Time |
Nick |
Message |
00:02 |
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Yepoleb joined #minetest-dev |
00:06 |
* PilzAdam |
closes oldest open issue |
00:46 |
kahrl |
wow, very promising |
00:46 |
kahrl |
I implemented the software renderer for ^[inventorycube |
00:47 |
kahrl |
partially: it only draws the top face so far and there's no antialiasing / texture filtering |
00:47 |
kahrl |
but according to TimeTaker it takes 0ms |
00:49 |
Exio4 |
after some work it will be an under zero time! :P |
00:49 |
PilzAdam |
it can pass a flag to the mapgen to pregenerate a world before you start the game then ;-) |
00:59 |
kahrl |
draws all three sides -> still 0ms |
01:00 |
kahrl |
dangit, not optimized enough yet :P |
01:01 |
VanessaE |
heh |
01:01 |
kahrl |
sneak preview: http://paste.dy.fi/BmC |
01:01 |
PilzAdam |
why dont you have a ns timetaker? |
01:05 |
kahrl |
didn't know it could do that. "inventorycube took 139014ms" |
01:05 |
kahrl |
^ I assume that should be ns |
01:07 |
Exio4 |
what cpu? |
01:07 |
Exio4 |
force it to run at a lower speed ;P |
01:09 |
kahrl |
i5 760 @ 2.80GHz |
01:10 |
Exio4 |
kk |
01:11 |
Exio4 |
why is the singlethread performance of all the cpus around better than mine :( |
01:11 |
Exio4 |
:P |
01:17 |
VanessaE |
https://github.com/minetest/minetest/issues/831 |
01:18 |
VanessaE |
finally caught that bastard. :) |
01:24 |
kahrl |
looks complicated... |
01:27 |
hmmmm |
kahrl, TimeTaker timetaker("inventorycube", NULL, PRECISION_MICRO); |
01:27 |
hmmmm |
also great work :) |
01:29 |
hmmmm |
of course 0ms doesn't mean too much when that needs to be run ~5000 times |
01:30 |
Exio4 |
lets say it is 1ms, that is "only" 4s~ for 4000 nodes |
01:30 |
Exio4 |
nothing compared to now |
01:31 |
hmmmm |
that code looks like something that could easily be SSE'd if you wanted to waste some time |
01:32 |
Exio4 |
some fallback "C" code should be available though |
01:33 |
hmmmm |
is that ever not the case? |
01:55 |
kahrl |
if anyone wants to try it and see what it does to load times: https://github.com/kahrl/minetest/tree/optimize_invtex |
01:56 |
VanessaE |
ok, I'll bite. |
01:56 |
kahrl |
ah yes, I'd be interested in what it does in your case |
01:57 |
kahrl |
since it only optimizes nodes with drawtype "normal" |
01:59 |
VanessaE |
on my server, that's still about, oh, two thirds of the nodes, give or take a bit |
02:00 |
VanessaE |
ok, first run to build the cache, then I'll time it. |
02:04 |
Exio4 |
being able to load the "whole" game in less than a second with default is amazing ;P |
02:05 |
VanessaE |
26 seconds to get through the sign-on + media cache. Add roughly 99 seconds to render the textures (512px). total of 125 seconds from "Connect" to seeing the world. |
02:06 |
Exio4 |
kahrl: wouldn't be possible to make it multithreaded "now"? ;P |
02:06 |
Exio4 |
yes, i love multithreading |
02:06 |
Exio4 |
VanessaE: from where was i able to download the game? |
02:06 |
sokomine |
if it helps: i tracked a stack of (this time) flowers down to the bottom and collected 58 of them that where embedded in stone. the same has happened with other kinds of blocks that where dropped |
02:07 |
VanessaE |
my game? |
02:07 |
Exio4 |
yes |
02:07 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/VanessaE_Game.tar.bz2 |
02:07 |
Exio4 |
for reaching those 4100 nodes |
02:07 |
Exio4 |
thanks |
02:07 |
VanessaE |
it's slightly out of date but recent enough to be relevant |
02:07 |
VanessaE |
but it only has ~4090 or so nodes. |
02:09 |
kahrl |
VanessaE: how does that compare to without the patch? |
02:09 |
kahrl |
in case you know or want to test |
02:09 |
VanessaE |
kahrl: let me try it and see. hold |
02:10 |
kahrl |
Exio4: multithreading would certainly be easier :) but TextureSource isn't written with that in mind |
02:10 |
Exio4 |
hehe |
02:15 |
VanessaE |
kahrl: with current HEAD, it's 24 seconds to get through the sign-on/defs/cache, 161 seconds total. |
02:15 |
VanessaE |
so a rather LARGE boost in fact. |
02:15 |
VanessaE |
