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paramat |
hmmmm perhaps we can provide a 3D biomemap for use in on-generated? easy to create this in generateBiomes() |
01:02 |
paramat |
not necessarily a replacement for the 2D biomemap |
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03:29 |
hmmmm |
3d biomemap |
03:29 |
hmmmm |
that's really big you know |
03:30 |
hmmmm |
the mapgen already uses an abnormally large amount of memory and noise in lua moreso |
03:30 |
hmmmm |
i know we live in the era where 16gb of ram is the norm but plz |
03:30 |
hmmmm |
what would the use case for a 3d biomemap be anyway |
03:31 |
hmmmm |
i'm still trying to figure out what a sane interface to the biomegen from lua would look like |
04:01 |
paramat |
yeah it's big, just a random suggestion |
04:04 |
paramat |
but if you're planning to store 3D biome data that's also big |
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15:17 |
asl97 |
I got a quick stupid question, would it be consider a problem if minetest created a 2GB map file (on windows only) when creating a world? |
15:28 |
asl97 |
i am gonna assume yes |
15:33 |
Krock |
asl97, right after it was initialized? |
15:34 |
asl97 |
from the code, it should be doing that afaik |
15:34 |
Krock |
a 2GB map? |
15:34 |
asl97 |
it > the lmdb backend |
15:34 |
Krock |
ah well then, no idea |
15:34 |
asl97 |
a 2GB map |
15:35 |
Krock |
with sqlite and leveldb it doesn't allocade so much space |
15:35 |
asl97 |
i am guessing it probably ain't gonna get merge if it does that |
15:35 |
Krock |
s/ad/at/ |
15:36 |
asl97 |
the 2GB is the default size that is in the pull request |
15:36 |
asl97 |
the default size in the lmdb code is just 10mb afaik |
15:36 |
Krock |
2 GB is way too much |
15:37 |
asl97 |
https://github.com/minetest/minetest/pull/4206/files#diff-8dbe0b201a90e7f52c7665af4b1bcf26R52 |
15:37 |
asl97 |
you can leave your comment there |
15:40 |
Krock |
thanks. Commented |
15:58 |
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15:59 |
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16:00 |
hmmmm |
heh! i suppose this is the way you can tell that an open source project has reached maturity |
16:00 |
hmmmm |
you keep getting pull requests to add <new DB #541> |
16:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/541 -- Add minetest.register_on_craft(player, craftitem) |
16:01 |
Krock |
somewhen there are too many backends |
16:02 |
asl97 |
sqlite is slow, leveldb get corrupted |
16:02 |
hmmmm |
yeah there are configurable settings for these things though |
16:02 |
hmmmm |
you know that right |
16:02 |
asl97 |
redis is limited by ram and i am sure most consider it hard to setup |
16:05 |
asl97 |
having more backend seem to be the answer that people can come up with xD |
16:15 |
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16:30 |
Krock |
leveldb_corrupt_factor = 20 |
16:32 |
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16:35 |
asl97 |
the minetest wiki call leveldb as reliable, more reliable than sqlite3 from how I read it, maybe that should be change. |
16:35 |
asl97 |
there is also the part where it says it can use more than 4 GB of space which doesn't seem to make much sense. |
16:47 |
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16:53 |
Calinou |
<Krock> 2 GB is way too much |
16:53 |
Calinou |
on Android it is |
16:53 |
Calinou |
on other systems, it's hardly an issue |
16:53 |
Calinou |
with drives usually having at least 500 GB |
16:53 |
Krock |
still, 2 GB for a raw new world? |
16:54 |
Krock |
creating some of those and you've already at 10 GB |
16:54 |
asl97 |
Calinou: afaik, android has sparse file |
16:54 |
Krock |
10 GB for actually almost no world data |
16:54 |
asl97 |
