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IRC log for #minetest-dev, 2012-11-02

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All times shown according to UTC.

Time Nick Message
08:33 Calinou joined #minetest-dev
09:02 PilzAdam joined #minetest-dev
09:46 thexyz well, i've implemented those entities which don't unload https://github.com/minetest/minetest/commit/595511e1406147f01252e5f376e6b320ccabe51a but the problem now is that blocks near them don't seem to load (unlike blocks near players)
09:57 OdnetninI joined #minetest-dev
09:59 PilzAdam this looks interesting: https://github.com/celeron55/minetest/pull/243
10:00 thexyz i think i should reimplement this using groups
10:01 PilzAdam but all the other liquid things are also done like this
10:01 PilzAdam maybe move all the liquid params to groups
10:02 thexyz yep, https://github.com/minetest/minetest/pull/1
10:10 OdnetninI left #minetest-dev
10:33 PilzAdam this would be nice for people who want to start coding the engine: http://minetest.net/wiki/doku.php?id=dev:uml_diagrams
11:30 celeron55 joined #minetest-dev
11:32 PilzAdam thexyz, this fix works better: https://github.com/celeron55/minetest_game/pull/19
11:40 thexyz then merge it
11:41 PilzAdam done
11:43 thexyz btw, https://github.com/celeron55/minetest_game/pull/16 → http://irc.minetest.ru/minetest/2012-11-01#i_2601719
11:46 PilzAdam thexyz, the water improvements you mentioned above are very interesting
11:46 PilzAdam are they stable?
11:47 thexyz they work
11:47 thexyz but they break API
11:47 PilzAdam in what way?
11:49 thexyz liquid_viscosity is removed
11:49 thexyz > It is not backwards compatible with the old system, but I guess there are just few mods that registered new liquids
11:50 PilzAdam can we seperate the other changes so we can keep the liquid_viscosity field and add the other things?
11:51 thexyz better add workaround for liquid_viscosity in builtin/misc_register
11:52 PilzAdam btw: it seems that you can swim up too fast in water
11:52 thexyz oh, it also changes ContentFeatures (de)serialization
11:53 thexyz feel free to tweak it & send patches
12:03 PilzAdam thexyz, this is somehow broken: https://github.com/minetest/minetest/commit/9f02e3395e0df8896a65604fb1b8b79b2b7b9584
12:19 PilzAdam thexyz, https://github.com/minetest/minetest/pull/2
12:23 thexyz PilzAdam: why do you think it's broken?
12:24 PilzAdam it looks weird
12:24 thexyz ?
12:25 PilzAdam i have tested it by going into lava and i looks realy strange
12:25 PilzAdam the head goes to the height of the knees
12:27 thexyz oh!
12:34 darkrose body melted because of the lava
12:59 thexyz PilzAdam: ok, i reverted it
13:00 PilzAdam we could bring this upstream: https://github.com/minetest/minetest/commit/f203b5efbfa88b82d3b5bac31cf718b189e0e6cb
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14:31 PilzAdam https://github.com/celeron55/minetest/pull/271
14:32 PilzAdam this can be merged, i guess
15:08 PilzAdam ^ thexyz what do you think?
15:12 thexyz https://github.com/celeron55/minetest/pull/271/files#L0L2631 looks quite dirty (and in that case there shouldn't be that much speedup)
15:12 PilzAdam https://github.com/minetest/minetest/commit/f203b5efbfa88b82d3b5bac31cf718b189e0e6cb#commitcomment-2046545
15:13 thexyz i mean, the first one, (statustext_time / (float)statustext_time_max)*(statustext_time / (float)statustext_time_max));
15:14 thexyz i think i'll revert it later
15:19 PilzAdam https://github.com/celeron55/minetest/pull/271
15:21 darkrose rebase those into a single commit, for neatness
15:25 PilzAdam https://github.com/celeron55/minetest/pull/272
15:26 PilzAdam merge it?
15:26 darkrose if it works
15:29 PilzAdam yep, it works
15:37 celeron55 i wonder if the pow one performs badly because the variables are floats and pow takes doubles (powf would be the correct one)
15:37 PilzAdam they are gone now, so who cares?
15:37 celeron55 ...actually, MSVC builds have always used powf, becaue MSVC overloads pow with a double and a float implementation
15:38 celeron55 PilzAdam: anyone who likes readable code 8)
15:39 PilzAdam https://github.com/PilzAdam/minetest_game/tree/animated_water
15:40 PilzAdam ive implemented animated water but there is a bug
15:40 PilzAdam one direction of the flowing water is wrong
15:42 PilzAdam it is also wrong in lava
15:42 PilzAdam the x- is the same like the z- direction
15:45 celeron55 hmm... i wonder where the hell that is even calculated...
15:46 * celeron55 continues search
15:46 celeron55 ah, this block of code: https://github.com/celeron55/minetest/blob/master/src/content_mapblock.cpp#L464
15:51 celeron55 i don't see any terribly obvious errors
15:53 celeron55 except that those two other ifs should be else ifs
15:54 celeron55 (the conditions act as else ifs in practice though)
15:57 celeron55 ehm... wtf
15:58 celeron55 most likely the '<'s at the int dx, int dz part should be subtractions, in the reverse order
16:00 celeron55 something like this might work https://gist.github.com/4002269
16:02 celeron55 apparently it does
16:03 PilzAdam yep, it works
16:04 celeron55 i'll commit it
16:08 celeron55 oh and by the way, i would love if everyone would use the same grammatical tense in messages that begin with a verb as i have used  (that is, the present tense) just for the sake of style
16:08 celeron55 (so far that has happened)
16:10 celeron55 done
16:11 PilzAdam what do you think about the animated water by RealBadAngel?
