Time |
Nick |
Message |
00:04 |
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05:07 |
kahrl |
I have a patch to reduce the number of needed textures by a ton if the atlas is not used: https://gist.github.com/kahrl/5703714 |
05:12 |
VanessaE |
oh please do! |
05:13 |
VanessaE |
in fact, I thought the idea was to ditch the atlas entirely? |
05:18 |
kahrl |
I'm planning to but not now |
05:20 |
VanessaE |
right |
05:20 |
VanessaE |
now's not the right time for that. |
05:20 |
VanessaE |
just trying to save you a little work. |
05:23 |
kahrl |
when I remove the atlas I hope to also remove those "Could not open file of texture" errors in ~TextureSource |
05:39 |
celeron55 |
ummm |
05:39 |
celeron55 |
what does that patch do |
05:39 |
celeron55 |
ah |
05:39 |
celeron55 |
yes, that'll help |
05:40 |
celeron55 |
i didn't even realize that could be done and wasn't already done |
05:58 |
ShadowNinja |
I don't understand how that would make any difference. |
05:59 |
ShadowNinja |
Hmmm, only applied to the atlas? |
06:01 |
kahrl |
ShadowNinja: most textures used to be added twice (once without and once with ^[forcesingle) |
06:01 |
kahrl |
therefore consuming twice the video memory |
06:02 |
kahrl |
but if the atlas is disabled, the two textures are identical so this isn't needed |
06:02 |
ShadowNinja |
Neccessary with the atlas, not without it? |
06:02 |
ShadowNinja |
Too late. |
06:03 |
VanessaE |
indeed, that patch cut my memory usage with HDX 512 down to ~5.5GB. |
06:03 |
ShadowNinja |
What does ^[forcesingle do? |
06:04 |
kahrl |
ShadowNinja: make a copy of the texture that is not part of any atlas |
06:40 |
NakedFury |
was that an error or mistake when the game was being coded? |
06:40 |
NakedFury |
oversight? |
07:10 |
VanessaE |
bbl |
07:12 |
Anchakor |
VanessaE: your client eats ~5.5GB?! |
07:32 |
celeron55 |
NakedFury: it's something that was designed for low-resolution textures |
07:33 |
celeron55 |
high-resolution ones need different kind of handling |
07:33 |
celeron55 |
how we're practically dropping all low-resolution specific handling and hoping it doesn't degrade performance on low-end machines using low-resolution textures |
07:33 |
celeron55 |
now* |
07:33 |
celeron55 |
(not related to that commit, but rather an overall thing) |
07:36 |
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09:14 |
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09:47 |
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10:01 |
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11:00 |
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11:50 |
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11:56 |
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12:03 |
rubenwardy |
Does minetest use UDP? |
12:12 |
celeron55 |
yes |
12:15 |
rubenwardy |
just UDP, or TCP as well? |
12:37 |
celeron55 |
TCP is used only for fetching stuff over HTTP when a server has set up such |
12:39 |
proller |
alreasdy used ? |
13:06 |
proller |
hmmmm, #0 0x00000000004990d1 in CaveV6::makeCave (this=0x7fffff7fb8c0, nmin=Variable "nmin" is not available. |
13:23 |
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13:23 |
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13:36 |
PilzAdam |
I noticed something with the chat console: when a chat command opens a formspec the formspec gets the focus, but the chat console is still drawn above it, so everything is messed up |
13:36 |
PilzAdam |
this needs to be fixed for Exio's pull request I think |
14:48 |
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14:57 |
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15:12 |
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16:07 |
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16:11 |
