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13:23 |
spillz |
Is there any interest in making a c++ api for mods? seems like it would be a reasonably simple thing to do. Instead of an init.lua, there could be a mod.so or mod.dll that gets loaded dynamically on server start. The Code::Blocks IDE has a c++ plugin framework that could serve as a model. With well designed headers the api is self documenting. |
13:25 |
troller |
too hard for users, but will 10-100x faster |
13:29 |
spillz |
Not as a replacement just an alternative... |
13:30 |
troller |
try compile this mod for windows ;_ |
13:32 |
spillz |
No worse than compiling the app itself. (but windows really stinks in this regard) |
13:34 |
troller |
<10 ppls can compile mt on windows |
13:38 |
spillz |
really? why is it so hard? |
13:39 |
celeron55 |
i believe it is not worth the effort |
13:39 |
celeron55 |
if somebody believes it is, then make it and prove otherwise, but until that this is what i think |
13:39 |
celeron55 |
there will also be a rather large maintenance overhead |
13:39 |
celeron55 |
we already have too much to maintain and it slows down development |
13:46 |
spillz |
Fair enough. I will give it some more thought ... mostly thinking about performance of map gen stuff, which still seems a little slow even with luajit. |
13:52 |
spillz |
For the record, boost.extension could probably be used to handle shared lib loading http://boost-extension.redshoelace.com/docs/boost/extension/boost_extension/tutorials/tutorial02.html |
13:53 |
celeron55 |
i would suggest people to focus on other things than map generation |
13:53 |
celeron55 |
it's not really minetest's weak point at the moment |
13:54 |
spillz |
What is? |
13:54 |
celeron55 |
almost everything else |
13:55 |
celeron55 |
seriously; if minetest does something reasonably well, it's map generation |
13:55 |
celeron55 |
point at any other part of it and it's probably worse than the competition |
13:56 |
spillz |
The core or the Lua ones? |
13:56 |
celeron55 |
(altough we don't have rather direct competitors) |
13:56 |
celeron55 |
mostly referring to the engine side of things |
13:56 |
celeron55 |
if the engine supports something, the content will be created; it's not really an issue |
13:58 |
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13:59 |
spillz |
For me, the worst part is the lack of cohesion between the third party mods |
13:59 |
spillz |
Some people seem intent on just recreating minecraft |
13:59 |
celeron55 |
it's a problem, yes; the problem of lack of packaging of content into product-like things |
14:00 |
celeron55 |
if somebody can improve the situation on that, it would be great (and it's not even a technical challenge) |
14:01 |
spillz |
others just do the usual open source thing of throwing incomplete idea over the wall. |
14:01 |
celeron55 |
i've experimented a bit on slightly different games that use minetest and will continue on that, but i don't have anything fully-made enough to be worth trying to play |
14:02 |
spillz |
Maybe having a handful of key game ideas that people can contribute to? |
14:02 |
celeron55 |
making those involves not using every part of minetest fully and it has to be accepted |
14:03 |
celeron55 |
this is one of my tests, if someone needs inspiration: https://github.com/celeron55/dungeon |
14:03 |
celeron55 |
it's a very rough dungeon-only game |
14:03 |
celeron55 |
which doesn't work as-is anymore because of things, but anyway |
14:04 |
celeron55 |
(it should work if the correct mods are copied into it) |
14:07 |
spillz |
interesting. are any of the servers running interesting games? It looks like most are going for more of a second life in a blocky world vibe. (not that I have even played second life) |
14:08 |
spillz |
my son suggested a cops and robbers game in a living city. I had to explain GTA to him. He was like, we this could be the kid friendly version... |
14:08 |
celeron55 |
at least they don't differ a lot from it |
14:09 |
spillz |
*we = well |
14:10 |
celeron55 |
well if anything is done, it should take some form of advantage of the two things minetest is designed to do: generating worlds easily (because they consist of a simple 3D grid) and modifying worlds (because of the same reason) |
14:10 |
spillz |
The mods allow story telling right? e.g. If certain events triggered, then other things in the game happen |
