Time |
Nick |
Message |
00:08 |
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00:12 |
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00:29 |
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00:31 |
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00:33 |
Niebieski |
Can we have better physics from Minetest ? |
00:41 |
Hijiri |
like what |
00:42 |
Niebieski |
Like better throwables. |
00:43 |
Hijiri |
do you mean the throwables mod? |
00:43 |
Hijiri |
I don't think there are worse throwables in the engine or default game |
00:44 |
Hijiri |
I guess right now it's tough to have entities bounce off walls and floors |
00:45 |
Niebieski |
I thought maybe Irrlicht would provide such an addition. |
00:45 |
Hijiri |
maybe it could, I don't know |
00:45 |
Hijiri |
I just use this channel to ask things |
00:48 |
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00:50 |
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00:53 |
kaadmy |
irrlicht is only a graphics engine |
00:53 |
kaadmy |
and does no physics at all |
00:55 |
paramat |
you can have better physics if you code it :) we're very understaffed |
00:56 |
Niebieski |
I would really love to do it. but I think the whole thing is above my skillset. xD |
00:58 |
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01:01 |
Niebieski |
I don't mind tiny tasks though. xD |
01:05 |
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01:05 |
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01:25 |
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01:27 |
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01:40 |
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01:49 |
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03:23 |
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04:27 |
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05:24 |
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05:25 |
RealBadAngel |
hi |
05:27 |
RealBadAngel |
just managed to get cel shader to work :) http://i.imgur.com/wPUZbAv.png |
05:52 |
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07:03 |
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07:13 |
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07:35 |
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07:41 |
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08:26 |
sofar |
https://forum.minetest.net/viewtopic.php?f=9&t=13970 - record demo camera mod |
08:43 |
sfan5 |
RealBadAngel: nice, does the line thickness change with distance from the camera? |
09:00 |
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09:28 |
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09:31 |
jin_xi |
meh cel shading sucks on blocks |
09:58 |
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10:32 |
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10:56 |
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12:07 |
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12:31 |
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12:31 |
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12:44 |
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12:51 |
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13:17 |
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13:25 |
RealBadAngel |
sfan5, no, it doesnt, im using normals of the surfaces to draw outlines |
13:26 |
RealBadAngel |
when trying to do that with depth it looked like that, it was looking worse imho |
13:42 |
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13:53 |
yunfan |
/close |
13:53 |
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14:42 |
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14:57 |
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14:58 |
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15:11 |
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15:19 |
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15:35 |
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16:03 |
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16:09 |
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17:03 |
RealBadAngel |
sfan5, http://i.imgur.com/V6g0AVu.png thx for the suggestion :) |
17:04 |
RealBadAngel |
ive combined here both normals and inverted depth |
17:12 |
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17:25 |
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17:44 |
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17:55 |
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18:55 |
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19:12 |
Hijiri |
I've heard people say node timers are unreliable, is there any basis for that? |
19:18 |
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19:19 |
red-001 |
sofar is there any reason to use the square root of 20 for calculating tnt blast radius? |
19:19 |
red-001 |
why not the sqaure root of 9 for example |
19:20 |
red-001 |
that would keep the blast radius the same |
20:02 |
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20:06 |
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20:08 |
sofar |
red-001: it was just an example |
20:09 |
sofar |
my choice wasn't sqrt(20), but 0.05 |
20:33 |
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20:40 |
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21:05 |
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21:14 |
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21:19 |
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21:29 |
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21:29 |
red-001 |
sofar how about not breaking nodes if intensity is say lower then 0.1 but still burning nodes and and calling on blast? |
21:57 |
paramat |
hmmmm and all i'll merge #3590 later, is thoroughly reviewed |
21:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/3590 -- Add V5 caves to Valleys mapgen. by duane-r |
22:12 |
hmmmm |
taking a look |
22:40 |
sofar |
red-001: calling on_blast() equals destroying them |
22:40 |
red-001 |
not always |
22:41 |
sofar |
the mod decides if you call on_blast() |
22:41 |
red-001 |
a mod can check if intensity is high enough to destroy it. |
22:42 |
red-001 |
that could mean some blocks could be a lot easier to damage with tnt |
22:43 |
sofar |
but then you're forcing mods to look at intensity |
22:44 |
sofar |
that's an API change, again |
22:44 |
red-001 |
what do you mean? |
22:44 |
red-001 |
they can always not register it |
22:45 |
sofar |
that's an incompatible change with mods that already use on_blast |
22:46 |
red-001 |
well then we might as well keep using radius as the base unit |
22:46 |
sofar |
huh, that change wouldn't change any existing API |
22:47 |
red-001 |
i'm not sure any mods use on_blast |
22:47 |
red-001 |
but I will check |
22:47 |
sofar |
I've included it in my doors patches |
22:48 |
red-001 |
ok I get your point |
22:49 |
hmmmm |
paramat: this line |
22:49 |
hmmmm |
+mount = MYMIN(MYMAX(base - depth, (float) (water_level - min_bottom)), mount); |
22:49 |
hmmmm |
could be replaced with a rangelim() |
22:49 |
hmmmm |
that's what rangelim is for btw |
22:49 |
paramat |
ah nice |
22:50 |
hmmmm |
we don't allow variable length arrays in minetest |
22:51 |
hmmmm |
when breaking a multiply operation onto multiple lines, please put the * operator on the previous line, so nobody confuses it for a dereference |
22:51 |
paramat |
yes agreed |
22:51 |
hmmmm |
I'll add these to the PR |
22:52 |
paramat |
thanks |
22:52 |
red-001 |
sofar shouldn't block destroy radius be sqrt(power/0.05) ? |
22:54 |
red-001 |
that would give you the radius at which intensity is .05 |
22:54 |
sofar |
sec |
22:55 |
paramat |
btw i realised we can move calculation of tunnel 3D noisemaps into generateCaves to avoid running those in empty chunks, will work on this |
22:56 |
sofar |
indeed, futzed my math |
22:56 |
sofar |
i = P / d^2 -> 0.05 = P / d^2 -> 0.05 / P = d ^2 -> d = sqrt(0.05/P) |
22:56 |
sofar |
so not p/0.05 but 0.05 / P |
22:57 |
sofar |
huh |
22:57 |
sofar |
ok I can't do math with a headache |
22:58 |
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23:05 |
red-001 |
nice firefox has a json viewer builtin |
23:14 |
dfelinto |
ssh-impa |
23:14 |
dfelinto |
ops :) |
23:19 |
est31 |
hmmmm, VLA is a c++11 feature, right? |
23:22 |
paramat |
thanks for all the line comments, as usual spotted many things i missed =} |
23:31 |
est31 |
aha its C++14... |
23:31 |
est31 |
still wondering why the buildbots didnt say a word |
23:45 |
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