Time |
Nick |
Message |
00:25 |
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00:26 |
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00:34 |
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gregorycu joined #minetest-dev |
00:45 |
gregorycu |
Hmmmm: octant is like a quadrant, but in 3d space |
01:13 |
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gregorycu joined #minetest-dev |
01:32 |
kaadmy |
heh hmmmm had a 15+ minute rant :D |
02:00 |
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02:36 |
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DI3HARD139 joined #minetest-dev |
03:21 |
Wayward_One |
#4030 |
03:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/4030 -- Server list displays incorrectly on Android |
03:31 |
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paramat joined #minetest-dev |
03:32 |
paramat |
hi sorry for absence was exhausted and slept through sunday |
03:33 |
paramat |
i'll merge #4016 soon, has 2 approvals |
03:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/4016 -- tile.cpp: Automatically resize overlaying texture to base dimensions by SmallJoker |
03:35 |
paramat |
last PR for engine is #2602 , obneq might be making a fresh PR for this, however they say they are not good with code so someone else implementing this might be good to get it done faster |
03:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/2602 -- move particle spawners to env by obneq |
03:37 |
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electrodude512 joined #minetest-dev |
03:38 |
paramat |
#4005 seems to have some progress |
03:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/4005 -- Minetest.apk build failure |
03:40 |
paramat |
then there's issue 4030 |
03:40 |
paramat |
so it seems freeze is slightly delayed |
03:42 |
paramat |
uh no-one reviewed game#1039 game devs must be preoccupied |
03:42 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1039 -- Tnt+: Changes for TNT mod after #862 by sofar |
03:43 |
paramat |
anyway that seems ready to go in so game is almost frozen |
03:48 |
paramat |
!tell Zeno` since you have commented on https://github.com/minetest/minetest/pull/2602 could you make a new PR for this? |
03:48 |
ShadowBot |
paramat: O.K. |
04:00 |
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gregorycu joined #minetest-dev |
04:02 |
gregorycu |
Only one blocker left? |
04:03 |
gregorycu |
#4005 |
04:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/4005 -- Minetest.apk build failure |
04:03 |
paramat |
hmmmmm i feel we should keep 2D perlin noise for clouds. although players are not very concious of them the pattern quality is very important to a world, as important as perlin noise for the terrain. it's consistent in noise character to the terrain too |
04:03 |
gregorycu |
I don't mind keeping them |
04:03 |
gregorycu |
Though, if we wanted to make clouds faster, we should cache results |
04:04 |
gregorycu |
(I'm not saying we need to make clouds faster) |
04:04 |
paramat |
well 1 PR and 2 issues |
04:04 |
gregorycu |
Which ones? |
04:05 |
paramat |
4005 seems close to resolution thogh |
04:05 |
paramat |
search for milestone 0.4.14 in issues and PRs |
04:05 |
paramat |
milestone == blocker |
04:05 |
gregorycu |
Ahh ok |
04:06 |
gregorycu |
Who is looking at #4024? |
04:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/4024 -- Expiring particle spawners broken |
04:07 |
paramat |
no-one, but i have asked if anyone can make a new PR for that, maybe zeno |
04:07 |
paramat |
the old PR is n PR milestones |
04:07 |
paramat |
(in) |
04:08 |
paramat |
zeno would be ideal due to his previous review and comments |
04:09 |
gregorycu |
ok |
04:23 |
paramat |
hmmmmm your plans for biomemanager sound ok |
04:36 |
paramat |
sofar your sheep are good but perhaps the leg walking motion should be reversed for the rear legs, like real animals |
04:38 |
paramat |
front left and rear right go forward together |
04:39 |
gregorycu |
Reversed or offset? |
04:39 |
paramat |
reversed i think for simplicity |
04:41 |
gregorycu |
So the motion will look like this? / \ | | \ / | | / \ |
04:41 |
paramat |
on one side yeah |
04:41 |
gregorycu |
hmm... |
04:46 |
paramat |
!tell est31 see https://github.com/minetest/minetest/issues/4005#issuecomment-214057751 |
04:46 |
ShadowBot |
paramat: O.K. |
04:55 |
sofar |
paramat: yeah, this is all just a draft... plus they have no knees... |
04:56 |
gregorycu |
Anyone have any performance related gripes? |
04:59 |
paramat |
ok. please don't add knees, no cuteness and over-complex |
04:59 |
sofar |
I wouldn't add knees, no |
04:59 |
sofar |
the goal for the sheep is to debug all the AI code behind my mob AI engine |
05:00 |
paramat |
heh ok, was worried for a moment |
05:00 |
sofar |
once I have pathing code that doesn't get stuck, I can start on damage handling etc. |
05:00 |
sofar |
I have state transitions completed |
05:01 |
sofar |
the sheep can go from roaming, to eating, to fleeing, etc. |
05:01 |
sofar |
each state can have it's own animations and behavior |
05:01 |
sofar |
everything is modular too |
05:01 |
gregorycu |
Were there discussions about mod support in engine core? |
05:01 |
Wayward_One |
gregorycu: too much fps lately |
05:01 |
paramat |
your sheep are the first MT sheep i have seen that are actually cute, instead of awkward looking |
05:02 |
gregorycu |
Too much FPS? |
05:02 |
Wayward_One |
I have to keep increasing my view range |
05:02 |
sofar |
paramat: for a reason. I'm absolutely not taking anyone's models or textures (they're bad, seriously bad) |
05:02 |
Wayward_One |
:P |
05:02 |
gregorycu |
:) |
05:02 |
gregorycu |
I'm glad Wayward |
05:02 |
sofar |
also, I'm not publishing anything until I'm happy with it |
05:02 |
paramat |
anyone know the fix for #4005 ? |
05:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/4005 -- Minetest.apk build failure |
05:02 |
sofar |
but when I do, it will include blend files. |
05:03 |
gregorycu |
Wayward: There is a perf thing on the way |
05:03 |
gregorycu |
For some people large FPS improvement |
05:03 |
Wayward_One |
Ah, nice |
05:03 |
sofar |
gregorycu: I wouldn't put mobs in engine code, maybe mtg, though |
05:03 |
sofar |
s/code/core/ |
05:03 |
Wayward_One |
Oh, the superfluous shaders PR? |
05:04 |
gregorycu |
Yeah, that one |
05:04 |
Wayward_One |
I've been meaning to test that out |
05:05 |
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Hunterz joined #minetest-dev |
05:06 |
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jin_xi joined #minetest-dev |
05:15 |
gregorycu |
#4029 |
05:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/4029 -- find_path: consider walkable instead of CONTENT_AIR by sofar |
05:16 |
gregorycu |
sofar, did you perf test this function? |
05:16 |
gregorycu |
(I'm not expecting you to, just wondering if it's something I should look at) |
05:16 |
gregorycu |
Considering I seem to be the performance guy |
05:23 |
sofar |
gregorycu: please do |
05:24 |
gregorycu |
You know what would be awesome for me |
05:24 |
gregorycu |
Electronic sheep |
05:24 |
sofar |
like I said to pilzadam, this function is hopelessly useless if you can't safely walk through grass |
05:24 |
sofar |
at least that part is fixed |
05:24 |
gregorycu |
Nah, it's good, I just want to make sure it's performant |
05:24 |
sofar |
now for the getting stuck on ledges part :D |
05:24 |
sofar |
well, I'm currently running 20 sheep at the same time |
05:25 |
sofar |
and that's not giving me any issues |
05:25 |
gregorycu |
Well, I want to crank that number up very high |
05:25 |
gregorycu |
1000 for instance |
05:25 |
sofar |
they do get stuck when they bump into eachother |
05:25 |
sofar |
due to collision boxes |
05:25 |
gregorycu |
Just like real sheep :) |
05:26 |
sofar |
I wish there was a cheap way to "bump" in minetest |
05:27 |
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Zeno` joined #minetest-dev |
05:27 |
sofar |
I can see why tenplus1 has his mobs despawn every 5 minutes |
05:28 |
sofar |
my goal is to have them never despawn because they simply don't get stuck |
05:28 |
gregorycu |
Indeed |
05:28 |
gregorycu |
A good goal |
05:28 |
gregorycu |
Do you have a cut-down mod of your sheep that use find_path? |
05:29 |
gregorycu |
Save me writing my own mods |
05:29 |
jin_xi |
sofar how is it working with the 'extremely bloated path' the pf returns? |
05:29 |
gregorycu |
(How I usually profile is I call the function with a lot of different data and see what percentage of total runtime is spent in that function) |
05:29 |
sofar |
sorry, that would be a lot of work right now |
05:30 |
jin_xi |
because it used to have an optimization using line of sight to return waypoints of paths, but that did not work very well |
05:31 |
jin_xi |
anyway, gotta go |
