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01:20 |
VanessaE |
oh G*d this sign-on lag has GOTTA STOP |
01:20 |
VanessaE |
EVERY. SINGLE. SIGN-ON. |
01:20 |
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01:20 |
VanessaE |
causes everyone else to lag out |
01:25 |
VanessaE |
well? |
01:25 |
VanessaE |
what's the deal? |
01:25 |
VanessaE |
does anyone give a shit about playability anymore? |
01:25 |
VanessaE |
or is it just all about code now? |
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01:55 |
hmmmm |
oh wow that's neat |
01:55 |
hmmmm |
so I was just running around randomly spamming torches |
01:55 |
hmmmm |
not a lot mind you, and with no mods at all |
01:56 |
hmmmm |
error trying to store object id=blah over 49 objects deleting |
01:56 |
hmmmm |
and then all of a sudden an entire couple rows of nodes disappear and in their place, the dropped node cubes show up in their place |
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12:25 |
celeron55 |
https://github.com/fogleman/Craft |
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15:53 |
thexyz |
it seems that `rename` on Windows is not atomic |
15:54 |
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15:54 |
thexyz |
http://stackoverflow.com/questions/167414/is-an-atomic-file-rename-with-overwrite-possible-on-windows |
16:06 |
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18:00 |
celeron55 |
i'm somewhat uncomfortable with the possible performance regression of removing the texture atlas |
18:00 |
celeron55 |
the more i think it, the more likely it seems to be a big deal |
18:02 |
ShadowNinja |
Well, it didn't work. And IIRC it broke shaders. |
18:02 |
celeron55 |
it was just laziness; of course it can be made to work |
18:03 |
celeron55 |
a proper test should be made with an as complicated as possible (newest worls aren't loadable with an old enough version, so we should find the newest possible backup of a busily built world) |
18:03 |
celeron55 |
+world |
18:03 |
ShadowNinja |
Well I never noticed a big difference, but if you think there is one you could try. But I think Minetest has oter issues that would improve performance a lot more than a texture atlas. |
18:03 |
ShadowNinja |
+if fixed |
18:04 |
celeron55 |
there is an issue with that testing though - the texture atlas implementation wasn't built for these hundreds or thousands of registered nodes and it can't optimized that |
18:04 |
celeron55 |
we'd need one that will make as many texture atlases as is needed for all nodes |
18:04 |
celeron55 |
optimize* |
18:06 |
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18:11 |
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18:30 |
celeron55 |
http://paste.ubuntu.com/6552467/ |
18:30 |
celeron55 |
this allows one to see the amount of meshbuffers being drawn |
18:30 |
celeron55 |
it's basically the amount of draw calls |
18:31 |
celeron55 |
the amount of drawn blocks is profiled in another place in the code; by these it's somewhat easy to see how many excess calls are made |
18:34 |
celeron55 |
ideally texture atlasing would put everything in one block to one meshbuffer, or at maximum to as many meshbuffers as there are texture atlases (if the block contains textures from every atlas) |
18:35 |
celeron55 |
i consider a busy place in the eden subgame a reasonable test case for this; i get like 31 meshbuffers per block (which is the amount of textures in a block) |
18:35 |
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18:36 |
celeron55 |
that's bound to be the bottleneck on at least some hardware, if not all |
18:51 |
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19:00 |
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19:01 |
