Time Nick Message 02:06 deivid anyone here? 02:18 RealBadAngel whats up? 02:23 deivid I'm trying to make the blocks draw partially based on distance, but I don't know how to do it, currently the renderMap gets all the meshes from the block and draws them 02:23 deivid s/blocks/nodes 02:23 RealBadAngel theres a bit of code called farmesh 02:24 RealBadAngel maybe you should look for it 02:24 deivid thanks 02:25 RealBadAngel it was supposed to do somethin like you mentioned but im not sure of its state right now 02:25 RealBadAngel wb VanessaE 02:25 VanessaE thanks. 02:54 hmmmm hey vanessa, have you been looking at my branch at all? 02:55 hmmmm i need real-world testing 02:55 hmmmm lots of it 02:55 hmmmm specifically, single player 02:56 VanessaE I've been waiting for you to tell me to try it :-) 02:57 VanessaE didn't want to pester you about it 02:57 hmmmm oh.. 02:57 hmmmm sorry 02:57 hmmmm you see, i'm having a pretty big problem i've been unable to resolve 02:57 VanessaE oh? 02:58 hmmmm and i don't think there's a solution at all for it 02:58 hmmmm so i need to see if people think it's actually a problem or not 02:58 hmmmm or maybe it's just i see a problem with hyperthreading 02:58 hmmmm it's just that i* 02:59 VanessaE does it matter if I'm using minimal? 03:00 hmmmm not at all 03:00 VanessaE ok, it's up, in singleplayer mode, with a new map 03:00 hmmmm wait wait 03:00 hmmmm gotta change some configuration settings.... 03:00 * VanessaE waits 03:00 VanessaE ok, shoot 03:00 hmmmm first off, set num_emerge_threads = 4, then emergequeue_limit_generate = 4, emergequeue_limit_diskonly = 20 03:01 VanessaE ok, done 03:01 hmmmm so tell me with those settings, if singleplayer is too choppy 03:02 hmmmm and by choppy i don't mean the block loading really, i mean the responsiveness of the gameplay 03:02 VanessaE it seems respectable at this setting actually. 03:02 VanessaE an occasional frame hiccup, but I've always seen those every so often 03:02 VanessaE nothing I'd call "choppy" by a long stretch 03:02 hmmmm ever since 0.4.4, anyway :p 03:03 hmmmm okay, you sure about that? 03:03 VanessaE lemme test more 03:03 hmmmm then it must be because of my hyperthreading 03:04 VanessaE well, there is a weird glitch when I jump, but it might be an optical illusion. 03:04 hmmmm jump? not related to my stuff 03:04 VanessaE movement seems... mm, ... sharp? 03:04 VanessaE but no, it seems smooth enough to me 03:06 hmmmm when sapier asked you to try out his fix for the hangups, you had to run minetestserver as root, right? 03:06 VanessaE nope, I was running it as a normal user, as always 03:06 VanessaE same here 03:06 hmmmm really? 03:06 VanessaE yup, I never run things as root unless I have to 03:06 hmmmm if that's the case, then it was a placebo 03:06 VanessaE heh, one hell of a placebo then :-) 03:07 VanessaE still, it was only a marginal effect 03:07 hmmmm under Linux, thread priorities have no effect unless it uses a real-time scheduling policy, and you need to be root in order to switch to a real-time scheduling policy 03:08 VanessaE bit of mapgen lag there (new terrain) 03:09 hmmmm if that's all, then that's fine... what i'm concerned is stuttering in the rendering 03:09 VanessaE naw, the rendering quality seems good 03:09 VanessaE certainly no regression that I can see 03:10 VanessaE in fact, you know...I'm starting to wonder if this is maybe a little smoother than I'm used to 03:10 VanessaE lemme torture it a little --> HDX 03:10 hmmmm what's HDX? 03:10 VanessaE my HD texture pack 03:10 hmmmm oh 03:11 VanessaE there's a slight stutter 03:11 VanessaE nothing serious 03:11 VanessaE not enough to worry about anyway 03:11 hmmmm alright 03:12 VanessaE I'd put it at "bottom of the To-do list: tune rendering smoothness" 03:12 VanessaE as in, practically lowest priority 03:13 * VanessaE turns on some extra gfx settings 03:13 hmmmm i just want to make sure it's perfect 03:14 VanessaE oops 03:14 VanessaE got it to dump core 03:14 VanessaE http://pastebin.com/Pu1Tv2Pb 03:15 VanessaE started a new map after installing minetest_game and turning on my usual settings. 