14:10 |
celeron55 |
it doesn't make sense to do anything that doesn't use those features because in those cases using something else is much more beneficial for the end result |
14:11 |
spillz |
In the GTA style game, he wanted base upgrades instead of clicky building, which could be interesting. Having the city transform as you play... |
14:13 |
celeron55 |
oh also |
14:13 |
celeron55 |
i almost forgot the most important feature |
14:14 |
celeron55 |
which is multiplayer over network |
14:14 |
celeron55 |
if you don't use that, then you don't use 75% of minetest at all |
14:14 |
celeron55 |
which again makes it very suboptimal |
14:15 |
spillz |
The other idea I had was a giant ant colony. (which you could expand to a giant insect world) |
14:15 |
spillz |
Yes the Multiplayer is very important part and comes almost for free... |
14:16 |
celeron55 |
one thing that many things would require is some kind of global handling of entities |
14:16 |
celeron55 |
there should probably be some kind of mode in minetest where it would limit the area of the world to some manageable size, and always load every entity in memory and always run everything instead of keeping the world passive everywhere except around the player |
14:17 |
celeron55 |
it's rather controversial but would allow a lot of use cases |
14:17 |
celeron55 |
almost every actual game would need that mode |
14:17 |
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14:17 |
spillz |
yes, I was wondering about that. |
14:17 |
celeron55 |
the only thing the infinite mode is useful is those "other life" servers |
14:18 |
celeron55 |
the issue is, people would probably want very large worlds nevertheless |
14:18 |
celeron55 |
and then it needs some kind of efficient global handling of entities where not all details are cared of |
14:19 |
celeron55 |
which likely makes actually implementing content quite cumbersome and bug-prone unless everything is practically the same |
14:20 |
celeron55 |
if you're brave enough to design (= think of what features are actually needed and what would be unnecessary work and what can actually be afforded and what people actally need) and implement that mode in some way, feel free to |
14:23 |
spillz |
to a certain extent all you need is a large enough range around the player to be alive, and then as you say some sort of global entity tracking such that even if those entities are in inactive parts of the map, they still respond to game events (e.g. get removed, teleported to new places etc) |
14:33 |
CiaranG |
So just let the entities decide when they need to be active, and let the rest of the 'infinite' world stay passive. https://github.com/CiaranG/minetest/commit/f5b73e0baabbfe68bc6a9a52c5221930e4306ed2 |
14:41 |
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14:41 |
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14:50 |
spillz |
CiaranG: That looks useful. even without that patch I guess it is possibly to access and modify inactive objects? or do they become completely unloaded if inactive? |
14:51 |
spillz |
*possibly = possible |
14:55 |
CiaranG |
Completely unloaded as far as the engine is concerned, but I track them in the mods so they still kind of 'exist' |
14:56 |
CiaranG |
i.e. they can be re-awakened if necessary |
14:56 |
CiaranG |
Doesn't really need engine support for that |
14:57 |
CiaranG |
Although I will probably add it, because it's messy doing it from lua |
15:14 |
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15:40 |
celeron55 |
16:33:59 < CiaranG> So just let the entities decide when they need to be active, and let the rest of the 'infinite' world stay passive. |
15:40 |
celeron55 |
yes, but when to activate them? |
15:40 |
celeron55 |
if you rely on the player walking past them for activation, it's broken for most use cases |
15:41 |
celeron55 |
do you poll each entity at world startup? do you store a list of the previously activated ones to be reactivated at world startup? |
15:42 |
CiaranG |
currently - not all, and yes, respectively |
15:42 |
CiaranG |
i.e. if they were active when the server shut down, I poll them, otherwise not |
15:43 |
CiaranG |
and yes, I keep a list of them |
15:43 |
CiaranG |
Like I said above, it's messy :( |
15:43 |
celeron55 |
it should definitely be in the engine |
15:45 |
CiaranG |