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19:06 |
celeron55 |
this should simulate the performance of a perfect texture atlas: http://paste.ubuntu.com/6552637/ |
19:07 |
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19:07 |
celeron55 |
oh actually no, wait |
19:08 |
celeron55 |
well yes, it's good enough for that |
19:09 |
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19:09 |
celeron55 |
i'm pretty sure something is wrong though; it shouldn't look so bad |
19:15 |
celeron55 |
ah, got it |
19:15 |
celeron55 |
http://paste.ubuntu.com/6552684/ |
19:15 |
celeron55 |
now it looks sane (=everything is grass, simulating that everything comes from the same atlas) |
19:17 |
celeron55 |
VanessaE: try that on your client when being on your server's performance hogging places |
19:22 |
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19:28 |
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19:30 |
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19:33 |
sapier |
I don't understand much about texture atlas but isn't irrlicht supposed to cache those textures and only pass references? (at least that's what I'd expect from a reasonable sane 3d engine) |
19:37 |
celeron55 |
the thing is that GPUs are incredibly slow at switching textures to render with |
19:37 |
celeron55 |
and there's a large overhead in each call to the GPU otherwise too |
19:38 |
sapier |
ok and solution is using one texture using scaling cropping and offset? (just guessing right now) |
19:38 |
celeron55 |
yes, that's what texture atlas means |
19:38 |
celeron55 |
or really we need to use many to accomodate all the stuff in a fully modded minetest, but anyway |
19:39 |
celeron55 |
the point is, less textures means probably way more performance |
19:39 |
sapier |
therefore we need n*sizeof(biggesttexture) within texture atlas |
19:39 |
sapier |
or use different texture atlasses for different sized textures |
19:40 |
celeron55 |
we can simply put any sized textures in any atlas; there's nothing forcing any similarity to them |
19:40 |
celeron55 |
that's what minetest originally did, but then it got broken and nobody wanted to fix it and it got removed |
19:40 |
sapier |
but offset calculation will be way more difficult |
19:40 |
celeron55 |
it's calculated when it's generated; it's very simple |
19:40 |
celeron55 |
and minetest has the framework for transferring those offsets around |
19:41 |
celeron55 |
well, at least had |
19:41 |
sapier |
ok but doesn't this only work in a simple way for eqal sized textures? |
19:42 |
celeron55 |
i don't understand why you're asking so much |
19:42 |
sapier |
because I want to know what needs to be done |
19:42 |
celeron55 |
it worked fine and simply took any kind of textures, and wasn't that complicated |
19:42 |
celeron55 |
just look up the commit that removed it |
19:42 |
sapier |
it worked fine as long as noone used hdx textures |
19:43 |
celeron55 |
you can't put many HD textures in atlases because the texture size in GPUs is limited |
19:43 |
sapier |
hope that's the only problem |
19:44 |
celeron55 |
well there were some bugs afaik |
19:44 |
celeron55 |
but no design bugs; just implementation bugs |
19:45 |
sapier |
Of course I don't understand details of it but I assume texture atlas to be a "huge" texture containing real textures aligned in a grid am I right about that? |
19:45 |
celeron55 |
anyway the removal commit is 8161ab573fd6f8a45b3986278ce7fc1596140526 |
19:45 |
celeron55 |
aligned in whatever way |
19:46 |
celeron55 |
= a huge texture containing multiple small ones; it's a texture atlas no matter how you do it other than that |
19:46 |
sapier |
ok so in worst case a atlas contains a single texture |
19:47 |
sapier |