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16:22 |
VanessaE |
12:21:06: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: /usr/share/minetest/builtin/item.lua:339: attempt to call field 'handle_node_drops' (a nil value) |
16:22 |
VanessaE |
(git fetched just earlier today) |
16:24 |
PilzAdam |
maybe a mod made it nil |
16:24 |
VanessaE |
possible. |
16:33 |
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16:45 |
NakedFury |
will hmmm be done with his world gen by 0.4.8 or .7 upcoming version? |
16:46 |
celeron55 |
nobody knows; i guess it will take more time than that |
16:47 |
celeron55 |
umm... except that it is definitely known that no further features go into .7 |
16:49 |
NakedFury |
so its 0.4.8 the upcoming one? |
16:49 |
NakedFury |
.7 I mean |
16:49 |
NakedFury |
why am I thinking of 0.4.8 |
16:49 |
NakedFury |
dammit |
16:49 |
celeron55 |
yes; it will be released once it is deemed non-buggy |
16:49 |
celeron55 |
and fixes have been going in all the time now |
16:49 |
Exio |
PilzAdam: any "example" mod for that? |
16:50 |
PilzAdam |
hm? |
16:51 |
Exio |
any mod what opens a formspec with a command? :P |
16:51 |
Exio |
i don't know how to write a "testmod" for that |
16:51 |
PilzAdam |
rubenwardy's capture the flag game |
16:51 |
PilzAdam |
dunno if its uploaded anywhere, tested it on his server |
16:52 |
PilzAdam |
just register a chat message and use minetest.show_formspec() in there |
16:57 |
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16:58 |
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17:02 |
sweetbomber |
hmmmm: almost done implementing the fast algorithm for biome distance calculation |
17:03 |
sweetbomber |
just two details: - is it bad if the height is a float? - is it bad if height is defined not by min/max but by height_point as well? |
17:04 |
sweetbomber |
for this last one, the height could be given a higher weight, which would have +- the same effect |
17:04 |
sweetbomber |
nevertheless, i think it would put the code more clean this way |
17:05 |
hmmmm |
i guess it could be, but i think i had a specific reason for doing that |
17:05 |
hmmmm |
if there was a height_point instead, doing an O(1) lookup would be absolutely trivial |
17:06 |
sweetbomber |
how? with your current algorithm it would take the same time... |
17:06 |
hmmmm |
because it'd be a lookup |
17:07 |
* hmmmm |
rolls eyes |
17:07 |
sweetbomber |
how would you sort 3d points in a lookup table? |
17:08 |
sweetbomber |
in a 3d lookup table? that would wast loads of mem, no? |
17:08 |
hmmmm |
i figured it would at first, but it wouldn't be that bad |
17:09 |
sweetbomber |
even with infinite height? |
17:10 |
hmmmm |
the height ranges could be based off a tree structure |
17:10 |
hmmmm |
or something |
17:11 |
hmmmm |
er, but if it were just a regular lookup table, i guess you could still do a lookup with height; out of 65536 possible values, only a small portion will be really used, so they can be weighted like you said |
17:11 |
sweetbomber |
hmm...65536*100^2? |
17:12 |
sweetbomber |
anyway, cant you remember the reason for height min/max? |
17:13 |
hmmmm |
say, 64 divisions... 65536/64 = 1024, so without weights, each discrete segment would represent increments of 1024; with weights you can increase the granularity of a certain range (and necessarily decrease the granularity of some other range, like those higher up and much less significant) |
17:15 |
hmmmm |
i believe i wanted features such as beaches to start occuring at specific heights, otherwise it would look too ugly |
17:15 |
celeron55 |
that sounds like something that can't be known without trying |
17:16 |
sweetbomber |
ill try giving more weight to height and see what happens |
