Time |
Nick |
Message |
00:17 |
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nore_ joined #minetest-dev |
00:27 |
RealBadAngel |
nore_, can you test it? https://github.com/minetest/minetest/pull/1521 |
01:20 |
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01:26 |
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01:38 |
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01:50 |
nore_ |
RBA: sorry, I can't do that now |
01:51 |
nore_ |
you'll have to wait a few weeks |
02:05 |
VanessaE |
nore_: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2007252014%20-%2010%3a16%3a21%20PM.png |
02:06 |
VanessaE |
that's what he wanted you to see, but in person :) |
02:06 |
VanessaE |
water surface shader is rapidly approaching upstream-ready. |
02:26 |
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07:33 |
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07:40 |
sfan5 |
VanessaE: almost! it was 00:30 not 01:30 |
08:16 |
RealBadAngel |
hi sfan5 |
08:16 |
RealBadAngel |
i made some changes to shader pull, wanna test it? |
08:37 |
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08:40 |
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08:41 |
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09:21 |
sfan5 |
RealBadAngel: yes |
09:29 |
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09:32 |
sfan5 |
any more comments on https://github.com/minetest/minetest/pull/1518 ? |
09:35 |
RealBadAngel |
its ok with me |
09:37 |
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09:43 |
sfan5 |
RealBadAngel: the shader thing seems to work now |
09:43 |
RealBadAngel |
how do you like it? |
09:49 |
sfan5 |
looks nice |
10:01 |
RealBadAngel |
hows the frame rate for you with it? |
10:04 |
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10:07 |
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10:07 |
TDS |
Hello |
10:08 |
Guest33476 |
I'd like to fork a new Minetest game, |
10:08 |
Guest33476 |
and I want to know if importing non-cube models has been implemented. |
10:09 |
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10:09 |
RealBadAngel |
for nodes? not yet |
10:10 |
Guest33476 |
No |
10:10 |
Guest33476 |
Just as objects. |
10:10 |
RealBadAngel |
you can use any models |
10:10 |
RealBadAngel |
use dwarf model from irrlicht examples if you want to test it |
10:10 |
Guest33476 |
And also what happened to integrating the Bullet physics engine? |
10:11 |
RealBadAngel |
happened? nobody tried |
10:12 |
Guest33476 |
K thanks |
10:12 |
Guest33476 |
Ouch. |
10:12 |
Guest33476 |
I'll work on that then. |
10:12 |
Guest33476 |
It'll be messy but it beats writing a new game engine for my needs lol. |
10:13 |
Guest33476 |
What do you think? |
10:16 |
Guest33476 |
Or are there any more pressing features to work on? |
10:16 |
Guest33476 |
I haven't been through the feature wiki page recently. |
10:17 |
Calinou |
Bullet physics are unlikely of being accepted in master |
10:18 |
Calinou |
just a thought, but it feels out of place and doesn't have much uses |
10:18 |
Calinou |
not to mention syncing all that in multiplayer |
10:18 |
Guest33476 |
The "Bullet" physics library, not bullet physics. |
10:18 |
RealBadAngel |
Calinou, you can see that in action in Terasology |
10:19 |
RealBadAngel |
it works pretty nice |
10:19 |
Guest33476 |
But anyway what are other pressing features to work on? |
10:19 |
Guest33476 |
In your opinion, I mean. |
10:20 |
RealBadAngel |
hardware lights for example |
10:21 |
RealBadAngel |
make sun/moon aviable as positions in world space |
10:21 |
RealBadAngel |
add rendering passes with rendering to texture |
10:21 |
Guest33476 |
But wouldn't the sun/moon require a stricter height limitation? |
10:22 |
Guest33476 |
Or is it ended to be able to touch them? |
10:22 |
Guest33476 |
*intended |
10:22 |
RealBadAngel |
not touch, just position them as lightsources |
10:22 |
RealBadAngel |
about renderig: https://github.com/RealBadAngel/terrainTest |
10:22 |
Guest33476 |
Yes that'd be usefull. |
10:23 |
Guest33476 |
And by hardware lights you don't mean the ingame item, right? |
10:23 |
Guest33476 |
I'm just checking. |
10:23 |
RealBadAngel |
i forked that quite a while ago, its irrlicht app, it does rendering to textures |
10:23 |
RealBadAngel |
i mean real irrlicht lights |
10:23 |
Guest33476 |
yea ok |
10:24 |
RealBadAngel |
http://i.imgur.com/b3usu4B.png |
10:24 |
RealBadAngel |
like here |
10:24 |
RealBadAngel |
its the simple light source added there |
10:25 |
RealBadAngel |
http://i.imgur.com/T8wf2tp.png |
10:25 |
Guest33476 |
Got it. |
10:25 |
RealBadAngel |
or a bigger one, you can see distance to it on the screen |
10:26 |
Guest33476 |
And what about non visual features? Like, game features. |
10:26 |
Guest33476 |
Hmm those lights look nice. |
10:31 |
RealBadAngel |
im doing in visuals, no ideas atm |
10:31 |
RealBadAngel |
ask VanessaE maybe |
10:31 |
* VanessaE |
hides |
10:33 |
Guest33476 |
I'll help a bit with visuals but if Vaness finds me some interesting stuff I'l detour there |
10:35 |
VanessaE |
right now, I've got nothing |
10:38 |
VanessaE |
well |
10:38 |
RealBadAngel |
mesh models for nodes |
10:38 |
RealBadAngel |
as a drawtype |
10:38 |
Calinou |
<RealBadAngel> Calinou, you can see that in action in Terasology |
10:38 |
Calinou |