05:33 |
sofar |
jin_xi: I need to write some path cleanup functions |
05:33 |
sofar |
other than that it makes horrible angular paths |
05:33 |
sofar |
like these sheep are living in US cities somehow and only know grid road systems |
05:37 |
paramat |
now merging #4016 |
05:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/4016 -- tile.cpp: Automatically resize overlaying texture to base dimensions by SmallJoker |
05:40 |
sofar |
afk. more sheep path fixing for a few more days I think, until I get all the stuckness gone. |
05:42 |
sofar |
paramat: looks better with the leg order changed too :) |
05:46 |
paramat |
merged |
05:53 |
paramat |
hmmmm i've realised that resetting tunnel width https://github.com/minetest/minetest/blob/master/src/mapgen_v7.cpp#L738 is essential when using custom noise parameters for 3D noise tunnels. since it's fairly simple would i be allowed to do this today for release? |
06:01 |
paramat |
added #4019 to milestones |
06:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/4019 -- Make ItemStack with different metadata not stackable by hunterdelyx1 |
06:20 |
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nrzkt joined #minetest-dev |
06:22 |
paramat |
added #4023 to milestones to be careful |
06:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/4023 -- New unified favourites can disappear after game exit |
06:24 |
gregorycu |
I guess this needs to be fixed before release then? |
06:24 |
gregorycu |
When is the release scheduled? |
06:25 |
paramat |
2 weeks from now |
06:25 |
paramat |
roughly |
06:37 |
gregorycu |
We best hurry then |
06:40 |
Zeno` |
It'd be nice is somebody could at least reproduce it within 2 weeks :) |
06:43 |
paramat |
indeed |
06:44 |
paramat |
reviews for #4019 welcome, it's simple |
06:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/4019 -- Make ItemStack with different metadata not stackable by hunterdelyx1 |
06:46 |
gregorycu |
My git is running out of memory |
06:46 |
gregorycu |
I'm not very impressed, to be honest |
06:50 |
hmmmm |
gregorycu: have you tried git gc --aggressive? |
06:50 |
hmmmm |
paramat: ? |
06:50 |
gregorycu |
I tried the regular gc, I'll attempt aggressive now |
06:50 |
paramat |
hi |
06:58 |
hmmmm |
paramat: i didn't get what you meant |
06:59 |
hmmmm |
in any case, do you not use overgeneration for biomes? |
06:59 |
paramat |
oh about tunnel width |
07:00 |
paramat |
when people use custom noises for 3D noise tunnels, it's almost always essential to also altr thr tunnel width number |
07:00 |
paramat |
(alter) |
07:00 |
paramat |
(the) gr |
07:00 |
hmmmm |
you mean the threshold? |
07:00 |
paramat |
yes |
07:01 |
hmmmm |
that hasn't been modifiable since its introduction |
07:01 |
hmmmm |
i don't think it'd be smart to add it now |
07:01 |
hmmmm |
aren't we supposed to be having a feature freeze? seems to be an awful lot of activity for a project in a supposedly frozen state |
07:01 |
paramat |
i do |
07:02 |
paramat |
hm |
07:02 |
paramat |
3 new mapgens are about to be released, i would like them to have this from the start |
07:03 |
hmmmm |
v5 fractal and flat? |
07:03 |
paramat |
flat fractal valleys |
07:03 |
hmmmm |
those are new as of 0.4.14 |
07:03 |
hmmmm |
hum |
07:03 |
paramat |
thng is, tunnels are effectively not customisable without a parameter for tunnel width |
07:04 |
hmmmm |
i highly doubt anybody is going to be able to modify the caves |
07:04 |
paramat |
mgv7 is getting used more now too, so i would really like this in that too |
07:04 |
hmmmm |
controlling that noise is so finnicky |
07:04 |
hmmmm |
sure, i don't have an issue with adding a new parameter as long as it's done the right way |
07:04 |
paramat |
i know of someone adjusting the spreads |
07:04 |
paramat |
ok |
07:04 |
hmmmm |
but i'm just saying |
07:05 |
hmmmm |
this is technically a feature |
07:05 |
hmmmm |
and the project is supposed to be in a feature freeze |
07:05 |
hmmmm |
you're the one who did that too |
07:05 |
paramat |
yeah we're not quite frozen due to a few PRs still waiting |
07:05 |
paramat |
and a few issues too |
07:06 |
Zeno` |
issues should not stop a freeze |
07:06 |
paramat |
yes |
07:06 |
paramat |
i mean agreed |
07:06 |
Zeno` |
should they? I mean... the freeze is to fix issues so if there are no issues then just release hehe |
07:06 |
Zeno` |
heh |
07:06 |
paramat |
exactly |
07:07 |
hmmmm |
paramat, you know you're able to set biome parameters per-mapgen right now, correct? |
07:07 |
paramat |
i know that |
07:07 |
paramat |
but we need the defaults to be different per mapgen |
07:08 |
hmmmm |
you can do that too |
07:08 |
paramat |
biome noises |
07:08 |
hmmmm |
just not using the configuration file |
07:08 |
hmmmm |
i want to deprecate setting noises by the config file anyway |
07:08 |
paramat |
yeah |
07:09 |
paramat |
so i won't work on that as you are |
07:09 |
hmmmm |
in mapgen.lua have a bunch of if mgparams.name == "v7" then core.set_noiseparams("mg_biome_heat", { ...}) elif mgparams.name == "v5" ... |
07:10 |
paramat |
ahh |
07:10 |
paramat |
i didn't know |
07:10 |
hmmmm |
so i just want to confirm: |
07:10 |
hmmmm |
as of right now, you do NOT overgenerate biome noise |
07:10 |
hmmmm |
right? |
07:11 |
paramat |
correct, because my overgen is only ever vertical, 1 up 1 down, and only for 3D noise |
07:12 |
hmmmm |
what do you think a good name would be for the current biome calculation approach? |
07:12 |
hmmmm |
if you can't think of anything i'll just use Original |
07:12 |
paramat |
hm |
07:15 |
paramat |
well this diagram is often named after Whittaker https://upload.wikimedia.org/wikipedia/en/2/29/PrecipitationTempBiomes.jpg |
07:16 |
hmmmm |
Climate would be another candidate |
07:16 |
hmmmm |
BiomeGenOriginal |
07:16 |
hmmmm |
BiomeGenClimate |
07:16 |
hmmmm |
BiomeGenWhittaker |
07:16 |
paramat |
HeatHumid? |
07:16 |
hmmmm |
don't forget that ground level is also a variable in this calculation |
07:17 |
paramat |
ah |
07:17 |
hmmmm |
do you want to use Whittaker? |
07:17 |
paramat |
'climate' could mean so many systems, perhaps 'original' |
07:18 |
paramat |
i think 'original' |
07:18 |
paramat |
as new calculations would probably work with whittaker's diagram too |
07:18 |
hmmmm |
OK then |
07:21 |
gregorycu |
ffs |
07:21 |
gregorycu |
I can't reproduce lighting issues |
07:21 |
gregorycu |
I thought I had it for a second, except I was looking at a dandelion and not a torch |
07:22 |
Zeno` |
lol |
07:22 |
gregorycu |
Even flowers are trolling me |
07:29 |
VanessaE |
heh |
07:30 |
hmmmm |
hrmm |
07:31 |
hmmmm |
paramat, with the new system you won't be able to overgenerate biomes without F'ing up the biome cache, is that OK? |
07:32 |
paramat |
do you mean the 2D biome noises will always be restricted to the mapchunk? |
07:32 |
Zeno` |
I can't stop laughing. I have this picture stuck in my head of gcu staring at a dandelion wondering why it doesn't illuminate everything around it |
07:32 |
hmmmm |
actually you know what i don't actually know what i'm doing |
07:32 |
hmmmm |
because of the overhang problem |
07:33 |
hmmmm |
there can be more than one biome mapped to a specific (x, z) |
07:33 |
paramat |
yes, my function recalculates biome at each new upper surface |
07:34 |
paramat |
.. in a column |
07:34 |
hmmmm |
alright |
07:34 |
hmmmm |
relatively speaking, biome recalculations are rare |
07:34 |
hmmmm |
is this fair to say? |
07:34 |
paramat |
tends to be 1 or 2 per column |
07:35 |
hmmmm |
no, this isn't going to work out |
07:35 |
hmmmm |
i can make a horrible mapgen paired with horrible biome definitions that would own this approach |
07:36 |
hmmmm |
this is why i hated including the raw Y position in biome calculations, it's just that i couldn't ever figure anything else better out |
07:37 |
paramat |
isn't it essential since biomes have upper and lower limits? |
07:37 |
hmmmm |
it wasn't supposed to be that way but that's how things ended up |
07:37 |
paramat |
heh |
07:37 |
paramat |
stacked biomes are absolutely essential |
07:37 |
hmmmm |
so basically biomes are always going to be three coordinates, x y and z |
07:38 |
hmmmm |
i can't start storing a third dimension of data |
07:40 |
hmmmm |
the obvious solution to this would be to store runs of columns that are a specific biome |
07:40 |
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fling joined #minetest-dev |
07:40 |
hmmmm |
like y = 64 to y = 400 at (x,z) is tundra |
07:40 |
hmmmm |
and then y = 401 and so on is blah |
07:40 |
hmmmm |
but now this would be a vector for every single (x,z) |
07:41 |
hmmmm |
i need to invent something clever here |
07:41 |
hmmmm |
or, alternatively, i could ignore the problem |
07:48 |
hmmmm |
no wonder why i put this off for such a long time |
07:57 |
gregorycu |
How do we feel about exceptions? |
07:59 |
