Time |
Nick |
Message |
00:18 |
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01:31 |
Zeno` |
kahrl, what's the issue with wield item? |
01:32 |
kahrl |
since the the_game refactoring, Camera::wield is called every frame |
01:32 |
kahrl |
that's because update_wielded_item_trigger is now set to true every frame |
01:34 |
Zeno` |
yes I see |
01:34 |
Zeno` |
hmm |
01:35 |
kahrl |
but it doesn't really matter |
01:35 |
kahrl |
Camera::wield is quite fast if nothing changed |
01:36 |
kahrl |
(I only noticed it when I changed it, because the version I made wasn't that fast) |
01:36 |
Zeno` |
I'll make a note anyway |
01:36 |
Zeno` |
for another day |
01:37 |
Zeno` |
well if nothing has changed it's simply an extra function call |
01:37 |
Zeno` |
probably quicker to get rid of the conditionals in game.cpp and just always call it heh |
01:37 |
kahrl |
yep |
01:38 |
kahrl |
although Camera::wield doesn't _immediately_ bail out, instead it calls into IItemDefManager and so on and does some comparisons |
01:39 |
kahrl |
the newest version in my wieldnodemesh branch (not online yet) bails out immediately |
01:41 |
Zeno` |
ok, so I don't forget I'll remove the conditions in game.cpp in my branch where I've renamed the class for hmmm and wait |
01:43 |
Zeno` |
the branch that I seem to have lost |
01:46 |
Zeno` |
oh, I just stashed them |
01:49 |
Zeno` |
actually I don't like that. I'll wait to see what you do |
01:51 |
kahrl |
why don't you like it? |
01:54 |
Zeno` |
I don't like what I was about to do :) |
01:54 |
Zeno` |
sometimes I talk out aloud |
01:54 |
Zeno` |
removing the conditionals is fine |
01:54 |
kahrl |
oh ok :) |
01:58 |
Zeno` |
lol I can't see any difference when I add a TimeTaker |
02:06 |
hmmmm |
are you using the appropriate precision? |
02:15 |
Zeno` |
hmmmm, of course |
02:16 |
Zeno` |
The must logically be a difference but unless I do fancy stats I can't see it |
02:16 |
Zeno` |
Their* |
02:17 |
Zeno` |
Geez, I need sleep |
02:17 |
Zeno` |
There* grr |
02:28 |
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02:38 |
hmmmm |
what precision were you using? |
02:41 |
Zeno` |
micro |
02:41 |
hmmmm |
try nano |
02:41 |
Zeno` |
ok |
02:50 |
Zeno` |
yes, I can see the difference there |
02:52 |
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02:58 |
hmmmm |
how much of a difference is there |
02:58 |
hmmmm |
?? |
03:09 |
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03:09 |
Zeno` |
didn't keep it... about 1000ns |
03:09 |
Zeno` |
I've put the flag back |
03:10 |
Zeno` |
actually I can scroll up in bash... about 1500-2000ns |
03:24 |
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03:32 |
hmmmm |
might not seem like much to you but that's actually a lot of time |
03:32 |
hmmmm |
do you realize how much computation can get done in 1500ns? |
03:33 |
Zeno` |
yep, which is why I added it all back (properly) |
03:34 |
hmmmm |
to put it into perspective, on a core i7 you could access the main memory in 60ns |
03:35 |
hmmmm |
an L1 cache hit is like 0.5ns |
03:36 |
hmmmm |
http://software.intel.com/sites/products/collateral/hpc/vtune/performance_analysis_guide.pdf |
03:49 |
Zeno` |
interesting paper |
03:52 |
Zeno` |
https://github.com/Zeno-/minetest/commit/0ba05f7ec6ffbd118fec4be6938f415966a06afd#diff-18513665750ef5adf42b5ec29e14162eR3647 |
04:09 |
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04:17 |
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04:21 |
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04:22 |
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04:34 |
hmmmm |
hmm |
04:34 |
hmmmm |
thinking of a way i could modify the midpoint circle algorithm to create bumps |
04:35 |
Zeno` |
ages (and ages) ago I modified Bresenham's LDA to rotate textures |
04:35 |
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05:08 |
hmmmm |
lol |
05:08 |
hmmmm |
http://s8.postimg.org/fzv9iyl7p/map_seed_2694506163359195447.png |
