Time |
Nick |
Message |
00:33 |
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01:21 |
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06:05 |
sfan5 |
ShadowNinja: we should use z-slice for sqlite3 and individual for leveldb |
06:07 |
ShadowNinja |
sfan5: I switched to the individual because z-slice was giving me errors. I'll try to convert it back later. |
06:08 |
sfan5 |
ok |
06:34 |
celeron55 |
http://sprunge.us/NRgQ |
06:34 |
celeron55 |
so have you tested that this results in correct negative indices? |
06:35 |
celeron55 |
modifying that is like poking a nuclear bomb |
06:37 |
ShadowNinja |
celeron55: Yes, it had issues before testing, but works now. |
06:37 |
celeron55 |
on every platform and compiler? |
06:38 |
ShadowNinja |
And I've had my share of headaches from mixing negative signed numbers with bit twiddling. |
06:38 |
celeron55 |
that index thing was done by someone who hasn't been around for any time before it nor any time after it, so you have nobody to blame |
06:39 |
ShadowNinja |
celeron55: Um, that's pretty straightforward code. If it fails on a platform we probably don't support it. |
06:39 |
ShadowNinja |
I added plenty of () too. |
06:40 |
celeron55 |
the good thing about using negative indices is that it naturally extends to different coordinate ranges |
06:40 |
celeron55 |
like if minetest switches to v3s32 some day, it will work just the same |
06:40 |
celeron55 |
if it used only positive indices, chances are it wouldn't be so easy |
06:40 |
celeron55 |
(depending on what offsets were used) |
06:41 |
celeron55 |
hmm actually no |
06:41 |
celeron55 |
it explodes even like it is now because there are the multiplications nevertheless |
06:41 |
celeron55 |
oh whatever |
06:42 |
celeron55 |
the index thing should be moved to be part of the backend instead of a widely used thing; the only reason it exists is because all existing sqlite maps use it |
06:43 |
celeron55 |
i hope no new backend is using them |
06:43 |
celeron55 |
because it would be insane |
06:43 |
ShadowNinja |
Yes, seperate x, y, and z fields would really be more appropriate for SQLite3. |
06:44 |
celeron55 |
they are more appropriate for anything |
06:44 |
celeron55 |
i don't think there exists a usable database where your only option is to index solely by a single integer |
06:45 |
ShadowNinja |
I don't understand the s64 thing though. I thought that it should be a u64, but my DB apparently has negative indices. |
06:45 |
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06:45 |
celeron55 |
maybe you should look at the code again |
06:45 |
ShadowNinja |
celeron55: LevelDB uses a single string. |
06:45 |
celeron55 |
the string can be "x,y,z" |
06:46 |
ShadowNinja |
You could seperate...^ |
06:47 |
celeron55 |
ShadowNinja: do you realize you can de-wrap and multiply multiple signed values to a single value like you can do for unsigned ones? |
06:47 |
sfan5 |
e.g. leveldb does not support seperate keys |
06:47 |
sfan5 |
aka (x, y, z) -> value |
06:47 |
celeron55 |
you just go to both sides of zero then |
06:47 |
sfan5 |
doing that in redis would be possible but very .. let's say.. hacky |
06:48 |
celeron55 |
you don't need separate keys; you just need a sane "hash" of the coordinates that isn't so obscure like the integer used by the sqlite backend |
06:49 |
celeron55 |
a string where they are appended is such a thing |
06:49 |
ShadowNinja |
celeron55: What do you mean? Positions are signed, but it seems like the hash shouldn't be. |
06:50 |
celeron55 |
ShadowNinja: shouldn't? maybe in a sane world, but nothing prevents you from doing it, and it behaves completely logically |
06:50 |
celeron55 |
ShadowNinja: what is this "shouldn't"? who defines it? it's not undefined behavior at least |
06:50 |
ShadowNinja |
You need a seperator, otherwise 1,15,5 == 11,5,5 |
06:50 |
celeron55 |
it's simply not separated by bits but by multiplications |
06:51 |
ShadowNinja |
celeron55: Why are there negative keys in my DB? Do you know? |
06:51 |
celeron55 |
it just raises the non-x-values to a higher range |
06:51 |
celeron55 |
because of this |
06:51 |
celeron55 |
how can you not understand? |
06:51 |
celeron55 |