same with linux and other |
16:55 |
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16:55 |
nrzkt |
pgsql full generated world : 12GB |
16:57 |
OldCoder |
What would a native MT DB format be like? |
16:57 |
OldCoder |
One optimized for the game? |
16:57 |
OldCoder |
s/format/system/ |
16:57 |
OldCoder |
^ But 1000% exportable # requirement |
16:58 |
Krock |
one which can be extended with new features, if required |
16:58 |
OldCoder |
^ Simple; there is a permanent header which indicates release level and/or bit flags for features |
16:59 |
Krock |
yeah |
16:59 |
OldCoder |
^ Forward and backwards compatible |
17:00 |
OldCoder |
Fault tolerant; low corruption |
17:00 |
OldCoder |
^ Desirable |
17:00 |
OldCoder |
Sensible, fast, efficient compression based on knowledge of the types of data |
17:01 |
OldCoder |
3D optimized for loading |
17:01 |
Krock |
good memory management |
17:01 |
OldCoder |
Very low storage for air or vacuum blocks |
17:02 |
OldCoder |
^ This should be queued and discussed further |
17:03 |
OldCoder |
Friendly to editing tools |
17:03 |
OldCoder |
and mapping tools |
17:07 |
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17:07 |
est31 |
OldCoder What would a native MT DB format be like? |
17:07 |
est31 |
I dont think this is a good idea |
17:07 |
est31 |
we shouldn't do the job of databases |
17:08 |
est31 |
db's are a solved problem, no need to re-do it |
17:08 |
est31 |
we will just do it worse, hardly there is a chance we will do better |
17:09 |
OldCoder |
est31, Krock and I disagree. Let's see where consensus goes. We've all experienced problems with different types of DBs. |
17:09 |
OldCoder |
Native might be an option to address them. |
17:09 |
OldCoder |
No rush to settle it |
17:09 |
est31 |
what problems |
17:09 |
OldCoder |
Just an interesting thought at this point |
17:09 |
nrzkt |
OldCoder, except for clients, for dedicated postgresql has no issue. |
17:09 |
* OldCoder |
will review PostgreSQL then |
17:09 |
OldCoder |
What problems are there with clients? |
17:09 |
OldCoder |
For PostgreSQL |
17:10 |
est31 |
OldCoder Very low storage for air or vacuum blocks <------ I think a mapblock full of air:air takes about 82 bytes |
17:10 |
nrzkt |
clients cannot use postgresql, like redis, because it's a dedicated service |
17:10 |
nrzkt |
est31, yes |
17:10 |
OldCoder |
est31, not if it is impure |
17:10 |
* OldCoder |
has written a world compression tool... he may use knowledge gained there to write of native options |
17:10 |
OldCoder |
We got 12GB worlds that could be stored as 1GB |
17:11 |
OldCoder |
^ One huge plus of a native format! |
17:11 |
asl97 |
OldCoder: you don't mean the database do you... you mean something like the ordering of the x,y,z? that kind of DB format right? |
17:11 |
OldCoder |
And speed improvements go along with that |
17:11 |
OldCoder |
asl97, reviewing |
17:11 |
nrzkt |
using lz4 for compression permit to fix some performance bottleneck when saving/loading nodes |
17:11 |
est31 |
I don't think a native format will improve anything in this direction |
17:11 |
nrzkt |
gzip is slow and consume some CPU. lz4 will fix this problem |
17:12 |
OldCoder |
asl97, no, I mean the fundamental format. But not arguing for it today; just considering. And nrzkt what I have in mind will beat that 20 to 1. |
17:12 |
* OldCoder |
has actually written this already in a sense *and* tested it |
17:12 |
est31 |
OldCoder, you can get 99% of speedups by changing the mapblock serialisation format |
17:12 |
est31 |
no need for completely native format |
17:12 |
OldCoder |
est31, I'll need to study this. Thank you. |
17:12 |
OldCoder |
But |
17:12 |
Krock |
btw, you can use the backend "dummy" to not waste any disk space </shitcomment> |
17:13 |