17:16 |
hmmmm |
good idea |
17:16 |
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17:17 |
sweetbomber |
imagine, if weight was infinite, it would mean a mandatory height. |
17:17 |
sweetbomber |
something between infinite and 1 would give the desired result |
17:17 |
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17:17 |
hmmmm |
i wanted to add in weights but i never got around to it |
17:17 |
sweetbomber |
ill think if it is possible to give different weights to different biomes |
17:18 |
hmmmm |
different biomes? of course it is |
17:18 |
hmmmm |
er, oh, you mean with your algorithm |
17:19 |
hmmmm |
with mine it'd be as simple as multiply the distance by a number |
17:19 |
hmmmm |
multiplying* |
17:19 |
sweetbomber |
meanwhile ill commit the code, if you can say if my coding is within minetest's standards |
17:19 |
sweetbomber |
i would appreciate |
17:24 |
sweetbomber |
https://github.com/sweetbomber/minetest/commits/fastCalcBiome |
17:25 |
sweetbomber |
for now just ignore error handling and printf's |
17:27 |
sweetbomber |
dunno if you have a big biome lua script, here is one randomly generated: http://pastebin.com/uGqM5P0g |
17:27 |
sweetbomber |
generates 300 biomes |
17:27 |
Exio |
PilzAdam: https://github.com/EXio4/minetest/commit/b18e5e4939a3865251d8089ff65ccbc82d0084a7 |
17:30 |
PilzAdam |
Exio, seems good |
17:31 |
hmmmm |
300 biomes |
17:31 |
hmmmm |
yikes |
17:31 |
sweetbomber |
lol |
17:31 |
hmmmm |
erm |
17:31 |
hmmmm |
big problem |
17:31 |
hmmmm |
we don't accept spaces as indentation at all |
17:32 |
sweetbomber |
oh, no prob me neither |
17:32 |
sweetbomber |
that was just tweaking on gedit |
17:32 |
sweetbomber |
usualy i use vim with noexpandtab |
17:32 |
hmmmm |
from what it seems it's okay |
17:32 |
hmmmm |
couple stylistic things though |
17:32 |
sweetbomber |
thats what i wanna hear |
17:32 |
sweetbomber |
shoot |
17:32 |
hmmmm |
for variable names we don't use camelCase, camelCase is for method names |
17:33 |
sweetbomber |
ok |
17:33 |
hmmmm |
pointers ought to be type *foo; |
17:33 |
hmmmm |
not type* foo; or type * foo or any other variant |
17:33 |
hmmmm |
or at the very very least, keep it consistent throughout the source file |
17:33 |
sweetbomber |
ill use the one you pointed |
17:34 |
hmmmm |
we don't like lines above 80, and 90 chars is the hard limit |
17:34 |
hmmmm |
for macros just break them off onto a new line |
17:34 |
hmmmm |
see noise.h for examples |
17:34 |
sweetbomber |
sorry, didnt noticed that. i usually use wrap |
17:34 |
sweetbomber |
*will fix |
17:35 |
sweetbomber |
anyway, this code was just to get me warm |
17:35 |
hmmmm |
lol + // Are there any clusters? |
17:35 |
hmmmm |
kind of obvious from the code |
17:35 |
sweetbomber |
i like to comment code with a bit of salt :p |
17:36 |
hmmmm |
also, not having whitespace between control keywords and the conditions is a celeron thing |
17:36 |
sweetbomber |
(no bad language! relax :) |
17:36 |
hmmmm |
most of us discourage that however |
17:36 |
sweetbomber |
that was a typo, i guess... troughtout the rest of the code i think i kept that convention |
17:37 |
hmmmm |
coding style is basically Linux kernel style |
17:37 |
hmmmm |
oh, you haven't seen this have you |
17:37 |
sweetbomber |
where is that? |
17:37 |
hmmmm |
http://dev.minetest.net/Code_style_guidelines |
17:37 |
Exio |
linux kernel style? camel case? tabs? wat ;P |
17:38 |
hmmmm |
modified a bit |
17:38 |
hmmmm |
linux kernel style is for C, so it can't be exactly the same |
17:39 |
hmmmm |
i wrote "something that resembles the Linux Kernel code style" |
17:39 |
sweetbomber |
no, "not having a whitespace between control keywords" |
17:39 |
sweetbomber |
:) |
