- This topic has 27 replies, 12 voices, and was last updated 6 years, 1 month ago by
freezy.
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February 13, 2020 at 10:17 pm #163218
I’m sure the timeframe for this is distant-ish future but am I the only one who feels like putting all current projects on hold effective immediately? Suddenly my interest in pre-rendering an entire table has completely vanished.
Unlike!
Seriously, you’ve been running pretty hard. A little down time might do you wonders. I took a break for 4-5 months early last year and I’m glad I did. Still super excited about this hobby with VR and now this on the horizon.
A break sounds really nice, actually. I think I’ll wrap my last two WIPs and hopefully take the summer off.
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February 14, 2020 at 3:12 am #163238@Dark here is the list of supported 3D formats.
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February 14, 2020 at 4:05 am #163240I’m sure the timeframe for this is distant-ish future but am I the only one who feels like putting all current projects on hold effective immediately? Suddenly my interest in pre-rendering an entire table has completely vanished.
I just thought about that a couple of weeks ago before i knew this was going to happen. I thought about the MSFS rendering being obsolete in let’s say 2 years and i’m still 3 months away from finishing it! It really looks like Frank could be my last render work! And to be honest, it feels good! Most popular tables are already done in excellent VPX quality.
It could just be me, but sometimes i have the feeling that the enthusiasm of the comunity was higher 1-2 years ago. Some authors might feel intimidated by the Blender stuff and hold back their fine tables or even stop building one. This stuff here would give the whole scene a breath of fresh air!
About the backward compatibilty: my opinion? Forget it! VP9 tables will not run in VPX, soooo….. I’m already running two systems on my cab (not quite right but same outcome!). The only thing would be to still be able to use the most popular frontends. At least for the time we have to use both, new and “old” VP.
Once again, thanks to everybody involved!!
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February 14, 2020 at 8:17 am #163256Yep I thought so.
“Exported 3D files
Unity can read .fbx, .dae (Collada), .3ds, .dxf, and .obj files. For information about exporting 3D files, see Using FBX files in other applications or read the documentation for your 3D modeling software.”This will save loads of time transferring the table from 3D to VPE vs the old import 1 obj at a time.
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April 3, 2020 at 7:01 pm #170379hi everyone,
I read vpinball forum since i subscribed almost everyday. Even following this unity vpe topic on vpforum. I almost never reply, i’m the guy in the corner lol.
I love vpx but always thought that the ball didn’t react as it should in terms of weight, velocity and even size of it. ball/flippers.
i have tried fx3 classic physics in volume 5 and i enjoyed the game because the ball fells like an actual ball made of steel. but it still needs improvements.
As Freezy and Rothbauerw described in vpforum, VPE will use Physx engine. Do you believe this as doable ? :
https://www.youtube.com/watch?v=1EU8wzyx42w
Thank guys behind VPX / VPE
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April 3, 2020 at 7:24 pm #170382anything is “doable”
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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April 3, 2020 at 8:11 pm #170388I’ve done that trick on some tables with fast flips, very difficult to time though.
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May 5, 2020 at 2:35 pm #177920Looks like I’ve missed the notification, so apologies for replying so late.
I don’t think anyone proposed to use PhysX in VPE. PhysX is Unity’s “current gen” physics engine that is based on Unity’s game object model. What we’re aiming to do is use Unity’s new data-oriented approach, which should deliver a much higher performance. In that department, Unity offers their own physics engine, and Havok, which is used in many triple A games. Both use the same API, so you can basically switch one out for the other by ticking a box.
However, since we want current tables to be portable (or at least keep the porting effort to a minimum), we’re currently porting the original VPX physics to Unity. From there we can obviously iterate on tweaking the engine or completely replace it. Currently Ravarcade is working on another approach, which is integrating Bullets Physics, the leading open source engine.
Anyway, there’s a lot of options, and it’s what we’re currently working on. It’s mostly experimenting and testing, and most of all, learning a lot about physics. ;)
To answer your question, live catches are already possible with VPX, I did a few, though for me it’s pretty random because they are pretty hard to do :)
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