and atlas contains information about position and size ... guess that should work |
19:47 |
celeron55 |
basically, instead of transferring around pointers to textures, you transfer around a pointer to a texture plus "UV" coordinates to the texture |
19:47 |
celeron55 |
and then bind the texture according to those the vertices when actually drawing stuff |
19:47 |
sapier |
+size of texture to do apropriate scaling |
19:47 |
celeron55 |
to the vertices* |
19:47 |
celeron55 |
sapier: minetest has TextureSource |
19:48 |
celeron55 |
instead of giving out textures from it, it can give out texture+uv structs; that's what the AtlasPointer was about |
19:49 |
sapier |
of course ... how does texture atlas handle texture compression? do we use it at all? |
19:49 |
celeron55 |
no |
19:49 |
celeron55 |
https://github.com/minetest/minetest/commit/8161ab573fd6f8a45b3986278ce7fc1596140526 |
19:49 |
sapier |
ok so no need to think about it |
19:50 |
PilzAdam |
hmmmm, https://gist.github.com/PilzAdam/7896988 |
19:51 |
PilzAdam |
this seems to be reproduceable (i.e. it crashes on every server shutdown) |
19:51 |
celeron55 |
however before jumping into doing it, we should have benchmarks based on the code i pasted initially |
19:51 |
celeron55 |
this http://paste.ubuntu.com/6552684/ |
19:51 |
daswort |
hi i compiled MT from git but i still get an empty online mod repo in the UI. and i don't get messages on STDOUT about anything related to the ingame mod-repo viewer. |
19:51 |
sapier |
I'm just thinking about what needs to be done |
19:52 |
PilzAdam |
daswort, do you have curl support compiled in? |
19:53 |
daswort |
is there a flag for it? i used the DRUN-in-place-FLAG |
19:53 |
daswort |
but curl is installed anyway. |
19:53 |
sapier |
then you don't havce curl |
19:53 |
sapier |
DENABLE_CURL=1 |
19:53 |
PilzAdam |
it should say something like "USE_CURL=1" in the in-game pause menu |
19:53 |
PilzAdam |
(or in --version) |
19:53 |
sapier |
really use? |
19:54 |
sapier |
I allways mix it up |
19:54 |
daswort |
USE_CURL=0 |
19:54 |
PilzAdam |
sapier, the cmake flag is still ENABLE_CURL |
19:54 |
daswort |
okay |
19:54 |
daswort |
another problem is that the public server list stays empty, is that related? |
19:55 |
PilzAdam |
yep |
19:55 |
sapier |
same |
19:56 |
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19:57 |
daswort |
will recompile, BTW why isn't that standard? |
19:57 |
sapier |
because not everyone has curl installed |
19:58 |
celeron55 |
it not being automatically enabled if curl is installed is a bug |
19:58 |
celeron55 |
it's not fixed because people are apparently lazy 8) |
19:58 |
sapier |
others consider it a sane preconfiguration |
19:58 |
daswort |
well why does wget not work? it is installed everywhere (well windows…) |
19:58 |
sapier |
as minetest doesn't bother to ask about connecting to internet |
19:59 |
celeron55 |
asking about connecting to the internet in 2013, when entering a public listing in a game? |
20:00 |
celeron55 |
are you nuts? 8) |
20:00 |
sapier |
it doesn't connect on enter but on startup |
20:00 |
sapier |
especially in 2013 after everyone got aware of actual done surveillance! |
20:01 |
sapier |
but I know that depends on everyones personal opinion |
20:05 |
specing |
daswort: forget it, the mod ui is nearly useless since not many mods are listed there |
20:05 |
specing |
you will have to manually download most of the mods |
20:06 |
sapier |
if a mod isn't listet there it's the modders problem |
20:06 |
specing |
lol |
20:07 |
celeron55 |
the server list is quite objectively useful though |
20:07 |
sapier |
mmdb uses SAME login as forum so adding a mod and uploading a mod is a matter of minutes so there's no reason to not do it |
20:07 |
daswort |