125 vs 161 seconds |
02:16 |
kahrl |
nice |
02:16 |
VanessaE |
I wonder if there's anything that can be done to improve that ~24 seconds it takes to sign in before the rendering step begins |
02:16 |
kahrl |
I guess the rest is mostly due to extruding |
02:16 |
VanessaE |
yes |
02:18 |
VanessaE |
(most of the 24 seconds is spent waiting in the "Media..." step even though it's all cached) |
02:19 |
kahrl |
no idea but probably |
02:19 |
VanessaE |
btw, my server officially has >4096 nodes now (blame sokomine :P ) |
02:36 |
VanessaE |
Exio4: the first time you run that game, btw, it will create a file in your world folder for pipeworks' settings. Set the last line (mese sand tubes) to 'true' and it'll push you well over the 4096 mark, if you wanna mess with it. |
02:36 |
Exio4 |
kk |
02:36 |
VanessaE |
(actually it may already be set as such) |
02:41 |
Naked |
is that the node limit of the game? |
02:42 |
VanessaE |
Naked: by default, 4096. but a one-line tweak can raise it higher if necessary. |
02:50 |
Naked |
there is no negative side effects by raising it? |
02:50 |
Exio4 |
not now |
02:50 |
Exio4 |
^^ |
02:50 |
Naked |
then why isnt it even higher normally? |
02:51 |
Naked |
should be in the hundred thousands without negative effects to the engine and game |
02:51 |
Naked |
and why so high? because the game can without negative effects |
02:51 |
Naked |
just cuz it can |
02:52 |
VanessaE |
Naked: nope, no apparent ill effect as long as folks remember to update their clients for kahrl's commit |
02:53 |
Exio4 |
VanessaE: your hate is insanely resource intensive ;P |
02:53 |
VanessaE |
hate? |
02:53 |
Exio4 |
game |
02:53 |
VanessaE |
o.O |
02:53 |
VanessaE |
wow talk about a typo |
02:53 |
Exio4 |
sorry, i'm not right |
02:53 |
Exio4 |
game => hate |
02:54 |
VanessaE |
yes I know it's resource-intensive. I don't cater to anemic laptops :P |
02:54 |
Exio4 |
<- minetest |
04:40 |
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04:48 |
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05:14 |
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05:40 |
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06:05 |
celeron55 |
kahrl: are you intending to extend that to nodeboxes? |
06:06 |
celeron55 |
i figure it wouldn't be impossible |
06:18 |
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06:31 |
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06:41 |
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06:59 |
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06:59 |
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08:44 |
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08:50 |
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09:00 |
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09:03 |
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09:27 |
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09:47 |
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10:42 |
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11:47 |
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12:17 |
kahrl |
celeron55: should be possible, though I'd have to find a way to pass the nodebox from ItemDefManager to TextureSource |
13:23 |
Exio4 |
seriously though, would be a 100HP health system be possible to get merged? |
13:24 |
PilzAdam |
whats the benefit of it? |
13:25 |
Exio4 |
more control for the damage, you'll be having 10 times more "accuracy" in that |
13:26 |
proller |
and make damage depend on high/low temparature! |
13:26 |
Exio4 |
small damage would be easy |
13:26 |
Exio4 |
+to do |
13:27 |
proller |
but it will be better with protecting clothes |
14:38 |
PilzAdam |
https://github.com/minetest/minetest/pull/833 |
14:39 |
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14:53 |
proller |
want!!! https://github.com/proller/minetest/commit/3a2f331bbc79293a7a230051706774cdede6f71c |
14:53 |
proller |
and than https://github.com/proller/minetest/commit/35d5be75c8810bb6d692be1b0084e95642d81afb |
14:54 |