this is incredibly simple |
06:53 |
celeron55 |
it's exactly how it works; it doesn't use bits; it multiplies the Z value by the ranges of the X and Y values, so that when the Y value multiplied by the range of the X value and the X value is added to it, the effect each coordinate has to the final value doesn't wrap onto others |
06:53 |
celeron55 |
it's not separated to their own bit fields; they are separated by multiplication |
06:53 |
celeron55 |
i.e. negative values have very clear meaning |
06:55 |
celeron55 |
you just made it harder to understand by changing it to bit shifts |
06:55 |
celeron55 |
because it now uses your way of thinking, which is wrong |
06:55 |
celeron55 |
or at least you don't understand it by using that way |
06:58 |
ShadowNinja |
Well, I don't understand what you mean. ;-) |
06:58 |
celeron55 |
the reverse is rather unintuitive though |
06:59 |
celeron55 |
maybe you shouldn't change code that you don't uunderstand |
07:02 |
celeron55 |
can i ask you to focus on fixing bugs and implementing features instead of changing code around for no good reason? |
07:19 |
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07:19 |
sfan5 |
celeron55: did I tell you that I got this working yet? http://sprunge.us/COMR?cpp |
07:23 |
celeron55 |
try to integrate it to the pull request then |
07:24 |
sfan5 |
I'll do that when I have time |
07:24 |
sfan5 |
the (more or less) compiler I wrote for that also outputs sane error messages now |
07:24 |
celeron55 |
i think it would be fine to just include the actual serialization code inside the packet definition |
07:24 |
celeron55 |
because some of them are going to get different formats for different versions and so |
07:25 |
celeron55 |
and they are bound to have special types with special formats |
07:25 |
sfan5 |
I'll see if I can add that without making it too complicated. |
07:25 |
sfan5 |
error message example: |
07:25 |
sfan5 |
packets.txt:39:28: Expected identifier got '{' |
07:25 |
sfan5 |
| list u16 SomeListContainer { |
07:25 |
sfan5 |
| ^ |
07:26 |
celeron55 |
you can do it based on indentation |
07:26 |
celeron55 |
then it's trivial to see where it ends |
07:27 |
sfan5 |
I'm for using { ... }; |
07:27 |
sfan5 |
(because that is what I currently use and wouldn't require changes to the lexer) |
07:27 |
celeron55 |
oh well, i guess something like C++ {} would look reasonable |
07:28 |
celeron55 |
you just need to match the curly brackets |
07:30 |
sfan5 |
it ends up looking like this in the code: http://sprunge.us/UBNc |
07:30 |
celeron55 |
actually more like C++::serialize { ... } and C++::deserialize { ... } in the long run (currently deserialization isn't done by that) |
07:31 |
celeron55 |
(but deserialization is lower priority anyway; it's more important that the data correct to begin with) |
07:31 |
celeron55 |
+is |
07:46 |
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08:01 |
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08:58 |
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09:03 |
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09:41 |
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10:22 |
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10:28 |
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10:43 |
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11:01 |
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11:02 |
seolfor |
what IDE are you guys using? im talking to linux users ... |
11:07 |
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11:16 |
celeron55 |
vim and bash |
11:18 |
seolfor |
celeron55, and now tell me it's a joke :p you also debuging under vim ? |
11:18 |
seolfor |
how about call stack do you have it also in vim ? ;D |
11:18 |
celeron55 |
gdb is pretty good |
11:19 |
celeron55 |
also valgrind and various smaller command-line utilitiees |
11:20 |
seolfor |
sfan5, it's freeking unfair i spend 4 days on attempts to compile minetest under windows and in linux i done it like in 4 shell commands .. |
11:21 |
seolfor |
celeron55, yep i'd been using valgrind from time to time but with gdb im not to familliar .. |
11:22 |
seolfor |
any way since i cappable to bild minetst already, what can i do ? |