hmmmm |
i hate them |
07:59 |
gregorycu |
We all have our character flaws |
08:00 |
Zeno` |
I hate them also |
08:00 |
Zeno` |
Well, the way they're seemingly always (mis)used in C++ anyway |
08:02 |
gregorycu |
#4023 |
08:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/4023 -- New unified favourites can disappear after game exit |
08:02 |
gregorycu |
it appears that we read in text, but write in binary |
08:03 |
gregorycu |
I'm not sure this would cause issues |
08:10 |
hmmmm |
see, this page http://minecraft.gamepedia.com/Anvil_file_format implies that minecraft *ignores* the problem of overlapping terrain and biomes |
08:10 |
hmmmm |
biomes are saved in a plain x,z format |
08:11 |
hmmmm |
maybe i'm overthinking the issue |
08:13 |
paramat |
well out biome map is 2D, because that's biome at highest surface in mapchunk |
08:13 |
paramat |
(our) |
08:13 |
paramat |
biome at the heightmap surface |
08:14 |
hmmmm |
that's how it incidentally turns out if you keep updating the heightmap in that order |
08:14 |
hmmmm |
so what if a rock that's plains is hovering over the ocean |
08:15 |
hmmmm |
a modder queries the biome at the player's current position |
08:15 |
hmmmm |
it reports plains even though the player is clearly swimming in an ocean |
08:15 |
hmmmm |
how do you reconscile that? |
08:15 |
paramat |
the API would use getBiome and include the y co-ord |
08:16 |
paramat |
there's an unused function in mgv7 that does that |
08:16 |
hmmmm |
yeah but now there's no caching that |
08:16 |
hmmmm |
it's unused because it's supposed to be private, or at least it was until you started using it for your mapgens |
08:16 |
hmmmm |
ugh |
08:17 |
paramat |
i don't use it for mapgen |
08:18 |
hmmmm |
so my point is, because of this, biomes cannot be 2d in minetest |
08:19 |
paramat |
correct, the world would look awful |
08:19 |
hmmmm |
so how does minecraft do it and store their biomes in a 2d array? |
08:20 |
paramat |
maybe there array is like our biomemap, biome at highest surface? |
08:20 |
hmmmm |
but that would be pointless since they'd need to recalculate the biome at every x,y,z |
08:20 |
hmmmm |
so why bother storing it |
08:21 |
hmmmm |
maybe they hardcode different y ranges for each biome |
08:21 |
hmmmm |
or something disgusting that we'd never do |
08:21 |
paramat |
well we do that as decos are placed according to the 2D biomemap |
08:22 |
paramat |
(we store a biomemap as ..) |
08:23 |
paramat |
i mean, we bother storing a 2D biomemap to control deco placement |
08:25 |
hmmmm |
that's not necessarily right |
08:25 |
hmmmm |
i mean i guess it's good enough because you can also control height_min and height_max with decos |
08:26 |
hmmmm |
but if you were to have no height restrictions and only have a biome restriction it'd start spawning in the ocean biome as well as overlapping floating rocks and/or peninsulas |
08:26 |
hmmmm |
i mean cliffs |
08:27 |
gregorycu |
I need that Fixer guy to come online |
08:27 |
hmmmm |
so i hate saying this but maybe the biomemap as it exists is implemented wrong |
08:28 |
hmmmm |
what i was thinking is reserving a special biome, let's say -1, to mean there's at least one overlap at that x, z |
08:28 |
paramat |
our biomes are stacked, so decos can be restricted by biome only and still work fine |
08:28 |
hmmmm |
and therefore if the biome id == -1, recalculate the biome using that heat/humidity/y position |
08:28 |
hmmmm |
but you see the problem now |
08:29 |
hmmmm |
we don't store the raw heat and humidity with the biome map |
08:29 |
hmmmm |
so now you have to recalculate perlin noise for that point! |
08:30 |
hmmmm |
i might go with this dumb approach' |
08:30 |
paramat |
heat and humidity are 2D and are stored in heatmap and humidmap, not recalculated |
08:31 |
hmmmm |
yeah maybe at map generation time but what about in the biome cache |
08:32 |
paramat |
sure if later we 'get biome at point' noise is recalculated |
08:32 |
hmmmm |
look at #minetest |
08:32 |
paramat |
but that's lightweight |
08:32 |
hmmmm |
i asked somebody to try it out in minecraft for real |
08:32 |
hmmmm |
i was right, they totally ignore the problem |
08:32 |
paramat |
ahh will read |
08:33 |
hmmmm |
IDK maybe we're trying too hard to solve this |
08:33 |
hmmmm |
maybe i should let it go |
08:35 |
paramat |
sleep on it :) |
08:36 |
gregorycu |
https://www.youtube.com/watch?v=moSFlvxnbgk |
08:43 |
gregorycu |
*sigh* Fuck lua |
08:43 |
gregorycu |
Honestly |
08:53 |
DI3HARD139 |
Was there a recent change in how player privs are handled? |
09:40 |
Calinou |
gregorycu: time to implement V8 in Minetest |
09:46 |
paramat |
Zeno` are you able to work on a new PR for #2602 ? since you have reviewed and commented on it |
09:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/2602 -- move particle spawners to env by obneq |
09:48 |
Zeno` |
paramat, it's pretty old. I'll try and rebase shortly |
09:49 |
paramat |
ok |
09:49 |
Zeno` |
Is it planned for release? |
09:49 |
gregorycu |
Calinou: While I do like JS, I was thinking more like Python :) |
09:50 |
Zeno` |
I'll review and rebase as soon as I finish cleaning up after dinner anyway :) |
09:50 |
paramat |
it's needed for release |
09:51 |
Zeno` |
ok I'll prioritise |
09:51 |
Zeno` |
it's a pity that it's taken over a year to finally get around to merging it |
09:51 |
Zeno` |
makes it harder :) |
09:54 |
gregorycu |
Does the GUI lua always get called via the main thread? |
09:55 |
paramat |
feel free to start a new PR for it if that's easier |
09:55 |
gregorycu |
urgh. No it doesn't |
09:59 |
paramat |
concerning your question gcu, i don't know |
10:03 |
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Fixer joined #minetest-dev |
10:05 |
gregorycu |
It's always a good idea to get latest before trying to debug an issue |
10:12 |
gregorycu |
ty |
10:14 |
Fixer |
gregorycu, dissappearing favs file thing happens on my win7sp1 |
10:14 |
gregorycu |
So I saw |
10:14 |
Fixer |
gregorycu, also, read the logs, you trying to catch lighting glitch in 3770? or different one? |
10:14 |
gregorycu |
Don't worry, minetest has its best man on it |
10:15 |
gregorycu |
Yeah,3770 |
10:15 |
gregorycu |
Time for shaders to become great again |
10:15 |
gregorycu |
But first rugby (30 min) |
10:16 |
Fixer |
gregorycu, try playing on multiplayer server, it gives better chance for me, also, you can catch it after day change, it seems, good server to catch it: Just Test (but it is down), or I can also catch it on Extreme Survival Minetest on platform high in the air |
10:20 |
Fixer |
gregorycu, it happens by itself, everything seems fine, day changes, or even not, you decide to teleport to go up on platform at Y=100 or so and suddenly you realise it is glitched on platform, and below too, daychange could trigger it i guess, also place some nodeboxes, i feel like they can trigger too |
10:22 |
Fixer |
gregorycu, what i've noticed: when bug kicks in, it can be like, ground is ok, but that nodebox thing: door or protector is having wrong lighting, placing a torch does not fix it iirc |
10:22 |
Fixer |
lighting of ground is ok, but nodebox in it is wrong |
10:23 |
Fixer |
gregorycu, to catch the bug I guess you need at least several daychanges and a lot of random walking were many building appear |
10:25 |
Fixer |
buildings* |
10:30 |
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10:33 |
Zeno` |
paramat, why is 2602 needed for release? |
10:33 |
paramat |
see issue #4024 |
10:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/4024 -- Expiring particle spawners broken |
10:34 |
paramat |
amazing it hasn't been fixed before |
10:34 |
Zeno` |
Oh I see. The PR has squashed commits |
10:34 |
Zeno` |
cool |
10:35 |
Zeno` |
bb in 15 |
10:42 |
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11:01 |
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11:09 |
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11:12 |
paramat |
*** to be clear we are not in freeze due to work on a few remaining PRs, see my summary in logs http://irc.minetest.ru/minetest-dev/2016-04-25#i_4592872 *** |
11:14 |
gregorycu |
Where did that Fixer guy go? |
11:14 |
paramat |
bbl |
11:14 |
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paramat left #minetest-dev |
11:29 |
Fixer |
gregorycu, i'm here |
11:29 |
gregorycu |
\o/ |
11:29 |
Fixer |
i was eating |
11:29 |
gregorycu |
You know there is work to do |
11:29 |
gregorycu |
And you were eating... |
11:29 |
Fixer |
gregorycu, sure |
11:29 |
Fixer |
gregorycu, go on |
11:29 |
gregorycu |
unbelievable |
11:30 |
gregorycu |
Would you mind assisting with #4023 later |
11:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/4023 -- New unified favourites can disappear after game exit |
11:31 |
gregorycu |
I'm out of ideas as I can't repo, but I've got an idea |