Pretty much a chicken egg situation. (BTW: The Egg was first) |
20:07 |
PilzAdam |
sapier, no, its the usability of the web interface |
20:08 |
PilzAdam |
its not good currently |
20:08 |
PilzAdam |
iqualfragile marked that as "wontfix", though, so.... |
20:08 |
celeron55 |
8D |
20:08 |
daswort |
relevant? → https://dpaste.de/tOFn |
20:09 |
sapier |
what are you talking about pilzadam? did you ever use it? |
20:09 |
specing |
sapier: since the mod db was introduced recently, one of you will have to go and manually add all mods to it that can be added |
20:09 |
PilzAdam |
sapier, I want it to get the mod from github, a tag or branch or whatever |
20:09 |
sapier |
so because of YOUR personal believes the mod ui is bad? |
20:09 |
specing |
waiting for modders to do it will turn players into skeletons before it becomes even remotely complete |
20:10 |
PilzAdam |
I dont want to upload new versions for every single commit I make |
20:10 |
daswort |
I suggested qualfragile a maintainer feature, so people can become maintainer if devs don't care (and license allows it). |
20:10 |
sapier |
so because of your lazyness you refuse mmdb's peer review process? |
20:10 |
PilzAdam |
sapier, basically yes |
20:11 |
sapier |
sane reason for sure ! |
20:12 |
sapier |
btw 1030 modstore improvement is still waiting for a single coredev to agree |
20:12 |
sapier |
or deny for some reason ... by now it's constantly ignored |
20:13 |
sapier |
https://github.com/minetest/minetest/pull/1030 ... for the lazy ones |
20:14 |
PilzAdam |
"achiev" |
20:14 |
sapier |
"moon" |
20:14 |
sapier |
a little bit more details plz |
20:15 |
PilzAdam |
its achieve |
20:15 |
sapier |
where did you find it? |
20:15 |
PilzAdam |
third line of the diff |
20:15 |
celeron55 |
lol |
20:15 |
PilzAdam |
eh, 2nd line of the additions |
20:15 |
VanessaE |
celeron55: without the "fake it, all grass" patch, solid meshbuffers drawn = 1869 (and 60 transparent ones) at the "bad" spot in my creative server (looking north from the spawn). your all grass patch does not apply, however. |
20:16 |
PilzAdam |
also everytime you dont put spaces after , in the function parameter list a kitten dies |
20:16 |
sapier |
so we're now doing language correctness checks ... good god |
20:16 |
celeron55 |
VanessaE: well apply it manually or something; maybe you have some slightly interfering branch in use or something? |
20:16 |
thexyz |
what's the point of making all those generic reusable classes/functions if no one is going to use them? |
20:17 |
VanessaE |
celeron55: I'm working off clean master at current HEAD, with only your benchmark patch in place. |
20:17 |
PilzAdam |
thexyz, its fun to code them |
20:17 |
sapier |
what are you talking about thexyz? |
20:17 |
VanessaE |
I'll apply it manually. |
20:17 |
thexyz |
also what editor has this syntax "-- @function [parent=#modstore] getscreenshot" (just curious) |
20:18 |
sapier |
lua markup |
20:18 |
thexyz |
sapier: you made a "Generic implementation of a filter/sortable list" but the doc is really confusing |
20:18 |
thexyz |
if it's generic then I guess you think people will be using it or something? |
20:18 |
sapier |
ok I'm gonna remove the doc |
20:18 |
PilzAdam |
lol |
20:18 |
sapier |
guys are you aware you're complaining about a doc added where none was before?????? |
20:18 |
thexyz |
okay.. |
20:18 |
thexyz |
I'm not complaining about the doc |
20:19 |
sapier |
you're not? |
20:19 |
PilzAdam |
sapier, how about writing proper doc? |
20:19 |
thexyz |
I am not |
20:20 |
sapier |
I am not capable of writing proper doc ... neither anyone else writing minetest seems to be |
20:20 |
thexyz |
I guess it's fine though |
20:20 |
sapier |
but you're welcome to help improving it |
20:20 |
sapier |
