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IRC log for #minetest-dev, 2014-07-27

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All times shown according to UTC.

Time Nick Message
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00:27 RealBadAngel nore_, can you test it? https://github.com/minetest/minetest/pull/1521
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01:50 nore_ RBA: sorry, I can't do that now
01:51 nore_ you'll have to wait a few weeks
02:05 VanessaE nore_: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2007252014%20-%2010%3a16%3a21%20PM.png
02:06 VanessaE that's what he wanted you to see, but in person :)
02:06 VanessaE water surface shader is rapidly approaching upstream-ready.
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07:40 sfan5 VanessaE: almost! it was 00:30 not 01:30
08:16 RealBadAngel hi sfan5
08:16 RealBadAngel i made some changes to shader pull, wanna test it?
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09:21 sfan5 RealBadAngel: yes
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09:32 sfan5 any more comments on https://github.com/minetest/minetest/pull/1518 ?
09:35 RealBadAngel its ok with me
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09:43 sfan5 RealBadAngel: the shader thing seems to work now
09:43 RealBadAngel how do you like it?
09:49 sfan5 looks nice
10:01 RealBadAngel hows the frame rate for you with it?
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10:07 TDS Hello
10:08 Guest33476 I'd like to fork a new Minetest game,
10:08 Guest33476 and I want to know if importing non-cube models has been implemented.
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10:09 RealBadAngel for nodes? not yet
10:10 Guest33476 No
10:10 Guest33476 Just as objects.
10:10 RealBadAngel you can use any models
10:10 RealBadAngel use dwarf model from irrlicht examples if you want to test it
10:10 Guest33476 And also what happened to integrating the Bullet physics engine?
10:11 RealBadAngel happened? nobody tried
10:12 Guest33476 K thanks
10:12 Guest33476 Ouch.
10:12 Guest33476 I'll work on that then.
10:12 Guest33476 It'll be messy but it beats writing a new game engine for my needs lol.
10:13 Guest33476 What do you think?
10:16 Guest33476 Or are there any more pressing features to work on?
10:16 Guest33476 I haven't been through the feature wiki page recently.
10:17 Calinou Bullet physics are unlikely of being accepted in master
10:18 Calinou just a thought, but it feels out of place and doesn't have much uses
10:18 Calinou not to mention syncing all that in multiplayer
10:18 Guest33476 The "Bullet" physics library, not bullet physics.
10:18 RealBadAngel Calinou, you can see that in action in Terasology
10:19 RealBadAngel it works pretty nice
10:19 Guest33476 But anyway what are other pressing features to work on?
10:19 Guest33476 In your opinion, I mean.
10:20 RealBadAngel hardware lights for example
10:21 RealBadAngel make sun/moon aviable as positions in world space
10:21 RealBadAngel add rendering passes with rendering to texture
10:21 Guest33476 But wouldn't the sun/moon require a stricter height limitation?
10:22 Guest33476 Or is it ended to be able to touch them?
10:22 Guest33476 *intended
10:22 RealBadAngel not touch, just position them as lightsources
10:22 RealBadAngel about renderig: https://github.com/RealBadAngel/terrainTest
10:22 Guest33476 Yes that'd be usefull.
10:23 Guest33476 And by hardware lights you don't mean the ingame item, right?
10:23 Guest33476 I'm just checking.
10:23 RealBadAngel i forked that quite a while ago, its irrlicht app, it does rendering to textures
10:23 RealBadAngel i mean real irrlicht lights
10:23 Guest33476 yea ok
10:24 RealBadAngel http://i.imgur.com/b3usu4B.png
10:24 RealBadAngel like here
10:24 RealBadAngel its the simple light source added there
10:25 RealBadAngel http://i.imgur.com/T8wf2tp.png
10:25 Guest33476 Got it.
10:25 RealBadAngel or a bigger one, you can see distance to it on the screen
10:26 Guest33476 And what about non visual features? Like, game features.
10:26 Guest33476 Hmm those lights look nice.
