Time Nick Message 10:05 RealBadAngel https://github.com/minetest/minetest/pull/1617 10:05 RealBadAngel ^^ node highlighting for testing 10:06 RealBadAngel use config to enable/disable selectionboxes and highlighting 10:06 RealBadAngel it affects only nodes 10:07 RealBadAngel speed of the effect is 3.0 by default 10:25 Zeno` I'll test this shortly. I like the idea :) 11:10 Kekun hi 11:12 Kekun I am developper and I'm new to minetest, I may want (with two friend dev) to help to its development 11:13 Kekun I am still trying to get how minetest is organised as a community and as a software, and I wanted to take the temperature of the project dircetly from IRC, so here I am =) 11:14 Kekun as far as I understand, minetest is a game engine written in C++, and games can be built around it using its Lua API? 11:19 mberends yes, see http://dev.minetest.net 16:52 VanessaE hmmmm: with minecraft/mojang being bought out by Microsoft, seems the call for larger worlds in Minetest, so as to handle Minecraft refugees ;-) has been renewed. 16:53 VanessaE nore had a good start on making that a reality. perhaps his code needs to be revisted. 16:53 VanessaE revisited* 16:54 hmmmm larger worlds are not happening. worlds are large enough. 16:54 Calinou not really 16:54 hmmmm yes really. 16:54 Calinou we should eventually find a way to make them larger 16:54 Calinou you're basically saying “IPv4 has enough addresses” but in Minetest :P 16:54 hmmmm there's a really obvious way to make them larger. there's just no reason to and tons of rework required along with disadvantages 16:55 hmmmm IPv4 does have enough addresses 16:55 VanessaE define "really obvious" 16:55 hmmmm VanessaE: change over to v3s32. 16:55 VanessaE oh. 16:55 Calinou IPv4 does have enough addresses 16:55 VanessaE well I assumed something like that 16:55 Calinou not without NAT 16:55 Calinou not with the explosion of mobile stuff 16:55 Calinou NAT is a plague, should just die 16:55 hmmmm Calinou: right, and with NAT things are pretty okay 16:55 VanessaE but that will break things like node hash position I guess 16:55 Calinou no, because people need to forward ports in a silly way 16:55 hmmmm VanessaE: LOTS of shit is going to be broken and not backwards compatible 16:55 Calinou you can't host a service on the same port on more than 1 machine on the same network, too 16:56 hmmmm like I said... there's no reason to make worlds larger than they are. 16:56 hmmmm it's only a perceived limitation. 16:56 Calinou sustainability is a reason 16:56 VanessaE hmmmm: it needs to happen. 16:56 Calinou some people want to keep their worlds for years 16:56 hmmmm this can last years 16:56 VanessaE we're about to get flooded with Minecraft refugees 16:56 VanessaE and they will want this 16:56 hmmmm so? 16:56 VanessaE we should be prepated to handle it. 16:56 Calinou large servers may eventually get their world filled 16:56 Calinou their only solutions are resetting the world, which will anger many users 16:56 hmmmm you're acting like this is just some kind of simple change 16:57 hmmmm no. it will break ALL reverse compatibility. 16:57 VanessaE I am aware that it is not a simple change 16:57 hmmmm and it will make data structures much larger, it will make things slower 16:57 hmmmm basically, nasty. 16:58 Calinou we're about to get flooded with Minecraft refugees 16:58 Calinou let BlockMen handle it ;) 16:58 VanessaE haha 16:58 VanessaE from a game standpoint, sure 16:58 Calinou try not to turn Minetest into Minecraft either, it needs to keep its own philosophy and folklore 16:58 Calinou but larger worlds won't do that 16:58 Calinou (if they say there's not enough horizontal space: answer by saying there's too much vertical space :D) 16:59 hmmmm the best I'll do is add 8 bits onto the X and Z components. 16:59 VanessaE hmmmm: that's perfectly fine 16:59 VanessaE if used properly that gives us a HELL of a lot more space 16:59 Calinou why not Y either? (out of curiosity… because you won't end up with a perfect cube space) 16:59 Calinou not a real problem, but just wondering 16:59 hmmmm Calinou, because it's completley unnecessary and would necessitate the data structures used to double in size. 16:59 Calinou OK 16:59 VanessaE Calinou: meh, who needs thounsands of km or vertical? 17:00 hmmmm john_minetest: practically none. :P 17:00 Calinou VanessaE, no one, really :P 17:00 hmmmm these are just irrational folk 17:00 Calinou not really 17:01 Calinou the current size we have is good for having several dimensions, really deep mines, really high buildings that can't be seen from ground, etc 17:01 hmmmm I won't advocate taking away Y space but it's perfectly doable 17:01 hmmmm we can donate those to the X and Z components 17:01 Calinou this may break worlds 17:01 VanessaE we have WAY too much Y space but I see no reason to cut it down. 17:01 VanessaE (doing so would accomplish nothing) 17:01 hmmmm if we were to cut Y space, it'd have to be in groups of 2 bits 17:02 hmmmm so just trimming it by one notch would make it 14 bits 17:02 Calinou eg. if you change from 32768 to 16384, you'll cut the bottom and top parts of the world 17:02 sfan5 that actually sounds like a doable idea 17:02 hmmmm which would reduce the max height to 8192 17:02 hmmmm and the max depth would be -8191 17:02 hmmmm err, 8191, -8192 17:02 Calinou what about X/Z? 17:02 hmmmm and then we'd be able to double the max size of X and Z 17:02 Calinou ah 17:02 hmmmm 1.6 million in each direction 17:02 sfan5 I think -16384 would be better 17:02 VanessaE that's perfectly fine on a new world. 