11:31 |
Fixer |
gregorycu, ok |
11:31 |
gregorycu |
Involves proc mon |
11:31 |
gregorycu |
Cool, give me 30 min as there are a few things I want to see first |
11:31 |
Fixer |
ah, sysinternals one? |
11:31 |
gregorycu |
Yeah |
11:31 |
Fixer |
I have it |
11:32 |
gregorycu |
Awesome, I'll basically get you to trace file operations on the favourites file |
11:32 |
gregorycu |
And take note at if it's accessed by more than one thread |
11:32 |
gregorycu |
But yeah, 30 minutes, want to chase a different lead down first before bothering you |
11:38 |
Fixer |
i've already set the filter to minetest and to path "contains" favoriteservers.txt |
11:39 |
Fixer |
already shows info |
11:39 |
gregorycu |
Oh awesome, can you use the column chooser to make sure thread id is selected |
11:39 |
Fixer |
ok |
11:39 |
gregorycu |
What we are looking for is results that look like failures, or two different threads using the file at once |
11:40 |
gregorycu |
Or rather, two different threads using the file at all |
11:40 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Feature freeze (2 weeks): 2016-04-24 [or maybe not, no new date yet....]. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/ |
11:42 |
gregorycu |
I hope to god this is the problem |
11:43 |
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11:44 |
Zeno` |
there was a thread problem related to main menu the other day but nore and I should have fixed it |
11:44 |
gregorycu |
Can you elaborate? |
11:44 |
Fixer |
i'm testing with 21079cc |
11:45 |
Fixer |
Zeno`, escape characters PR? |
11:45 |
gregorycu |
Nore = Ekdohibs ? |
11:45 |
Zeno` |
gcu, yeah |
11:45 |
Zeno` |
the one where server list was being downloaded twice (and a related one because Log is not thread-safe) |
11:46 |
gregorycu |
hmm... |
11:46 |
Zeno` |
2177f3090e6bb8037779a5b518f193a03094797f |
11:46 |
gregorycu |
Which commit do you have Fixer? |
11:46 |
Fixer |
gregorycu, newer than this, 21079cc |
11:47 |
Zeno` |
I doubt it's related but I'm just saying that kilbith's commit already exposed a race condition buf |
11:47 |
Zeno` |
bug* ... so maybe it's exposed something else as well (sorry if this has been discussed; I haven't been keeping up with the conversation) |
11:47 |
gregorycu |
Right |
11:48 |
gregorycu |
So, to get you up to speed |
11:48 |
gregorycu |
To save a new version of the file, it loads the file, closes it, adds or deletes are desired, and then opens the file and writes |
11:48 |
gregorycu |
If it fails to read the file, it does so silently |
11:49 |
Zeno` |
oh... great |
11:49 |
gregorycu |
So, I'm thinking there may be some issue where two threads are trying to read the file or something, which causes the read of the file to fail, and thus empty it when it writes |
11:49 |
Zeno` |
backtrace doesn't show anything? |
11:50 |
Zeno` |
I had trouble backtracing the other 2-thread issue because it kept ending back up in Lua lol |
11:50 |
gregorycu |
Not for me, however, I have curl turned off |
11:50 |
gregorycu |
I cannot repo |
11:50 |
gregorycu |
Fixer is taking a look to see if two threads attempt to read the file |
11:50 |
gregorycu |
Hopefully |
11:50 |
Fixer |
i'm trying to reproduce the bug with monitor on |
11:50 |
Zeno` |
I can't either (I cannot download the server list at all... something to do with ipv6 on my installation possibly) |
11:50 |
Fixer |
so far i see only one thread id |
11:50 |
gregorycu |
hmm... |
11:51 |
gregorycu |
Have you repo'd it? |
11:51 |
Fixer |
but need to encounter the bug first |
11:51 |
Zeno` |
it just times out... but I can visit the URL in a browser. I'm pretty sure it's something I've setup wrong which is why I haven't made an issue |
11:52 |
Fixer |
gregorycu, i need some time to reproduce it, on the order of XX minutes |
11:53 |
gregorycu |
Cool, take your time, you're doing me a favour |
11:53 |
Zeno` |
time to see if this rebase worked. Why did paramat assign me? That wasn't fair |
11:53 |
gregorycu |
meanwhile I'm going to get curl to work |
12:00 |
Zeno` |
hmm |
12:00 |
Zeno` |
well it compiled |
12:00 |
Zeno` |
must be correct! lol |
12:00 |
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12:05 |
Zeno` |
sofar, if you have time can you check my rebase of #2602 ? |
12:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/2602 -- move particle spawners to env by obneq |
12:09 |
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12:09 |
Zeno` |
or anyone for that matter |
12:13 |
jin_xi |
just looking at the patch, thank you for doing this. i tried and failed yesterday |
12:14 |
Zeno` |
Thanks |
12:14 |
Zeno` |
I didn't enjoy it much heh |
12:14 |
jin_xi |
one thing though, you did a comment on the original pr, suggesting a change in the //manage particle spawner expiration section of env cpp |
12:14 |
Zeno` |
yes, that is not applied yet (I'll add a comment) |
12:14 |
jin_xi |
your code seems much clearer than mine, if it works im all for it |
12:15 |
Zeno` |
I think my suggested change should be added as well |
12:15 |
Zeno` |
maybe you can do it then :) |
12:17 |
jin_xi |
hm, i think i fucked up my repo when i attemted rebase. |
12:18 |
jin_xi |
Zeno`: what would be the course of action to add that change? |
12:18 |
Zeno` |
heh, reset time |
12:18 |
jin_xi |
i;m |
12:18 |
jin_xi |
too thick for git |
12:18 |
Zeno` |
from the command line? git am filename |
12:18 |
Zeno` |
so download the attachment and do git am rebase_2602.txt |
12:19 |
Zeno` |
(after you've fixed your repo of course :P) |
12:21 |
Zeno` |
I can PR to your github if you like |
12:21 |
Zeno` |
err |
12:21 |
Zeno` |
hang on a tick. I've attached the wrong file lol |
12:25 |
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12:26 |
Fixer |
gregorycu, still trying to catch it :S |
12:27 |
gregorycu |
Are you having more problems reproducing it? |
12:27 |
gregorycu |
You used to be able to reproduce it at-will right? |
12:27 |
Fixer |
not at will |
12:27 |
Fixer |
it was random |
12:30 |
Zeno` |
jin_xi, download the patch again please |
12:32 |
Zeno` |
jin_xi, I also sent your repo a PR |
12:32 |
Zeno` |
um crap |
12:33 |
jin_xi |
ugh, i have a feeling this would be much easier to simply redo |
12:34 |
Zeno` |
I think so |
12:34 |
Zeno` |
I stuffed up... 250+ commits lmao |
12:34 |
Zeno` |
I'm not sure how that happens... shows as one commit in my git history |
12:36 |
Zeno` |
I've spent an hour trying to rebase it |
12:36 |
Zeno` |
would have been quicker to type it all in |
12:36 |
Zeno` |
it *is* rebased but I have nfi why all those commits are showing up |
12:36 |
Zeno` |
they're not in my tree :/ |
12:38 |
jin_xi |
sorry zeno :( |
12:41 |
Zeno` |
or is that your repo? |
12:41 |
Zeno` |
mine it is showing as one commit: https://github.com/Zeno-/minetest/tree/obneq |
12:42 |
Zeno` |
https://github.com/Zeno-/minetest/commits/obneq |
12:42 |
Zeno` |
weird |
12:43 |
jin_xi |
look i dont know, i tried rebasing yesterday ontop of current master then fucked up something when editing which resolved the conflict but was wrong. but i did not push |
12:47 |
Zeno` |
No need to be sorry. I'm just baffled :) |
12:48 |
Zeno` |
oh I see |
12:49 |
Zeno` |
your repo is 1085 commits behind master |
12:49 |
Zeno` |
the rebase is fine |
12:50 |
Zeno` |
I'll make the PR for you again. That way your master can be up-to-date heh |
12:51 |
jin_xi |
sure you do not rather just want to fix it with a proper pr and delete my pr? i dont wanna waste more of your time |
12:51 |
Zeno` |
I could just make a PR to minetest |
12:52 |
Zeno` |
maybe not merge my PR to your repo... it looks odd |
12:53 |
Zeno` |
I'll just leave it all as-is |
12:53 |
Zeno` |
it's rebased so *shrug* if someone wants to merge it they can at least |
12:53 |
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12:54 |
jin_xi |
yay |
13:01 |
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13:01 |
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13:01 |
Fixer |
i hope i will not be banned with all this in and out on some servers |
13:02 |
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13:03 |
gregorycu |
More in-and-out than Ron Jeremy |
13:04 |
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13:05 |
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13:05 |
paramat |
thanks for the work on 2602 |
13:06 |
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13:06 |
gregorycu |
#2602 |
13:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/2602 -- move particle spawners to env by obneq |
13:06 |
gregorycu |
No problem |
13:06 |
Zeno` |
rofl |
13:07 |
Zeno` |
please test it, paramat |
13:07 |
Zeno` |
i've triple-checked it though |
13:07 |
Fixer |
i need to predent that i'm playing, that way bug can show up carelessly |
13:07 |
MoNTE48 |
Hi ) |
13:07 |
paramat |
possibly, very busy though |
13:07 |
gregorycu |
