(Topic ID: 157180)

Casino -- homebrew p-roc project

By rosh

3 years ago

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  • 146 posts
  • 40 Pinsiders participating
  • Latest reply 2 years ago by Tensikka
  • Topic is favorited by 47 Pinsiders


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    Topic index (key posts)

    9 key posts have been marked in this topic

    Post #5 Roulette Wheel Detailed Info Posted by rosh (3 years ago)

    Post #7 Dice Popper Information Posted by rosh (3 years ago)

    Post #25 CAD of Playfield Posted by rosh (3 years ago)

    Post #52 Playfield populated with some inserts. Posted by rosh (3 years ago)

    Post #61 Wiring Progress Posted by rosh (3 years ago)

    Post #63 Playfield populated with some mechs and lights. Posted by rosh (3 years ago)

    Post #119 Adding a slot machine toy. Posted by rosh (3 years ago)

    Post #127 Fully populated playfield with LCD Screens and a short video. Posted by rosh (3 years ago)

    Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

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    #8 3 years ago
    Quoted from rosh:

    As I mentioned earlier, it was some of the toy ideas that got me to move forward with Casino. One of the ideas was to use real craps dice in a ‘dice popper’. Many of us played the game Trouble, when we were kids that had the dice bubble in the middle that you would press down on to roll the dice (well in that case it was one die), so the idea was do that kind of a thing and then use a camera to read the dice.
    The first challenge is that webcams are not designed to focus on something that close, so it required a custom one. Then after I got it working, I found that changes in lighting could impact the accuracy of reading the dice, duh. So I recently added a ‘housing’ at the top that holds the camera and an LED ‘ring’ to provide more consistent lighting. PBL did the 3d Printing of the housing for me and I'll add a transparent label to it, so that when craps is open, the lighting in the housing will turn on and also illuminate the signage. Below is a video showing my recent testing of the popper with the new housing and light to test the accuracy of the reading of the dice. In the most recent test of 100 ‘throws’ it got the correct number 98 times, but on one of those the split between the dice was wrong and in two cases, it missed read a 6, due to how close the pips are to each other. I should be able to fix that issue with some tweaks to the software.
    » YouTube video

    That is impressive.

    #11 3 years ago

    Maybe use infrared paint on the dots, and use an infrared camera?

    Or, maybe an infrared barcode/qcode painted each side of the dice.

    RFID is directionless, so you wouldn't be able to tell which side was which. If there was an RFID chip inside each die, you could probably check that each one was actually there in the jar, but that's about it.

    #13 3 years ago

    Or, maybe try using opaque dice instead of translucent dice.

    [edit]: nevermind, that probably won't have too much of an effect on the detection method you're using.

    4 months later
    #97 3 years ago

    It looks like the dice popper seems to be blocking the view of a fair amount of activity. Have you considered putting it on the right side of the playfield over the end of the shooter lane near the flipper where there isn't a whole lot of stuff going on?

    #99 3 years ago

    Could you flip it over so the camera is on the bottom? Maybe use one-way glass to hide the lens?

    [edit]: Eh, maybe not. It would probably look strange without the standard green felt surface.

    #113 3 years ago
    Quoted from rosh:

    I think we all decide, in homebrew, on certain things we want to "roll our own", based on our experience, skills and interests. There was at least one guy who built is own boardset, but after that ended up going to one of the off the shelf products, since the software support was already there. Not to say that you can take either of the current frameworks and create the necessary drivers/interface for it. You can also pick and choose and use part of existing solutions in combination with your own. Other factor is just around the shear amount of things that are needed, some of which you can't just buy off the shelf or hand to someone else do it. Ultimately there is a lot more than one way to go about it. In reality, no two people approach it exactly the same.

    It basically comes down to if someine wants to focus on building a platform or designing the game itself.

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