@nails I think @serene02 covered it well up above, for the fruit machine side, it's pretty much what he said (for now, I have other FME features/enhancements in the concept stage, that may or may not be possible - for instance 'insta-boot' so the machines have zero startup time to get to their previous state). There is also planned video games, coin pushers, other arcade machines support... but that will be much later on...
I appreciate that bud, I'm in early stages of rewriting all the rendering to be much faster, so you'll all have to hang in there for quite a while yet before I can get to a suitable pre-alpha state, where it can go out. Realistically, I think we're looking at 2-3 months at least for pre-alpha, it's just a really big project (for one coder).
Currently you can't actually even play the machines with the new lamp renderer, only walk around And nothing else is being rendered, except reels/cabinets which may get to stay as they are as they've already had some efficiency enhancements not posted on here (for instance, I am now performing runtime mesh combining on the cabinets... there are more minor optimisations to be had, but not required for pre-alpha)
I know it must be slightly frustrating, as you've seen videos where the machines 'work' - but with the new rendering system, it's kinda all-or-nothing, it's a large and complex change to develop, then integrate. Those earlier videos were showing it can be done, and more a proof-of-concept, now I'm focussing on getting it done without it maxxing out a gaming PC; on the builds from a couple of weeks ago, when I had a lot of machines onscreen at the same time, my PC fans would all reeeally spin fast at CPU ~65%, GPU ~40% ...with the new stuff at CPU ~10%, GPU ~20%, the PC is nice and quiet and not sounding like it's about to take off, which is always a good sign
I've actually made a start on the new 7 segment (really 8 including the 'dot' segment, one of those legacy terms that stuck I guess ) renderer, and done a quick workaround fix for the blurry buttons/lamps with new renderer (proper fix will also save RAM but is a big job). I'll pop up a tech update soonish, probably once I've got the new 7 segment renderer working well enough in a test scene... well I say it singular, I'll be looking to render like 100,000 of them to make sure it's got the speedy goodness.
For a bit of roadmap info in this meandering post (it's Friday night, I've had a few cans after work )... I guess currently for pre-alpha, I'm thinking in no specific order:
* Build entirely GPU based rendering subsystems for:
....- 7 segment displays
....- segment alpha displays
....- dot alpha displays
* get machines working in play mode as well as attract mode with the new rendering systems, and fully remove the legacy slow systems (which will mean the overlapping lamps look initially worse than they were before on the old slow lamp renderer)
* resolve issues with the new lamp rendering causing heavy glitches/failure to 'light' on overlapping lamps, this may be a complex one to solve, but I have some ideas
* Learn how to do 'anchoring' then redo all the UI so far plus any new UI needed. Currently the UI only works in your desktop resolution is 1920x1080 - any other resolution it corrupts, buttons/text are pushed offscreen etc
* More work on the attract mode player (render data recorder), this will be required, as more refactoring is needed so I can develop some kind of high-level shared machine render pipeline, so the inactive machines and the single engaged machine are all driving the renderers through a unified (much faster) system
* Installer/updater could be good, I've not looked into what's involved here
* General bugfixes of medium-high impact issues
* The thing to find MFME.exe on your system and pull it into the install folder - this will also currently mess up your history, so you'll see "_DATA_LAYOUT.fml" as your last played machines, among other potential problems. But probably fine for pre-alpha, it's only for the adventurous Later I may be able to solve these issues with more dll injection (the same as how the 'turbo startup' system take some control over MFME's internal processes)
* Probably a ton of other things I haven't anticipated
So TL:DR is hang in there guys, it's going to take a while yet