I'm sure I'll do that in the end. For now, I just wanted something that worked. |
15:45 |
celeron55 |
this will actually be useful for my current experimental project too |
15:46 |
celeron55 |
where is your lua code that you use for re-awakening them? |
15:46 |
CiaranG |
Only on my machine at the moment |
15:46 |
CiaranG |
But it just uses that 'forceload' thing |
15:46 |
celeron55 |
oh, that thing is horrible |
15:47 |
CiaranG |
I can clean it up and push it somewhere if you like, but there's not much to it |
15:47 |
celeron55 |
it should be removed for starters |
15:48 |
celeron55 |
i think that if lua wants to load something without it being "owned" by an entity of some kind, then it must do it in a way that doesn't make the engine save them |
15:48 |
celeron55 |
because they will just get hopelessly out of sync and nobody will understand what is going on |
15:48 |
CiaranG |
Exactly |
15:49 |
celeron55 |
you have my full permission to make every part of that happen |
15:49 |
CiaranG |
When I want something non-entity-based (like a factory) to stay loaded, I just put an entity there |
15:49 |
CiaranG |
Which has the added benefit of looking cool. Factory manager pacing around the place looking at the machines all day ;) |
15:49 |
celeron55 |
(and also, make sure to shout here about your pull requests (applies to anyone though)) |
15:50 |
CiaranG |
Hmm, this idea has already been rejected twice I think. I decided it was a waste of time trying. |
15:51 |
CiaranG |
If I understand correctly, the forceload 'thing' was done instead of a previous thing similar to my 'autonomous' entities |
15:51 |
CiaranG |
Because "it's too dangerous" or something |
15:51 |
celeron55 |
i wasn't overseeing the "forceload thing" at all |
15:52 |
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15:52 |
CiaranG |
Yeah, well I'm only relaying what I was told, I was awol at the time |
15:52 |
celeron55 |
also, i don't care if it was declined previously; it doesn't matter now |
15:53 |
celeron55 |
(other than that if it was, it's probably a good idea to look there and see what might have been good and bad about that implementation (if it was implemented)) |
15:53 |
CiaranG |
Well, feel free to have a go with that change of mine in your project. I've been using it for a couple of months, it's very stable |
15:57 |
celeron55 |
i might attempt extending it with a reasonable saving scheme |
15:59 |
CiaranG |
That would save me a job ;) |
16:00 |
celeron55 |
i always hate it when people half-ass some kind of persistent data minetest stores, so i probably should half-ass it myself |
16:01 |
CiaranG |
The good thing about doing it half-assed first is it gives you a better idea of what's needed when you come to do it properly :) |
16:02 |
celeron55 |
do something properly? not gonna happen until hmmmm loses his day job |
16:03 |
CiaranG |
three-quarter-assed then |
16:06 |
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16:06 |
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16:08 |
celeron55 |
when stuff like this is gotten into use, we should make some kind of built-in mod processing time profiling |
16:09 |
celeron55 |
it should be fairly easy for the relevant case; it's just a matter of measuring how much processing time each type of entity consumes |
16:09 |
CiaranG |
Something like this: https://forum.minetest.net/viewtopic.php?id=7355 but covering on_step as well |
16:09 |
celeron55 |
and how much new area it loads |
16:10 |
CiaranG |
Definitely should be a built-in feature - maybe there wouldn't be so many crappy mods if it was |
16:12 |
celeron55 |
probably just a sliding window with maximum and average time or so, visible in the profiler screen |
16:13 |
CiaranG |
I guess it would be nice to see it on screen, but then you have to send it to the client. |
16:14 |
CiaranG |
Or to all clients, always. Unless you implement additional controls and protocol stuff for it. |
16:18 |
celeron55 |
well the current profiler shows server information in singleplayer games |
16:18 |
Guest87221 |
only half of this info useful |
16:18 |
celeron55 |
and of course you can make it output stuff in the log |
16:18 |
CiaranG |
Oh, does it? |
16:19 |
celeron55 |
it's process-global |
16:19 |
* CiaranG |
starts his first ever single player game |
16:20 |
celeron55 |
there's not that much in it though, and it only lists totals or averages |