16:12 celeron55 nothing
16:39 PilzAdam why doesnt minetest free the vide memory? http://minetest.net/forum/viewtopic.php?pid=50165#p50165
16:39 PilzAdam *video
16:41 celeron55 there exists a patch called something like "don't leak textures all around the place" but not exactly, that i cannot currently find, that might address some of the issue
16:43 celeron55 i thought i had already merged this, but i think i haven't: https://github.com/kahrl/minetest/commit/d85113bab5281eaa31ec4c662c265125f663df0e
16:44 celeron55 (that it is)
16:44 PilzAdam you cant merge this; it has no verb at the beginning...
16:44 celeron55 that is not the rule
16:45 celeron55 the rule applies IF there is a verb at the beginning
16:45 PilzAdam okay
16:45 celeron55 i'll test this
16:46 celeron55 (after this, i'll go and work on other things; i just feel i have to get involved in bug fixing like these because they take much less time that way)
16:49 celeron55 okay...
16:50 celeron55 memory consumption, going repeatedly in and out of game:
16:50 celeron55 107, 100, 155, 151, 202 <- before
16:50 celeron55 85, 80, 101, 96, 116, 112 <- after
16:51 celeron55 it does seem to accumulate some crap still, but it's way better
16:54 celeron55 ...i guess i'm pushing this now; i hope it's stable enough
16:55 celeron55 and now off i go ->
16:55 PilzAdam i think you will notice if its not stable
16:55 * VanessaE peeks in
16:56 celeron55 oh and also one thing: i need to whip up a new official build sometime, because there are already mods using stuff that is broken in 0.4.3
16:58 celeron55 ...but that doesn't really affect anyone, except if somebody wants to do it instead of me
16:59 VanessaE there are builds for ubuntu and win32 in the mipmap/aniso thread, current as of your sept. 9 commits anyway
17:00 celeron55 i won't be touching those; somebody else feel free to
17:09 PilzAdam thexyz, darkrose, merge this? https://github.com/celeron55/minetest_game/pull/20
17:11 darkrose it's messy, got commented out code in it
17:12 PilzAdam https://github.com/celeron55/minetest_game/blob/master/mods/default/init.lua#L1101
17:12 PilzAdam torches have this too
17:17 PilzAdam darkrose, so delete the old code?
17:19 darkrose I think so, yeah... otherwise the code just gets messy
17:19 PilzAdam do you want it all in one commit?
17:19 PilzAdam for neatness?
17:20 darkrose would be good
17:20 PilzAdam grumble
17:21 celeron55 VanessaE: actually, i somewhat misunderstood what you said; but whatever
17:21 * VanessaE shrugs
17:21 PilzAdam darkrose, anything else? I dont want to recommit 20 times
17:23 darkrose nah, seems ok with the useless bits removed
17:25 PilzAdam https://github.com/celeron55/minetest_game/pull/21
17:25 PilzAdam i guess i can merge it?
17:25 VanessaE fwiw by the way, I left the commented out line in the torch code for reference
17:25 darkrose PilzAdam: sure
17:26 VanessaE in case someone wants to revert to non-animated torches or something.
17:26 PilzAdam done
17:29 darkrose VanessaE: for things like that, it'd be better to work a config setting into it somewhere, imo
17:30 VanessaE true
17:30 VanessaE no biggie, delete the offending line. :-)
17:31 VanessaE bbl
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17:51 GTRsdk joined #minetest-dev
18:21 OdnetninI joined #minetest-dev
18:22 OdnetninI I've seen, than many mods, make the game lags. We need to fix them and improve mobs mod.
18:46 Calinou no u
18:47 OdnetninI left #minetest-dev
19:00 nyuszika7h joined #minetest-dev
19:01 hmmmm you guys are using the slower version?
19:01 hmmmm you should make it:     return t * t * t * (t * (6.0 * t - 15.0) + 10.0);
19:02 hmmmm and to celeron:  no, conversion from float to double or the other way around doesn't affect performance at all, since the floating point registers are internally 80-bit wide
19:03 hmmmm the performance hit comes from the fact that pow() takes a floating point number as the power to raise it to which requires extra computation, that is, it doesn't just do repeated multiplication
19:03 celeron55 so the matter of double vs. float is just how much from the register is copied back to RAM?
19:03 hmmmm yes
19:03 hmmmm there are way better reasons to use floats though
19:04 hmmmm one, you really don't need the extra precision at all, and the fact that it's half as wide helps with cache locality
19:04 hmmmm two, division is faster with floats than doubles
19:05 hmmmm and of course if you're using SSE/AVX, you can pack twice as many floats and do twice as many operations.
19:05 hmmmm the latter is the primary reason why i made the move, but the other two are added benefits
19:06 hmmmm by the way, you're not offended if i removed all of the NoiseBuffer stuff, right?
19:07 celeron55 i don't care; it's mostly up to other people than me to judge your work
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