Time |
Nick |
Message |
02:33 |
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03:12 |
VanessaE |
22:12:31: ACTION[ServerThread]: Player jojoa1997 tried to access [node under=-50,7,604 above=-50,8,604] from too far: d=1600.43, max_d=140. ignoring. |
03:12 |
VanessaE |
I'm seeing a LOT of this in my server logs lately, and users complain that they can't place/dig nodes when this is happening. |
03:31 |
VanessaE |
celeron55: if you're around, please merge those mese changes. Just got the first new recipe that needs them. |
03:32 |
VanessaE |
(namely, crafting a UFO that a person can sit in and fly around) |
03:32 |
VanessaE |
seems somehow fitting given how you view Mese. :-) |
05:31 |
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17:04 |
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17:04 |
RealBadAngel |
hi all |
17:05 |
RealBadAngel |
ive made somethin cool i think, heres the vid on it: http://www.youtube.com/watch?v=GocjjOLuogk |
17:16 |
hmmmm |
those are great |
17:16 |
PilzAdam |
yes, they are |
17:17 |
hmmmm |
i want to start getting my changes into minetest... so right now i'm nearly at the point where my own mapgen is of alpha quality |
17:18 |
hmmmm |
what i want to happen is that I make a new file, mapgen_legacy.cpp, put all the old stuff in there, turn it into a class, and then replace all the perlin_noise2d() calls with array accesses to the result of my fast perlin noise functions |
17:19 |
hmmmm |
it'll remain the default mapgen, but you'd be able to switch to the new one if you specify a configuration option like new_mapgen=true or something |
17:20 |
hmmmm |
if the new mapgen metadata is present in the map_meta.txt or whatever, it'll use the new mapgen regardless of the settings and vice versa |
17:20 |
hmmmm |
the reason why i want to do this soon is because the branch i'm working with is forked from 0.4.3 and there's no telling how much more difficult it will get to integrate the changes with the master branch as time goes on |
17:21 |
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17:21 |
RealBadAngel |
hi hmmm |
17:21 |
RealBadAngel |
im makin now gen in c++ |
17:22 |
RealBadAngel |
LUA is far to slow for such stuff |
17:22 |
RealBadAngel |
im doing matrix4 calculations in lua |
17:23 |
hmmmm |
yeah, that's what i feared.... you see, "block decorations" such as trees are something you'd obviously want in lua for modifiability but lua seems to be too slow for this sort of stuff |
17:24 |
RealBadAngel |
it will be customizable by lua |
17:24 |
RealBadAngel |
gen procedure is the same for all the trees |
17:24 |
hmmmm |
my master plan was to move the trees out into lua as well, and have a separate mapgen lua interpreter so it'd be able to run in its own thread to not impact the performance of the rest of it |
17:25 |
RealBadAngel |
just the arguments passed to it are different |
17:25 |
hmmmm |
oh yeah, you see, that's not going to do it in the long run.... that assumes it's just going to be a tree |
17:25 |
RealBadAngel |
no |
17:25 |
hmmmm |
what then....? |
17:26 |
RealBadAngel |
its L-systems, it can grow any plant |
17:26 |
hmmmm |
yeah, plant though |
17:26 |
hmmmm |
i am talking about decorations in general |
17:26 |
hmmmm |
for example in a nether biome you're not going to want plants to grow |
17:26 |
RealBadAngel |
so no calls to treegen just |
17:27 |
hmmmm |
hmm |
17:27 |
RealBadAngel |
each biome can have defined chances for somethin to spawn |
17:27 |
hmmmm |
well no, okay, you've got a point |
17:27 |
RealBadAngel |
so trees = 0 |
17:28 |
hmmmm |
how large is your treegen code |
17:28 |
RealBadAngel |
wait i will upload most recent |
17:28 |
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17:29 |
RealBadAngel |
lemme clean it a bit, so main functions will be better visible |
17:36 |
RealBadAngel |
hmmmm, http://realbadangel.pl/treegen.zip |
17:36 |
RealBadAngel |
its big because of 128x textures |
17:37 |
RealBadAngel |
main code is just generate_lsystem_tree = function (pos,initial_axiom,rules_a,rules_b,iterations,angle,bark,leaves) |
17:38 |
RealBadAngel |
calls with different parameters are in spawners.lua |
17:39 |
RealBadAngel |
matrix and matrix4 are just libs for calculations on matrices (not needed when inside engine - i rewrote matrix4 stuff based on irrlicht code) |
17:40 |
hmmmm |
it's all lua ~_~ |
17:40 |
RealBadAngel |
by now |
17:40 |
hmmmm |
so treegen/matrix is just some math routines |
17:40 |
RealBadAngel |
i just started to write c++ version |
17:41 |
