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IRC log for #minetest-dev, 2020-03-03

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All times shown according to UTC.

Time Nick Message
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19:41 Krock Wuzzy: https://github.com/minetest/minetest/pull/9339#issuecomment-593357498
19:41 Krock that's because they have to be const refs
19:41 Krock i.e. for (const v3s16 &direction : directions)
19:41 Wuzzy oh crap
19:42 Krock s/oh crap/til/
19:43 Wuzzy yet i somehow managed to snatch an approval... 😆
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19:55 Wuzzy Krock: ok its actually intentional that direction is changable
19:55 Wuzzy cuz I do "direction.Y = cost.y_change" later
19:55 sfan5 pushing http://sprunge.us/ghmpNB?diff in 10 minutes
19:56 Krock in this case it cannot be const
19:56 sfan5 hm actually I'm gonna reword my commit message
19:57 Krock okay, you ninja'd me on that one
19:57 sfan5 the isGone() change with SAOs really exposed some messy things
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20:02 Krock hmmm. If the path finder destination is unreachable it takes 20ms. that's quite a lot
20:02 Krock but at least it works
20:05 Wuzzy yeah, this PR will not be the last pathfinder PR...
20:05 Wuzzy this is just the beginning
20:05 Wuzzy Krock: did you use A*, A*_noprefetch or Dijktra?
20:06 Wuzzy Dijkstra is very slow (note I didn't touch it)
20:07 Krock A*_noprefetch
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20:09 Krock 1s for Dijkstra
20:09 Wuzzy unsurprisingly
20:11 sfan5 future idea: create a copy the affected map area, run the pathfinder in a separate thread (or multiple, worker-style) and let the mod retrieve the result when it's done
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20:17 Krock async pathfinder requests. like the HTTP API
20:18 sfan5 Krock: does #9455 look okay to you?
20:18 ShadowBot https://github.com/minetest/minetest/issues/9455 -- Two fixes by sfan5
20:18 Krock Yes.
20:19 sfan5 thanks
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20:26 Krock sfan5: #9454
20:26 ShadowBot https://github.com/minetest/minetest/issues/9454 -- minetest.get_connected_players() returns recently disconnected players.
20:26 sfan5 ah yea
20:26 sfan5 just saw
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21:11 rubenwardy async pathfinder is eugh
21:11 rubenwardy for smaller distances, it would be unnecessary overhead
21:11 rubenwardy for larger distances, maintaining a graph could be a good idea
21:13 rubenwardy I forget the name of the algorithms, but there are techniques for maintaining graphs for large distance pathfinding, where the graphs indicate connections and weightings
21:14 rubenwardy I guess it may not be so appropriate for a game with a lot of map changes and complexity
21:16 sfan5 I think having some overhead is much better than locking up the server for 100ms because 10 mobs wanted to find some paths
21:16 rubenwardy ah, HPA*
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23:06 BorgVader hello
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