11:23 |
seolfor |
i mean is ther some small job or jobs to be done for good warm up :D |
11:25 |
celeron55 |
suitable small jobs are always very hard to find in the engine |
11:27 |
seolfor |
celeron55, all right it shouldn't be much problem.. i will just play a bit with a code .. |
11:30 |
celeron55 |
you could continue this, altough the work will be replaced by an automatic generator if sfan5's attempt turns out to be working: https://github.com/minetest/minetest/pull/1228 |
11:31 |
celeron55 |
(integrating the generator to that would be one thing, but sfan5 hasn't released it yet) |
11:32 |
celeron55 |
but yeah, there just isn't anything really; you're free to find something you'd like to do and ask here if it's okay |
11:33 |
celeron55 |
alternatively you could try to fix some bug listed here, but most are too complicated: https://github.com/minetest/minetest/issues?direction=desc&sort=created&state=open |
11:35 |
celeron55 |
if i may, i'd propose that you start off from developing some game or mod, and then come to work on the engine when it's missing something that is needed |
11:35 |
celeron55 |
it would be the healthiest way to find things to do in it |
11:35 |
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11:36 |
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11:36 |
seolfor |
celeron55, thx for guidance and one more thing it will be faster if i simply ask are you have some specific codding standart? |
11:37 |
seolfor |
for minetest ofcourse |
11:38 |
celeron55 |
you will find a lot of stuff here: http://dev.minetest.net/Main_Page |
11:38 |
celeron55 |
http://dev.minetest.net/Code_style_guidelines |
11:38 |
celeron55 |
some of that is rather arguable though; like almost everything in this project... |
11:39 |
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11:42 |
celeron55 |
seolfor: this gives some idea on who knows and does what: http://dev.minetest.net/Organisation |
11:44 |
BlockMen |
who is [OPEN]? :P |
11:45 |
seolfor |
BlockMen, i think its open position to take :p |
11:47 |
PenguinDad |
[OPEN] seems to be very lazy (s)he never commited something ;) |
11:53 |
seolfor |
I experiencing some strange mose behavior in newst commit - its have some very curved speed sensitivity |
11:53 |
seolfor |
it's only my problem or it's common thing ? |
12:07 |
seolfor |
and i have the same problem in official arch release 0.4.9-3, i curies was it already reported as issue ? ;] |
12:22 |
celeron55 |
BlockMen: it's thexyz who left his position |
12:23 |
seolfor |
celeron55, it's seems i already found somthing small ;] mose sensivity in arch for me is much to high and even minimum is only "playable" not even close to confortable |
12:23 |
* BlockMen |
thinks "at least PenguinDad got it" |
12:26 |
seolfor |
celeron55, 1 more thing you will din't answerd my prvies question about codind stanadrt, and are you guys on purpose making so HUGE source files ? |
12:27 |
seolfor |
it's not even splited by class per file somthig like that is not acceptable in my job for stable release |
12:28 |
seolfor |
but if it's yours policy here.. i can't oposide it |
12:28 |
celeron55 |
they are split by purpose; i think the java ways of putting 100 lines in a file is not useful |
12:29 |
seolfor |
ye but reading file close to 4000 lines it even worse |
12:30 |
celeron55 |
well those are too large; yes; there are only a couple of them though |
12:30 |
seolfor |
somthing more then 1000 line's its very hard to read for me |
12:30 |
celeron55 |
they're badly designed otherwise too as the 4000 lines consists of a single class |
12:30 |
seolfor |
not realy |
12:30 |
seolfor |
for ex. im right now looking at game.cpp |
12:31 |
celeron55 |
that's the only one that doesn't |
12:31 |
celeron55 |
...maybe |
12:32 |
seolfor |
;] i thinl i will be pain in the ass for you guys ;D |
12:32 |
seolfor |
think* |
12:32 |
celeron55 |
maybe you'll just learn to browse large files and then you're arguing with some other newcomer about them 8) |
12:35 |
seolfor |
hahaha may be bit isn't whoud be simpler to just split the freking file for example to 4 files by 1000 lines each and put them into folder called game? Ah ok will not asy anything more about it you are the boss here ;P |
