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IRC log for #minetest, 2018-08-20

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All times shown according to UTC.

Time Nick Message
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03:15 Quiark are worlds in minetest infinite?
03:36 sofar nope
03:38 Quiark ook. Are they lazily generated?
03:43 sofar lazily?
03:43 sofar the map parts are generated on demand
03:43 Quiark yeah on demand is just a different word for 'lazily'
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06:18 librebob[m] how big are they
06:25 ANAND approx. 31000x31000x31000
06:25 VanessaE no, closer to 64000^3
06:26 VanessaE (with most of Y > 40ish being just air by default)
06:36 ANAND oh right, 31000 is the distance from 0,0,0.
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06:36 VanessaE mmhmm
06:37 VanessaE like 31987 or something
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12:01 mycraft1 I wish they would someday be 2147483648 x 2147483648 x 2147483648 (theoretical limit, lazily generated) but that's just wishful thinking
12:02 ChimneySwift lol, I'm not sure how you'd even utalize that much map
12:05 mycraft1 ok what I'm really wishing for, is that If I start walking in one direction, that human lifetime will not be enough to reach the theoretical limit (e.g. limited only by available diskspace etc.)
12:05 mycraft1 but then again
12:05 ChimneySwift mhm
12:06 mycraft1 I can't contribute much dev. resources hope nore developer ever finishes his job of expanding mt to larger worlds
12:07 Cornelia I don't remember the reason why worlds have restricted sizes.
12:08 mycraft1 ok, I'm talking too much back to building
12:08 ChimneySwift because of the limits of the sqlite database used to store it afaik
12:08 rubenwardy !c 32**2
12:08 MinetestBot 1024
12:08 rubenwardy Oops
12:08 rubenwardy !c 2**32
12:08 MinetestBot 4294967296
12:08 rubenwardy Also, oops
12:09 rubenwardy !c 2**16
12:09 MinetestBot 65536
12:09 rubenwardy There we are
12:09 ANAND :D
12:09 rubenwardy Hmmm
12:09 rubenwardy Minetest relies on a 1 to 1 id for blocks
12:10 rubenwardy So a single number is used to look up a 16x16 area, and only one will be returned
12:10 Cornelia Block... "Prototypes" or block present in the world
12:10 rubenwardy To make the world bigger you could increase the size of this id
12:10 rubenwardy Or you could change it to a hash map and then you'd be limited only by the precision of the vector
12:11 Cornelia You could beat your lookup function and create different ID spaces
12:11 rubenwardy Which is v3f32, CBA to work out the maths
12:11 Cornelia *nest
12:11 rubenwardy That's the same as making a bigger id
12:12 Cornelia Yea, but you could do it only as needed.
12:12 rubenwardy Sounds like a variable length id
12:12 rubenwardy Which would work
12:12 rubenwardy However it would be a lot slower
12:12 rubenwardy A hash map is a much more efficient method
12:12 rubenwardy As the id is fixed length
12:12 rubenwardy Well, hash now
12:13 rubenwardy But you can have multiple mapblocks per hash and you use the position to find the correct one
12:13 rubenwardy This is definitely a non-trivial change
12:13 rubenwardy And this doesn't benefit the majority of users
12:13 rubenwardy There's only 2 valid reasons for bigger maps:
12:14 rubenwardy 1. Making to life scaled reconstructions. This projects usually require a ton of automation
12:14 rubenwardy 2. Dick comparing
12:15 Cornelia Eh. I can think of two others.
12:15 Cornelia One mechanical and one aesthetic.
12:16 Cornelia The first, to use MC as an example, some large capacity servers have groups of players that travel very far (> 50k) from spawn to build their bases. Generally on PVP servers only.
12:17 Cornelia The second, it's aesthetically more pleasing to be able to travel in one direction as long as the player desires instead of being forced to change direction at some point.
12:17 Cornelia But, like you said, most players probably won't benefit.
12:17 Cornelia Because they're unlikely to go that far.
12:28 librebob[m] does anyone know how to tame boar on mods_redo?
12:56 MinetestBot [git] rubenwardy -> minetest/minetest: Formspecs: Fix invalid background warning 5a26e46 https://git.io/fAfci (2018-08-20T12:56:16Z)
13:31 Quiark rubenwardy, imagine a hashmap with only one entry per bucket ... and exploring a world where some 16x16 blocks have collisions
13:31 Quiark would be interesting :D also educational about the likelihoods of hash collisions
13:34 rubenwardy Heh
13:34 rubenwardy Currently it's not really a hash - there are no collisions
13:34 rubenwardy Afaik
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14:09 Krock Quiark: nobody needs infinite worlds
14:09 Krock even those in No Man's Sky are not infinite
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17:27 MinetestBot [git] paramat -> minetest/minetest: Change mapgen order to ores > dungeons > decorations (#7656) 8516f28 https://git.io/fAf55 (2018-08-20T17:24:53Z)
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19:44 exio4 sup bros
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22:57 MinetestBot [git] paramat -> minetest/minetest_game: New wider apple tree schematic 20b4338 https://git.io/fAJ4z (2018-08-20T22:56:00Z)
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