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WIP: Visual Pinball in Unity


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#261 LynnInDenver

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Posted 30 May 2020 - 03:11 PM

One thing that would be nice is something like what BAM provides, and that's basically a framework that you can tell VPE the specific parameters of the physics you'd like to use, so that it's easy to make adjustments on a per-table basis, if not a per-element basis (I just want to increase the bounce on this one post along the edge of this plastic without having an effect on all the rest of the posts that are using the table setting). It could be things like "level of concavity on lighted inserts" and "how freshly waxed the playfield is" and "I want to simulate the edges of a protective mylar right here" at the extreme end.



#262 freezy

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Posted 30 May 2020 - 09:00 PM

I've created a GitHub issue about supporting multiple physics engines. If anyone has additional business requirements, please comment here or in the issue and I'll add them before we dive into technical architecture.



#263 LynnInDenver

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Posted 30 May 2020 - 11:10 PM

:dblthumb:



#264 freezy

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Posted 08 June 2020 - 07:07 PM

Ported collision and movement for gates, spinners and bumpers. The least boring were the bumpers, so here's a video :)

 



#265 unclewilly

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Posted 08 June 2020 - 07:09 PM

Sweet. Looks nice.

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#266 blindpeser

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Posted 08 June 2020 - 08:33 PM

Fantastic!

#267 freezy

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Posted 08 June 2020 - 10:16 PM

@fripounet: WIP means "work in progress", and that's what this is. It's nowhere near playable. Half of the stuff is missing, and the other half will probably change before it's ready. It's a thread to document the process. If you want bleeding edge you're more than welcome to play around with it, but to be honest, unless you're a developer interested in contributing to the code base, you will probably be disappointed.

 

There will be documentation at some point. And once there is, feel free to ask all questions that aren't covered by it. ;)



#268 freezy

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Posted 09 June 2020 - 08:17 AM


so it's just an experiment not knowing if it will go to term ........ a bit like unit3d  ....?

 

No, not at all.



#269 iaakki

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Posted 09 June 2020 - 08:41 AM

Just an idea I've been thinking.. Could we someday get a new file structure for the tables? Like a VPX file, but as source code! I've been collaborating with some table edits and it would be lovely to use Git for the table development and even releasing. There would be only images and models that are binary data, but all the rest would be C#, vb and XML. Then you'd get proper version control, commit history and maybe someday even a CI system with automated testing of certain table features. Implementing new mods would be just new feature branches, that the author could merge into master branch, if he's happy with them. This would give enourmous boost to all table development and collaboration with development and testing. Devs are always finding ways to implement more realistic physics and lightning and this would need continuous improvement for tables.


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#270 freezy

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Posted 09 June 2020 - 09:04 AM

@iaakki Great idea, it's just that passing to a "readable" format will explode the file size and parsing time. And you wouldn't want to ship every asset separately, so there would be some kind of packing process involved anyway. But maybe we can agree to some kind of "authoring structure" that easily packs/unpacks into a VPX. CI could then produce binaries, while the source would be easily forkable.



#271 toxie

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Posted 09 June 2020 - 01:35 PM

Wouldn't it already be possible to un/repack VPX files today? Or at least stuff like images and sounds and the script?



#272 freezy

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Posted 09 June 2020 - 01:46 PM

@toxie: Yeah, currently if you "Import as Asset", it will do that, however it'll use Unity's format. I would prefer a separate tool with a more agnostic format and structure that people could also use to work with VPX directly.



#273 freezy

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Posted 09 June 2020 - 04:01 PM

Why don't you take the component of an over a decade old pinball sim that made it its only weakness and use it anyway? That's what you're asking?



#274 xantari

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Posted 09 June 2020 - 05:21 PM

Why don't you take the component of an over a decade old pinball sim that made it its only weakness and use it anyway? That's what you're asking?

 

:dblthumb:  

 

First pandemic, then murder hornets, riots in the streets, and now a request to make the physics in VP act more like FP. 2020 is turning out to be an interesting year.



#275 freezy

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Posted 09 June 2020 - 06:14 PM

Haha that's a way better answer :)



#276 TerryRed

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Posted 09 June 2020 - 06:47 PM

As much as I still love FP and BAM and new updated FP tables...... and I update FP tables using newer BAM features to improve the table's gameplay and visuals greatly compared to "old" FP tables... and I'll continue to do so for a long while still...

 

... even I think that is crazy talk!

 

Move forward... not backward with a project like this.

 

They are using Unity. Get over it! It's a great thing!

 

freezy, ravarcade, and the rest of the guys working on this have a plan. It's a damn good plan. The fact that ravarcade has jumped onboard to help out should tell you everything you need to know.

 

These guys know what they are talking about and what they are doing.

 

I think you should take a step back... and just READ. Stop typing... please.


Edited by TerryRed, 09 June 2020 - 07:08 PM.


#277 freezy

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Posted 09 June 2020 - 06:48 PM

Thanks Terry :)



#278 blindpeser

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Posted 09 June 2020 - 07:01 PM

Are you kidding fripounet? You love the FP physics? No problem, FP is perfect for you then. Just stick with it. Maybe all of your great ideas are more great for FP.

#279 fripounet

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Posted 09 June 2020 - 07:26 PM

@blindpeser

?? je m'en fout royalement.

le moteur physique est étroitement lie au moteur 3d et de sa globalité.

as tu vu newton évoluer sur une base d'unity ?

car il n'y a pas seulement FP qui sache tourner des pinball avec newton.

et comme je le disais précédemment , newton ou bullet , strictement rien a cirer.

Havok est pour ainsi dire le moteur physique "natif" alors autant l'utiliser.

 

les moteurs physique sont programmés pour agir avec le plus de réalisme possible avec la réalité.

alors quand je vois des types régler la gravite ,le poids de la bille, la pente...avec des valeurs farfelues , faut pas s'étonner que le comportement de la bille soit bizarre.

donc que ce soit newton,bullet,havok....si tu mets des valeurs de merde ,tu auras un résultat de merde.

 

le pinball c'est comme l'automobile si tu mets trop d'air çà marche pas et si tu mets trop d'essence çà marche pas non plus...


Edited by fripounet, 09 June 2020 - 08:44 PM.


#280 blindpeser

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Posted 09 June 2020 - 07:29 PM

Not sure if you dont know. This is no french forum and most people do not speak french here.