btw that class was key to implementing search tab with minimal effort |
20:21 |
thexyz |
I'm just afraid this code will be hard to maintain |
20:21 |
VanessaE |
ok, let's try this again. |
20:21 |
sapier |
and I guess it will be quite usefull for implementing version specific filtering too |
20:22 |
sapier |
if someone is willing to review I'll try to add docs ... but last weeks I have feeling will to review anything is almost completely lost |
20:23 |
sapier |
any suggestions how to improve the filterlist doc? |
20:24 |
daswort |
compiled with curl and it is still empty (both list and repo) |
20:24 |
VanessaE |
holy moses that made a mess out of the world. solid meshbuffers are now down into the 425-460 range (depending on my view pitch), with 43 or so transparent, and a LOT of the world is missing :) but that which I can see is mostly made of grass. |
20:25 |
VanessaE |
at any rate, it's clearly faster. |
20:25 |
VanessaE |
like, 4x so. |
20:25 |
PilzAdam |
daswort, you have USE_CURL=1 now? |
20:25 |
sapier |
daswort did you look at output of cmake? |
20:26 |
daswort |
-- CURL_INCLUDE_DIR = CURL_INCLUDE_DIR-NOTFOUND |
20:26 |
daswort |
-- CURL_LIBRARY = CURL_LIBRARY-NOTFOUND |
20:26 |
VanessaE |
celeron55: ^^^ |
20:27 |
sapier |
missing curl devel package? |
20:28 |
daswort |
v libcurl-dev ? |
20:29 |
PilzAdam |
its libcurl4-gnutls-dev on ubuntu |
20:30 |
VanessaE |
ok, gotta run. hope those numbers are useful. |
20:31 |
daswort |
p libcurl4-gnutls-dev same on debian |
20:31 |
daswort |
could someone add the part about curl on the "compile MT" wiki site? |
20:35 |
daswort |
What is the advantage of LuaJIT? |
20:36 |
celeron55 |
VanessaE: quite vague, but at least it made some kind of a clear difference |
20:36 |
PilzAdam |
daswort, its at least 2 times faster than normal Lua in executing mod code |
20:36 |
sapier |
if I'm not completely wrong use curl is described in readme |
20:37 |
sapier |
I am completely wrong |
20:37 |
celeron55 |
8D |
20:37 |
PilzAdam |
at least the dependency is listed there |
20:37 |
daswort |
great, but uses it less or more resources? PilzAdam |
20:37 |
sapier |
depends |
20:38 |
celeron55 |
as a player, there doesn't really exist a reason to not use luajit |
20:38 |
celeron55 |
for developers lua gives better error messages for now in certain cases though |
20:41 |
celeron55 |
sapier: can you fix the readme and the wiki for curl usage? |
20:41 |
daswort |
is there a flag for luaJIT or does it take it automatically if it is there? |
20:42 |
sapier |
I usually manually replace it .. but I guess there's an official way too |
20:42 |
celeron55 |
daswort: it should take it automatically when you run cmake |
20:42 |
celeron55 |
it will print out stuff if it finds it |
20:43 |
daswort |
thanks for your help |
20:51 |
sapier |
https://github.com/minetest/minetest/pull/1045 |
20:51 |
PilzAdam |
sapier, its ENABLE_* |
20:52 |
kaeza |
sapier, also, BUILD_CLIENT and BUILD_SERVER |
20:52 |
sapier |
(20:57:30) PilzAdam: it should say something like "USE_CURL=1" in the in-game pause menu |
20:52 |
sapier |
ohhhhh |
20:53 |
PilzAdam |
<PilzAdam> sapier, the cmake flag is still ENABLE_CURL |
20:53 |
PilzAdam |
I have the feeling that you only read every second line from me... |
20:53 |
PilzAdam |
also curl is used for more than connecting to the serverlist |
20:54 |
PilzAdam |
also what kaeza said |
20:54 |
sapier |
the warning is about pinpointing to "AUTOCONNECT" |
20:56 |
PilzAdam |
... and there are too few "--------" ;-) |
20:57 |
daswort |
a note about luajit would be helpful on the wiki page :) |
20:57 |
sapier |
shall I fix all other inconsitencys of --- too ? ;-P |
20:57 |
PilzAdam |
why not? |
20:57 |
sapier |
don't complain about Lua later |
21:00 |
PilzAdam |
