Future Pinball – A Real Time Pinball Development System
futurepinball.com
futurepinball.com
It's still WIP, but we've put a lot of focus on tooling, so anyone can easily create tables.
Quick video here: https://www.youtube.com/watch?v=_CfZImFl1ME
:S
Useless for OpenBSD, sadly.
Or PS5 DualSense force feedfack for haptics and feeling the ball?
Donny & Marie Osmond - Pinball Machine Finale W/ Shabba-Doo, Robert Hegyes, Ruth Buzzi, Lorne Greene
https://www.youtube.com/watch?v=zGnfsiayuoE
Sid and Marty Krofft (of HR Pufnstuf fame) designed the spectacular sets and costumes. I love Donny and Marie's cover of George Clinton's "We Want The Funk", Shabba-Doo's funky hat and break dancing, Robert Hegyes (aka Juan Epstein from Welcome Back Kotter) and his smooth dance moves, Ruth Buzzi (of Laugh-In fame) shakin' her balls, and Lorne Green (of Bonanza nad Battlestar Galactica) gesticulating his giant creepy hands. TILT!!!
You can start down the rabbit hole at www.pinside.com
Have you tried it in VR? With free head movement, and proper 3D sound simulation, the physics feel a lot more real.
It's still missing good haptics. I think the PS5 DualSense force-feedback controllers and trigger might be able to give you the feeling of the ball rolling around different places, but I don't see anyone trying to make this work in virtual pinball yet.
Balls have all sorts of behavior that goes beyond the typical X-Y coordinates implemented virtually. They spin and slide across the playfield with all sorts of varying degrees and forces. Their motion is very 3d even on a 2d playfield - a moving ball can have a spin axis aligned anywhere on its sphere, and spin at any rate compared to its horizontal motion, and recognizing and handling that is very much a component of advanced play.
Flippers and kickers also have immense subtleties to their behavior. One that no simulation yet gets right is the softness of the rubber on the flipper - balls sink into that rubber by a fraction of a millimeter, and rebound in different ways based on that. Besides that, there are tons of details about how the flipper accelerates and decelerates on a time scale of milliseconds, that an experienced player can feel on a real machine.
Timing also matters. Flipper inputs on a computer are almost always constrained for input timing resolution by the host hardware and OS platforms, typically to a 1/60 second frame rate. Real machines respond hard real time instantly, in under 1 ms. This matters quite a bit too for the degree of control you have over the game.
And of course there's nudging a machine, which has infinite degrees of freedom for direction and intensity (push, slide, shove, slap) that can't be replicated by any virtual controller.
Virtual machines may be infinitely move variable and compact than any physical table, but nothing beats the real thing.
http://www.littlewingpinball.com/doc/en/gameinfo/tristan/ind...
It’s amazing you can still download the original apps on http://www.littlewingpinball.com and there is so much background information on there. I also love Crystal Caliburn II, which they ported on iOS too.
"pinballvania!" (free) is another: https://www.lexaloffle.com/bbs/?pid=63353
I want to see more pinball "metroidvania" games! there's lots of neat game design ideas inherent to pinball that I believe are often overlooked these days.
I just got Perthed, he's a local from where I live, and I swear I recognise a more recent photo like I may have seen him at a tech event some time in the last half decade or so.
Small world.
First time I've seen "left there very disillusioned" in someone's employment history.
The music, sound FX, and the table itself rivaled the quality of the professionally-made pinball games I've played, but I think it was amateur effort by Blindmankind
However, this seems like an obvious simple but satisfying VR game if the physics and design are actually well done
..@markzuckerberg surely this is a sneak preview of a future metaverse release right? /S