16:20 |
celeron55 |
(peak values in case of averages would be useful) |
16:22 |
Jordach |
CiaranG, all the devs should be doing that... |
16:25 |
celeron55 |
there's for example the average server-side object count, which is already useful in debugging persistent entities |
16:25 |
celeron55 |
(SEnv: num of objects) |
16:30 |
CiaranG |
Ok, so it's the same kind of stuff I usually look at via: tail -f debug.txt | grep SEnv |
16:30 |
CiaranG |
Much nicer to see it in game though, for some reason |
16:34 |
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16:35 |
celeron55 |
what the fuck |
16:36 |
celeron55 |
http://i.imgur.com/wBO6akS.png |
16:36 |
celeron55 |
this isn't even funny; who broke this? |
16:37 |
celeron55 |
water does not react to lighting changes when shaders are enabled |
16:38 |
VanessaE |
looks fine here, c55. |
16:38 |
VanessaE |
(amazingly... my GPU has always been touchy with MT's shaders) |
16:44 |
celeron55 |
VGA compatible controller: Intel Corporation 4th Gen Core Processor Integrated Graphics Controller (rev 06) |
16:44 |
celeron55 |
in other words, the one integrated in mobile haswell i7 |
16:45 |
VanessaE |
that thing has shaders? O_o |
16:45 |
celeron55 |
what? |
16:45 |
celeron55 |
this runs even the automatically generated bumpmapping |
16:45 |
celeron55 |
apparently also it's broken on this: |
16:45 |
celeron55 |
VGA compatible controller: NVIDIA Corporation GK104GLM [Quadro K3100M] (rev ff) |
16:46 |
VanessaE |
huh. |
16:46 |
VanessaE |
ah, I don't have the latest changes in my client, I'm behind a few commits |
16:46 |
celeron55 |
i'll try a rebuild |
16:46 |
VanessaE |
since you mentioned the autogen bumpmaps |
16:47 |
celeron55 |
rebuild doesn't work either |
16:47 |
celeron55 |
i mean normal maps... oh well, some kind of fancy thing anyway |
16:48 |
celeron55 |
looks like the commit before those normalmaps works fine |
16:48 |
celeron55 |
where's RBA when we have to curse at him |
16:50 |
VanessaE |
heh |
16:52 |
VanessaE |
left him a message. |
16:52 |
VanessaE |
you can yell at him later :) |
17:06 |
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17:07 |
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17:12 |
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17:15 |
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17:17 |
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17:32 |
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17:50 |
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17:55 |
sapier |
I can confirm the water glow bug :-) but it looks somehow nice ;-) |
17:56 |
VanessaE |
maybe it's just radioactive :P |
17:58 |
sapier |
1986 there was some time till russian government did tell about the tschernobyl accident ... last time it's been asia ... VanessaE do you know about some major accident in america this time? ;-) |
17:59 |
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18:02 |
VanessaE |
ok call it Cherenkov radiation then ;) |
18:02 |
sapier |
when was uranium ore added? |
18:03 |
VanessaE |
heh, well if you have technic mod ;) |
18:03 |
VanessaE |
http://en.wikipedia.org/wiki/Cherenkov_radiation |
18:03 |
VanessaE |
anyway yeah, that'll need fixed, but no idea where RBA's gotten off to. he works a lot lately |
18:04 |
sapier |
sam is quite robust considering the amount of radiation necessary to cause that much cherenkov radiation ... I know what it is, it's light emitted on electrons traveling at speed above light speed |
18:04 |
VanessaE |
nope.avi |
18:04 |
sapier |
to be exact specific light speed in an arbitrary medium |
18:04 |
VanessaE |
any charged particle traveling faster than the *phase velocity* of light in the medium |
18:04 |
VanessaE |
it can never travel faster than light speed regardless of the medium |
18:05 |
celeron55 |
sam can also take horizontal hits from any speed and lasts multiple seconds submerged in lava |
18:05 |
celeron55 |
he's a seriously tough guy |
18:05 |
sapier |
ok ok ... but as alpha radiation won't even pass a piece of paper most of it will be electrons |
18:06 |
sapier |
VanessaE light speed != light speed in vacuum |
18:06 |
VanessaE |
sapier: I said in the medium :P |
18:07 |
sapier |
yes basicaly same |
18:07 |
VanessaE |
anyway that's rather off-topic :P |
18:07 |
sapier |