<RealBadAngel> it works pretty nice |
10:38 |
Calinou |
what if you have ot sync in multiplayer? |
10:38 |
Calinou |
what about performance? |
10:39 |
RealBadAngel |
idk, but we could try |
10:39 |
VanessaE |
the couple of "visual" things that I know are thorns in everyone's sides are the one-irrlicht-scenenode issue (should be at least one per mapblock), and the alpha sorting issue (could possibly be fixed by the former) |
10:39 |
VanessaE |
but both are very non-trivial. |
10:41 |
RealBadAngel |
https://www.youtube.com/watch?v=ScniyBdEUlE |
10:41 |
RealBadAngel |
that is really nice |
10:43 |
* RealBadAngel |
is off to work |
10:43 |
RealBadAngel |
cya |
11:17 |
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11:18 |
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11:38 |
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11:54 |
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11:55 |
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12:07 |
Guest33476 |
one-irrlicht-scenenode? really? |
12:07 |
VanessaE |
yeah |
12:07 |
Guest33476 |
That's odd. Can you explain a bit. |
12:07 |
VanessaE |
everything that is loaded/displayed is crammed into a single irrlicht scene node |
12:08 |
VanessaE |
whether it's one mapblock or a thousand |
12:08 |
Guest33476 |
That's insane. |
12:08 |
VanessaE |
irrlicht has to parse that info and decide how much to display, which can greatly affect fps on some systems |
12:08 |
Guest33476 |
Well I like jumping into library documentation. |
12:08 |
Guest33476 |
I'll go into that before the lighting stuff. |
12:08 |
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12:09 |
VanessaE |
one proposal is to do three scene nodes per mapblock. one for solid, opaque materials, one for solid, translucent materials, and one for liquids, if I recall correctly. |
12:13 |
Guest33476 |
I see |
12:13 |
Guest33476 |
So then people can disable liquid effects from the settings and have all thel liquids become solids? |
12:13 |
Guest33476 |
That'll make it easier on poor performance computers. |
12:13 |
VanessaE |
well the purpose is to allow at least mapblock-level occlusion culling to work properly |
12:14 |
Guest33476 |
Why not one scenenode per chunk? |
12:14 |
VanessaE |
per 80x80x80 chunk? I guess finer-resolution is better in this case. |
12:14 |
VanessaE |
a mapblock is 16x16x16 nodes. |
12:15 |
Guest33476 |
I mean a mapblock. |
12:15 |
VanessaE |
er excuse me, when I say "nodes" there I mean in-game pieces of course |
12:15 |
VanessaE |
not irrlicht scenenodes. |
12:15 |
Guest33476 |
Yes yes. |
12:15 |
VanessaE |
but yeah |
12:15 |
VanessaE |
one or three scenenodes per mapblock |
12:16 |
Guest33476 |
It'll be good to make the closer mapblocks render before the far ones, too. |
12:16 |
VanessaE |
yes |
12:29 |
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12:29 |
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13:23 |
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13:26 |
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13:40 |
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14:02 |
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14:06 |
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14:15 |
hmmmm |
I was supposed to be working on the one-scene node-per-mapblock thing |
14:15 |
hmmmm |
i should probably do that |
14:15 |
hmmmm |
it's really not that complicated.. i just have no motivation these days |
14:16 |
* VanessaE |
offers hmmmm chocolate as a bribe |
14:21 |
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14:25 |
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14:31 |
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15:00 |
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15:12 |
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16:25 |
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16:33 |
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16:53 |
Zefram_Fysh |
BlockMen: http://paste.scsys.co.uk/409977 [PATCH] Make bones a thoroughly non-inventory item |
16:54 |
BlockMen |
why? |
16:54 |
Zefram_Fysh |
(my atonement for bloating the creative inventory with buckets) |
16:55 |
Zefram_Fysh |
as my commit message notes, bones are almost a non-inventory item now. the idea is to make that definitive |
16:56 |
Zefram_Fysh |
also http://paste.scsys.co.uk/409978 [PATCH] Fix door handness detection for open/close sounds |
16:56 |
BlockMen |
why should ppl not use bones as decorative block in creative mode? |
16:57 |
Zefram_Fysh |
good question. are they intended for that use? |
16:57 |
BlockMen |
what block is not? |
16:58 |
Zefram_Fysh |
initially I thought they must be partly intended for decorative or trophy use, hence them dropping in a non-functional form when broken. but d47201f8 changed that, and so seems to indicate that they're intended to be purely functional |
16:59 |
Zefram_Fysh |
admittedly, that's making them almost-purely-functional *in survival mode*. maybe the intent doesn't carry over to creative mode |
17:00 |
BlockMen |
they should still be available in creative mode IMO |
17:01 |
* Zefram_Fysh |
shrugs |
17:25 |
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17:25 |
Calinou |
no TNT in creative |
17:25 |
Calinou |
same for bones |
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