05:08 |
hmmmm |
1d perlin noise! |
05:10 |
hmmmm |
http://s29.postimg.org/7fd3beeif/map_seed_6871815380124517720.png |
05:11 |
hmmmm |
outline of ORE_CLAYLIKE! |
05:12 |
hmmmm |
http://s12.postimg.org/col7r8kz1/map_seed_6871815380124517720.png |
05:12 |
hmmmm |
problem with my algorithm^ |
05:12 |
hmmmm |
fauk |
05:26 |
Zeno` |
looks nice though :) |
05:29 |
hmmmm |
i fixed it by recording the original absolute radius, then 7/8ths of the way i begin linearily interpolating the calculated radius with the original radius |
05:30 |
hmmmm |
excuse the sloppy code: http://fpaste.org/147350/14149925/ |
05:35 |
hmmmm |
another way i could get the blob thing is to take a circle of 2d perlin noise and do a cutoff |
05:36 |
hmmmm |
boy that would've been a whole lot easier |
05:43 |
Zeno` |
shaved about 9000-10000ns off main run loop (client) |
05:48 |
hmmmm |
sweet |
06:15 |
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06:27 |
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06:34 |
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06:35 |
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06:41 |
Zeno` |
kahrl, 1795 ok? |
06:41 |
Zeno` |
#1795 |
06:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/1795 -- Address issues related to refactoring the_game by Zeno- |
06:55 |
kahrl |
Zeno`: looks good |
06:56 |
Zeno` |
IF you can merge that'd be great; I've made changes to how keyboard handling works and it depends on that PR :) |
06:56 |
Zeno` |
e.g. 14:06:35: INFO[main]: Update player control took 4360ns <--before after-->14:34:21: INFO[main]: update player control took 401ns |
06:56 |
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06:57 |
kahrl |
well I need another dev to agree |
06:57 |
Zeno` |
yes ok :) |
06:57 |
Zeno` |
cheers |
06:58 |
Zeno` |
you could always call client "startup" haha |
06:58 |
kahrl |
:D |
07:18 |
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07:32 |
hmmmm |
yeah looks good |
07:41 |
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07:53 |
Zeno` |
kahrl, I'll make a branch on my on repo tonight and memo you to look |
07:53 |
Zeno` |
oh, hmmm has given thumbs up as well :) |
07:56 |
Zeno` |
I need to make isAnyKeyDown() and wasAnyKeyDown() functions... maybe tomorrow |
08:09 |
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08:12 |
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08:24 |
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09:17 |
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09:17 |
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09:40 |
Zeno` |
any core devs here? |
10:13 |
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11:10 |
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11:25 |
Zeno` |
celeron55, can you look at #1795 please? I'd like it merged mainly because of the performance regression (even though it's very small) |
11:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/1795 -- Address issues related to refactoring the_game by Zeno- |
11:26 |
Zeno` |
hmmmm and kahrl are ok with it |
11:28 |
Zeno` |
If it wasn't for performance improvement in other places it would have been not so small |
12:14 |
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12:47 |
kilbith |
Zeno` : when you're changing the keys trough the in-game formspec, you can't go back to the pause menu when you push 'Esc'; you're forced to click on 'cancel' or 'save' and it close radically the pause menu instead of go back to the main pause menu. |
12:47 |
kilbith |
through* |
12:48 |
kilbith |
enough clear ? |
12:51 |
Zeno` |
yes I am aware of that issue |
12:52 |
Zeno` |
I asked ShadowNinja if it was intended behaviour or not, and it's probably not intended |
12:52 |
Zeno` |
I've been meaning to look at it since I asked SN... just haven't got there |
12:52 |
Zeno` |
Can you open an issue? |
12:53 |
kilbith |
yes |
12:53 |
Zeno` |
thanks (I'm just being lazy heh) |
12:55 |
Zeno` |