proller |
PilzAdam, 833 - strange |
14:55 |
proller |
its better be based on viscosity |
14:55 |
PilzAdam |
hm? |
14:55 |
PilzAdam |
why restrict modders in their abilities? |
14:56 |
proller |
why restrict? viscosity already exists |
14:56 |
PilzAdam |
I also dont want to break maps |
14:56 |
PilzAdam |
people might want slow liquids that flow very far, or fast liquids that dont spread far |
14:57 |
proller |
and this flooding logic is very strange |
14:57 |
proller |
why liquid increase volume ? |
14:57 |
PilzAdam |
so what? dissalow strange things is a rule for the API? |
14:57 |
proller |
PilzAdam, its not liquids |
14:58 |
proller |
liquid can be fast and far OR slow and dont far |
14:58 |
proller |
its one property |
14:59 |
proller |
and must change levels to ~64 to really far |
14:59 |
proller |
max levels 8=>64 |
15:00 |
PilzAdam |
thats not possible with the current liquid mask |
15:00 |
proller |
need to change mask |
15:01 |
proller |
its will bit break maps |
15:01 |
PilzAdam |
that would break compatibilty of maps, wouldnt it? |
15:01 |
proller |
better no use new liquid 8) |
15:01 |
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15:01 |
proller |
to use |
15:02 |
proller |
i want to make one water block instead of source & flowing with 65 levels |
15:02 |
proller |
64 |
15:02 |
Exio4 |
hmm, what? |
15:02 |
proller |
its possible with finite_liquids |
15:03 |
Exio4 |
finite_liquids != normal liquids |
15:03 |
proller |
normal liquids != liquids |
15:04 |
proller |
they much more normal |
15:04 |
Exio4 |
do you see a health bar irl? |
15:04 |
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15:05 |
proller |
do you see stupid liquids in other games? |
15:05 |
PilzAdam |
proller, yes, MC |
15:05 |
Exio4 |
i actually like the behavior of those "stupid liquids" |
15:05 |
PilzAdam |
I actually dont know a game that has realistic liquids |
15:06 |
proller |
terraria |
15:06 |
proller |
dwarf fortress |
15:06 |
proller |
Exio4, its not liquid |
15:06 |
proller |
PilzAdam, why MT must copy stupidests things from MC ? |
15:07 |
Exio4 |
what are they? (if not liquids) |
15:07 |
PilzAdam |
hmm... maybe because MT copied everything else from MC? |
15:07 |
proller |
now liquids - most ugly |
15:07 |
proller |
PilzAdam, not everything |
15:07 |
proller |
why do nt copy 255 height limit? |
15:08 |
Exio4 |
i don't like the idea behind finite_liquids |
15:08 |
proller |
Exio4, why? |
15:08 |
PilzAdam |
I like the finite liquid idea, but its poorly implemented |
15:08 |
proller |
its better to rename to new_liquds |
15:08 |
Exio4 |
well, that too 8) |
15:09 |
PilzAdam |
proller, hows it better? |
15:09 |
Exio4 |
proller: do you know work for redhat now? |
15:09 |
proller |
PilzAdam, its inherit all poor from old liquids |
15:09 |
PilzAdam |
finite liquids are unusable currently, people may think that we develop into a wrong direction |
15:09 |
proller |
unusable what? |
15:10 |
PilzAdam |
compared to the current liquids, that is |
15:10 |
proller |
what is unusable ? |
15:10 |
PilzAdam |
I made a list a while ago |
15:10 |
PilzAdam |
AFAIK nothing of this list is fixed yet |
15:10 |
proller |
its all problems in old liquids too |
15:10 |
PilzAdam |
no |
15:11 |
proller |
yes |
15:11 |
PilzAdam |
lol |
15:11 |
Exio4 |
PilzAdam: i guess he works for redhat now |
15:11 |
Exio4 |
oh, i see |
15:12 |
Exio4 |
proller: reasking, do you work for redhat? :> |
15:12 |
proller |
NO |
15:12 |
PilzAdam |
https://gist.github.com/PilzAdam/5687050 |
15:12 |
PilzAdam |
look at the finite liquid mod for minecraft |
15:13 |
proller |
i have no minecraft |
15:13 |
PilzAdam |
there are videos on youtube |
15:13 |
proller |
1 - somebody fix that? - but its must be in old too |
15:14 |
proller |
2 - some graphical must be fixed, but it all from old liquid |
15:14 |
proller |
3 - old too! |
15:14 |
proller |
4 - old too! |
15:15 |
proller |
and 4 partialy solved in v7? |
15:15 |
PilzAdam |
4 means that caves can actually remove complete oceans, that is definitely not in the current liquids |
