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irondragoon
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Post subject: Re: [DEV] Tracking Louizou work Posted: Tue Jan 31, 2012 3:52 pm |
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Joined: Wed Feb 02, 2011 12:10 am Posts: 148
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n3X_VI wrote: as i understood louizou, the unity-project-files (source-code) will be available for both vp & fp community... but you will need a valid unity-3d license to use that source, compile it & distribute the .exe
and that license should be bought/provided to louizou... thats de facto 750$ per community (1$ per member? sounds good to me) If all coding outside of the actual Unity engine was open source I would donate. My concern would be the physics would be locked down and the code that drives the event hooks from vpinmame would not be availiable. This isn't another active X control is it?
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n3X_VI
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Post subject: Re: [DEV] Tracking Louizou work Posted: Tue Jan 31, 2012 4:03 pm |
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Joined: Mon Nov 14, 2011 7:12 am Posts: 283
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i understood that the whole table script stays, as usual, in the fpt-file (only it uses c# as script language and includes special vpm-calls)... physics should of course also be adjustable within that script (as every table needs its own settings)
but maybe louizou can clarify that himself...
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louizou
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Post subject: Re: [DEV] Tracking Louizou work Posted: Tue Jan 31, 2012 5:32 pm |
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Joined: Sat Jan 28, 2012 7:20 am Posts: 29
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you're right , n3x_VI
I hope that most of components and params , not only physics , will be fully customizable by scripting.
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Glxb
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Post subject: Re: [DEV] Tracking Louizou work Posted: Fri Feb 03, 2012 9:26 am |
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Joined: Wed Jul 14, 2010 3:55 pm Posts: 2912
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Hi louizou. I know its all still a long way off, but have you done any experiments with high poly models? FP takes forever to load it at all with any high poly models. How about textures etc.? What I trying to ask is have you done any tests with a table that Future Pinball would not run very well if at all?
Also does your app load in from the libraries if they are there or will we need to make sure they are all in the FPT file?
Hope that makes sense, really looking forward to see how we can push a new engine. And if I had any spare money at all (Baby Number 4 is due in just over 1 week) I would donate in a heartbeat.
GLXB
_________________ Follow me on twitter. @GLXB Youtube channel: http://www.youtube.com/user/GLXBandHigh ... ature=mhee
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louizou
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Post subject: Re: [DEV] Tracking Louizou work Posted: Fri Feb 03, 2012 9:01 pm |
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Joined: Sat Jan 28, 2012 7:20 am Posts: 29
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hi glxb , and first of all , thanks for such beatifull tables you have done in FP, i'm a fan.
never tested with hi poly models ,i think it depends on the physic model... do you have a particular table in mind i should test ?
for most of tested tables , i get similar fps than in FP
my app , thanks to lvr's work ,knows if any data is located either in the fpt , FP lib or addditive lib , and extract the necessary data with no problem.
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Glxb
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Post subject: Re: [DEV] Tracking Louizou work Posted: Sat Feb 04, 2012 6:24 am |
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Joined: Wed Jul 14, 2010 3:55 pm Posts: 2912
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louizou wrote: hi glxb , and first of all , thanks for such beatifull tables you have done in FP, i'm a fan.
never tested with hi poly models ,i think it depends on the physic model... do you have a particular table in mind i should test ?
for most of tested tables , i get similar fps than in FP
my app , thanks to lvr's work ,knows if any data is located either in the fpt , FP lib or addditive lib , and extract the necessary data with no problem. Thanks but my tables look nice because of who I work with (Highlnder00, rom, francisco, Steve etc) What I'm trying to get at is how it will handle texture sizes and model sizes beyond what are normally put in FP. For example it tends to break at any texture over 2048x4096 and any model over about 2000 polys. I can make up a couple of tables for you to try if you want. GLXB
_________________ Follow me on twitter. @GLXB Youtube channel: http://www.youtube.com/user/GLXBandHigh ... ature=mhee
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louizou
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Post subject: Re: [DEV] Tracking Louizou work Posted: Sat Feb 04, 2012 7:17 am |
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Joined: Sat Jan 28, 2012 7:20 am Posts: 29
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Glxb wrote: For example it tends to break at any texture over 2048x4096 and any model over about 2000 polys. I can make up a couple of tables for you to try if you want.
GLXB
Unity's max texture size is 4096x4096 . And for the number of polys , i don't know exactly the limit but i think more than 2000 souldn't be a problem. Of course , you can make big tables, it'll be a pleasure to test them .do not hesitate
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Glxb
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Post subject: Re: [DEV] Tracking Louizou work Posted: Sat Feb 04, 2012 7:20 am |
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Joined: Wed Jul 14, 2010 3:55 pm Posts: 2912
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louizou wrote: Glxb wrote: For example it tends to break at any texture over 2048x4096 and any model over about 2000 polys. I can make up a couple of tables for you to try if you want.
GLXB
Unity's max texture size is 4096x4096 . And for the number of polys , i don't know exactly the limit but i think more than 2000 souldn't be a problem. Of course , you can make big tables, it'll be a pleasure to test them .do not hesitate OK then, later I'll do a table with a playfield texture of 4096x4096 and a model in the middle with about 25000 polys, just for overkill.  GLXB
_________________ Follow me on twitter. @GLXB Youtube channel: http://www.youtube.com/user/GLXBandHigh ... ature=mhee
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MRZ999
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Post subject: Re: [DEV] Tracking Louizou work Posted: Sat Feb 04, 2012 10:17 pm |
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Joined: Thu Jan 26, 2012 2:25 pm Posts: 465 Location: Sweden
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I hope more people make donations for this project!!! <3
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wtiger
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Post subject: Re: [DEV] Tracking Louizou work Posted: Sun Feb 05, 2012 1:37 am |
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Joined: Tue Jul 06, 2010 11:16 pm Posts: 558
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MRZ999 wrote: I hope more people make donations for this project!!! <3 I did this afternoon. I'm not sure what the current total is but I believe the last post I saw said that we were 1/4 of the way there.
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