true unless we wanna add exact physics simulation to minetest ... do we? |
18:07 |
VanessaE |
no |
18:08 |
VanessaE |
celeron55: I wonder if the water brightness has anything to do with the restructuring RBA did for this other pull he has |
18:08 |
VanessaE |
(one sec) |
18:08 |
celeron55 |
dunno, i'm going to let him figure it out |
18:09 |
VanessaE |
hm, I guess he didn't issue the new request yet. |
18:10 |
VanessaE |
he's got a new water shader in the works that looks *really* good |
18:10 |
VanessaE |
I do know it requires some engine change that just went in with that last shader commit, but that's about all I know of the code-side of it |
18:14 |
VanessaE |
last update I saw from him was 2 weeks ago, though |
18:15 |
VanessaE |
something about a rewrite that improves the smoothness of animations |
18:15 |
VanessaE |
and that it's going "slowly" |
18:15 |
VanessaE |
(the progress thereof) |
18:16 |
sapier |
VanessaE did you recently test my android build? |
18:16 |
VanessaE |
sapier: haven't had a chance. what's new in it? |
18:16 |
sapier |
basicaly it's about polishing for merge |
18:17 |
sapier |
everything found now wont have to be fixed after merge |
18:18 |
VanessaE |
oh ok |
18:24 |
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18:25 |
CiaranG |
Random statistic - 15x less time spent saving the map on my server with leveldb instead of sqlite |
18:26 |
sapier |
interesting ... seems like we use quite a lot of leveldb's best case scenarios |
18:27 |
celeron55 |
oh by the way, did someone test the PRAGMA synchronous=OFF feature of sqlite? |
18:28 |
celeron55 |
i suggested it a long time ago and have no memory of if anyone tried anything |
18:29 |
celeron55 |
i always see those comparisons as unfair because people aren't using the best settings of sqlite |
18:29 |
celeron55 |
http://web.utk.edu/~jplyon/sqlite/SQLite_optimization_FAQ.html |
18:29 |
sapier |
without a defined benchmark testcase comparison is hard, if leveldb is better in one usecase that may not tell about all the others |
18:31 |
CiaranG |
In this particular case, mostly just nodemeta was changing - I suspect that has a lot to do with it |
18:32 |
celeron55 |
oh wait |
18:32 |
celeron55 |
we actually have that flag settable in minetest.conf already |
18:32 |
sapier |
ciaranG do you think you can create some sort of benchmark with different testcases? Imho adding test and benchmark cases to minetest wouldn't be a bad thing |
18:33 |
celeron55 |
CiaranG: please set sqlite_synchronous = 0 in configuration and re-test |
18:33 |
celeron55 |
this will be valuable information |
18:37 |
Guest87221 |
it will eat less disk, but sometimes 1-5-20... seconds on save |
18:38 |
CiaranG |
huh |
18:38 |
CiaranG |
Ok, sqlite is actually very slightly faster than leveldb, with synchronous=0 |
18:38 |
CiaranG |
(disclaimer: in this very limited unscientific test scenario) |
18:38 |
celeron55 |
lol maybe it should be the default 8) |
18:39 |
* VanessaE |
wonders who Guest87221 is |
18:39 |
celeron55 |
VanessaE: he sounds like proller |
18:39 |
celeron55 |
the default (synchronous=2) is for some batshit insane reliability standards that sqlite is designed for |
18:39 |
celeron55 |
0 is probably still a bit more reliable in case of power failures than leveldb... |
18:40 |
VanessaE |
figures. :P |
18:40 |
proller |
sometimes some blocks can broke |
18:41 |
proller |
on sky server huge anomaly area |
18:41 |
proller |
after power loses |
18:41 |
sapier |
hmm is there a way to automaticaly detect "broken" blocks? |
18:43 |
proller |
on sky millions blocks of dirt was appear near spawn (most loaded area) |
18:44 |
proller |
and 16x16x16 cubes of teleporters |
18:44 |
sapier |
so basically we could only implement some "sanity" check with more or less exact results :-( |
18:45 |
CiaranG |
synchronous=1 is nearly, but not quite, as slow as synchronous=2 for me (just for the sake of completeness) |
18:45 |
celeron55 |
sapier: but what would be the use for that? |
18:45 |
celeron55 |
it's rather obvious to anyone looking if something is broken :P |
18:46 |
CiaranG |
You might want to restore a backup instead of running with the corrupt map and finding out later |
18:47 |
sapier |
if we think about exchanging speed for occassional errors some sort of offline error correction could fix the worst issues |
18:49 |
celeron55 |
proller: how does leveldb behave in power losses? |