lol |
13:08 |
Zeno` |
jin_xi, has agreed to my suggested changes so I'll add them as well once it's tested by others also |
13:08 |
Zeno` |
hi MoNTE48 |
13:08 |
Zeno` |
MoNTE48, what are you doing on IRC? :p |
13:08 |
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13:09 |
MoNTE48 |
I'm tired of being a jerk and I'm trying to do better Minetest. )) |
13:09 |
Zeno` |
:) |
13:09 |
paramat |
#4033 |
13:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/4033 -- Fix issue #4005 and update depends by MoNTE48 |
13:11 |
MoNTE48 |
I would like to update some (all) depending on android port Minetest. Ogg, vorbis, luajit (this is really important!), Freetype, openal-soft. I need a little advice. |
13:11 |
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13:13 |
gregorycu |
Have we ever considered a built-in video encoder |
13:13 |
gregorycu |
That can spit out a file |
13:13 |
gregorycu |
A video, if you will |
13:14 |
paramat |
i can't remember that being considered |
13:14 |
gregorycu |
Or maybe even twitch |
13:14 |
MoNTE48 |
There is someone who is interested in the Android port, to help me? Or ask me later? |
13:16 |
Fixer |
gregorycu, there are external tools for that i guess |
13:16 |
gregorycu |
That is true |
13:16 |
Fixer |
gregorycu, i record with hypercam2 usually |
13:16 |
Fixer |
did some tests |
13:17 |
Fixer |
x264 encoder, ultrafast |
13:17 |
Fixer |
got 30 fps on 1280*1024 record |
13:22 |
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13:25 |
paramat |
i think core dev sapier is our other android expert, but they're not around much recently |
13:26 |
gregorycu |
I've always found phones/tablets clunky to play these types of games |
13:26 |
gregorycu |
To be honest |
13:26 |
gregorycu |
Maybe if you could attach a gamepad.... |
13:26 |
Fixer |
gregorycu, reproducing the bug takes much longer today :/ |
13:27 |
gregorycu |
Have you done it once? |
13:27 |
Fixer |
it depends on lack, have not reproduced today yet |
13:27 |
Fixer |
it is matter of time |
13:27 |
gregorycu |
Cool |
13:27 |
gregorycu |
Don't worry about it |
13:27 |
MoNTE48 |
http://i63.tinypic.com/mbnama.png |
13:27 |
gregorycu |
It looked like you could repo it somewhat easily yesterday |
13:28 |
Fixer |
gregorycu, yeah, but build was the same |
13:28 |
MoNTE48 |
gregorycu |
13:28 |
MoNTE48 |
gregorycu |
13:28 |
MoNTE48 |
gregorycu, gamepad :))) |
13:29 |
sfan5 |
MoNTE48: could you consider using a different image host like imgur |
13:29 |
sfan5 |
i do not feel like waiting 15 seconds to look at a small image |
13:29 |
MoNTE48 |
sfan5, really 15 sec? lol. |
13:30 |
sfan5 |
yes |
13:30 |
gregorycu |
Took a while for me too |
13:30 |
Fixer |
tinypic is crap |
13:30 |
gregorycu |
But my internet sucks |
13:30 |
sfan5 |
gregorycu: https://github.com/sfan5/minetest/tree/minemovie_x264 probably broken by now |
13:30 |
gregorycu |
Hooray curl works |
13:31 |
MoNTE48 |
http://i.imgur.com/VOk5vL5.jpg |
13:31 |
Fixer |
gregorycu, scanario of bug hunt is join some servers, after some time, exit to server browser, and exit the game |
13:31 |
sfan5 |
interesting look on the gamepad |
13:32 |
gregorycu |
Fixer: Yeah, stop wasting your time, I can play with the code a bit to try and force the issue |
13:32 |
MoNTE48 |
It is very convenient. It has been more than 5 options gamepads, this was the best. |
13:32 |
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13:32 |
Fixer |
hate such random bugs, they feel so random, and appear when you don't want it, yet when i want it they don't appear |
13:34 |
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13:34 |
MoNTE48 |
The coordinates of the left top of the 10x bring me more good than the build version |
13:36 |
gregorycu |
lol, I'd imagine so |
13:39 |
MoNTE48 |
So as of now there is no one who would be actively involved in Android port, I'd be happy to help. If necessary, of course. |
13:40 |
paramat |
your help is much appreciated |
13:40 |
gregorycu |
Hopefully this bug exists on android |
13:41 |
MoNTE48 |
gregorycu, ?? |
13:41 |
gregorycu |
That way I can palm it off to you :) |
13:42 |
MoNTE48 |
I've updated the ogg / vorbis and corrected some NDK11 questions. I posted it on my account. https://github.com/MoNTE48/libvorbis-android Someone could give me some advice on where best to place this code if you want to it by the link Makefile |
13:49 |
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13:49 |
gregorycu |
I have no idea :( |
13:49 |
gregorycu |
Sorry |
13:51 |
MoNTE48 |
I could post it on my repo (as is now). If there is anyone who is against it. |
13:52 |
gregorycu |
It's your repo |
13:52 |
paramat |
maybe try to contact sapier |
13:54 |
MoNTE48 |
Who uses several modules on repo unknown people. We could put them in github.com/minetest, or create another organization (e.g. minetest-android) |
13:55 |
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13:58 |
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13:59 |
MoNTE48 |
cross-compile freetype2 https://github.com/MultiCraftProject/MultiCraft/blob/master/build/android/Makefile#L355 Now use port, based on 2011 year code. |
13:59 |
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14:00 |
sfan5 |
wat |
14:01 |
sfan5 |
why does the target for freetype create a ndk toolchain? |
14:01 |
sfan5 |
nevermind every libraries gets its own toolchain |
14:02 |
sfan5 |
man the android makefile is a piece of shit |
14:03 |
gregorycu |
MoNTE48 spent ages writing it, be kind |
14:03 |
MoNTE48 |
@sfan5, TARGET_TOOLCHAIN = arm-linux-androideabi |
14:03 |
sfan5 |
gregorycu: yeah but it uses the ndk to create the same identical toolchain for each and every libraries |
14:04 |
sfan5 |
-s |
14:04 |
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14:04 |
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14:04 |
sfan5 |
also the minetest makefile looks the same |
14:04 |
MoNTE48 |
Makefile drawn badly, the code simply shit. Many errors and inaccuracies. I agree. But I created it and I do not have time to remake it. If you want, you know how to do PR |
14:04 |
sfan5 |
wasn't that written by sapier? |
14:05 |
MoNTE48 |
Shit. But NOT I created it and I do not have time to remake it. |
14:05 |
MoNTE48 |
Makefile write sapier, and this is very-very-very bad code |
14:06 |
sfan5 |
ideally android would just use the normal cmake code to build minetest, use external scripts (wtf why is it in a makefile???) to build dependencies and then only use android stuff to build the final app |
14:07 |
gregorycu |
Fixer: I'm giving up on this. I can't reproduce. Hopefully if you stumble across it, you'll realise it's a certain set of conditions |
14:08 |
MoNTE48 |
@sfan5, It would be great if you could help this :) |
14:08 |
MoNTE48 |
I have not worked with yet cmake. I'm not a programmer. |
14:08 |
sfan5 |
my initial android porting attempts used to use cmake |
14:08 |
nrzkt |
sfan5: i tried to use cmake but android NDK is cmake aware |
14:08 |
sfan5 |
http://dev.minetest.net/Android#sfan5.27s_Android_port |
14:08 |
MoNTE48 |
Then we use a dick sapier port? |
14:08 |
gregorycu |
Fixer: We should clean up the code a bit to make sure that it displays a clear error when it fails to update favourite and also can't accidentally wipe it out if it fails to open |
14:09 |
sfan5 |
nrzkt: no i mean: cmake would build a .so file, ndk-build just copies that .so file and uses it |
14:09 |
MoNTE48 |
NRZ, https://www.google.com.ua/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=android%20cmake |
14:09 |
gregorycu |
dick sapier |
14:09 |
sfan5 |
MoNTE48: my port wasnt finished |
14:09 |
Fixer |
gregorycu, ok, but i will keep monitor working, and if it deletes the files, i will tell if the same thread |
14:09 |
gregorycu |
Thanks Fixer. Don't leave that monitor running overnight, it will use all your ram |
14:10 |
gregorycu |
Night all |
14:10 |
Fixer |
nah, i will have it for some hours |
14:10 |
Fixer |
gn |
14:10 |
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14:11 |
nrzkt |
MoNTE48: copy google like a noob isn't useful |
14:12 |
nrzkt |
cmake doesn't like ARM builds using the NDK toolchain, it's not easy to have cross compiling on it |
14:12 |
nrzkt |
sfan5: if that work good. sfan5 i think we could switch sqlite to the Android.mk instead of this ugly makefile to have less makefile shit |
14:13 |
sfan5 |
i'll need to have a look at it |
14:13 |
sfan5 |
it will need lots of adjustments |
14:13 |
sfan5 |
but if it works we can drop that huge & bloated Android makefile |
14:13 |
sfan5 |
cmake using the ndk toolchain worked fine for me |
14:14 |
sfan5 |
aside from some c++ standard lib problems |
14:15 |
MoNTE48 |
SQLite? Makefile only download and unpack sqlite archive https://github.com/MultiCraftProject/MultiCraft/blob/master/build/android/Makefile#L629 |
