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IRC log for #luanti, 2025-03-02

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All times shown according to UTC.

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06:19 Sam21 Hey, not sure if this is exactly the best place to ask, I'm sort of just being lazy and not wanting to join the discord server for a single question- but if there's a dev around this is probably pretty easy to answer. Has anyone made an attempt at porting any luanti stuff to 3DS? I ask because it seems feasible, c++ and lua aren't foreign to the
06:19 Sam21 system and the game scales down pretty well, but I don't want to waste my time figuring out how to cross compile it if someone's already hit a solid dead end on it before
06:35 MTDiscord <greenxenith> Sam21: I cannot find any record of a 3DS port attempt. One vague mention to such a fork existing but nothing else I can find. There has been Switch attempts once or twice. I imagine with enough optimization you might be able to get something working on the 3DS if you know what you are doing
06:37 MTDiscord <greenxenith> (Said switch attempts were probably mistook for 3ds attempts, so I wouldnt bother hunting it down)
06:40 Sam21 cool, thanks for reply, I'm certain it could run I was just worried about compatibility. I do *not* know what I'm doing but I'm going to have a lot of time on my hands soon and I think it'd be a nice thing to have on that system, since the actual MC port is bad and the next best thing is an MC classic port
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13:20 rubenwardy Why do they always leave...
13:21 rubenwardy You could probably make a voxel game for 3ds, but it wouldn't be Luanti unless you stripped a huge amount out. The 3ds is very underpowered, only 256MB of ram
13:21 [MatrxMT] <emorrp1> because IRC...
13:23 ireallyhateirc we love joining and leaving yeah
13:25 ROllerozxa they actually did a very good job with downsizing the minecraft 3DS port IMO. the reason it feels so bad is just that the hardware is just so extremely underpowered
13:28 ROllerozxa the old 3DS is more or less low-end mobile hardware from 2011, and the new 3DS is not much better. if you want luanti on a handheld nintendo console then a switch homebrew port would be much more viable (well, someone already started such a thing a while back, but having it be picked up again and finished)
13:41 bdju I used to think a Vita port would be cool to have
13:42 ROllerozxa I was just about to mention the Vita! I have gotten into Vita homebrew development recently and it's a really interesting platform
13:43 ROllerozxa it's a fairly standard handheld platform, ARMv7 and it supports regular OpenGLES 2.0, and SDL has first class platform support for it too. it's also easy to homebrew any Vita console one can get on the used market regardless of the firmware version. maybe I will give porting luanti to the vita a try one day
13:44 bdju nice
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13:46 MTDiscord <warr1024> sfan5: some time around Feb 17, an "update_time" field that used to be in the serverlist disappeared.  I was using this to detect serverlist entries that were too stale.  How long does it take the serverlist itself to remove stale entries if the server hasn't announced for a while?
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14:59 ROllerozxa about the Vita port, I actually ended up giving building luanti for the vita a try now
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14:59 ROllerozxa the vitasdk has all base dependencies luanti needs except for sqlite*, I did a big heap of misc. changes around the codebase to stub some minor things out, and it can link a binary now
15:00 ROllerozxa ...then it errors when converting it to a sony ELF
15:05 ROllerozxa (*apparently sony provides its own sqlite library as part of the vita firmware, but it has some odd limitations such as not supporting database writes)
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15:37 ireallyhateirc is it possible to make an animated screen-wide overlay without killing the game's performance? I'd like to do visual noise like Penumbra horror games have
15:38 ireallyhateirc sorry, I mean visual snow https://en.wikipedia.org/wiki/Visual_snow_syndrome
15:40 ireallyhateirc in Penumbra there are 3 noise images played in a loop on top of every non-hud thing
15:40 MTDiscord <theidealist> I really wish we could do animated images for HUDs but I don't think we can currently
15:41 ireallyhateirc the effect I'm talking about probably counts as post-processing rather than HUD but I could implement it with HUD too
15:42 ireallyhateirc I'd also want to have animated textures for the sky because I want the sky to look like noise in analog TV
15:53 bdju sounds cool
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16:24 MTDiscord <warr1024> I have animated sky textures in nodecore catrealm.  It's hell, performance-wise, so I had to tone it way down.
16:27 ireallyhateirc yeah, that's what I thought. Sending "change sky texture please" to the client every 0.1s is not optimal
16:29 MTDiscord <warr1024> If you want visual snow, you could do with with a HUD and send the update like 30 to 60 times a second, but that would make your game pretty solidly "singleplayer and maybe LAN only".  You'd also need to send a set of pre-made snow textures (which would be large, media-wise; it compresses poorly) and come up with a good way to rotate them (e.g. randomly selected except for the last 2 shown).
16:30 MTDiscord <warr1024> gamedev/modder-customizable shaders seem unlikely to become a thing any time soon...
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17:01 ireallyhateirc I plan my game to be mostly single-player though would be nice to have a multi-player mode too
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