10:31 RealBadAngel im doing in visuals, no ideas atm
10:31 RealBadAngel ask VanessaE maybe
10:31 * VanessaE hides
10:33 Guest33476 I'll help a bit with visuals but if Vaness finds me some interesting stuff I'l detour there
10:35 VanessaE right now, I've got nothing
10:38 VanessaE well
10:38 RealBadAngel mesh models for nodes
10:38 RealBadAngel as a drawtype
10:38 Calinou <RealBadAngel> Calinou, you can see that in action in Terasology
10:38 Calinou <RealBadAngel> it works pretty nice
10:38 Calinou what if you have ot sync in multiplayer?
10:38 Calinou what about performance?
10:39 RealBadAngel idk, but we could try
10:39 VanessaE the couple of "visual" things that I know are thorns in everyone's sides are the one-irrlicht-scenenode issue (should be at least one per mapblock), and the alpha sorting issue (could possibly be fixed by the former)
10:39 VanessaE but both are very non-trivial.
10:41 RealBadAngel https://www.youtube.com/watch?v=ScniyBdEUlE
10:41 RealBadAngel that is really nice
10:43 * RealBadAngel is off to work
10:43 RealBadAngel cya
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12:07 Guest33476 one-irrlicht-scenenode? really?
12:07 VanessaE yeah
12:07 Guest33476 That's odd. Can you explain a bit.
12:07 VanessaE everything that is loaded/displayed is crammed into a single irrlicht scene node
12:08 VanessaE whether it's one mapblock or a thousand
12:08 Guest33476 That's insane.
12:08 VanessaE irrlicht has to parse that info and decide how much to display, which can greatly affect fps on some systems
12:08 Guest33476 Well I like jumping into library documentation.
12:08 Guest33476 I'll go into that before the lighting stuff.
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12:09 VanessaE one proposal is to do three scene nodes per mapblock.  one for solid, opaque materials, one for solid, translucent materials, and one for liquids, if I recall correctly.
12:13 Guest33476 I see
12:13 Guest33476 So then people can disable liquid effects from the settings and have all thel liquids become solids?
12:13 Guest33476 That'll make it easier on poor performance computers.
12:13 VanessaE well the purpose is to allow at least mapblock-level occlusion culling to work properly
12:14 Guest33476 Why not one scenenode per chunk?
12:14 VanessaE per 80x80x80 chunk?  I guess finer-resolution is better in this case.
12:14 VanessaE a mapblock is 16x16x16 nodes.
12:15 Guest33476 I mean a mapblock.
12:15 VanessaE er excuse me, when I say "nodes" there I mean in-game pieces of course
12:15 VanessaE not irrlicht scenenodes.
12:15 Guest33476 Yes yes.
12:15 VanessaE but yeah
12:15 VanessaE one or three scenenodes per mapblock
12:16 Guest33476 It'll be good to make the closer mapblocks render before the far ones, too.
12:16 VanessaE yes
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14:15 hmmmm I was supposed to be working on the one-scene node-per-mapblock thing
14:15 hmmmm i should probably do that
14:15 hmmmm it's really not that complicated.. i just have no motivation these days
14:16 * VanessaE offers hmmmm chocolate as a bribe
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16:53 Zefram_Fysh BlockMen: http://paste.scsys.co.uk/409977 [PATCH] Make bones a thoroughly non-inventory item
16:54 BlockMen why?
16:54 Zefram_Fysh (my atonement for bloating the creative inventory with buckets)
16:55 Zefram_Fysh as my commit message notes, bones are almost a non-inventory item now.  the idea is to make that definitive
16:56 Zefram_Fysh also http://paste.scsys.co.uk/409978 [PATCH] Fix door handness detection for open/close sounds
16:56 BlockMen why should ppl not use bones as decorative block in creative mode?
16:57 Zefram_Fysh good question.  are they intended for that use?
16:57 BlockMen what block is not?
16:58 Zefram_Fysh initially I thought they must be partly intended for decorative or trophy use, hence them dropping in a non-functional form when broken.  but d47201f8 changed that, and so seems to indicate that they're intended to be purely functional
16:59 Zefram_Fysh admittedly, that's making them almost-purely-functional *in survival mode*.  maybe the intent doesn't carry over to creative mode
17:00 BlockMen they should still be available in creative mode IMO
17:01 * Zefram_Fysh shrugs
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17:25 Calinou no TNT in creative
17:25 Calinou same for bones
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