15:16 |
PilzAdam |
and why do you even base the finite liquids on the current ones when you say they dont fit together? |
15:16 |
PilzAdam |
implement the finite liquids correctly and dont care about the current ones |
15:16 |
proller |
by default now ocean is renewable, and it will fill any cave |
15:16 |
PilzAdam |
thats against the finite liquid idea |
15:17 |
proller |
now finite compatible with old |
15:17 |
PilzAdam |
I think that the finite liquids were merged way too early in the core, they are hardly usable at all |
15:18 |
proller |
its used on my server, and peoples like it |
15:18 |
proller |
old liquids is not liquids and totally unusable it that way |
15:19 |
PilzAdam |
stop saying that the current liquids are "no liquids", we make the game so we define what liquid means in the world |
15:19 |
proller |
its make world ugly |
15:19 |
PilzAdam |
you can say that the current liquids are not realistic, but a world consisting of cubes isnt realistic either |
15:20 |
proller |
cubes - its main game idea |
15:20 |
proller |
its cool |
15:21 |
proller |
every who place old liquid on ground say WTF!! |
15:23 |
proller |
peoples makes dam on my server |
15:28 |
proller |
part of MT finite liquids already working, rain&snow under progress |
15:29 |
proller |
pressure is hard to calculate on huge volumes |
15:29 |
proller |
initial sponge in pull to _game |
15:29 |
PilzAdam |
proller, why dont you do all the stuff in a seperate fork and merge it back in master if its completly done? |
15:30 |
proller |
flowing push - in todo |
15:30 |
proller |
and current liquids works on huge oceans, i think MC liquids cant |
15:30 |
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15:30 |
proller |
because nithing is "completly" |
15:31 |
proller |
nothing |
15:31 |
proller |
why celeron55 dont write complete game and than not publish it ? |
15:32 |
proller |
long forks is hard to support |
15:32 |
PilzAdam |
I mean for the weather stuff, I have no idea what you plan and what your goal is |
15:32 |
Exio4 |
proller: c55 wrote the game 'just for the lulz' |
15:33 |
Exio4 |
i'm pretty sure he never thought about people commiting or even playing it |
15:35 |
Anchakor1 |
aren't finite liquids boring? |
15:35 |
Calinou |
they are boring and laggy |
15:36 |
Calinou |
:) |
15:37 |
proller |
PilzAdam, rain/snow |
15:37 |
proller |
like irl 8) |
15:38 |
proller |
Calinou, did you use rollback ? |
15:38 |
Calinou |
no |
15:38 |
proller |
now its laggy falling |
15:38 |
Exio4 |
fix it then |
15:39 |
proller |
i tried to make fallung water, but falling code too slow and buggy and must be rewrited in.... core! 8) |
15:39 |
proller |
and always 49 objects error |
15:41 |
proller |
Calinou, old liquid not laggy? |
15:43 |
Calinou |
less laggy and glitchy, obviously |
15:44 |
Anchakor1 |
why make finite liquids when they are boring and even use more resources? |
15:46 |
Exio4 |
that second thing, too |
15:46 |
Exio4 |
they are more resource-intensive |
15:49 |
hmmmm |
i don't like finite liquids |
15:49 |
proller |
Anchakor, its boring not for all |
15:49 |
hmmmm |
but at least they're there |
15:50 |
proller |
hmmmm, why you dislike? |
15:50 |
hmmmm |
not sure, regular water is more predictable and 'standard' |
15:50 |
hmmmm |
i know how to work with it |
15:51 |
Exio4 |
hmmmm: you just don't like how it behaves |
15:51 |
Exio4 |
it is a different way to "manage" liquids, i don't like how finite_liquid works in a voxel-game either |
15:52 |
proller |
how it must works? |
15:53 |
Anchakor1 |
I think from gameplay perspective finite liquids don't add anything and cost more CPU |
15:54 |
hmmmm |
does it use more CPU? |
15:54 |
hmmmm |
i never checked and nobody ever talked about that |
15:56 |
proller |
Anchakor1, its add flooding |
15:57 |
proller |
you cam make pool, dam |
15:57 |
proller |
pipes with real liquid transfer |
15:57 |
Anchakor1 |
you can make it with infinite water too |
15:57 |
proller |
no |
15:57 |
Anchakor1 |