03:15 VanessaE hm, it didn't actually generate a core file though 03:15 VanessaE *shrug* 03:16 hmmmm hm 03:16 hmmmm now why doesn't it say which thread made it crash 03:16 hmmmm oh i'm just blind 03:16 VanessaE lol 03:17 hmmmm yeah i dunno, the mesh update thread is totally not my area 03:17 VanessaE unrelated glitch then 03:17 hmmmm i don't know anything about it, and i'm totally unfamiliar with that code 03:17 VanessaE there we go 03:17 VanessaE 256px HDX, minetest_game, with all my usual settings 03:17 hmmmm doesn't have anything to do with the textures 03:18 hmmmm it just generates the mesh 03:18 VanessaE well no, but bigger textures will slow the video card down some, which would make any stuttering perhaps a little more apparent. Still, it seems perfectly acceptable 03:18 hmmmm would you have any problem with this being merged to master? 03:19 VanessaE so far it seems reasonable to me; perhaps I should deploy this on the server for a while maybe? 03:19 hmmmm well, sure if you'd like, i'm not really concerned about that though 03:19 hmmmm i'm mostly concerned with single player stuttering, which doesn't seem to be bad 03:20 VanessaE woof! look at those cores go 03:20 hmmmm oh yeah 03:20 VanessaE this is able to max out four of 6, plus 50% of the other two 03:20 hmmmm you might want to crank it down to 3 cores or something, since you do other things on your computer while you host that 03:21 VanessaE this is smooth as cotton (not quite silk ;-) ) 03:21 VanessaE roll it out. 03:21 hmmmm well i've gotta ask more people 03:21 hmmmm i mean i don't want to screw things up 03:21 VanessaE right, that's fair 03:22 VanessaE in that case, let's just say "no, I see no problem with merging it to master" then. 03:23 VanessaE hm, a little stutter there, probably frequency scaling lag 03:26 RealBadAngel hey hmmm 03:26 RealBadAngel im testing it too and noticed a glitch 03:26 hmmmm what's that 03:27 RealBadAngel hold on for screenshot 03:27 VanessaE huh. interesting cavegen bug. Bunch of caves cut off abruptly at z=-672.5 03:27 hmmmm agh the cut-off cave bug is what you're talkign about RBA? 03:29 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/screenshot_4207625953.png 03:29 VanessaE in case you were wondering. 03:29 hmmmm i know 03:29 hmmmm that's caused by my fix for the CONTENT_IGNORE blocks 03:30 VanessaE anywho, I think we're good from the standpoint of your latest updates. 03:30 hmmmm with one emergethread this wasn't a problem 03:30 RealBadAngel http://i.imgur.com/8NtVY4Q.jpg 03:30 hmmmm woah. 03:30 VanessaE RealBadAngel: shame on you for using jpg for screenshots :-) 03:30 hmmmm now that is a problem 03:30 VanessaE hmmmm: I see than with the current upstream mapgen from time to time also, though usually it's a horizontal cut, not vertical 03:30 RealBadAngel tree is cut like on mapblock border 03:30 hmmmm it is 03:31 VanessaE the top of a moretrees tree may fail to appear when spawning from a planted sapling, f.ex 03:31 VanessaE that* 03:32 VanessaE oops/ 03:33 VanessaE whoa. New problem 03:34 VanessaE we don't care about map loader/mapgen lag at all? got a sudden, extreme spike here while the game was minimized to handle that screenshot - it's still stuck. 03:34 VanessaE one core is maxed, but the game's responding otherwise. /status, movement, etc. 03:34 hmmmm hmmm 03:35 VanessaE no mods - just minetest_game 03:35 hmmmm i think i've seen something like that before 03:35 hmmmm it un-freezes though 03:35 hmmmm i need a good way to dump the current status of the queues 03:35 VanessaE oh no. 03:35 RealBadAngel i must say game is workin way faster imho 03:36 VanessaE are we pushing into tens of thousands again? :-) 03:36 hmmmm no 03:36 VanessaE hah ok 03:36 hmmmm more like the 3s or the 4s 03:36 RealBadAngel got 25fps with max view distance 03:37 VanessaE oh fuck 03:37 VanessaE camera update got turned off. 03:37 hmmmm haha.. 03:38 VanessaE (how? I didn't hit that key?) 03:38 hmmmm it's good to know that's not my problem :P! 03:38 VanessaE lol 03:38 hmmmm i still think it's a good idea to have a way to reset queues manually perhaps.. 