17:39 |
hmmmm |
oh, er, that specific rule, i don't think i have it written down |
17:40 |
sweetbomber |
ill read the style guide. did missed it |
17:40 |
sweetbomber |
just tried to reverse-engineer other code |
17:41 |
hmmmm |
ah |
17:41 |
hmmmm |
https://www.kernel.org/doc/Documentation/CodingStyle section 3.1 Spaces |
17:43 |
hmmmm |
the code itself is very good though |
17:48 |
sweetbomber |
the kernel tips are nice |
17:48 |
sweetbomber |
ty |
17:48 |
sweetbomber |
im a bit rusty on code...dont program anything serious for a long time |
17:49 |
sweetbomber |
despite the fact that i like to code in my spare time....but thats another reason why i want to contribute to this project |
17:52 |
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17:52 |
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17:52 |
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17:54 |
hmmmm |
are you an applied math guy? |
17:55 |
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17:57 |
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17:57 |
sweetbomber |
lol, nope :p |
17:57 |
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17:57 |
sweetbomber |
electronics *.*' |
17:58 |
hmmmm |
ah, found it kind of interesting that you know so much about statistical/stochiastic stuff and used matlab for things |
17:58 |
hmmmm |
celeron55 does electronics |
17:58 |
sweetbomber |
heard about ml-class standford e-learning? |
17:58 |
sweetbomber |
quite interesting course |
17:58 |
sweetbomber |
did it last year |
17:58 |
hmmmm |
ah machine learning |
17:58 |
hmmmm |
i've read a little on the topic but i'm no expert |
18:00 |
Exio |
just bugging around, would anyone check https://github.com/EXio4/minetest/commit/b18e5e4939a3865251d8089ff65ccbc82d0084a7 ? |
18:01 |
Calinou |
just bugging around, would anyone check https://github.com/minetest/minetest/pull/409 ? |
18:01 |
Calinou |
:-) |
18:02 |
VanessaE |
Calinou: fuck no! |
18:02 |
Calinou |
well, make "climbable" accept a speed value |
18:02 |
Calinou |
create a node named default:glitch_ladder |
18:02 |
Calinou |
set climbable to 20 blocks/second :P |
18:04 |
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18:07 |
Jordach |
Calinou, these are shift ladders right |
18:07 |
Jordach |
people still use them |
18:08 |
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18:08 |
* PilzAdam |
votes for fixing the shift ladders |
18:08 |
Jordach |
many public minetest builds use them |
18:08 |
Jordach |
and its been here longer than you have PilzAdam |
18:08 |
sweetbomber |
hmmmm: sorry, lost internets |
18:09 |
sweetbomber |
my forever-alone log: |
18:09 |
sweetbomber |
"me neither, but it helped a lot to know what exists and where it is used" |
18:09 |
sweetbomber |
i recommend it |
18:09 |
sweetbomber |
there are a lot of problems that can be solved effortlessly with ml |
18:09 |
PilzAdam |
Jordach, following this, we will never have hardware lighting, since people use the current lighting and its longer here than I am |
18:09 |
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18:09 |
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18:09 |
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18:09 |
Jordach |
PilzAdam, the people want hardware accelerated stuff, not gameplay elements |
18:10 |
Jordach |
or you wonder why Call of Duty sells with each release |
18:10 |
Jordach |
theyre drooling at the poly count |
18:11 |
* sweetbomber |
imagines a game where poly count was the only metric used :D |
18:11 |
Jordach |
sweetbomber, thats how most modern games are unfortunately |
18:12 |
sweetbomber |
i was just taking it to the absurd...imagine no gameplay at all...just a load of random polygons :) |
18:12 |