it is just more realistic |
15:57 |
proller |
old water cant flood cave |
15:58 |
Anchakor1 |
you mean like completely, yes that it can't |
15:58 |
proller |
its make sloped wall from blue blocks |
15:58 |
proller |
finite is flooding as real |
15:58 |
Anchakor1 |
but that would mean all underwater caves will be full of water |
15:58 |
Anchakor1 |
that would be really annoying |
15:59 |
proller |
and its good and make more diverse gaming |
16:00 |
proller |
sometimes you must fight with water/lava |
16:01 |
proller |
and its makes possible like real snow-rain |
16:01 |
Anchakor1 |
I don't mind if there was a game mode like this, but not the normal one |
16:02 |
proller |
its now disabled by default |
16:04 |
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16:06 |
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16:08 |
proller |
its can disturb in creative mode, but must be in survival |
16:09 |
Anchakor1 |
lol I was imagining it exactly the opposite way |
16:17 |
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16:21 |
celeron55 |
i propose that you take on this fight by making youtube videos with the liquids |
16:21 |
celeron55 |
then people will vote on which is more interesting! |
16:23 |
celeron55 |
i do think that a very good implementation of finite liquids would be best |
16:24 |
celeron55 |
and yes, i imply that currently stuff isn't particularly impressive |
16:28 |
celeron55 |
(or not even good by pretty much any standard) |
16:29 |
proller |
i cant make video, maybe somebody can |
16:31 |
proller |
it can be bit more impressive with rain-snow, but it needs ~week to complete |
16:31 |
proller |
very good - liquids must fall as sand - need to make faster nodeupdate (core?) |
16:32 |
proller |
and must be fixed visual, |
16:32 |
celeron55 |
currently when i start a finite liquid world, it just... doesn't work |
16:32 |
proller |
and better to make 64 levels and broke backward compatibility |
16:33 |
proller |
how? |
16:33 |
celeron55 |
nothing flows anywhere |
16:33 |
proller |
strange |
16:33 |
celeron55 |
also one thing is that the finiteness of water should be a per-world setting |
16:34 |
proller |
maybe, but finite_ can start work on old world |
16:35 |
celeron55 |
there's no way MT would be moved completely to finite liquid until it works 100% perfectly |
16:35 |
proller |
ant with it possible to start making 64 levels |
16:36 |
celeron55 |
and at the current rate, i can predict that it won't be that perfect until after years |
16:36 |
celeron55 |
so well-made coexistance of both is a must |
16:37 |
proller |
maybe year |
16:38 |
hmmmm |
celeron, pilzadam pretty much broke regular liquid transforming by setting the default max number of loops to 1000 |
16:38 |
proller |
maybe just slower ? |
16:38 |
hmmmm |
you need to set it to 10000 if you want things to actually move |
16:38 |
hmmmm |
definitely not.... it's at a complete halt |
16:38 |
proller |
better to set update interval to 0.1 |
16:38 |
hmmmm |
I have my update interval at 0.2 |
16:38 |
proller |
and halt ? |
16:39 |
hmmmm |
it's just completely stopped |
16:39 |
proller |
its 5000 per second |
16:39 |
hmmmm |
this means that there are liquids stuck in the queue |
16:39 |
proller |
maybe need enable flowing touching abm ? |
16:39 |
hmmmm |
or the same ones keep getting readded |
16:39 |
hmmmm |
that's pretty hackish, proller |
16:39 |
hmmmm |
i'd like to fix the actual problem |
16:39 |
proller |
btw finite have no this problem 8) |
16:40 |
hmmmm |
obviously not, but that's for a different reason |
16:40 |
proller |
its better algorithmically |
16:41 |
Exio4 |
the implementation isn't that good though |
16:41 |
hmmmm |
i do believe that regular water could be done better too |
16:41 |
proller |
its have convergence |
16:42 |
proller |
Exio4, i making it better, but i cant do it in one time |
16:42 |
celeron55 |
finite water has convergence? lol |
16:42 |
celeron55 |
in a finite world with caves, for sure |
16:42 |
celeron55 |
ehm |
16:42 |
celeron55 |