* OldCoder |
*has* experimented with compression that has ranged up to 80 to 1 |
17:13 |
est31 |
Well in the optimal case we had a pixel perfect mapgen |
17:13 |
est31 |
and just stored the diff to the mapgen |
17:13 |
OldCoder |
Ha |
17:13 |
OldCoder |
How well did that work out? |
17:13 |
asl97 |
Krock: the dummy backend is good and is being use on one public server |
17:13 |
est31 |
but good luck convincing hmmmm and paramat to make the mapgen pixel perfect |
17:13 |
Krock |
then one does some param changes and everything messes up |
17:13 |
Krock |
asl97, yeah. for testing purposes |
17:14 |
hmmmm |
that is not possible unless you can save a copy of every single mod that ever touches the mapgen |
17:14 |
asl97 |
Krock: not, it's being use for the ctf server |
17:14 |
OldCoder |
Fractal mapgens could produce very very small maps |
17:14 |
OldCoder |
As in 6 bytes :-) |
17:14 |
OldCoder |
Hm |
17:14 |
Krock |
asl97, that's a very small area, so keeping it in RAM is the best option there |
17:14 |
asl97 |
it's a great backend |
17:15 |
Krock |
OldCoder, yeah, when you set the scale 1:30000 |
17:16 |
* OldCoder |
is intrigued by the idea of different approaches; will study this further |
17:16 |
Krock |
yet another study research |
17:16 |
OldCoder |
Map size *can* be reduced dramatically |
17:16 |
OldCoder |
And Krock your point is not clear |
17:17 |
* OldCoder |
does not know what "yet another study research" is referring to |
17:17 |
OldCoder |
Allow lossy storage, a JPEG for worlds, and the results are amazing |
17:17 |
Krock |
OldCoder, with this I mean there are sometimes studies that contradict another stufy |
17:17 |
Krock |
*study |
17:17 |
asl97 |
lmdb is a great database but i don't think it suit minetest because of the way it work, lmdb is meant mostly for read workload |
17:17 |
est31 |
hmmmm, the alternative is to not store anything except some kind of hash that changes everytime a mapgen mod's behaviour changes |
17:18 |
Krock |
lol. jpeg for world |
17:18 |
OldCoder |
Krock, that is a pretty general statement. asl97 I have read-only worlds. |
17:18 |
OldCoder |
Krock, I have done it |
17:18 |
est31 |
In fact worlds are three dimensional |
17:18 |
* OldCoder |
has gotten 12GB worlds down to about 250MB. That level is pretty lossy. |
17:18 |
est31 |
so rather use videos :) |
17:18 |
OldCoder |
s/JPEG/MJPEG/ then |
17:19 |
est31 |
hmmmm, and then make the engine decline to start if the hash of the mods doesnt match the hash from the db |
17:19 |
Krock |
compress - eh- enlarge it with the AVI format |
17:19 |
est31 |
hmmmm, and also add a migration tool to migrate from older mods to newer mods |
17:19 |
hmmmm |
are you willing to work on that? |
17:19 |
est31 |
no :) |
17:20 |
est31 |
Krock, OldCoder, I've done an experiment with lossless vp9 I think |
17:20 |
Krock |
I think the modders should renew the mods themselves when they're broken |
17:20 |
Krock |
est31, how lovely. How many frames per second did that movie have? :P |
17:20 |
Krock |
how about watching it with 3d-glasses? |
17:20 |
est31 |
no movie |
17:20 |
est31 |
just trying to compress mapblocks via vp9 |
17:21 |
est31 |
thats it |
17:21 |
Krock |
no, seriously. How big was the size difference? |
17:21 |
est31 |
and decompress |
17:21 |
est31 |
idk, dont remembe |
17:21 |
est31 |
r |
17:21 |
Krock |
too bad.. would be amazing to make a chart with the different compression methods |
17:21 |
asl97 |
OldCoder: then you might be glad to know that lmdb is faster than leveldb and it doesn't corrupt easily |
17:21 |
asl97 |
i quote: LMDB was designed from the start to resist data loss in the face of system and application crashes. |
17:22 |
asl97 |
it doesn't use compression though so it would probably be as big as sqlite world but that means low cpu usage |