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18:12 |
Zeg9 |
Dont fix shift ladders until someone makes a lift mod at least |
18:13 |
PilzAdam |
Zeg9, a mod like this is already done |
18:13 |
VanessaE |
don't fix sneak elevators at all. |
18:13 |
PilzAdam |
as laser or something like this |
18:13 |
VanessaE |
they're too entrenched. |
18:13 |
NakedFury |
fix them |
18:13 |
NakedFury |
they are a glitch or bug |
18:14 |
Zeg9 |
PilzAdam: this is just a modified water iirc |
18:15 |
Jordach |
PilzAdam, if your term of bug is "Minetest" stop fixing what people use |
18:15 |
Exio |
https://xkcd.com/1172/ |
18:16 |
sfan5 |
since when does xkcd use https? |
18:16 |
NakedFury |
we really need to stop god damn glitches as gameplay or features. stop depending on them |
18:16 |
PilzAdam |
^ |
18:17 |
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18:18 |
sweetbomber |
i'm ghosting myself more than usual...guess i'll have to fill a complaint to my fon neighbour |
18:19 |
VanessaE |
bbl |
18:30 |
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19:25 |
sweetbomber |
hmmmm: in calcBiomes is the height right? |
19:26 |
sweetbomber |
i tp'd myself to 0 1000 0 and the height prints it still give around -10~10 |
19:26 |
sweetbomber |
just to get it straight: isn't the height supposed to be the height of the block being generated? |
19:27 |
sweetbomber |
or is it directly from the height map? |
19:27 |
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19:27 |
sweetbomber |
otherwise, how could sky-high biomes be generated? |
19:30 |
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20:19 |
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20:22 |
sweetbomber |
hmmm: got some profiling -> http://pastebin.com/uU553ec0 |
20:39 |
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20:52 |
hmmmm |
the height in there is the elevation of the land |
20:52 |
hmmmm |
hmm... so in general it's a 2-3x improvement.... i was expecting much more |
20:53 |
hmmmm |
and this is @ 300 biomes, right? |
21:10 |
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21:24 |
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21:55 |
sweetbomber |
yup, that is @ 255 biomes, but time is not O(n) now |
21:55 |
sweetbomber |
ill try with less |
21:59 |
sweetbomber |
i was expecting more too. |
21:59 |
sweetbomber |
do you think its worth finishing it? |
22:09 |
sweetbomber |
hmmmm: 50 biomes: http://pastebin.com/jub9Q9UA |
22:11 |
hmmmm |
eek :/ |
22:11 |
hmmmm |
maybe not |
22:11 |
sweetbomber |
on the other hand it is much more scalable |
22:11 |
hmmmm |
with even less biomes i'm assuming the situation is somewhat worse |
22:11 |
hmmmm |
the original would come out ahead with the normal amount |
22:12 |
sweetbomber |
with 5 biomes its about the same |
22:12 |
hmmmm |
i don't intend to have more than 20 biomes in practice |
22:13 |
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22:13 |
hmmmm |
(of course, you can imagine that modders would go overboard with biomes like they do all things) |
22:14 |
hmmmm |
the 255 biome limit is there basically so that biome maps don't need to be more than 8 bits, and to encourage people to not go insane with it |
22:14 |
hmmmm |
i feel a lot of modders don't really put any imagination into what they make and end up adding content rather than something well thought out and fun |
22:16 |
hmmmm |
I know how minecraft deals with this problem... they simply don't take elevation into account for biomes |
22:18 |
kaeza |
but then again, MC's worlds are not very high |
22:28 |
sweetbomber |
(sry, phone) |
22:29 |
sweetbomber |
there was one thing that i did not understand about biomes |
22:29 |
sweetbomber |
i tought that the mechanism to create e.g. aether was with biomes |