infinite* |
16:42 |
celeron55 |
infinite world, that is |
16:43 |
proller |
celeron55, by default 0- level is self-renewing, and it make always 0 queue at time |
16:43 |
proller |
all caves is finite |
16:44 |
proller |
very rare water can flow to -100 in caves |
16:44 |
proller |
most caves flooded per 2-5 minutes |
16:44 |
Jordach |
what if people made lakes at level 0 |
16:44 |
Jordach |
or even infinite pools at that |
16:45 |
proller |
now is problem with huge caves in indev mapgen - its disaster, and can take hours to fill |
16:45 |
proller |
bit it fill! |
16:45 |
celeron55 |
for sure, with 100% CPU consumption and 2 seconds of lag for 10 hours? 8) |
16:45 |
celeron55 |
well, at least our players are used to such |
16:46 |
proller |
no lag with 1000 nodes per cycle |
16:46 |
celeron55 |
a rare privilege for developers |
16:46 |
Exio4 |
it is not a valid reason though |
16:46 |
proller |
on slow cpu can set queue to 300 |
16:47 |
celeron55 |
do you realize how little 300 nodes is? |
16:47 |
celeron55 |
it's a 7x7x6 piece |
16:47 |
proller |
300 x 10 times per second |
16:48 |
celeron55 |
anyway, currently nothing happens in a finite liquid world for me |
16:48 |
proller |
active area around player filled in 5-15 minutes, for fill huge cave you must moving around |
16:49 |
proller |
celeron55, its enabled ? |
16:49 |
proller |
maybe menu bug ? |
16:50 |
proller |
its must fill an caves on new area |
16:50 |
proller |
all caves |
16:50 |
proller |
immediate |
16:50 |
celeron55 |
hmm, now something happens |
16:52 |
proller |
you can force it by digging around water |
17:02 |
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17:02 |
proller |
still want to https://github.com/proller/minetest/commit/3a2f331bbc79293a7a230051706774cdede6f71c |
17:03 |
celeron55 |
this appears to be somewhat better than i expected |
17:04 |
celeron55 |
really the most annoying thing is that it looks like it's flowing often while it really practically isn't |
17:06 |
celeron55 |
(except reeaaaallly slowly) |
17:07 |
Jordach |
celeron55, like real water |
17:07 |
Jordach |
the bottleneck is the space for the water to flow into |
17:07 |
Jordach |
</physics> |
17:08 |
proller |
its need in something like flowing flag, draw animation depend on it, and push player on flowing |
17:08 |
hmmmm |
proller, just to let you know, I might need to change getHeat and getHumidity in the future |
17:08 |
hmmmm |
well |
17:08 |
hmmmm |
you use heat in a different way than i do actually |
17:08 |
proller |
and delete this flag maybe when queue =0 |
17:09 |
proller |
hmmmm, no problem, its not final, needs day-night changes, more adjusting, .... |
17:10 |
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17:10 |
hmmmm |
see, for biome calculations, temperature is supposed to be static but instead you use 3d perlin noise to make it vary with time |
17:10 |
proller |
hmmmm, but close to your way |
17:11 |
hmmmm |
actaully same thing with humidity |
17:11 |
hmmmm |
it's completely different |
17:11 |
Jordach |
proller, use things as intended |
17:11 |
Jordach |
not differently as it will break at some point |
17:11 |
proller |
and later add biome-defined corrections to getHeat and getHumidity |
17:12 |
hmmmm |
if you want temperature and humidity to vary, but not completely change, that's a bit more complex |
17:13 |
hmmmm |
like you use the static heat/humidity perlin noise values and then vary that by 3d noise on a limited scale |
17:13 |
proller |
yes, i want to get something basicaly works, and then tune it |
17:14 |
hmmmm |
also it's important to note that 3d perlin noise with one dimension held constant isn't equal to 2d perlin noise, since the 3d variant doesn't use easeCurve() before interpolation |
17:15 |
hmmmm |
I really don't like how all the 3d perlin noise is angled and I am considering changing this by *gasp* adding a noiseparams field |
17:15 |
hmmmm |
it's going to be quite a bit of re-working but i intend to maintain full backward compatibility |
17:18 |
proller |