12:35 |
celeron55 |
as a matter of fact i'm not the boss |
12:36 |
seolfor |
but what about the codding standart you known.. spaces/tabs/brackets/naming etc .. |
12:36 |
celeron55 |
http://dev.minetest.net/Code_style_guidelines |
12:36 |
celeron55 |
i linked this already |
12:36 |
seolfor |
you are not ? i thought you are |
12:36 |
seolfor |
o .. sory i didn't notice |
12:36 |
celeron55 |
i'm not much more than one of the core developers |
12:38 |
celeron55 |
anyway - it's been long desired that game.cpp would be split to meaningful parts so if you can do it well, that might be upstream-worthy |
12:39 |
celeron55 |
also the game state should be stored in a simple class or struct instead of local variables |
12:40 |
celeron55 |
it has been discussed before too: http://irc.minetest.ru/minetest-dev/2012-08-12#i_2418283 http://irc.minetest.ru/minetest-dev/2013-10-21#i_3385585 |
12:40 |
seolfor |
all right i will take a look as soon i will do somthing with this mouse configuration |
12:41 |
seolfor |
and i was i thinking why are there so many pull request unclosed on github with one are definetly usefull |
12:41 |
seolfor |
for ex. game confing in game etc .. |
12:42 |
celeron55 |
some of them are waiting for testing, some of them are incomplete or buggy (as stated by the author), some of them are being argued about |
12:42 |
celeron55 |
take a look at how many pull requests have been closed 8) |
12:42 |
celeron55 |
there's just a huge flow of them so they buffer up a lot |
12:43 |
seolfor |
ah indeed ;] |
12:43 |
celeron55 |
if you want, you could look through them and point out those that seem directly mergeable |
12:44 |
celeron55 |
or that should be closed |
12:45 |
celeron55 |
then maybe we find something that needs such tweaking that you can do |
12:47 |
seolfor |
and about that .. how should i report / made pull request |
12:47 |
seolfor |
should i made fork for my sell then report pull request ? |
12:48 |
seolfor |
and do i have to keep there linear history ? i realy don't like rebase functionalyty (simply i didn't used it to much) |
12:49 |
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12:49 |
celeron55 |
we use rebase for everything; but it can be done at the moment when the pull request is finally added upstream |
12:50 |
celeron55 |
keeping all work-in-progress comments separate until that point is encouraged |
12:50 |
celeron55 |
but yeah, it's best if you make yourself very familiar with rebasing |
12:54 |
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12:56 |
seolfor |
sorry but "keeping all work-in-progress" what did you mean by that ? and aobut upstream, sory im not familiar with them |
13:01 |
celeron55 |
s/comments/commits/ |
13:01 |
celeron55 |
work-in-progress means stuff that isn't yet finished (but will be finished after more is added to it) |
13:01 |
celeron55 |
and upstream means the main minetest repo to which people base their personal forks |
13:02 |
seolfor |
hmy.. trivial explenation for trivial problem's but i get it now thx ;] |
13:04 |
seolfor |
i read http://dev.minetest.net/Code_style_guidelines but how about line ending chareacters? i hope you are using unix style ? |
13:06 |
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13:06 |
celeron55 |
of course |
13:08 |
celeron55 |
i'm guessing someone should add things to the wiki based on this discussion as it's apparently missing things that it could have |
13:15 |
seolfor |
most of it is's already at wiki i will add notice about line ending charcter |
13:17 |
seolfor |
and about game.cpp i will be good exercise for me. I will made fork for my slef after i will do acualy somthing then we will be able to discuss it.. |
13:18 |
seolfor |
i have to and for now thx for you time celeron55 ;] |
13:23 |
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15:44 |
seolfor |
i have some stange mouse bechawior in arch linux for example if i will move mouse to left lets say about "2cm" (looks good) and then to right agin "2cm" (here is the problem) camera in game will move more to left side even more and only afther that to the right |
15:45 |
seolfor |