17:23 |
est31 |
Krock, https://github.com/est31/minetest/commit/97c030f1fbe1d4d64c638946e21713764b71aeca if you want to try yourself |
17:23 |
est31 |
but bear in mind that vp9 was designed for video streaming |
17:23 |
est31 |
meaning that people encode a video once, then store it on disk |
17:23 |
Krock |
est31, should I use the # commmented line instead of "~/src/libvpx"? |
17:23 |
est31 |
after that it doesnt get changed |
17:24 |
est31 |
Krock, I think so |
17:24 |
Krock |
well, it's made to encode and decode the stuff |
17:25 |
est31 |
yeah and lossless |
17:25 |
est31 |
the problem is speed however |
17:26 |
est31 |
but its really experimental |
17:27 |
est31 |
e.g. it doesnt use it yet for storing it to the map |
17:27 |
nrzkt |
asl97, if lmdb doesn't use compression world will go to hundreds of gigabytes ! |
17:27 |
est31 |
but just makes some benchmarks etc |
17:27 |
Krock |
ah I see |
17:27 |
nrzkt |
est31, why not use lz4 ? it's very light and comrpss very well |
17:27 |
Krock |
or just use LZMA? |
17:27 |
nrzkt |
i'm using it into my pgsql backend it's a very good performance backend |
17:27 |
nrzkt |
LZMA is slower than lz4 |
17:27 |
asl97 |
nrzkt: sqlite doesn't use compression ether afaik |
17:28 |
Krock |
but it could /maybe/ compress it batter |
17:28 |
est31 |
nrzkt, which compression do you mean |
17:28 |
est31 |
mapblock compression? |
17:28 |
Krock |
aren't we using zlib to compress the map data a bit? |
17:28 |
est31 |
or compressing compressed already |
17:28 |
est31 |
Krock, correct |
17:28 |
est31 |
each mapblock gets compressed by zlib |
17:28 |
Krock |
ah. then my memory isn't lost yet |
17:28 |
est31 |
but as nrzkt started talking about postgres I started wondering |
17:29 |
est31 |
what does mapblock compression have to do with the db backend choice |
17:29 |
asl97 |
est31: leveldb has compression at the database level, i was comparing that to lmdb (and sqlite) |
17:30 |
asl97 |
iirc, leveldb map are smaller than sqlite map |
17:33 |
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17:33 |
paramat |
http://i.imgur.com/mTsbrlF.png making dungeons more customisable |
17:36 |
hmmmm |
you know instead of making things more customizable i wonder if our time is better spent on making new stuff |
17:36 |
hmmmm |
in any case i'm gonna create a new dungeon type that's based off of voronoi cells |
17:38 |
Krock |
\o/ more dungeons |
17:41 |
nrzkt |
est31, yes i talked about mapblock compression |
17:50 |
hmmmm |
i have heard of some block games doing in-memory compression |
17:51 |
hmmmm |
they do RLE on vertical columns on a per-mapblock basis and gets some huge wins with that setup |
17:51 |
hmmmm |
(since the majority of the time, nodes are checked in vertical succession due to reasons) |
18:05 |
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18:06 |
Fixer |
paramat: nice, underground dungeon city... |
18:20 |
Fixer |
paramat: or even crazy subgame idea, make underground dungeon city with loot, hunger and stuff, mobs inside, your goal is to reach the surface |
18:24 |
Fixer |
paramat: or opposite, as in rpgs... your goal is to descent into dungeon and blablabla |
18:35 |
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18:53 |
paramat |
a second dungeon type would be good |
19:17 |
hmmmm |
also you know what, since i've cancelled that mapgen settings simplification (there simply wasn't significant enough of an advantage) i think i'd like to unify mapgen settings |
19:18 |
hmmmm |
also now that I think about it I sorta think the current way mapgen specific params work is dumb |
19:19 |
hmmmm |
i'm gonna turn it into a union |
19:19 |
hmmmm |
i mean this is literally what a union is for |
19:19 |
est31 |