my features is very wip and you can change anything around |
17:18 |
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17:19 |
proller |
i want to make working rain collector hills first and than long tune it |
17:20 |
celeron55 |
have you considered how you are going to handle it at large scale+ |
17:20 |
celeron55 |
?* |
17:20 |
hmmmm |
if you intend for your implementation of weather to become part of mainstream minetest, there are quite a few things that need to be changed beforehand that you'll probably never get to |
17:20 |
celeron55 |
because it really doesn't make sense if a player needs to walk somewhere to get water in somewhere |
17:20 |
celeron55 |
from the sky, that is |
17:21 |
proller |
now you can stay in one place and get rain or snow after some time |
17:21 |
hmmmm |
like, you poll each individual point for temp/humidity, which only makes sense if these are being done randomly |
17:21 |
hmmmm |
you have that on an ABM or something? |
17:21 |
celeron55 |
proller: do you know the system that is used for slowly running abms? |
17:22 |
celeron55 |
mapblocks store a timestamp of when they were last unloaded, and when they are loaded, stuff can be simulated based on that |
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Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
17:50 |
celeron55 |
when you add stuff to the engine, first consider whether it's useful or at least not a deadweight in this: http://c55.me/random/2013-05/screenshot_1726683685.png |
17:50 |
celeron55 |
8) |
17:51 |
celeron55 |
it gives some perspective |
17:51 |
celeron55 |
(yes, we have a lot of deadweight for that; some of that isn't really doable otherwise though so it's kind of reasonable) |
17:53 |
Anchakor_ |
wtf is this, meteor shower? |
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19:05 |
sapier1 |
PLZ test https://github.com/minetest/minetest/pull/825 if I didn't miss any of your thousands of requests everything fixable should be fixe |
19:05 |
sapier1 |
d |
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19:31 |
proller |
sapier, good |
19:32 |
sapier |
don't tell me good unless you tested it ;-P |
19:33 |
proller |
its hard to test before merge |
19:35 |
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19:35 |
sapier |
but it should be tested by someone except the one who wrote it ... I know how it works so I tend to do things as they are intended to be done |
19:36 |
proller |
its contain important fixes ;) |
19:36 |
proller |
and https://github.com/minetest/minetest/pull/825/files#L11R315 |
19:36 |
proller |
it must be done via function |
19:37 |
proller |
json_vaue_to_number |
19:37 |
sapier |
no |
19:37 |
proller |
5+ copypastes in file |
19:37 |
proller |
why> |
19:37 |
sapier |
there only is a toInt in json which doesn't convert |
19:38 |
proller |
no, move this strings to function and use |
19:38 |
sapier |
didn't you volonteer to rewrite that file anyway? |
19:38 |
proller |
315..321 |
19:38 |
proller |
yes, i want to rewrite |
19:38 |
proller |
but now have no time |
19:39 |
sapier |
ok so no need to do partial work now |
19:39 |
proller |
ok |
19:39 |
sapier |
it's working the way it is and rewriting twice isn't really usefull |
19:44 |
sapier |
ok last thing done ... modmgr and gamemgr are now enabled by default ... 6 weeks after starting finaly the main purpose for doing this shows up |
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22:39 |
PilzAdam |
hmmmm, http://forum.minetest.net/viewtopic.php?pid=100302#p100302 |
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23:19 |
hdastwb |
I get the impression that the implementation of minetest.dir_to_facedir hasn't been updated for 6d facedir yet; should it be updated to support +/- y as well? |
23:20 |
hdastwb |
also, is minetest.facedir_to_dir a viable addition to the API? |
23:20 |
PilzAdam |
no, it would break placing of stairs |
23:20 |
hdastwb |
placing stairs calls it with +/- y parameters? |
23:20 |
PilzAdam |
facedir_to_dir would be useful |