my question is: it's normal in newest commit (not linear mose movment) or it's only at arch linux bechewing strange ? |
15:52 |
celeron55 |
i have no idea what could cause that |
15:56 |
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15:58 |
celeron55 |
also arch linux has not much special compared to other distros |
15:58 |
celeron55 |
but it could be specific to your mouse driver or something |
15:58 |
celeron55 |
or window manager |
15:58 |
celeron55 |
or irrlicht version |
16:00 |
seolfor |
on windows is working qute well, |
16:01 |
seolfor |
i got irrlicht in 1.8.1-2 ( so i dont think it's a problem) |
16:03 |
seolfor |
it might be a drivers becouse im using vmware virtual machine i will check what i got installed, but I don't think window manager can have somthing with it |
16:05 |
sfan5 |
trying to run 3d stuff in a VM is usually a bad idea |
16:07 |
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16:08 |
celeron55 |
sounds like the VM isn't working right |
16:08 |
celeron55 |
which isn't surprising at all and probably can't be fixed |
16:09 |
sfan5 |
>afaik those shadows are caused by invisible caves that are generated in the sky... |
16:09 |
sfan5 |
wat |
16:09 |
sfan5 |
apparently air != air |
16:10 |
seolfor |
ah .. i don't care any more i wan'a code somthing i will instal tomoro native linux any proposition for distro ? |
16:10 |
sfan5 |
I would go for Xubuntu or Crunchbang |
16:11 |
seolfor |
i whould preper somthing based on arch .. ;] |
16:11 |
sfan5 |
archbang? |
16:12 |
seolfor |
yep i was thinking about it.. or again plain arch + xorg + somthing |
16:13 |
seolfor |
and btw sfan5 are you deverloping under win or linux ? |
16:13 |
sfan5 |
are you insane? |
16:13 |
sfan5 |
as if anyone would dev under windows |
16:13 |
sfan5 |
horrible... |
16:13 |
sfan5 |
I use Xubuntu 13.10 |
16:14 |
seolfor |
and how about ide .. dont tell me you are also uning vim ? |
16:15 |
sfan5 |
I find vim hard to use |
16:15 |
sfan5 |
gedit/geany, command line, gdb & valgrind |
16:18 |
seolfor |
a bit better then celeron but still it's to small for me ;] i think i will stick with qtcreatro for time beeing .. |
16:18 |
sfan5 |
netbeans works good too |
16:19 |
seolfor |
i will check it but not today :p i'm messing with game.cpp :p |
16:20 |
seolfor |
i's give me so much plesure to ctrl+c/v 500+ lines of code ;] |
16:22 |
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16:27 |
seolfor |
and btw what encoding are you using ? UTF-8 i hope so ? |
16:28 |
BlockMen |
"[18:13] sfan5: as if anyone would dev under windows", hey! |
16:28 |
sfan5 |
seolfor: UTF-8 IIRC |
16:28 |
seolfor |
BlockMen, i whould if i could |
16:29 |
BlockMen |
seolfor, its possible ;) |
16:30 |
seolfor |
BlockMen, not for me i tried to make build like 4 day or about |
16:31 |
BlockMen |
seolfor, i also needed a lot time to get it run |
16:31 |
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16:32 |
BlockMen |
and since then im trying to not touch the running system^^ |
16:32 |
seolfor |
ye but's freeking unfair i made it runable under linux like in 5 min |
16:38 |
sfan5 |
linux is superior~ |
16:38 |
BlockMen |
so the windows users are the real skilled ;P |
16:38 |
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16:40 |
seolfor |
windows don't care about deverlopers other then them that's the main diffrance |
16:41 |
BlockMen |
oh, thats not true. windows care about developers, but for windows exclusive only |
16:41 |
BlockMen |
*s/for/about |
16:45 |
twoelk |
in the newest minetest build I can rotate slabs but not blocks. Is that a bug or a feature? |
16:47 |
sfan5 |
normal blocks look same at every side |
16:47 |
sfan5 |
+te |
16:47 |
sfan5 |
*the |
16:52 |
twoelk |
You can make patterns with wood for example |
16:52 |
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16:54 |
sfan5 |
you mean rotating y? |
16:55 |
seolfor |
for ex or at least 2 sides |
16:56 |
seolfor |
i mean first texture for 4 sides and secound for last 2\ |
16:56 |
twoelk |
yeah, like creating a floor with wood planks, https://forum.minetest.net/viewtopic.php?id=9084 |
16:58 |
seolfor |
and btw global functions/varialbes are trully painfull >.> are ther realy neccesery I highly don't think so |