14:16 |
MoNTE48 |
OpenAl-Soft not compile for me use CMake :( I get error on creating .so |
14:17 |
sfan5 |
MoNTE48: this worked fine in some other project https://github.com/mpv-android/buildscripts/blob/ad34efa38382c2ae76d0688a5be6c18966863c34/scripts/openal-soft-android.sh |
14:17 |
paramat |
any reviews for #4019 ? simple PR |
14:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/4019 -- Make ItemStack with different metadata not stackable by hunterdelyx1 |
14:18 |
MoNTE48 |
sfan5, ok, openal-soft and freetype we can build use cmake |
14:18 |
sfan5 |
paramat: code looks good |
14:19 |
paramat |
ok |
14:20 |
MoNTE48 |
By the way, we can build almost all libraries use build/android/android.mk, we just have to download and unpack source use makefile. |
14:22 |
paramat |
*** freeze moved to end of ozzy shift tuesday night (mid-wednesday euro time) *** |
14:27 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Feature freeze (2 weeks): 2016-04-27. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/ |
14:28 |
MoNTE48 |
I can add something else to release in the Makefile? It seems that 2 days no one has time to redo it. |
14:29 |
sfan5 |
a android makefile re-do won't happen in the near future |
14:30 |
MoNTE48 |
Then look https://github.com/MoNTE48/libvorbis-android https://github.com/MoNTE48/openal-soft |
14:31 |
MoNTE48 |
https://github.com/MultiCraftProject/MultiCraft/blob/master/build/android/Makefile#L684 - LuaJIT, |
14:38 |
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14:56 |
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15:06 |
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15:07 |
paramat |
please can anyone review #4033 ? i have no idea with andriod stuff. Wayward1 is testing it |
15:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/4033 -- Fix issue #4005 and update depends by MoNTE48 |
15:22 |
paramat |
phew 9hrs MT work |
15:43 |
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15:48 |
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15:57 |
hmmmm |
agh too bad you left |
15:57 |
hmmmm |
i needed somebody to bounce my ideas off of |
15:58 |
hmmmm |
so i slept on it, and came to the realization that a biome cache is just a cache - it's okay if we don't have the data available |
15:58 |
paramat |
bounce away |
15:59 |
hmmmm |
if a specific (x,z) is marked as having an overtop then it's simply a case of us not having the biome value at that point and it'd need recalculation the same way as if the position weren't present in the cache whatsoever |
16:00 |
* sofar |
is bouncable |
16:01 |
hmmmm |
but this presents two issues |
16:01 |
hmmmm |
one that i might write off as a non-issue |
16:02 |
hmmmm |
synchronization: so we have a position present within a certain block of the biome cache already |
16:03 |
hmmmm |
*something* either a mapgen, mod, or map access re-queries this at a different y and finds that it has a different biome than what's there already |
16:03 |
hmmmm |
so it overwrites that single biome_t (a u8 right now) with BIOME_OVERTOP |
16:04 |
hmmmm |
but there could be many consumers currently using that exact same chunk of memory |
16:06 |
hmmmm |
second is the fact that the biome map used by the mapgen is the same piece of memory as the biome cache itself |
16:06 |
hmmmm |
in the mapgens we encounter overtops all the time and just overwrite with the values for the higher elevation |
16:06 |
hmmmm |
the "new way" is to mark it as an overtop instead |
16:07 |
hmmmm |
so we're going to have other consumers with semi-valid biome results |
16:10 |
paramat |
for a 2D biomemap the most useful value to store is the highest surface, because that's usually where the decos are placed and the dust dropped onto |
16:11 |
hmmmm |
there's no decoration underneath a ridge? |
16:11 |
paramat |
so it's less calculation to store the biome of the top surface than a lower one and recalculate the higher |
16:11 |
paramat |
correct |
16:11 |
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16:12 |
hmmmm |
well that's some shit |
16:12 |
hmmmm |
didn't I fix that? |
16:12 |
hmmmm |
besides, you're only concerned about the biomemap at map generation time |
16:12 |
paramat |
decos and dust are placed on highest surface in a mapchunk, which is also the heightmap and biomemap surface |
16:13 |
hmmmm |
the reason i'm mostly concerned with maintaining a cache is because modders will probably want to know the biome in the surrounding of nodes around the player |
16:13 |
paramat |
a cache for on-gen function? |
16:13 |
hmmmm |
no |
16:13 |
hmmmm |
it caches the results from the on-gen function |
16:13 |
paramat |
wow a permanent cache |
16:14 |
hmmmm |
then when the mod queries in serverthread code it'll get that |
16:14 |
hmmmm |
permanent cache is an oxymoron |
16:14 |
hmmmm |
the way it works is like |
16:14 |
paramat |
when is the cache deleted |
16:14 |
hmmmm |
LFU |
16:15 |
hmmmm |
maybe something more clever, i'll have to see |
16:16 |
paramat |
ah |
16:16 |
hmmmm |
BiomeGen::calcBiomes(v2s16 pmin) { <calc noise here> <get biomes from noise> <lookup pmin in cache> <if miss, add current biomemap pointer and allocate a new one for the next call> |
16:17 |
hmmmm |
the reason why we mostly need a cache is for the client-side visual effects |
16:17 |
paramat |
ah i was wondering |
16:17 |
hmmmm |
BiomeManager is going to be present on the client too |
16:18 |
hmmmm |
i still haven't decided if it'll calculate its own biomes or rely on results from the server |
16:18 |
hmmmm |
probably a bad idea to do the former... |
16:21 |
hmmmm |
biomemanager maintains the list of biomes and the biome cache, biomegen allocates/manages the noises, computes the biomes, and uses a biomemanager to manage the cache and provide the biome list |
16:22 |
hmmmm |
there's only one biomemanager per gamedef however there can be many biomegens |
16:22 |
hmmmm |
biomegens are per-thread |
16:23 |
paramat |
yeah so this enables alternate biome calculation, like the MC-inspired one you were considering a while ago |
16:23 |
nore |
~tell gregorycu a possible explanation for the favorites disappearing is that it is trying to access to the file at the same time it writes the file, thus trying to access a non-existent file |
16:23 |
ShadowBot |
nore: O.K. |
16:27 |
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16:31 |
paramat |
keep in mind that MT will become increasingly multi-layered. there could be for example 8 stacked realms each with multiple layers of floatlands and overhangs, could be 100+ overtops |
16:32 |
Fixer |
nore, could be |
16:32 |
Fixer |
will resume monitoring minetest, maybe will catch the bug again |
16:32 |
paramat |
my new mapgen will be like that |
16:42 |
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16:49 |
hmmmm |
right |
16:49 |
hmmmm |
if those are different 'realms' perhaps they should have separate biomemaps |
16:49 |
* sofar |
still would prefer server redirects so this problem goes away entirely |
16:49 |
hmmmm |
that being said, the biomecache is going to have to be v3s16... :( |
16:50 |
hmmmm |
the biomemanager does not know what altitudes these layers are going to be at |
16:50 |
hmmmm |
so it can't know if that node in the middle is just a random node or the part of a new floating landmass |
16:50 |
hmmmm |
you're gonna have to tell biomemanager about this somehow |
16:51 |
hmmmm |
of course, this wouldn't be an issue if there was no cache at all |
16:54 |
paramat |
well now you mention it :) |
16:55 |
hmmmm |
the cache is going to be necessary though |
16:55 |
hmmmm |
just maybe not at this point in development since the use cases simply won't exist |
16:56 |
hmmmm |
i just want to design this right so when the time comes to really add the cache i don't have to redesign and rewrite everything again |
16:56 |
paramat |
seems like it would be less trouble to just calculate biome at x, y, z when needed |
16:57 |
paramat |
less memory used for sure |
16:59 |
paramat |
it's also possible a mapgen could be completely floatlands so that it can't be divided into realms, but still have 100s of overhangs |
17:03 |
paramat |
if the cache is LFU there's going to be lots of recalculation anyway |
17:05 |
jin_xi |
one thing to consider are 'nested' biomes, so for example i want a desert type, and only within that biome some oasis and wadi sub-biome |
17:05 |
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17:05 |
jin_xi |
or similar, optimally with a way to guarantee there is exactly one of a sub in a biome |
17:09 |
paramat |
that may be possible by defining multiple identical biomes at surrounding heat/humid points |
17:10 |
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17:10 |
paramat |
you can have up to 256 biomes |
17:11 |
paramat |
but it's difficult because noise |