22:30 |
sweetbomber |
so that there were biomes with height of 500 ~ 4000 |
22:30 |
sweetbomber |
specifically to generate land in the skies |
22:30 |
sweetbomber |
but now it seems like it isnt the case |
22:32 |
sweetbomber |
in that case, biomes generated in aether would have as "seed" the temperature, heat and height of the ground-zero world, right? |
22:38 |
hmmmm |
see, i considered this, and it would be covered by the "biome type" case |
22:38 |
hmmmm |
you remember that createBiome factory function? |
22:38 |
sweetbomber |
yup |
22:39 |
hmmmm |
well those were for biomes with fundamentally different terrain generation methods |
22:39 |
hmmmm |
while that specific way of doing things turned out to not work well, i can still use the same type of idea for aether/nether |
22:40 |
hmmmm |
i can have a height range where a new set of biomes occur, and this 'realm' i guess you can call it has its own generateTerrain() |
22:40 |
hmmmm |
need to work out the details, but fundamentally, that's how it *must* be accomplished |
22:41 |
hmmmm |
right, so really i guess we can say that a realm occurs in a certain range of height and has a set of possible biomes |
22:41 |
hmmmm |
each realm has its own generateTerrain method |
22:41 |
hmmmm |
and right now, the only supported realm is the "normal" realm |
22:43 |
sweetbomber |
hmm |
22:43 |
hmmmm |
i can do layers of crust this way too, come to think of it |
22:45 |
hmmmm |
so i guess, in between the normal realm and the nether realm, there can be the "mantle" realm, which has a generateTerrain() that simply sets the block to whatever the filler node of the biome is |
22:45 |
hmmmm |
which can be all sorts of things like iron blocks and whatever, and then lava, something really interesting |
22:45 |
hmmmm |
and perhaps there are no caves, smaller caves, or at least less caves in this "realm" too |
22:46 |
sweetbomber |
one thing, is your perlin noise really 3d? dont get me wrong, my only question is if it returns a point in (x, y,z)? |
22:46 |
hmmmm |
errm, we use both 2d and 3d |
22:46 |
sweetbomber |
yes, but particularly speaking of 3d |
22:46 |
hmmmm |
well *i* use 3d for mapgen v7 |
22:47 |
hmmmm |
and of course, 3d perlin noise by definition is w = f(x, y, z) |
22:47 |
sweetbomber |
can you give me an idea of how much time does it take to generate a block? |
22:48 |
sweetbomber |
(generate a block of 3d perlin noise) |
22:48 |
sweetbomber |
(no rendering) |
22:48 |
hmmmm |
well |
22:48 |
sweetbomber |
rought estimate, oc |
22:48 |
hmmmm |
i have a xeon e3-1230v2, and at -O1 with gcc 4.2.2, it can generate an 80x80x80 buffer of 3d noise with 4 octaves in 22ms |
22:49 |
hmmmm |
so, 22ms / 25 = your answer |
22:49 |
hmmmm |
all types of perlin noise are insanely fast after i optimized it |
22:50 |
hmmmm |
for almost all purposes, you can consider it "free" |
22:50 |
VanessaE_ |
s/25/125/ |
22:50 |
hmmmm |
erm, i mean 25 |
22:50 |
hmmmm |
oh |
22:50 |
hmmmm |
i mean 125 |
22:50 |
VanessaE_ |
math FAIL ;) |
22:51 |
hmmmm |
that's a lot more blocks than i thought |
22:51 |
hmmmm |
holy crap i've been making that mistake for a long time |
22:51 |
VanessaE_ |
"He is intelligent, but uneducated. His pattern suggests two-dimensional thinking." |
22:51 |
VanessaE_ |
(jk) |
22:52 |
hmmmm |
my estimate on generating blocks vs reading from disk was off too |
22:52 |
hmmmm |
no more than 100ms for *125* blocks, vs. 30ms for *1* block |
22:53 |
hmmmm |
we need leveldb FAST |
22:53 |
hmmmm |
we also need to optimize mesh making somehow |
22:53 |
VanessaE_ |
G*d yes. |
22:53 |
VanessaE_ |
or wait, ignore that. |
22:53 |
hmmmm |
i haven't payed much attention to mesh making because it wasn't my area |