17:03 Calinou 15 bits is not possible, hmmmm said 17:03 sfan5 for y cutting 17:03 sfan5 no? 17:03 Krock interesting idea to moving bits around to get more X, Z space... but that's not needed. 17:03 hmmmm basically it's not worth it 17:03 sfan5 hm, right 17:03 hmmmm Y will stay the same 17:03 hmmmm again 17:03 Calinou what about writing a converter of some sort? 17:03 VanessaE john_minetest: "compress out" all the intervening air or stone_with_* :) 17:03 hmmmm this is only if we are actually expanding minetest 17:04 hmmmm this is how we would do it 17:04 VanessaE hmmmm: then it needs done. 17:04 hmmmm it doesn't need to be done by any means. 17:04 hmmmm it's just some false perception. 17:04 Krock Y U no happy with 2 bytes for each dimension? 17:04 VanessaE I don't need it myself, I'm thinking of the future. 17:04 sfan5 adding just 1 bit would double the size of each coord. component 17:05 hmmmm it's an incentive to build even less efficiently 17:05 hmmmm do you realize how many hours you'd have to run in a single direction from the origin in order to get to the other side of the world? 17:05 Krock bytes are easier to handle than bits. better let it how it is 17:06 VanessaE hmmmm: not everyone walks/runs to get around the map 17:06 VanessaE are you aware of the sheer number of "how do I teleport" requests I get? 17:06 hmmmm yeah, they're teleporting around. 17:06 hmmmm that is the ONLY, I repeat, the ONLY reason why they say there's not enough 17:06 hmmmm if you removed teleporting you'd get no more complaints, I guarantee it 17:07 VanessaE I don't allow teleports on my servers - if people want they, they can use travelnet booths 17:07 VanessaE but guess what, people have managed to expand outward pretty quickly even without teleport 17:07 Calinou do you realize how many hours you'd have to run in a single direction from the origin in order to get to the other side of the world? 17:07 Calinou suddenly, fast move ;) 17:07 Calinou despite it being unrealistic, people use it out of boredom, but also because default walking speed is too slow 17:08 hmmmm walking speed is too slow, blocks are too small as well 17:08 VanessaE don't go changing the apparent block size 17:08 Krock ehm. blocks could be smaller in my view 17:08 VanessaE they're big enough as it is 17:08 hmmmm they could be variable 17:09 hmmmm or it could be an option. 17:09 hmmmm "node_scaling" 17:09 hmmmm or something in the config file 17:09 hmmmm boom 17:09 VanessaE hmmmm: visual_scale 17:09 Krock ^ milestone 0.4.12 17:09 hmmmm there ya go 17:09 VanessaE if a node needs to be resized, it should use that field. 17:09 VanessaE and we honestly just don't need that right now 17:11 hmmmm there are so many things that need work on minetest 17:11 hmmmm but nobody has the time 17:11 hmmmm getting minetest to where it should be is a full time job in itself 17:11 VanessaE hmmmm: I think a significant part of it is apathy (not you) 17:12 Krock john_minetest, I disagree. 17:12 Krock it was even worse 17:13 Krock Can happen on the best OS if the drivers don't work how they should 17:14 sfan5 john_minetest: thats some problem with irrlicht 17:15 sfan5 thats new 17:16 Calinou john_minetest, Carbone has carts + boats + hovers, that's at least 3 kinds of vehicles :P 17:16 sfan5 ignore the warning 17:17 sfan5 why are you not using luajit? 17:18 VanessaE it works better with. 17:18 VanessaE luajit speeds things up greatly. 17:18 VanessaE 3-100x is the current claim. look to the lower end of that range for realistic figures. 17:19 sfan5 you don't 17:20 sfan5 you just install it 17:20 VanessaE just install luajit and its dev package and recompile 18:55 kahrl Adding anything less than 16 bits to a position component would mean a couple additional bitops on each position component read/write 18:55 kahrl Much slower than simply adding 16 bits 19:14 hmmmm kahrl, bitops are pretty fast, and I'm not sure what the impact of having an extra and/shift instruction is going to be vs. the size increase per vector 19:16 kahrl yeah, it depends on the size of the cache I guess 23:24 RealBadAngel https://github.com/minetest/minetest/pull/1617/ 23:24 RealBadAngel hmmmm, kahrl, ShadowNinja, celeron55 can you test it? 23:50 ShadowNinja Tested, it's harder to see during the day, and at night it's too bright. 23:51 ShadowNinja speed = 100 helps :-P 23:51 VanessaE haha 23:51 RealBadAngel thats why speed is a variable 23:52 RealBadAngel most of folks wanted it slower 23:52 RealBadAngel but some wants it flashing like crazy 23:52 RealBadAngel do what you want with the setting 23:52 RealBadAngel 3.0 is fine for default 23:54 VanessaE RealBadAngel: maybe it would be a good idea to allow the user to set the brightness limits? 23:54 RealBadAngel yes, and let them choose between sin and cos 23:54 ShadowNinja RealBadAngel: I think it should do something like `light += highlight_brightness` instead of `light = highlight_brightness` so that it's darker at night. 23:55 RealBadAngel no it cannot be done that way 23:55 ShadowNinja :-| 23:55 RealBadAngel light is not constant 23:56 RealBadAngel and we do disable the lighting for the node to get our effect 23:56 RealBadAngel and its not brightness at all 23:57 RealBadAngel its ambience light