Godot3d though.

 

I do have a good prototype with a PROC, VP, COM, GODOT combo which I named PinGo to use on a real game.

 

With this, at least there would probably would be no need for COM?

 

im a big godot fan too!!!  the harry potter mini game i did using godot 3.0 :)

 

but godot is still a bit too new for 3d,  godot 4.0 should give it a huge performance bump.  also,  vr support and other platforms...godot is just not mature enough for real world.  but i see hope in a year or two.  

 

The design of VPE is always to be agnostic to as many parts as possible....  



#102 chepas

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Posted 15 February 2020 - 06:22 PM

I did get as far as importing vp, fp table models and ball falling through the flippers for a simulator but I only need the 2d world for pingo and can develop quicker on that than anything else.

 

When I made post earlier I forked it. Took time doing restore on every project in solution, reloading etc.

 

Downloaded Unity, signed in with google to get a license, set the licence up, sign in to downloader, get stuck because can't use a google securely from there. So have to create account manually, at that point I moved on to doing something else. PiTA.


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#103 freezy

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Posted 15 February 2020 - 06:31 PM

@chepas what was your bad experience with Unity? What's PinGo? Is it open source? What did you fork? What projects in which solution took time to restore?



#104 Rawd

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Posted 15 February 2020 - 08:12 PM


trad. google

and this is where we come up against so much difficulty, that we realize that fp was 10 years ahead of vp.

 

 

I think you might be delusional.   :)



 


#105 toxie

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Posted 15 February 2020 - 11:13 PM

i think what you describe is all part of a greater plan made up by the illuminati! that's why!



#106 DCrosby

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Posted 15 February 2020 - 11:45 PM

I love how people are trying to shoot something down before it's really taken off... 

 

Unity is a starting point, no my favorite engine, but a close second. And C# is a lot simpler to code than C++ and I would say on par with initial complexity of VB, with a lot more power with a Object oriented backbone, and automatic garbage collection. Unity furthermore is a tried and true tested environment. If the developers can make "VPX" a output format that could work really well. But all this requires the community to embrace it, which I'm willing to be #1 in line, as I understand the possibilities that this affords table developers. 

 

-DC



#107 freezy

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Posted 16 February 2020 - 12:11 AM

Bon mec t'arrêtes de spammer mon thread stp.



#108 DCrosby

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Posted 16 February 2020 - 04:00 AM

 

I love how people are trying to shoot something down before it's really taken off... 

 

Unity is a starting point, no my favorite engine, but a close second. And C# is a lot simpler to code than C++ and I would say on par with initial complexity of VB, with a lot more power with a Object oriented backbone, and automatic garbage collection. Unity furthermore is a tried and true tested environment. If the developers can make "VPX" a output format that could work really well. But all this requires the community to embrace it, which I'm willing to be #1 in line, as I understand the possibilities that this affords table developers. 

 

-DC

s'il y avait une grosse volonté de le faire , ceci aurait été déjà fait. car unity et ue existe depuis pas mal d'années, mais face à la complexité de la tache , çà risque de durer pas mal de temps.

 

tu dois être codeur , c'est pour ceci que tu en parles ainsi. Pour un non codeur le vbs est très facile à lire et à comprendre.

 

Yes I am a software engineer, but I have always straddled the divide, where I do art like I have done for Phantom and Secret Service, and now IronMaiden, but I also understand why VB is so limiting. Having something that can create classes for re-use and instantiation is not just convenient but also fundamental to having inheritance and fast execution.
And I know we have a debugger but being able to set breakpoints and watches would make things so much better for all developers. 

As a developer not just a coder, it's imperative that we get better tools to help create better tables, TOTAN is a marvel of art and technology, so is Harry Potter, yet I'd like to think that they'd be faster to implement with a 3D Editor, and Breakpoints for execution to halt when exceptions are thrown. Like Ball count is -1 ... Not to mention as an artist having PBR Shaders and rendering, VR, Kinnect the list goes on and on, this all would be amazing. I know not all that will happen with just one implementation, but I feel it's a step in the right direction, that's why I'm happy to see it proceed.



#109 toxie

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Posted 16 February 2020 - 10:41 AM

JSYK: VPX also has PBR shaders and rendering natively, the only thing that is fake is the table lights which we chose to do by design back then..