17:45 |
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19:35 |
spillz |
!tell seolfor to try Code::Blocks with CMake generated project files. Works well. irrlicht code completion could be better though. |
19:35 |
ShadowBot |
spillz: O.K. |
19:36 |
sapier |
"celeron55 vim and bash" ?? really? |
19:37 |
sfan5 |
yes |
19:37 |
sfan5 |
celeron55 always used just vim and bash |
19:38 |
sapier |
everytime I hear this I don't know if the one using it is genius or crazy :) |
19:39 |
sapier |
seolfor I know I'm gonna be the bad guy on saying this but what do you think about fixing some bugs to get known to code prior starting to refactor core components? |
19:42 |
ShadowNinja |
sfan5: I tried the range thing again, but I got the same issue. The mapper writes outside the image causing a segfault, and if i increase the image size I get this: http://imgur.com/T784lwy.png patch http://ix.io/bJ4/diff |
19:42 |
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19:43 |
ShadowNinja |
Notice that the bottom left section has a extra lower layer, and there are block patches. |
19:43 |
ShadowNinja |
black* |
19:43 |
ShadowNinja |
The LevelDB backend works fine. |
19:43 |
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19:43 |
sfan5 |
static inline int64_t stoi64 |
19:43 |
sfan5 |
this sounds wrong |
19:44 |
sfan5 |
the string passed by reference can change |
19:44 |
sfan5 |
while the arg itself does not change (because reference) |
19:44 |
sfan5 |
a static decl is therefore not right |
19:44 |
sfan5 |
oh also |
19:45 |
sfan5 |
I am merging redis database backend thing in 30 minutes |
19:45 |
sfan5 |
celeron55 said it was okay as long as I maintaned it |
19:45 |
seolfor |
<sapier> everytime I hear this I don't know if the one using it is genius or crazy :) - i think it's propably bouth |
19:46 |
ShadowNinja |
sfan5: It's a static global function. Meaning that it only exists in it's own module (source file). |
19:46 |
sfan5 |
hm, ok |
19:46 |
ShadowNinja |
static has a few meanings in C++. |
19:46 |
sfan5 |
Apr 12 11:46:49 <celeron55>sfan5: i guess it can be added, but it's the first one that will go if some internal interfaces are to be changed and you aren't around to modify it |
19:46 |
seolfor |
sapier, about fixing bug's i dont have enything against |
19:47 |
sfan5 |
^ 'evidence' |
19:47 |
sapier |
and it's quite small difference between statics meaning ... but those small differences sometimes decide |
19:47 |
ShadowNinja |
sfan5: Does it use that hashing thing like SQLite3 and LevelDB? |
19:48 |
spillz |
What is with all this fiddling with backend databases and code formatting? these aren't the real problems with the game, but make up much of recent activity. |
19:48 |
sfan5 |
ShadowNinja: dunno |
19:48 |
sfan5 |
spillz: redis is even better than LevelDB |
19:49 |
ShadowNinja |
sfan5: It does, it uses getBlockAsInteger. |
19:50 |
sfan5 |
what should it use instead? |
19:50 |
sfan5 |
now is the time where I can change it |
19:51 |
ShadowNinja |
sfan5: It should seperate each number with a space or comma. Or it should use seperate collums if redis supports multi-column keys. |
19:51 |
sfan5 |
redis does not |
19:51 |
ShadowNinja |
columns* |
19:51 |
sfan5 |
so it should use commas |
19:51 |
proller |
redis cant be faster than level |
19:52 |
sapier |
because of what reason proller? |
19:52 |
ShadowNinja |
proller: And why not? |
19:52 |
sfan5 |
proller: lolwut, redis is always in-RAM | LevelDB is not |
19:52 |
proller |
also about block keys - https://github.com/freeminer/freeminer/commit/e1f7349bdae070856b0545fb7f2bb4a72b4c5bf2 |
19:53 |
sapier |
proller can you please tell what makes you believe it can't be faster? |
19:53 |
sfan5 |
are you telling me dummy is faster than redis? |
19:53 |
proller |
levedb - one process file access, redis - access with locking |
19:54 |
proller |
no, look at keys |
19:54 |
proller |
fm will use this for leveldb too |
19:54 |
sfan5 |
lol |
19:54 |
ShadowNinja |
proller: Wut? Why would you use strings rather than integers? |
19:54 |
sfan5 |
I am about to use this too |
19:55 |
proller |
keys in leveldb is strings |
19:55 |
ShadowNinja |
