Time |
Nick |
Message |
04:10 |
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cornernote joined #minetest-dev |
04:10 |
* cornernote |
misses the forums |
06:45 |
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07:20 |
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07:55 |
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11:04 |
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11:52 |
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11:54 |
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14:58 |
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15:48 |
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17:24 |
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17:37 |
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17:38 |
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17:38 |
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17:39 |
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17:39 |
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17:40 |
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17:40 |
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17:40 |
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17:40 |
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17:45 |
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18:17 |
hmmmm |
heh. I was reading some of the channel logs and somebody mentioned having the map stored in an SVO |
18:19 |
hmmmm |
I had that idea too. It was going to be the fundamental data structure for my own minecraft clone, it was really wacky though. |
18:20 |
hmmmm |
visibility was going to be accomplished by raytracing, way different from the traditional 3d image, which isn't so slow when the voxels are as huge as they are here |
18:20 |
hmmmm |
determining visibility* |
18:21 |
hmmmm |
and the entire point of this was to minimize draw time in all cases |
18:21 |
hmmmm |
but the semester began, and i became busy with school so that never happened. then i found minetest. |
18:22 |
hmmmm |
i still think that i should write that octree block engine for the sake of experimentation |
19:01 |
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20:28 |
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celeron55 joined #minetest-dev |
20:48 |
hmmmm |
i'm just curious, why does the server determine the block lighting? why isn't that a client thing....? |
20:57 |
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21:06 |
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21:26 |
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PilzAdam joined #minetest-dev |
21:42 |
thexyz |
btw, celeron55, http://kdebian.org/debian/pool/main/m/minetest/ link works again |
21:54 |
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22:35 |
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