03:39 RealBadAngel well 03:39 RealBadAngel and it is starting in no time with preloaded items visuals 03:39 VanessaE that said, it is starting to lag a little, but no appreciable effect on FPS (as if that were likely anyway) 03:40 RealBadAngel wow 03:40 RealBadAngel 2-3s to launch the game 03:41 RealBadAngel shit 03:41 RealBadAngel i had this off, sorry :) 03:42 VanessaE let's see what happens when I put moretrees on this now. 03:42 hmmmm hrmm 03:43 hmmmm well the client rendering thread isn't stuttering as much as i expected 03:43 hmmmm but i definitely need to fix the caves/trees getting cut off 03:43 VanessaE hoo... this is decidedly more laggy than before 03:45 VanessaE one core spiked (client/rendering), with occasional spikes of 3 or more cores right when the generated world appears 03:46 hmmmm sounds normal enough 03:46 VanessaE but it's taking several seconds at a time without any appreciable CPU usage, then huge CPU spikes as the new land appears 03:46 hmmmm hmm 03:47 hmmmm okay, thanks. i'll figure something out 03:48 VanessaE lemme guess, that locking issue again? 03:48 hmmmm no, it's completely different 03:48 VanessaE oh ok 03:49 VanessaE this is new: 03:49 VanessaE during those lags, the server isn't responding to commands 03:49 VanessaE (usually it continues to respond even if the terrain is being withheld) 03:51 hmmmm weird.. i have no explanation for that 03:51 hmmmm what respond did you give it exactly? 03:52 VanessaE /time 6000 03:52 VanessaE usually I just do /status, but it was getting dark, so.. 03:52 VanessaE by "respond" I mean the server's talkback in the chat area, not the terrain/light level/etc 04:40 hmmmm pfffffft.... race condition in the thread logging thing 04:40 VanessaE oops! 04:40 VanessaE haha 04:42 hmmmm log_register_thread is also not threadsafe 04:42 hmmmm i would like to avoid a mutex.. 04:43 VanessaE I'm headed off to bed, I'll read/respond/test again when I return. 04:43 VanessaE Night :-) 04:54 deivid hmmm are you still here? 04:54 hmmmm hello..? 04:54 deivid hi 04:55 deivid I'm going to start working on minetest, because I like the idea 04:55 deivid I work as a programmer so I'm ready to start; should I just check the github issues? 04:56 deivid I'm going to start with something simple until I get used to the structures/etc 04:57 hmmmm a lot of the issues are either already being taken care of, or aren't really issues, or are really hard to fix the right way and the fixes that are offered are cruddy 04:57 hmmmm like i guess you could start by doing that 04:58 deivid uhm, ok 05:00 hmmmm but don't be disappointed if you can't find anything that's decent to work on 05:54 deivid I tested minetest on a window manager without reparenting (awesomewm) and it won't draw anything at all unless I minimize it and then restore it 06:07 hmmmm sounds like an awesomewm problem or an Irrlicht problem... 06:07 hmmmm either way, we can't fix that 06:07 celeron55 F00: i agree with convenience over reality; i believe it's the all-around design principle in a game like this 06:09 F00 I think perhaps the dev builds will allow for some more community feedback before 0.4.5 06:13 hmmmm celeron we need to talk about multiple mapvoxelmanipulators with overlapping areas of the map 06:13 F00 My feeling is that hitting water should result in some sort of exponential decel, whereas climbable nodes should do the usual magic instant stop 16:46 hmmmm sooo 16:47 hmmmm looks like celeron never got back to me about that 17:19 troller celeron55, https://github.com/celeron55/minetest/pull/492 17:31 celeron55 hmmmm: i didn't bother saying anything as you went away 17:31 hmmmm anyway do you have any ideas on how to handle that 17:31 celeron55 troller: you don't need to touch it for now; it will be merged once somebody is unlazy enough 17:31 celeron55 troller: remind after a week if that hasn't happened 17:32 hmmmm i worked around the problem it causes but people are complaining about the side effects enough, so there needs to be some better way 17:32 celeron55 what is the workaround? 