18:10 |
paramat |
nah :) i disagree we will need biome caches that are effectively storing biome per-node. consider a weather effect that needs to calculate biome at player position every, say, 10s. with an average of 2 biomes per column a cache solution needs to long-term store 80x80x2 values. whereas calculation when needed is 1 extremely lightweight calculation every 10s |
18:12 |
paramat |
what i mean is, mod's need for biome information is usually going to be minor like that example. only very rarely will high-resolution biome per-node information be needed |
18:13 |
paramat |
overall the total complexity and intensiveness (and dev headache) will be lower with calculate-at-point-on-demand |
18:15 |
paramat |
it might be justifiable to make the mapgen-object-biomemap 3D and make it available to a mod's on-gen function, but then delete it as currently |
18:18 |
Fixer |
i hope hardware requirements will be the same |
18:29 |
paramat |
i think the cache idea allocates a chunk of memory, and will delete the least used data as new data is added |
18:29 |
paramat |
but that means recalculating biome information when revisiting areas where the data was deleted |
18:30 |
paramat |
smaller the allocated memory, the more recalculation needed |
18:40 |
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18:41 |
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18:47 |
dr4Ke |
hi everyone. I have some troubles using voxelmanip. Outside a register_on_generated, I can't get a voxelManip object using minetest.get_voxel_manip(). I always get a 'nil' and I don't understand what's wrong. |
18:49 |
dr4Ke |
the only error reported is when I try to use the object: "attempt to index local 'vm' (a nil value)" |
18:54 |
dr4Ke |
Is this possible to use a voxelmanip object outside a register_on_generated function? |
18:56 |
sofar |
sure, take a look at the TNT mod |
18:58 |
paramat |
the mapgen object voxelmanip is only available in on-gen |
18:59 |
paramat |
otherwise you need to use a 'non-mapgen-object-voxelmanip' which uses slightly different code |
18:59 |
paramat |
^ dr4Ke |
19:00 |
paramat |
the 'mapgen object voxelmanip' is a copy of the mapgen's own c++ vm in the state after mapgen, it is of course discarded after on-gen |
19:01 |
dr4Ke |
ok. So is this 'non-mapgen-object-voxelmanip' documented somewhere? |
19:01 |
paramat |
yes in lua_api.txt |
19:01 |
paramat |
but an example i will find for you |
19:04 |
paramat |
https://github.com/minetest/minetest_game/blob/master/mods/default/trees.lua#L280 |
19:05 |
paramat |
the 'non-mg-obj-vm' actually reads from the map, so can be used at any time long after mapgen |
19:05 |
paramat |
for example saplings growing into trees |
19:10 |
dr4Ke |
Thanks. Actually, I have used a similar example from "games/minimal/mods/default/init.lua". And right after the minetest.get_voxel_manip(), I get a nil value instead of a voxelmanip object. |
19:11 |
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19:13 |
dr4Ke |
Is there something to load before I can use this function? I don't have much information in the debug log. |
19:15 |
paramat |
interesting |
19:16 |
paramat |
if saplings grow in minimal game this code is correct |
19:19 |
paramat |
hm no idea |
19:21 |
dr4Ke |
The saplings grows, so it seems to work. It must be something in my code. I'll try it with a blank mod. |
19:22 |
paramat |
bugfix milestones #4031 and #4033 are now tested, can anyone review/approve? |
19:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/4031 -- Android menu: Unified serverlist by kilbith |
19:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/4033 -- Fix issue #4005 and update depends by MoNTE48 |
19:22 |
paramat |
time for anime (Macross Delta!) and sleep |
19:22 |
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19:26 |
hmmmm |
dr4Ke: your question would have been answered if you read the docs on voxelmanip |
19:26 |
jin_xi |
ain't nobody got the time for that |
19:28 |
dr4Ke |
hmmmm: what do you mean? I have read the lua_api.txt file (the section about voxelManip) and the wiki page. I may have overlooked something but… |
19:28 |
nore |
~tell paramat per-node biome information would be needed for biome colors, for example |
19:28 |
ShadowBot |
nore: O.K. |
19:28 |
hmmmm |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2996 |
19:33 |
dr4Ke |
OK, but I try to use voxelManip outside of a on_generated callback. L2904 states that it could be created with VoxelManip() or minetest.get_voxel_manip() but I can't |
19:34 |
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19:37 |
jin_xi |
http://paste.ubuntu.com/16055494/ is a relevant section from one of my mods |
19:37 |
jin_xi |
min, max being positions |
19:38 |
jin_xi |
also this type of question is probably more suited to #minetest, -dev refers to engine development, not mods |
19:39 |
jin_xi |
dr4Ke: ^ |
19:40 |
dr4Ke |
Oh. OK, I'll go there, next time. Thank you for your time and help. |
19:52 |
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22:03 |
est31 |
sofar, you there? |
22:05 |
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22:08 |
sofar |
est31: sure |
22:08 |
est31 |
see https://github.com/minetest/minetest/pull/4029#issuecomment-214544899 |
22:09 |
sofar |
oh, cool |
22:09 |
sofar |
my patch is trivial to redo |
22:09 |
sofar |
simple one liner substitutions |
22:09 |
sofar |
do you want me to push to your PR branch? |
22:12 |
est31 |
#4037 |
22:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/4037 -- Pathfinder cleanup by est31 |
22:12 |
sofar |
ok, I'll push a PR to your branch later today |
22:13 |
sofar |
that'll give you a test over your code as well |
22:13 |
sofar |
see if my sheep approve ;) |
22:13 |
est31 |
ok |
22:13 |
est31 |
there is some problem with the sheep falling |
22:13 |
sofar |
in my video? |
22:13 |
est31 |
falling down slopes |
22:13 |
est31 |
yes |
22:13 |
sofar |
yes, I'm aware and I have a solution |
22:13 |
sofar |
I may have already fixed it too |
22:13 |
est31 |
has it to do with the pathfinder? |
22:13 |
sofar |
no, nothing |
22:14 |
est31 |
ok |
22:14 |
sofar |
it's easy to explain |
22:14 |
sofar |
we have a path that goes down 1 node |
22:14 |
sofar |
we move forward and start falling |
22:14 |
sofar |
but we fall forward past the next target point |
22:14 |
sofar |
so now the sheep wants to fall backward |
22:14 |
sofar |
so it turns, moves back |
22:14 |
sofar |
but moves too far, turns again |
22:15 |
sofar |
until it hits the ground and free fall stops |
22:15 |
sofar |
I just need it to let it fall and not touch while falling |
22:15 |
est31 |
I see |
22:15 |
sofar |
est31: the white wool particles in my videos are pathfinder results |
22:15 |
sofar |
red is the target pos |
22:16 |
est31 |
thats cool |
22:16 |
sofar |
yeah, helps a ton to see what the sheep is "supposed" to be doing |
22:16 |
sofar |
I also have them sometimes stop before they reach a target |
22:17 |
sofar |
just so I can verify that they don't get stuck at random locations (instead of always-good target positions where they're unlikely to get stuck) |
22:17 |
sofar |
so it's quite a thorough test |
22:17 |
est31 |
yeah |
22:17 |
sofar |
they can even get out of water already |
22:17 |
est31 |
yeah for the pathfinder water is solid :) |
22:18 |
sofar |
not with my patch |
22:18 |
sofar |
but my patch makes water air |
22:18 |
est31 |
thats not correct too |
22:18 |
sofar |
hmmm |
22:18 |
est31 |
nothing is perfect :) |
22:19 |
sofar |
both are valid cases |
22:19 |
sofar |
1) mob walking water bottom |
22:19 |
sofar |
2) mob swimming |
22:19 |
est31 |
yeah |
22:19 |
sofar |
it would suck to have an extra parameter |
22:19 |
sofar |
but it may just be needed |
22:20 |
sofar |
although, pathfinding in water could easily be done in lua since it's just flying |
22:20 |
sofar |
which is way less complex |
22:20 |
est31 |
not really |
22:20 |
est31 |
there can be obstacles in water too |
22:20 |
jin_xi |
about that pathfinder: i still wonder about that last step in pathfinding, which i have removed |
22:20 |
sofar |
sure, but take a vmanip and map away... |
22:21 |
jin_xi |
sapier thinks it works, i found it would give wrong straight paths for complex terrain |
22:21 |
sofar |
I've seen weird paths |
22:22 |
sofar |
I was thinking about making a path cleaner in lua |
22:22 |
sofar |
then maybe later we can add it to c++ |
22:22 |
est31 |
or just fix the pathfinder |
22:22 |
est31 |
:) |
22:22 |
jin_xi |
i mean the last step currently is get_path function, there used to be check between nodes if LOS then remove waypoint |
22:22 |
est31 |
yeah |
22:22 |
jin_xi |
smoother paths, but often only start and endpoint |
22:23 |
sofar |
sure, I should be able to understand the code by now |
22:23 |
jin_xi |
