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OASIS (working title)


johnparker007
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Testing an old technique, that renders a planar mirror.  For non-ray traced machine reflections on the active machine, flat-ish areas can then use the image in the mirror.  Not a cheap technique (as it's a render per different mirror), but no raytracing noise issues with this approach.  I think then for metal surfaces it can blend to a realtime reflection probe to give a blurred reflection of the approximate room behind, and of course for surfaces facing the machine, it'll show the mirror image:

 

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[ Arcade Simulator ] Pre-alpha installer: https://tinyurl.com/2kcrkprh | Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb
[ Fruit Machine Settings/Tests Guide ] https://tinyurl.com/yuebw8b5
[ MAME (fixes/improvements) ] Commits: https://github.com/johnparker007/mame/commits/master/?author=johnparker007

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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Experimenting with a 'lamp' brightening technique.  With this shader, it's not also using the point lights to light the artwork, just the directional light - a bit more to figure out with these new URP shaders yet... :) 

 

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[ Arcade Simulator ] Pre-alpha installer: https://tinyurl.com/2kcrkprh | Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb
[ Fruit Machine Settings/Tests Guide ] https://tinyurl.com/yuebw8b5
[ MAME (fixes/improvements) ] Commits: https://github.com/johnparker007/mame/commits/master/?author=johnparker007

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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Posted (edited)

Ok so I've got to grips with a bit more URP stuff, so with this Indy artwork with lamp test, you can see that the point light shadows are correctly cast on it by the moving block (so the point lights will be the 'ceiling lights' as in Arcade Sim, and the block would be things like walls, other machines, and the players own 3d avatar - all potentially casting multiple shadows on the glass art).

But, it's not right, as when the faint shadow covers the lit lamps, then they go noticeable dimmer - which isn't how it works in real life... definitely getting closer though, so nice to have shadows :) 

 

Edited by johnparker007
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[ Arcade Simulator ] Pre-alpha installer: https://tinyurl.com/2kcrkprh | Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb
[ Fruit Machine Settings/Tests Guide ] https://tinyurl.com/yuebw8b5
[ MAME (fixes/improvements) ] Commits: https://github.com/johnparker007/mame/commits/master/?author=johnparker007

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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2 hours ago, spa said:

So they need to appear to go a tad brighter under a shadow? 

Yeah, the shadow was having too much impact.  I've done another test, not quite right, but a lot better for the point lights and their shadows not affecting how much light the bulb puts out.  It's getting closer :) 

 

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[ Arcade Simulator ] Pre-alpha installer: https://tinyurl.com/2kcrkprh | Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb
[ Fruit Machine Settings/Tests Guide ] https://tinyurl.com/yuebw8b5
[ MAME (fixes/improvements) ] Commits: https://github.com/johnparker007/mame/commits/master/?author=johnparker007

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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I started back on some LayoutEditor work last night, as from the visuals in my previous post, it's clear now that URP is the way to go for the Oasis rendering :)   As it allows for lights and 'real' soft shadows to be cast on a front lit fruit machine glass whilst including HDR lighting, a basic but very clean looking flat reflection strategy, VR with more feasible FPS (than RTX).

Covered in an earlier post plus demo videos proving this, but ray traced rendering simply does not work well with fruit machines, due to the rapid aggressive changes in brightness the light bulbs can and often do have.  Just ends up looking like a mess as lamps quickly flash on/off, and the reflections are even worse.

So the LayoutEditor component has been updated to latest Unity LTS, and then I've set it up to include URP.  Nothing went wrong so far, I'll be able to test that further later (as currently there's no lights in the layout editor).

LayoutEditor shows up on github: https://github.com/johnparker007/Oasis/commits/main/

Lots of stuff to do on the LE next:
- right click menus
- load/save projects (currently just imports MFME extracted layouts)
- fix some weird MAME emu issues
- Ai upscaling step (will rely on the open source Upscayl being installed for now)
- high quality perspective warp step per glass
- overall light level normalisation step per glass
- localised light level normalisation step per glass
- etc...

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[ Arcade Simulator ] Pre-alpha installer: https://tinyurl.com/2kcrkprh | Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb
[ Fruit Machine Settings/Tests Guide ] https://tinyurl.com/yuebw8b5
[ MAME (fixes/improvements) ] Commits: https://github.com/johnparker007/mame/commits/master/?author=johnparker007

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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Posted (edited)

Been checking into a few things for the layout editor - it looks like I can simply bundle a few files to have the upscaling working without the user needing to install the Upscayl program - which is cleaner :) 

Here's a command line demo showing upscaling an image 4x with the esrgan ultrasharp model, just using a small handful of files as part of the Oasis LE install:

 

Edited by johnparker007
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[ Arcade Simulator ] Pre-alpha installer: https://tinyurl.com/2kcrkprh | Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb
[ Fruit Machine Settings/Tests Guide ] https://tinyurl.com/yuebw8b5
[ MAME (fixes/improvements) ] Commits: https://github.com/johnparker007/mame/commits/master/?author=johnparker007

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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Started work on the 'projects hub'.  This may end up being a seperate exe that is the full Oasis hub, showing layout/cabinet/arcade projects, but I'm just doing it for layouts only for now inside the LayoutEditor (quicker to prototype that way).