proller: Yes, but dummy doesn't have the restriction. |
19:55 |
proller |
why need to jerk with s64 instead of direct use 10,20,-30 |
19:55 |
sapier |
are you sure string operations are faster then shift operations? |
19:56 |
proller |
https://github.com/freeminer/freeminer/commit/b60c3bd0b95ca05f7326ce5b11a761e05bd41ae3 |
19:56 |
sfan5 |
ShadowNinja: should I use seperated number now or not? |
19:56 |
ShadowNinja |
You can store a number efficiently in a string using writeUNN. |
19:56 |
ShadowNinja |
sfan5: Yes, according to out discussion yesterday. |
19:56 |
sfan5 |
apparently no |
19:56 |
sfan5 |
so yes |
19:56 |
proller |
block store not slowest place in mt |
19:57 |
sfan5 |
<sapier> are you sure string operations are faster then shift operations? |
19:57 |
sfan5 |
what about that? |
19:57 |
ShadowNinja |
proller: So you want to make it slower? |
19:57 |
proller |
you can use whole blocks as keys without slowing |
19:57 |
sapier |
I don't think that much about writing it but parsing? |
19:57 |
proller |
ShadowBot, |
19:57 |
ShadowNinja |
sfan5: It's already written as a string. |
19:57 |
proller |
ShadowNinja, how much slower? |
19:58 |
proller |
1ns vs 2ns ? |
19:58 |
sfan5 |
ShadowNinja: yeah, but then it is parsed into a number and shift ops vs. parsed into numbers |
19:58 |
sapier |
10e20 * 1ns is still quite a lot of time |
19:59 |
ShadowNinja |
proller: No, comparing an integer and comparing a string are very different time-wise. |
19:59 |
sapier |
there's a simple solution for this problem write a working benchmark and provide values |
19:59 |
* proller |
facepalm |
19:59 |
sapier |
and description of benchmark to validate it's really doing what it's supposed to do |
19:59 |
proller |
paramat lua mapgen generate one block per 4 second |
20:00 |
ShadowNinja |
sfan5: True. Storing it as one int is convoluted in the first place though. And a int string is even worse. |
20:00 |
ShadowNinja |
proller: And? |
20:00 |
sfan5 |
ShadowNinja: how should I do it then? |
20:00 |
sfan5 |
I think I'll just leave it as is |
20:00 |
sapier |
so we're slowing down core because of it's not relevant in a already broken scenario? ... proller thats a non argument |
20:00 |
ShadowNinja |
sfan5: I don't know. ;-) |
20:01 |
sfan5 |
ok |
20:01 |
sfan5 |
I'll leave it as is |
20:01 |
ShadowNinja |
sfan5: Any ideas about my mapper issue? |
20:01 |
sfan5 |
no, not yet |
20:01 |
sfan5 |
merging redis in 15 mins |
20:02 |
proller |
dont forget to rename minetest to sapiertest, or maybe sapierpilztest, or sapierpilzshadowninjatest, it will beat minecraft and all other games |
20:02 |
sfan5 |
you forgot to rename freeminer to prollerminer |
20:16 |
spillz |
The database and code formatting so not explain the frame rate drops, draw distance issues, ugly gui (e.g. inventory screen), various issues with entities, shortage of nice entity and player animations, unfinished android port, and general lack of a cohesive game. It looks like you are no longer making minetest the game, but playing github the game. |
20:16 |
jin_xi |
nice rant |
20:16 |
ShadowNinja |
Good riddance (*roller). sfan5: Well, look at it soon and see if you can find anything out of place. |
20:17 |
sfan5 |
lol |
20:17 |
ShadowNinja |
Hah. |
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21:53 |
celeron55 |
well i agree with spillz and proller in their main points |
21:53 |
proller |
welcome to club ;) |
21:56 |
hmmmm |
what |
21:56 |
hmmmm |
on earth |
21:56 |
hmmmm |
that has got to be the most useless patch i've ever seen |
21:56 |
hmmmm |
just because something isn't the current bottleneck means that you have free reign to make it slower |
21:56 |
hmmmm |
if someone dropped a dollar on the street, wouldn't you pick it up? |
21:57 |
hmmmm |
sure, it's insignificant in the grand scheme of things, but look, it's an easy way to optimize - no - not optimize - just not screw up for no good reason |
21:57 |
hmmmm |
so it's like dropping a dollar bill on the street on purpose |
21:57 |
hmmmm |
it takes you more effort to do something stupid |
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RealBadAngel |
hi |
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