well I'm not really... it's just that I'm almost asleep |
13:03 |
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15:39 |
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15:44 |
kahrl |
https://github.com/minetest/minetest/pull/1799 |
15:45 |
kahrl |
#1799 |
15:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/1799 -- Implement WieldMeshSceneNode which improves wield mesh rendering by kahrl |
15:45 |
kahrl |
there we go :) |
15:46 |
kahrl |
this is still kinda WIP but testing would be appreciated anyway |
15:46 |
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15:46 |
Zeno` |
wow |
15:46 |
Zeno` |
does this improve performance? |
15:47 |
kahrl |
I haven't measured yet |
15:47 |
Zeno` |
It certainly looks good |
15:50 |
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15:50 |
Zeno` |
What's "was_under_zero"? |
15:52 |
kahrl |
that's whether the wield change timer was < 0 |
15:53 |
kahrl |
that timer runs from -0.125 to 0.125, when it passes 0 the wield mesh is changed |
15:54 |
Zeno` |
oh I see (I think) |
15:55 |
Zeno` |
before dtime... yeah that makes sense |
15:55 |
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15:56 |
Zeno` |
Just scrolling through.... I like it |
16:01 |
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16:04 |
* kahrl |
loads up dreambuilder with all_vanessae texture pack and preload_item_visuals... see you in a few hours ;) |
16:11 |
Zeno` |
hours? |
16:12 |
kahrl |
ok, not quite *that* bad :P |
16:12 |
kahrl |
just finished |
16:12 |
Zeno` |
:D |
16:12 |
kahrl |
https://gist.github.com/kahrl/9e0a75d07c9bba3dafe0 |
16:17 |
hmmmm |
has anyone ever thought of optimizing meshes that are generated? |
16:17 |
hmmmm |
merging redundant verticies in particular |
16:17 |
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16:17 |
VanessaE |
"all_vanessae"? you mean HDX or something? :P |
16:17 |
Zeno` |
nah I think he downloaded "you" |
16:17 |
kahrl |
yeah... that's what the directory is called on my disk ;) |
16:17 |
kahrl |
Zeno`: lol |
16:17 |
VanessaE |
haha |
16:18 |
VanessaE |
Zeno`: omg, there's another copy of me floating around? the world will never know what hit it ;) |
16:18 |
Zeno` |
VanessaE, cheese doodles |
16:18 |
VanessaE |
all out |
16:18 |
VanessaE |
but I have string cheese! |
16:18 |
VanessaE |
:) |
16:19 |
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16:21 |
kahrl |
hmmmm: you mean running IMeshManipulator::createMeshWelded() on them? could be worth trying |
16:21 |
hmmmm |
holy over-80-columns |
16:22 |
hmmmm |
mapblock_mesh.cpp:1445 |
16:22 |
hmmmm |
that doesn't stick out or anything |
16:23 |
hmmmm |
kahrl, see the thing is, I don't know if the rendering speedup would be worth the extra time spent generating meshes |
16:23 |
hmmmm |
for what it's worth, minecraft doesn't weld their meshes |
16:27 |
kahrl |
I wonder if there's a simple way to weld a mesh in-place rather than copying it |
16:27 |
kahrl |
can't find one |
16:28 |
kahrl |
ah okay, irrlicht just does the straightforward thing and checks every pair of vertices (quadratic time) |
16:29 |
kahrl |
that should be easy to reimplement in MeshCollector::append, but doesn't sound too great |
16:29 |
hmmmm |
*is* there a clever algorithm to mesh welding? |
16:30 |
kahrl |
maybe something something octrees something something |
16:31 |
VanessaE |
kahrl isn't too far off. |
16:31 |
VanessaE |
blender's decimate filter does something like that |
16:32 |
hmmmm |
using a data structure like that is a pretty heavyweight solution |
16:32 |
hmmmm |
i'd rather not.. |
16:39 |
kahrl |
http://adtsai.blogspot.de/2008/04/optimising-vertex-welder-adventures.html |
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21:03 |
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21:10 |
kilbith |
sfan5 : what about #1732 ? |
21:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/1732 -- Add (optional) client-side saving of server map to disk by sfan5 |