22:53 |
VanessaE_ |
(I'm thinking of something else) |
22:54 |
hmmmm |
on singleplayer it's the single biggest bottleneck, don't forget |
22:54 |
hmmmm |
i am also looking forward to kahrl's IP stack bypass for singleplayer |
22:55 |
VanessaE_ |
one thing I've noticed, and I don't know if this is the mesh builder or the extrude routine, is running around on my server and having my client stall from time to time in very short bursts (say 1/2 second). |
22:55 |
hmmmm |
vanessae, what do you think about the realm idea? |
22:56 |
VanessaE_ |
lemme re-read |
22:56 |
hmmmm |
would you go for that? an area of map above the nether that's made up completely of lava, and above that is solid iron blocks, and so on |
22:56 |
sweetbomber |
the idea is nice |
22:56 |
hmmmm |
this is more of a gameplay idea, but the realm concept would be motivated by this |
22:57 |
VanessaE_ |
hmmmm: yeah, I think I could get used to that, provided the default realms are sufficiently separated in height (none of this -5000 crap for nether, for example - it belongs at -30000 or lower) |
22:57 |
Anchakor |
so if you build a big tower you hit the bottom of nether? :P |
22:57 |
VanessaE_ |
let's really USE that 62K height range |
22:57 |
hmmmm |
there's never going to be any Y-axis wraparound, no idea who came up with that |
22:58 |
hmmmm |
vanessae, i agree too, i think the nether should be a lot lower than it is |
22:58 |
VanessaE_ |
Y-wraparound is dumb, but X/Z wraparound would be smart |
22:58 |
VanessaE_ |
(if it's doable) |
22:58 |
hmmmm |
many think that you ought to be able to dig to it |
22:58 |
Anchakor |
could you do flying islands biome with that? |
22:58 |
sweetbomber |
Y-wraparound would allow one fall forever :D lol |
22:58 |
VanessaE_ |
dig to the nether? um. |
22:58 |
sweetbomber |
*to fall |
22:58 |
hmmmm |
vanessae, celeron said -800 |
22:58 |
hmmmm |
;/ |
22:58 |
VanessaE_ |
it's supposed to be another realm, so for all practical purposes it should be impossible to dig to it at all. |
22:59 |
VanessaE_ |
-800? for nether? |
22:59 |
hmmmm |
yep.. |
22:59 |
hmmmm |
crazy huh? |
22:59 |
hmmmm |
no way am i doing that |
22:59 |
VanessaE_ |
ehm, wut? |
22:59 |
VanessaE_ |
(to coin a phrase) |
22:59 |
Anchakor |
different realms should really be different maps |
22:59 |
VanessaE_ |
we have a 62 km high map, let's fricken USE that height. Look at what paramat is doing, for example |
22:59 |
hmmmm |
i agree with -30000, i'm also going to have to work on making the map generation cutoff more predictable though |
22:59 |
VanessaE_ |
Mt. Meru or whatever it is, is 1km high |
23:00 |
hmmmm |
i saw that and it's awesome |
23:00 |
hmmmm |
no idea why paramat doesn't contribute to the indev mapgen |
23:00 |
hmmmm |
he has the skills |
23:02 |
VanessaE_ |
good question |
23:02 |
VanessaE_ |
I can only guess it's the same issue prestidigitator ran into maybe |
23:02 |
VanessaE_ |
(which on the surface may not make sense but I think you get what I mean) |
23:02 |
hmmmm |
prestidigitator wanted to make huge, sweeping changes with almost no benefit though |
23:02 |
VanessaE_ |
true |
23:05 |
VanessaE_ |
now, about the mesh building code |
23:05 |
VanessaE_ |
where would I see the effect of slow-building, in practice? |
23:05 |
VanessaE_ |
just general map loading, or those hiccups I mentioned? or somewhere else |
23:25 |
PilzAdam |
https://github.com/PilzAdam/economy/commit/6bd53c97564906c61e750416f09f7c03d62061e8 |
23:26 |
PilzAdam |
ooops |
23:26 |
PilzAdam |
wrong channel |
23:26 |
* VanessaE_ |
pokes hmmmm |
23:32 |
proller |
VanessaE_, look at "sky" server with spawn on ~1km mountain |
23:59 |
VanessaE_ |
can someone please PLEASE fix the horrible CPU usage of the liquid flowing code? |