RealBadAngel |
yeah |
17:41 |
RealBadAngel |
thats a lib |
17:41 |
hmmmm |
did you write it |
17:41 |
RealBadAngel |
i ported it for sake of treegen |
17:41 |
hmmmm |
ah |
17:41 |
RealBadAngel |
its a MIT licensed stuff |
17:41 |
RealBadAngel |
pretty usable btw |
17:42 |
hmmmm |
alright so what i'm seeing is a bunch of matrix manipulation stuff along with complex variable functions |
17:42 |
RealBadAngel |
it will be easier in c++ |
17:42 |
hmmmm |
of course |
17:43 |
hmmmm |
just be sure to only write the matrix/complex number routines that are being used |
17:43 |
RealBadAngel |
complex are not needed |
17:43 |
RealBadAngel |
its just a part of matrix lib |
17:44 |
RealBadAngel |
im using just in fact 4x4 matrix4f matrices |
17:44 |
RealBadAngel |
vectors3f, and angles |
17:44 |
hmmmm |
what routines are needed by treegen |
17:44 |
RealBadAngel |
and stack for matrices |
17:44 |
hmmmm |
in the matrix lib |
17:44 |
RealBadAngel |
add, mul, new |
17:44 |
hmmmm |
that's all |
17:45 |
hmmmm |
just code that by han |
17:45 |
hmmmm |
hand* |
17:45 |
RealBadAngel |
and those 2 in matrix4 lua |
17:45 |
RealBadAngel |
setrotation and transpose |
17:45 |
hmmmm |
yea, no need for a big library just for that |
17:45 |
hmmmm |
all of which are easy as hell |
17:45 |
RealBadAngel |
in c++ i dont need them at all |
17:45 |
hmmmm |
right |
17:45 |
hmmmm |
okay |
17:45 |
RealBadAngel |
all is already here |
17:45 |
hmmmm |
that's good |
17:46 |
RealBadAngel |
im not sure just bout stacks |
17:46 |
RealBadAngel |
i need a stack to push/pop matrices |
17:46 |
hmmmm |
'stacks'? |
17:46 |
hmmmm |
you mean the lua stack? |
17:46 |
RealBadAngel |
no |
17:46 |
RealBadAngel |
regular stack |
17:46 |
hmmmm |
oh |
17:46 |
RealBadAngel |
LIFO |
17:46 |
hmmmm |
what's wrong with std::stack |
17:46 |
hmmmm |
http://www.cplusplus.com/reference/stack/stack/ |
17:47 |
RealBadAngel |
i said i wasnt sure just |
17:47 |
RealBadAngel |
can they stack matrices as well? |
17:48 |
hmmmm |
sure |
17:48 |
RealBadAngel |
so no problemo |
17:48 |
hmmmm |
clearly |
17:48 |
RealBadAngel |
i got all needed |
17:48 |
RealBadAngel |
i could go from stark to c++ version |
17:49 |
RealBadAngel |
but thanks to lua i fully understood how that damn thing works :) |
17:49 |
RealBadAngel |
including matrix4 |
17:50 |
RealBadAngel |
i havent implemented in LUA all turtle command for lsystems |
17:50 |
RealBadAngel |
i will add them to c++ version |
17:51 |
RealBadAngel |
hmmm, btw have you tried already walkin under those trees? |
17:51 |
RealBadAngel |
i mean in game |
17:52 |
thexyz |
btw, what's preferable in minetest, STL or Irrlicht containers? |
17:52 |
RealBadAngel |
idk |
17:52 |
hmmmm |
STL |
17:52 |
PilzAdam |
thexyz, c55 dont want to depend too much on Irrlicht |
17:52 |
thexyz |
hmmmm: why is irrlicht's core::list used everywhere then? |
17:52 |
hmmmm |
no idea |
17:53 |
RealBadAngel |
hehehe |
17:53 |
RealBadAngel |
matrix4 is also irrlicht core |
17:53 |
hmmmm |
Irrlicht wanted to reimplement all its own containers so it doesn't have a dependency on STL |
17:53 |
PilzAdam |
dev wiki says dont use it as much as its used in the existing code |
17:53 |
hmmmm |
but that makes an even bigger dependence on irrlicht |
17:53 |
thexyz |
hmmmm: yeah, i've that read on theirs blog |
17:53 |
hmmmm |
and their code has been shown to be shotty |
17:53 |
hmmmm |
shoddy rather |
17:54 |
hmmmm |
really it'd be nice if one day someone sat down and switched all the irrlicht containers to STL containers that don't need to be irrlicht containers |
17:54 |
hmmmm |
but that's boring |
17:59 |
RealBadAngel |
stupd question, where shall i put lsystem_treegen routines? :) |
18:00 |
thexyz |
well, if celeron55 approves it, i can spend some time converting irrlicht containers to stl ones, there seems to be not much difference |
18:01 |
hmmmm |
RealBadAngel, i'd say mapgen.cpp |
18:01 |
hmmmm |
for now anyway |
18:01 |
RealBadAngel |
oke |
18:06 |
RealBadAngel |
btw, epic shot: http://realbadangel.pl/red_cliffs.png |
18:07 |
PilzAdam |
why not disable the HUD? |
18:11 |
RealBadAngel |
was in hurry before sunset ;) |
18:18 |
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20:12 |
thexyz |
fuck this shit, how can irrlicht's core::list<MediaFetchThread> make win32 minetest to accessviolation with weird message when std::list<MediaFetchThread> works fine? am i doing something totally wrong? |
20:24 |
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23:18 |
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