17:33 hmmmm if a block that came from initialEmerge was created 'blank' (filled with all CONTENT_IGNORE) and it is a border block, it won't be written in the blit back 17:34 hmmmm the side effects of this are obviously going to be cut-off caves and trees 17:35 celeron55 well, a good solution probably requires some kind of a merge strategy? 17:35 hmmmm no, a good solution requires a mutex 17:35 hmmmm but that's not a smart solution 17:35 celeron55 you could disallow starting to generate a chunk adjacent to a chunk that is being generated 17:36 celeron55 that will probably create large latencies in some cases 17:36 hmmmm that's true, but it would complicate emergethread logic by a bit 17:37 hmmmm plus there would still be a problem since the chunks being generated won't be close enough 17:37 hmmmm if it's a checkerboard pattern of generation you'd still have two chunk borders sharing the same block 17:38 celeron55 well, then there is the MC way 17:38 celeron55 that will surely work 17:38 hmmmm what is the MC way again? 17:39 celeron55 except for content generated by mods, because there is no well established framework for them to generate the needed kinds of predictability 17:40 celeron55 it generates chunks in parallel so that it over-generates every discrete thing in such an area that everything that might touch the chunk gets generated, and discards the parts that aren't relevant 17:40 troller celeron55, squash it again? 17:41 celeron55 troller: feel free to 17:45 celeron55 this really is a hard problem 8) 17:45 celeron55 and mojang once again isn't as dumb as people think 17:47 celeron55 i think just merging the results so that "most interesting" things are preserved would work just fine 17:48 celeron55 that is, trees and caves preferred over ground, and so 17:48 celeron55 but it's pretty much up to whoever (=hmmmm) who implements it 18:01 hmmmm i don't like mojang's idea, and i did consider keeping only the most interesting parts 18:05 hmmmm so anyway here's what i was thinking 18:05 hmmmm if a node is content_ignore, just don't write anything 18:05 hmmmm leave it the way it is 18:06 hmmmm the obvious downside to that is now we can't use memcpy 18:13 hmmmm so you go to generate a chunk, you grab the borders, a couple of which are blank cignore blocks. you leave the envlock. another emergethread goes to grab blocks, it gets a blank block as well, your second thread finishes first and writes the terrain to the block, the first thread finishes and writes all of the nodes that are not content_ignore to that block 18:14 hmmmm in the same manner, your terrain generator grabs a block that's mostly content_ignore but has some caves in it or whatever. it generates its terrain, then it goes to blit it back, but only overwrites the content_ignore nodes, leaving the caves that were generated intact 18:17 hmmmm hmmmmmmmmmmmmmmmmmmmmmm... i'll just do this, and then when i go to finally add in the SSE noise things, i'll add in an SSE optimized version of this as well 18:18 celeron55 umm... 18:18 celeron55 how are you going to handle air? 18:19 hmmmm air is just as valid of a block i'd say 18:19 celeron55 what about trees then? 18:19 hmmmm trees are the same as caves 18:19 celeron55 you didn't really solve anything as far as i can see, what you said is roughly what happens already 18:20 celeron55 oh well whatever, i guess you'll figure it out 18:20 hmmmm well the difference is that i do all of this in the blit back 18:20 hmmmm so i'm comparing with the most recent version of the block 18:21 celeron55 hmm, now i get it 18:22 celeron55 umm... maybe 18:22 hmmmm by the way, why did you do that stuff with the vmanip/mapblock "copyTo" and "copyFrom"? i found that confusing and verbose 18:22 celeron55 dunno 18:23 hmmmm and a lot of stuff in map.cpp is repetitive 18:23 hmmmm i want to clean that up someday 22:08 hmmmm hey if you're still around i need to ask you about the profiler things 22:08 hmmmm what is the difference between add and avg