#110 rascal

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Posted 16 February 2020 - 04:52 PM

Just found this today, maybe useful to contact this guy.

 

The download link for that table is there too.

 

Also, the thread here where the beta is released.

https://www.vpforums...showtopic=33672


Edited by rascal, 16 February 2020 - 04:55 PM.

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#111 freezy

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Posted 16 February 2020 - 04:55 PM

He's shaderbytes, @tictox here and he's been aboard since day 1! :)

#112 DCrosby

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Posted 16 February 2020 - 04:56 PM

JSYK: VPX also has PBR shaders and rendering natively, the only thing that is fake is the table lights which we chose to do by design back then..

Well, Toxie, I respect  your knowledge and contributions to the community immensely. What you call PBR is a 1/2 implementation of it, a large part of physically based rendering is the concept of reflectence, for which a normal map, and a reflectence (roughness map or smoothness maps) are required. I've looked through the shader stuff that's in VPX, and there's only 1 checkbox for metalness, and no roughness map input. So again I respect your tireless work on VPX, but the PBR implementation is not complete, and probably for good reasons like backwards compatibility. Lighting is also a pretty big piece, as no surface can return more energy than the light emits. So having additive light sprites directly contradicts this "Rule/Law".

Again I look forward to using Unity's shaders which do support those inputs and have the data I feed in, show up in VPX. I don't doubt that VPX is capable of this, it's just not implemented at this point in the interface.



#113 chepas

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Posted 16 February 2020 - 05:01 PM

@chepas what was your bad experience with Unity? What's PinGo? Is it open source? What did you fork? What projects in which solution took time to restore?

Forked the VP engine but each project needed package manager console to install packages.config. Still have a problem restoring Xunit for the unit tests.

 

PinGo is based on PROC board or simulator using godot for display. A COM creates the game, deals with table events.

 

https://youtu.be/r5NLBLXE2Ws?t=3

 

 

Not Open source because it's not finished yet, I got busy with work and it's taken a backburner but have enough done to write games against. I started with playboy to keep it fairly simple and get finished.


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VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#114 rascal

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Posted 16 February 2020 - 05:03 PM

He's shaderbytes, @tictox here and he's been aboard since day 1! :)

Ok slap me, because I'm not paying attention. I deserve it.  :shutup:


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#115 freezy

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Posted 16 February 2020 - 08:13 PM

@chepas: Well, the NuGet packages should be installed automatically. It's called dependency management, I know the ideal case would be to ship a program with no deps at all, but sometimes I don't want to re-invent the wheel, specially if there's a really good working one. ;)

 

Looking forward to seeing progress on your project, it's the first time I'm hearing about, do you have a thread or blog where you present it?

 

@rascal No worries:)

 

@fripounet Please a) stop asking questions in french and b) stop asking irrelevant stuff. As the title of the threads suggests, this is a WIP. There is nothing for you to test yet, if you still want to play around, by all means, go for it, but don't expect us to spend time explaining stuff that will in any case change later.



#116 blindpeser

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Posted 16 February 2020 - 08:22 PM

@fripounet Please a) stop asking questions in french and b) stop asking irrelevant stuff. As the title of the threads suggests, this is a WIP. There is nothing for you to test yet, if you still want to play around, by all means, go for it, but don't expect us to spend time explaining stuff that will in any case change later.


+1

#117 Ben Logan

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Posted 16 February 2020 - 10:19 PM

Just curious: Anyone know what engine Zaccaria uses? Physics aren’t as realistic as VPX, but the lighting is beautiful. 



#118 Practicedummy

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Posted 16 February 2020 - 11:03 PM

I can ask a friend of mine who is close with the devs.


Friend says that they built a custom engine for Zaccaria Pinball.


I could have been smart, but I never learned anything by being smart!

 

 


#119 toxie

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Posted 16 February 2020 - 11:45 PM

Yup, they have an (awesome) custom engine.. And even multi-platform!



#120 JLouLoulou

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Posted 17 February 2020 - 09:53 AM

Zaccaria for me has the best potential, it have very good graphics, and physics are good with some tuning. I don't know how much dev they are, because feature that could be necessary like 3 screen, DMD positionings, best customing view that lot of people wants for some time are not on dev now. Development is not fast i find. So, i think it give an idea of how could be Vpx in this type of render... The best and unbeatable Pinball simulator on all point

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