what are all the "=1" at the end? |
21:01 |
PilzAdam |
and maybe add "Set via cmake . -D<option>=<0/1>" |
21:01 |
sapier |
deadline for wishlist was after updating it first time |
21:02 |
* PilzAdam |
is too pedantic again... |
21:03 |
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21:03 |
kaeza |
sapier, I think it would be better to document the "nonstandard" option for a given define |
21:03 |
kaeza |
i.e. BUILD_SERVER=0 |
21:03 |
kaeza |
or at least say "default is 1" or so |
21:03 |
sapier1 |
why the hell do I alway do more then requested ... that one was about documenting curl |
21:05 |
daswort |
because cause you do it for the greater good sapier1 |
21:06 |
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21:07 |
sapier1 |
obviously not |
21:07 |
PilzAdam |
otherwise we would have 10 "Adjust README one more time...." commits |
21:07 |
sapier1 |
one thing one commit |
21:08 |
PilzAdam |
one character is a "thing" |
21:08 |
kaeza |
10 tightly related things, one commit |
21:09 |
sapier |
<childish mode> not my issue </childish mode> |
21:20 |
daswort |
<adult mode> not my department </adult mode> |
21:40 |
* VanessaE |
is back |
21:59 |
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22:09 |
sapier |
depends on what meaning of "character" you use ... charakters in multibyte codesets are more than 256 thingies |
22:10 |
sapier |
you mean "char" ;-) |
22:21 |
ShadowNinja |
ints are at least 16-bit. I agree about torches. +-~32000 is a technical limitation. |
22:23 |
ShadowNinja |
(MC has gotten around this by limiting y to 0-256.) |
22:25 |
ShadowNinja |
It is probably possible to use 32-bit positions, but it would be very difficult, and would require a incompatible map format. |
22:25 |
ShadowNinja |
Oh, and it would break the protocol of course. |
22:25 |
VanessaE |
and when did this ever stop us in the past? :) |
22:26 |
troller |
now client can fly at 200000,200000,200000 |
22:26 |
VanessaE |
that said, the rendering engine can't really cope well with things as you get much past +/- 10000 or so anyway |
22:26 |
sapier |
you will break 32bit clients and most likely performance wont get better |
22:27 |
sapier |
even if you don't consider irrlicht limitations |
22:28 |
VanessaE |
sapier: 32 bit or not has nothing to do iwth it |
22:28 |
VanessaE |
its all about how you handle your rendering precision and how you handle getting the map data from the server to the rendering engine |
22:28 |
sapier |
it does if you want to store a 64 bit value on a 32bit architecture you add a lot of overhead |
22:28 |
sapier |
yes that's the irrlicht limitation |
22:29 |
sapier |
I was talking about map format |
22:29 |
VanessaE |
tell that to all the 8 bit CPU users out there who somehow managed to handle 24 bit values without issue :) |
22:30 |
VanessaE |
it can be done, it's more a matter of whether it's worth the effort or not |
22:30 |
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22:30 |
VanessaE |
(I don't think it is) |
22:30 |
sapier |
VanessaE but you have to promise to stop complaining about performance if we use 64 bit ;-P |
22:31 |
VanessaE |
who said anything about using 64 bits? |
22:32 |
VanessaE |
even a signed 32 bit coordinate would blow up the possible map size past anything that will ever be exhausted on even the busiest servers in existence |
22:32 |
sapier |
it'd be silly to switch to 32bit now |
22:32 |
sapier |
tell that to those who designed ipv4 |
22:32 |
VanessaE |
yeah but ipv4's limitation is due to having 32 billion users on all at once |
22:33 |
VanessaE |
you show me a minetest server that can handle even 0.01 percent of that and I'll show you a supercomputer underlying it. |
22:33 |
VanessaE |
:) |
22:33 |
VanessaE |