21:11 |
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21:40 |
RealBadAngel |
hi |
21:47 |
kahrl |
hi RBA |
21:47 |
RealBadAngel |
whats up? |
21:48 |
kahrl |
got the wieldmesh node stuff to a usable state today: #1799 |
21:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/1799 -- Implement WieldMeshSceneNode which improves wield mesh rendering by kahrl |
21:50 |
kahrl |
other than that I didn't get much accomplished today, too lazy :P |
21:52 |
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21:56 |
RealBadAngel |
seems ok |
21:56 |
RealBadAngel |
one thing, for tiles im used to count meshbuffers, here i can see getMaterialCount() |
21:57 |
kahrl |
basically the same in this case |
21:57 |
RealBadAngel |
propably yes |
21:57 |
kahrl |
it's just that IMesh uses getMeshBufferCount() and IMeshSceneNode uses getMaterialCount() |
21:58 |
kahrl |
WieldMeshSceneNode is using a child IMeshSceneNode |
21:58 |
RealBadAngel |
while your at it, there was an issue about wielded, about clipping bigger models |
21:58 |
RealBadAngel |
have you saw it? |
21:58 |
kahrl |
yeah I fixed that |
21:59 |
RealBadAngel |
good |
21:59 |
jin_xi |
for BFG |
21:59 |
kahrl |
I changed the far value 100 to 1000 (so the numerical precision of the Z buffer will be similar to the main scene manager) |
22:01 |
RealBadAngel |
im coding now the highlighted and cracked node (in separate scene node) |
22:01 |
kahrl |
nice |
22:02 |
kahrl |
btw, about the problem with npot2 textures. Should I care about them? |
22:03 |
RealBadAngel |
whats the problem with them? |
22:03 |
RealBadAngel |
scale? |
22:04 |
RealBadAngel |
but in fact everybody knows what sizes textures should be anyway |
22:04 |
kahrl |
basically I'm treating them as if they were the next higher power of two resolution, which leads to artifacts |
22:04 |
kahrl |
let me make a screenshot |
22:05 |
RealBadAngel |
ok |
22:05 |
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22:07 |
kahrl |
RealBadAngel: http://imgur.com/VzYxpTY |
22:07 |
kahrl |
that's a 15x15 texture on an 16x16 extrusion mesh |
22:07 |
kahrl |
-an +a |
22:08 |
RealBadAngel |
but everything works properly for po2 ? |
22:08 |
kahrl |
yes |
22:08 |
kahrl |
s/16x16/32x32/ actually |
22:09 |
RealBadAngel |
so imho its ok, there are no 15x15 textures, there was once such texture in minetest game, and that was considered a bug |
22:09 |
kahrl |
alright |
22:10 |
kahrl |
if people complain about this problem I'll change the mesh selection routine so it renders e.g. a 15x15 texture on a 256x256 mesh or something like that |
22:10 |
RealBadAngel |
easier to run scale image in gimp than do such gimmicks at runtime ;) |
22:12 |
RealBadAngel |
btw i have an idea about highlighted and cracked |
22:12 |
RealBadAngel |
atm im showing a bit bigger models to cover original |
22:12 |
RealBadAngel |
what if mapblock mesh will actualy NOT display the cracked one at all? |
22:13 |
kahrl |
wouldn't that mean you'd have to rebuild the mapblock mesh, the very thing you wanted to avoid? |
22:13 |
iqualfragile_ |
who uses non po2 images? |
22:14 |
RealBadAngel |
iqualfragile_, nobody |
22:14 |
iqualfragile_ |
so what is the problem? |
22:14 |
RealBadAngel |
kahrl, indeed, another idea landed in trash ;) |
22:14 |
iqualfragile_ |
implement it like that, wait for bug report, ignore bug report |
22:16 |
RealBadAngel |
or display something like "Warning! npot2 texture detected!" in errorstream to avoid bug reports :) |
22:16 |
kahrl |
RealBadAngel: instead of making it bigger, you could play with polygon offset perhaps |
22:17 |
iqualfragile_ |
can't we just drop some particles? |
22:17 |
iqualfragile_ |
instead of a crack |
22:23 |
RealBadAngel |
iqualfragile_, thats also my idea, i like highlighting + particles |
22:26 |
RealBadAngel |
but many seems to just love cracks, so i guess it will be done with settings |
22:27 |
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