Time Nick Message 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 06:05 celeron55 kahrl: are you intending to extend that to nodeboxes? 06:06 celeron55 i figure it wouldn't be impossible 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 14:53 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 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? 15:05 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 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 16:08 proller its can disturb in creative mode, but must be in survival 16:09 Anchakor1 lol I was imagining it exactly the opposite way 16:21 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 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 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 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 17:19 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 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? 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 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 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 22:39 PilzAdam hmmmm, http://forum.minetest.net/viewtopic.php?pid=100302#p100302 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