john_minetest: no |
22:33 |
VanessaE |
that's been declared impractical. |
22:34 |
VanessaE |
or I shouldn't say 32 billion users, but 32 billion addresses |
22:34 |
troller |
movement_speed_fast = 1000 |
22:35 |
VanessaE |
er excuse me, 4 billion. |
22:35 |
VanessaE |
(I can't do math today, apparently) |
22:35 |
sapier |
guess your pc won't be able to generate map at speed 1000 |
22:35 |
troller |
john_minetest, you can try math mapgen with 32km sphere |
22:35 |
troller |
sapier, my can ~120 |
22:35 |
VanessaE |
if minetest had a 4x4 billion km map, it would be impossible to exhaust it. no one would have enough time in the universe to do it |
22:36 |
VanessaE |
(as it is, it's hard to use up the existing 32x32km map) |
22:36 |
troller |
640kb |
22:37 |
troller |
32km not very big for 1000 players in one server |
22:37 |
VanessaE |
troller: sure but how many servers have 1000 active players? |
22:37 |
kaeza |
it's actually 64km |
22:37 |
VanessaE |
kaeza: well yeah, 64x64km |
22:38 |
sapier |
and you can build skyacrapers and mines |
22:38 |
sapier |
-a+s |
22:38 |
troller |
VanessaE, sunday record - 120 ppl on all servers, but it not big problem to reach 1000 |
22:38 |
VanessaE |
even redcrab's server, at its peak of popularity, only seemed to have 100-200 active users |
22:38 |
kaeza |
so for 1000 players, you still have like 64x64000x64000 for each one |
22:39 |
troller |
VanessaE, 100 simultaneously?? |
22:39 |
VanessaE |
troller: in total. at most I only ever saw perhaps 15 online at a time |
22:39 |
troller |
kaeza, if random spawn |
22:39 |
troller |
30 - new record |
22:40 |
troller |
Minerealms - 30 |
22:40 |
troller |
sky - 27 |
22:40 |
troller |
Megaf Till It Ends - 23 |
22:40 |
VanessaE |
troller: the concurrent record is somewhere above 100, so was the claim, on some old laptop I think it was, early in the 0.4 series |
22:40 |
troller |
no, 138 at xyzz test server |
22:41 |
troller |
random input bots |
22:41 |
troller |
real peoples can be 200 or more |
22:41 |
troller |
but for 1000 need rewrite threaded stuff |
22:43 |
VanessaE |
well 138 is "somewhere above 100" :P |
22:43 |
troller |
in total on my server was ~6000-8000 player files |
22:43 |
VanessaE |
and that WAS early in the 0.4 series |
22:44 |
VanessaE |
and I think at the time xyz was using a laptop to run rhe test server wasn't he? |
22:44 |
troller |
11817 in auth.txt |
22:45 |
VanessaE |
10556 between all five auth.txt's on my servers. |
22:45 |
VanessaE |
biggest is survival, 4914 there. |
22:45 |
VanessaE |
(auth.txt entries) |
22:45 |
VanessaE |
john_minetest: five. |
22:47 |
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23:00 |
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23:00 |
sapier |
how many active non dummy users VanessaE? |
23:01 |
VanessaE |
john_minetest: s/shadowninja's/nore's/ |
23:02 |
VanessaE |
sapier: I'm not sure. in the dozens maybe. it'd be more if the damn thing didn't lag so much on players' sign-ons |
23:03 |
sapier |
I tried to get kahrls changes in ... but I don't have time and interest in adding new features to it and guess it won't be added without those |
23:07 |
hmmmm |
what added features |
23:07 |
hmmmm |
?? |
23:08 |
sapier |
those you requested hmmmm |
23:08 |
hmmmm |
I'm sure you can get kahrl's changes in, you're a developer with commit access |
23:08 |
hmmmm |
what did I request again |
23:08 |
hmmmm |
the most recent thing kahrl did was httpfetch so that must be what you're talking about, but I do not recall ever wanting anything from that... |
23:08 |
sapier |
the cdn addon ... and no I won't commit anything (non trivial) without another one to agree |
23:08 |
hmmmm |
that wasn't me at all |
23:09 |
hmmmm |
i think thexyz mentioned a cdn |
23:09 |
