Jump to content

Recommended Posts

Posted

So, I figured that since I'm working on T2, why not document the process here a bit. It's a lot more fun to watch than just talking about physics features anyway. ;)

 

T2 was the first table I started working on in VPE, and it has already gone through two major refactorings, neither of which was fully backward-compatible. As a result, I'm essentially starting again from scratch. I'll begin with a barebones playfield and some inserts connected to a running ROM.

 

https://youtube.com/shorts/o9lis6Z3JTw

 

Given the playfield orientation, I recorded this in portrait mode, so it ended up in Shorts. 🙄 Let me know if that's okay with you. There's not much new there yet, but there's more to come soon.

 

Enjoy, and subscribe to this thread if you'd like to receive notifications about future updates.

 

Cheers!

Posted

So cool....  looking forward to the future (except for those Terminators and the whole nuclear war thing).

Posted (edited)
14 hours ago, Gravy said:

So cool....  looking forward to the future (except for those Terminators and the whole nuclear war thing).

Maybe instead of fighting them, pinball will unite us and we’ll just have friendly pinball competitions with T-800s and T-1000s.

 

And we’ll need to thank @freezy for saving us from total destruction because obviously all the real pinball machines won’t have survived thermonuclear destruction but digital pinball will.

Edited by foofoorabbit
Posted

Freezy, T2 looks absolutely amazing. It looks very close to being photo-realistic. Thank you very much for all of your hard work on creating VPE. You are a genius! 

Posted (edited)

Haha, this looks amazing even without the GI and the plastics… imagine when everything is in place and lit up!

Edited by foofoorabbit
Posted (edited)

That first shots video is pretty cool, thanks for showing the progress. I set my cabinet playfield screen to portrait mode temporarily so I could full screen the youtube video and have it fill the screen, it gives a better idea as to how accurate the physics may feel compared to watching on an upright landscape monitor.

I was particularly interested in the how the ball spin affected it's movement at 0:21 when it was caught momentarily in a spin just above the left bank of targets and then fell downwards whilst hugging the targets due to the continued spin... it felt pretty realistic although perhaps slightly different to how a VPX Nfozzy table might react (perhaps the ball felt slightly less weighty than VPX in your video? Not even sure which is more true to life to be fair). No doubt there will be lots of tweaking of physics as time goes on and I'm excited to see the future of this project.

Edited by Gravy
Posted
40 minutes ago, foofoorabbit said:

The rubber post holding the gate went from green to yellow in just a day. :D


Fading caused by the high levels of UV over the last few days due to increased sunspot activity. The level of detail in VPE is intense, Freezy has really gone the extra mile.

Posted
7 hours ago, freezy said:

 

Also, some first shooting :)

 

Too real not to be published on 1st of April 😃

Posted (edited)

Also, this is the first time I see accurate physics for targets getting hit (or at least much more lifelike than other pinball engines.)

 

For the most part, other engines just kind of only have two states for targets -- not hit and hit, with only a slight change in the position of the target when hit. But here in VPE, you see it being knocked back (result of transformable colliders?) and probably (not clear from the couple videos yet) to various degrees depending on how hard they're hit.

 

edit: same with the slingshots... they're not just two states... you actually see the hammer move and stretch the elastic. @freezy even slow-mo'ed the slingshots in one video to show it off.

 

I don't think any of the other pinball engines have that much detail... most have the slingshots rendered in two states -- at rest and activated.

Edited by foofoorabbit
Posted

Yes, slingshots are properly animated. However, hit targets use the same code as VPX. Maybe the better lighting in Unity makes them more alive-like, but they animate the same as in VPX. It's even the same mesh here, although textured properly.

 

Didn't know you produce colored sleeves @Cliffy, that's awesome!

 

@Gravy Thanks for testing this out, but for cabinet mode there's going to be more tweaking necessary to properly project the playfield in the right angle.

 

Glad you guys like the physics so far, I hope we don't run into any weird bugs on the way..

Posted (edited)

Duuuude! That’s incredible… I can see this being a feature for creators… they can have the fly-by camera, as well as depth-of-field shots to show the details.

 

Of course, some of this stuff won’t matter for people running this in cabinet-mode… but would be amazing in desktop-mode to showcase the table.

 

edit: could also be used for tutorials on the rules

Edited by foofoorabbit
Posted
6 hours ago, freezy said:

Didn't know you produce colored sleeves @Cliffy, that's awesome!

I invented the color post sleeve in 2008. Before that all you could get were black real rubber, some fat yellows rubber and data east/stern molded hard plastic mostly in red. Everything out there that isn't mine is a knockoff, albeit some use much different material and a lot more colors than  the 12 I make :)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...