UI is super basic, it allows to create/load Layout Editor projects.

Here's a demo video making a couple of test projects, and shows then importing MFME layouts into those projects, making a simple but noticeable change to each one, and then the changes are saved to the project.  Also shows a quick look at the project file structure - as rather than being a single file, it's all very open, so you can see images etc inside the project folder (and it will be possible to 'hot edit' images, so then alt-tabbing back to the Layout Editor from say photoshop, those changes would instantly be reflected on the layout, if you chose to work that way).
 

 

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[ Arcade Simulator ] Pre-alpha installer: https://tinyurl.com/2kcrkprh | Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb
[ Fruit Machine Settings/Tests Guide ] https://tinyurl.com/yuebw8b5
[ MAME (fixes/improvements) ] Commits: https://github.com/johnparker007/mame/commits/master/?author=johnparker007

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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@johnparker007 this all looks incredible! i'm lost for words at the projects attributes.

i am unable to comprehend the coding element that makes this a reality but i get the jist of what you're providing for the UI and overall objective.

i really admire the effort and progress dude.

i and i'm sure others are champing at the bit to join the long line of eventual users of the finished program, i myself am reely keen (see what i did there) to explore the creation tools and layout design elements. it may or may not be as i'm thinking but i'm under the impression whilst mfme layouts can be directly imported to your program with full functionality etc, there is also the option to edit existing layouts within the program and enhance many new and existing areas of a layout, and i really hope i'm right in thinking we will be able to use existing art to build completely new layouts for a game? the idea of having the whole mfme library to choose from and compose a new oasis layout for each game is a dream scenario, whilst if i'm right simply improving details of existing dx's having new and modern tool functions to design and release new unique files for your app is truly mouthwatering.

thanks for your continued efforts, please feel free to share a dumbed down explanation of overall functionality for me as i will be keen to know if i'm on the right line of thinking and also fascinated to learn things i haven't yet considered.

ta pal. hope your health continues to improve

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living the dream

 

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3 hours ago, woodsy said:

it may or may not be as i'm thinking but i'm under the impression whilst mfme layouts can be directly imported to your program with full functionality etc, there is also the option to edit existing layouts within the program and enhance many new and existing areas of a layout, and i really hope i'm right in thinking we will be able to use existing art to build completely new layouts for a game? the idea of having the whole mfme library to choose from and compose a new oasis layout for each game is a dream scenario, whilst if i'm right simply improving details of existing dx's having new and modern tool functions to design and release new unique files for your app is truly mouthwatering.

Yes man, that's the idea - will work better for some layouts than others based on the quality of the source art etc.  But there will be various tools built into the workflow, to AI upscale, local and global normalise the light (so it'll work in adjustable dark/bright rooms), and then go into the 3d cabinets (which will be assembled in a separate Cabinet Editor).  Once someone has made say a base Vogue cabinet, that can then be reused for different Vogue layouts (same as in original Arcade Sim).  There is also planned reflections on the cabinets, so metal ones can reflect the flashing artwork/moving reels.

All a long way off though, so it'll just be occasional demos of editor features etc for a good while yet! :) 

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[ Arcade Simulator ] Pre-alpha installer: https://tinyurl.com/2kcrkprh | Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb
[ Fruit Machine Settings/Tests Guide ] https://tinyurl.com/yuebw8b5
[ MAME (fixes/improvements) ] Commits: https://github.com/johnparker007/mame/commits/master/?author=johnparker007

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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13 hours ago, johnparker007 said:

Yes man, that's the idea - will work better for some layouts than others based on the quality of the source art etc.  But there will be various tools built into the workflow, to AI upscale, local and global normalise the light (so it'll work in adjustable dark/bright rooms), and then go into the 3d cabinets (which will be assembled in a separate Cabinet Editor).  Once someone has made say a base Vogue cabinet, that can then be reused for different Vogue layouts (same as in original Arcade Sim).  There is also planned reflections on the cabinets, so metal ones can reflect the flashing artwork/moving reels.

All a long way off though, so it'll just be occasional demos of editor features etc for a good while yet! :) 

all sounds like a sci fi film, it's one of the few advances in technology that aren't designed to profit from the end user and one which i am rooting for to become a highly acclaimed success. 

kudos to you indeed matey, i only wish i could help in some way to lessen your workload, but alas, i'd be a hinderance of immense proportions hah

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living the dream

 

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