so i removed it on the grounds that its an improvement, he says its bloat. |
22:23 |
sofar |
I don't mind a few extra waypoints |
22:23 |
sofar |
my sheep actually prune waypoints aggressively |
22:24 |
sofar |
that makes them cut corners which looks good |
22:24 |
sofar |
LoS checks in lua may be expensive |
22:24 |
jin_xi |
yes, i think its doable in lua and better than falling into holes and stuff |
22:24 |
jin_xi |
LoS is wrong, discards info you searched that path for in the first place |
22:25 |
est31 |
LOS just discards straight lines, no? |
22:25 |
sofar |
well if v1 and v2 have equal values for x&y or x&z or y&z then v1 can be removed |
22:25 |
est31 |
whats the problem about it? |
22:25 |
sofar |
LoS wouldn't spot a hole |
22:26 |
est31 |
it would |
22:26 |
est31 |
if the check is done correctly |
22:26 |
sofar |
x__x |
22:26 |
jin_xi |
in my experience LoS optimization gives you back often path consisting of two nodes only, your given start and end pos |
22:26 |
est31 |
if it doesnt spot the hole, its a bug |
22:26 |
sofar |
_xx_ |
22:26 |
est31 |
jin_xi, then the LOS optimisation code is bugge |
22:26 |
est31 |
d |
22:26 |
est31 |
but the idea of doing LOS is not wrong |
22:27 |
sofar |
right |
22:27 |
sofar |
it's just not 'los |
22:27 |
sofar |
' |
22:27 |
sofar |
we should just call it 'straight-path' |
22:28 |
sofar |
suppose p, (vecs), v2 |
22:28 |
sofar |
if (p & v2) share 2 axes values |
22:28 |
sofar |
then it's a straigth line |
22:28 |
sofar |
if (vecs) share those too, they can be eliminated |
22:29 |
est31 |
whats (vecs) |
22:29 |
sofar |
more x,y,z's |
22:29 |
jin_xi |
this removed part i mean, the change from optimized to full path |
22:29 |
jin_xi |
https://github.com/minetest/minetest/pull/2651/files#diff-8d9e12b326fa867dd31cb0791d53ac2cL321 |
22:29 |
est31 |
i mean the algorithm for doing the optimisation should be straightforward, no? |
22:30 |
jin_xi |
as i said, i found many 2 node paths straight over chasms |
22:30 |
est31 |
just iterate the vector with the path, and if the current waypoint has two same coords with the waypoint from the last iteration, eliminate it |
22:31 |
sofar |
well |
22:31 |
sofar |
that commit was good |
22:31 |
est31 |
and if you eliminated a waypoint, you must not update the "waypoint from the last iteration" |
22:31 |
sofar |
assuming m_env->line_of_sight actually IS "a line of sight" function |
22:32 |
sofar |
est31: I actually don't mind all the extra waypoints |
22:32 |
sofar |
they're perfectly reasonable |
22:32 |
sofar |
it sucks that they're always L shaped, though |
22:32 |
sofar |
other than that, it's cool |
22:33 |
est31 |
well ServerEnvironment::line_of_sight is not the right function to use here |
22:33 |
est31 |
its a buggy implementation |
22:33 |
est31 |
if you use it |
22:33 |
sofar |
I don't think it's even needed to use it |
22:33 |
est31 |
yes |
22:33 |
sofar |
pathfinder should have all the info needed |
22:34 |
sofar |
that would be interesting to look at |
22:34 |
est31 |
its yet another of these horrible places |
22:34 |
est31 |
where we call .getNodeNoEx(pos) on positions |
22:34 |
est31 |
even though we have already this cost map array |
22:34 |
est31 |
with all the distances cached |
22:35 |
est31 |
man this could drive me crazy |
22:35 |
est31 |
is line_of_sight used _anywhere_ except for the pathfinder |
22:35 |
est31 |
aha seems to be a lua api function |
22:36 |
sofar |
I was gonna say |
22:36 |
sofar |
it's a minetest.* thing |
22:36 |
est31 |
well either way, its use inside the pathfinder is wrong |
22:36 |
sofar |
I've used it in mods, and it sucks |
22:36 |
est31 |
just do a check based on the coords |
22:36 |
sofar |
I tried doing it in the lightning mod |
22:36 |
est31 |
*done* |
22:37 |
sofar |
then I realized, it's easier to "shoot" the lightning particle from the sky at insane velocities down to the landscape |
22:37 |
sofar |
and that's how lightning is done :D |
22:37 |
sofar |
(collision detection enabled, of course) |
22:37 |
sofar |
est31: 9 seconds? neat, that was easy |
22:38 |
est31 |
?? |
22:39 |
sofar |
you said "just do a check based on the coords" then "*done*" 9 seconds later |
22:40 |
est31 |
ermm, the *done* was meant as "that's it, no fancy stuff to do" |
22:40 |
est31 |
i have not implemented that optimisation |
22:42 |
est31 |
nor do i really want to implement it |
22:43 |
est31 |
its not me who wants it, both are okay for me |
22:43 |
jin_xi |
well after a release there might be issues pouring in from mobf users thats why i ask. but i wonder how that could have worked in the first place |
22:43 |
est31 |
just the way it was done is just horribly wrong |
22:44 |
sofar |
agreed |
22:45 |
sofar |
just like how I understand how tenplus1 is frustrated that find_path constantly fails... no wonder if the code thinks that you're inside a solid block if you stand on a grass plant :) |
22:45 |
sofar |
anyway, gotta finish my work day first, still in the office here |
22:45 |
est31 |
jin_xi, the line of sight optimisation you removed didnt deserve to be there, but that doesnt mean that a "only store start and end positions of straight paths" optimisation shouldn't be there. |
22:46 |
jin_xi |
agreed, but not over air |
22:46 |
est31 |
have fun sofar :) |
22:46 |
est31 |
yeah jin_xi, over air the pathfinder is supposed to continue the path below |
22:47 |
jin_xi |
or not when drop_height too big |
22:49 |
est31 |
yes |
22:49 |
est31 |
but the pathfinder should already detect that. |
22:52 |
sofar |
you can't eliminate drops away |
22:59 |
jin_xi |
hm i am gonna check this out. this all is complicated because that same commit fixes drop height also. so maybe i removed LoS optimization before i spotted that typo and thats why i got such bad results |
23:02 |
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23:14 |
celeron55 |
offtopic: i've been programming in rust during the past week |
23:14 |
celeron55 |
i have to say it's highly usable by now |
23:15 |
celeron55 |
good design, and everything actually works |
23:15 |
celeron55 |
libraries work too |
23:16 |
celeron55 |
personally i would like to see this used in, like, everywhere; there's actually no good reason not to |
23:17 |
sofar |
some of my colleagues are using it |
23:17 |
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23:18 |
celeron55 |
originally i thought rust would be unwieldy to program given all the extra rules it makes one follow, but actually the rules make programming more relaxed when things can't be broken and weird |
23:18 |
sofar |
my problems are still: what are available gui languages? binaries are huge and builds are long, etc. |
23:18 |
celeron55 |
yeah, maybe not good for large programs; that's true |
23:18 |
sofar |
but yeah, I'll likely give it a go (pun intended) soon |
23:18 |
celeron55 |
what i've been making is a small game |
23:19 |
celeron55 |
SDL2 bindings work fine, and various other things |
23:19 |
celeron55 |
just define what you want, run "cargo build" and it's there like magic |
23:19 |
sofar |
that's good, sdl2 will get you really far |
23:20 |
celeron55 |
and things that aren't finished yet are obviously going to be production ready in a few years |
23:20 |
celeron55 |
because nothing prevents them from being |
23:23 |
celeron55 |
going from C/C++/Python/Javascript/whatever to rust is a bit like going from no version control to git, or going from nothing to a thing like ansible in server management |
23:23 |
celeron55 |
it takes care of the stuff that a machine should be able to take care of, so that you can think productively |
23:24 |
celeron55 |
maybe not as extreme but it's the closest of analogies that i can think of |
23:27 |
jin_xi |
hm so i do think i dun goofed. the problem with that LoS is not so bad, but rather that pathfinder returns one single pos in many cases when it really finds no path |
23:47 |
rubenwardy |
Is there something "better" than sdl? Something more like sfml? |
23:47 |
celeron55 |
better? |
23:48 |
celeron55 |
do you mean "ui toolkit" |
23:48 |
celeron55 |
i mean, sdl is perfect for my purposes |
23:50 |
celeron55 |
i guess there really isn't |
23:51 |
celeron55 |
there's https://github.com/PistonDevelopers/conrod if you need something inside opengl or sdl, but that's not what you're asking |
23:52 |
celeron55 |
wait |
23:52 |
rubenwardy |
I like how sfml is more object-y without losing the control of SDL. Sprites, etc |
23:52 |
rubenwardy |
Ofc I know sfml isn't just that |
23:52 |
celeron55 |
http://gtk-rs.org/ |
23:52 |
celeron55 |
i think this is the most relevant |
23:52 |
rubenwardy |
awesome |
23:53 |
* sofar |
arrives $HOME |
23:53 |
celeron55 |
i haven't tried of course, but if my other experience is anything to go by, it might work reasonably already |
23:59 |
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