18:49 |
celeron55 |
again there shouldn't really be decisions until someone actually tests things |
18:50 |
proller |
now nothing broken, nut need to test |
18:50 |
proller |
^but |
18:51 |
sapier |
celeron55 I'm just collecting information without error correction switching to a less reliable option is a very bad idea |
18:54 |
CiaranG |
Well my server has a UPS, so I've un-migrated, back to sqlite, with synchronous=0 |
18:55 |
CiaranG |
I'll let you know if that ends up being a disaster |
19:08 |
celeron55 |
random question: what if minetest used Qt |
19:09 |
celeron55 |
is there opposition for using it for GUI and the basic event loop |
19:10 |
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19:10 |
celeron55 |
it does toolkit and OS stuff very well (it's like an another world compared to irrlicht's absolute shit) but it's rather large |
19:10 |
proller |
+5% harder build under windows |
19:10 |
celeron55 |
yes; it's not the worst though |
19:11 |
sapier |
yes but using qt for gui in opengl mode is almost as using gtk and opengk |
19:12 |
sapier |
if minetest was a original qt application this might me good but transition most likely will be equivalent to a rewrite of minetest |
19:13 |
celeron55 |
well you can embed irrlicht inside Qt very easily as for what i can tell |
19:13 |
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19:13 |
celeron55 |
it's a somewhat weird combination though |
19:14 |
sapier |
:-) what's qt supposed to do in this case? |
19:16 |
celeron55 |
well, it's rather random because both of them can do partly the same things |
19:16 |
celeron55 |
the toolkit thing is obvious though |
19:16 |
sapier |
we could replace jthread by it |
19:16 |
celeron55 |
hmm, true |
19:17 |
sapier |
but we'd have to rewrite whole threading |
19:17 |
sapier |
I can't see a real problem solved by this solution ;-) |
19:17 |
celeron55 |
and we could remove cguittfont and gettext (probably), and maybe openal (with qtmultimedia) |
19:18 |
sapier |
but we'd have to rewrite minetest about every 2 years ... which is about the time qt keeps compatibility |
19:19 |
celeron55 |
and i think qt embeds sqlite inside itself (actually not sure about this), and JSON (sure) |
19:19 |
sapier |
imho rewriting minetest as qmine would be way more easy then porting current code to qt |
19:20 |
celeron55 |
but that would remove some android portability i guess, or maybe not; it gets a bit hard to predict |
19:20 |
celeron55 |
there's qt for android so it might even be easier than now |
19:20 |
rubenwardy |
Let's rewrite Minetest into Brainfuck! |
19:20 |
celeron55 |
sapier: qt keeps a lot of compatibility; where did you take that figure? |
19:20 |
sapier |
as of now none of your arguments persuades me to support qt rewrite ;-) |
19:21 |
proller |
jthread can be replaced by c++11 |
19:21 |
sapier |
I used qt 2 3 and 4 ... yes they keep some sort of compatibility but you can't use all the new features |
19:21 |
sapier |
c++11 threads are no pthread replacement ... whoever told you about this did lie |
19:22 |
sapier |
especially as jthread isn't threads only but semaphores mutexes and events too |
19:23 |
sapier |
qt is a all or nothing option it's way to big to use parts of it only so either we redesign and rewrite minetest or we don't use it |
19:23 |
proller |
http://en.cppreference.com/w/cpp/thread |
19:24 |
sapier |
semaphores? |
19:24 |
proller |
20 lines of code |
19:24 |
sapier |
nope |
19:24 |
proller |
http://stackoverflow.com/questions/4792449/c0x-has-no-semaphores-how-to-synchronize-threads |
19:25 |
sapier |
a semaphore isn't jsn't just a mutex with a variable it's similar but not same |
19:26 |
sapier |
c++11 contains most of what is necessary but it's not complete |
19:28 |
sapier |
while I'm eager to use those features too imho we should first fix the bugs then do the maintenance in non buggy areas ;-) |
19:30 |
sapier |
e.g. that damn mesh generation lag reason |
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22:41 |
iqualfragile_ |
celeron55: last time i tried 0ad was unplayable due to not offloading anything and doing everything in the main thread |
22:41 |
iqualfragile_ |
or at least doing pathfinding in it |
22:41 |
iqualfragile_ |
soo… yeah, at least you can actually play minetest |
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