sapier |
sorry true was thexyz |
23:09 |
sapier |
I don't know why I allways mess you up your names aren't even similar |
23:10 |
hmmmm |
interesting |
23:10 |
hmmmm |
link me to the thing you want to merge and i'll comment on it |
23:11 |
hmmmm |
httpfetch |
23:11 |
hmmmm |
where is it... |
23:11 |
hmmmm |
yikes that's big |
23:12 |
sapier |
https://github.com/minetest/minetest/pull/1030 https://github.com/minetest/minetest/pull/1027 and https://github.com/minetest/minetest/pull/1036 are tested by john_minetest and should be ready for merge |
23:12 |
hmmmm |
the last one, sure |
23:12 |
sapier |
yes kahrls changes are quite big ... if you really want to do a 100% review you'll need some hours |
23:13 |
sapier |
I'd prefere quick review adding and testing it quite good till release |
23:13 |
hmmmm |
btw if you are familiar enough with the compnent you're messing around with you don't really need someone else to agree |
23:13 |
hmmmm |
btw i'm typing with my left hand so |
23:13 |
sapier |
I don't know anything about httpfetch that's kahrls work |
23:13 |
sapier |
I just rebased it |
23:14 |
sapier |
and replaced curl throughout minetest |
23:14 |
sapier |
you didn't john? ok then skipp 1036 |
23:14 |
sapier |
could you comment those you tested john? add commit you tested if possible |
23:14 |
VanessaE |
we don't need to know what you're doing with your right hand, hmmmm |
23:14 |
VanessaE |
:P |
23:15 |
hmmmm |
eating greasy pizza |
23:15 |
hmmmm |
fapping to minetest |
23:15 |
hmmmm |
etc. |
23:15 |
hmmmm |
the mainmenu is pretty sexy |
23:15 |
VanessaE |
"eating greasy pizza"? is that what they're calling it now? :) |
23:17 |
VanessaE |
in all seriousness, kahrl's code has gotta go in soon, those remote_media glitches are spreading. |
23:18 |
hmmmm |
what's the standard for api that return success |
23:18 |
hmmmm |
nil for failure? |
23:18 |
hmmmm |
or false |
23:18 |
sapier |
not sure about that I think there isn't a standard |
23:19 |
VanessaE |
it's sorta undefined. |
23:19 |
VanessaE |
I usually use false |
23:19 |
VanessaE |
sometimes nil if it makes sense to |
23:19 |
hmmmm |
i would return 0 params on failure personally |
23:19 |
hmmmm |
less typing |
23:19 |
VanessaE |
that's bad |
23:19 |
hmmmm |
somewhat more efficient |
23:19 |
VanessaE |
oh wait, 0 params, as in no params |
23:20 |
hmmmm |
0 return values |
23:20 |
VanessaE |
I read that as "I would return 0." |
23:20 |
hmmmm |
i.e return nil |
23:20 |
sapier |
then you can't decide between not found and error |
23:20 |
VanessaE |
well nil usually evaluates equivalent to false though |
23:20 |
hmmmm |
ah |
23:20 |
VanessaE |
if foo() then x end |
23:20 |
hmmmm |
if you want to make that distinction... |
23:21 |
VanessaE |
so if you *really* need to return something that means an outright failure, you probably better return an actual notice to that end |
23:21 |
sapier |
not sure if we need to decide but it is a limitation that may or may not be relevant |
23:22 |
hmmmm |
sapier, successful is spelled with one l |
23:23 |
sapier |
where to fix? |
23:24 |
hmmmm |
doesn't really matter if it's internal, but modstore.lua:99 |
23:25 |
hmmmm |
personally i'd name those functions like get_formspec_success_dlg |
23:25 |
hmmmm |
or w/e |
23:25 |
hmmmm |
get_formspec_dlg_success |
23:25 |
sapier |
no problem I need to get some sleep to |
23:25 |
hmmmm |
'night |
23:25 |
sapier |
hmmmm if I rename it this way all other functions should be renamed too |
23:25 |
hmmmm |
1030 looks good though |
23:26 |
sapier |
except handle_buttons and update_modlist |
23:27 |
sapier |
ok I'll fix the successful and merge tomorrow |
23:27 |
sapier |
time to sleep now |
23:27 |
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