unions are not typesafe :( |
19:20 |
est31 |
I mean the usual use case is struct { int which; union {a, b, c} stuff; } |
19:20 |
est31 |
but yeah thats what unions are for |
19:21 |
hmmmm |
don't get what you mean |
19:21 |
est31 |
its not important |
19:21 |
hmmmm |
how is that any different from the current way we use C++ polymorphic structures? |
19:22 |
est31 |
not much |
19:22 |
est31 |
just that c++ polymorphic structures only work with pointers |
19:22 |
hmmmm |
yup |
19:22 |
est31 |
while unions store the stuff directly |
19:22 |
est31 |
and take more storage |
19:22 |
hmmmm |
doing an alloc/free for this params structure is definitely not necessary |
19:23 |
est31 |
because they use max of all sizeof()*s |
19:23 |
est31 |
s/*/s/ |
19:23 |
est31 |
err |
19:23 |
est31 |
s/*/'/ |
19:23 |
hmmmm |
yeah but the difference between the sizes isn't all that much |
19:23 |
hmmmm |
i'd rather not allocate heap unless it's necessary |
19:23 |
hmmmm |
I mean more heap |
19:23 |
est31 |
its gonna be stored in the heap one way or another |
19:23 |
est31 |
but unions mean less indirection |
19:25 |
hmmmm |
so basically you don't like unions because it's not as size-efficient as possible |
19:25 |
hmmmm |
but don't forget with the added indirection you're adding at least 8 bytes for the pointer and then however much the heap header is (probably 16 bytes?) so a total of 24 more |
19:25 |
Fritigern |
"so basically you don't like unicorns " |
19:26 |
Fritigern |
;-) |
19:26 |
hmmmm |
i say 16 because most libcs implement heaps with a flink and blink |
19:50 |
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20:03 |
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20:03 |
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20:12 |
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20:29 |
Ambistic |
There is no mob in Minetest ? |
20:29 |
KaadmY |
Ambistic: not in vanilla |
20:30 |
KaadmY |
there's some mods you can use to add mobs though |
20:40 |
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21:16 |
est31 |
nrzkt, btw is the 0.4.14 android apk uploaded already |
21:17 |
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21:19 |
paramat |
#4216 WIP |
21:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/4216 -- Dungeons: Generalise. Add new parameters by paramat |
21:42 |
OldCoder |
est31, nrzkt looks like the build.gradle file expects Android API 23 but API is updated to 24... |
21:42 |
OldCoder |
Would one change just the two associated settings in that file? |
21:43 |
est31 |
no |
21:43 |
est31 |
OldCoder, just download api v23 |
21:43 |
OldCoder |
Link? |
21:43 |
est31 |
OldCoder, its part of the sdk |
21:43 |
nrzkt |
OldCoder, not a problem |
21:43 |
est31 |
there is an updater tool isndie the sdk |
21:44 |
OldCoder |
That needs a GUI |
21:44 |
est31 |
it has one |
21:44 |
* OldCoder |
is working with a headless server |
21:44 |
est31 |
ah |
21:44 |
OldCoder |
No GUI; just CLI |
21:44 |
est31 |
well there is a CLI variant of it |
21:44 |
OldCoder |
So, do not update to API 24? |
21:44 |
est31 |
in fact its the same command |
21:44 |
OldCoder |
Hm? Go on |
21:44 |
est31 |
OldCoder, google for it, i dont know myself |
21:45 |
OldCoder |
Not following, but thanks. Bottom line is, this has been tested with API 23 and will not build presently with API 24. |
21:46 |
nrzkt |
the API version is not a problem for us. |
21:49 |
OldCoder |
nrzkt, produces error on attempt to build apk if it does not match |
21:49 |
OldCoder |
gradle level error, that is |
21:55 |
est31 |
OldCoder, can you paste the error somewhere |
21:55 |
OldCoder |
est31, sure, once I nail it down... may be able to post a fix instead |
21:55 |
* OldCoder |
is working on it |
21:56 |
est31 |
OldCoder, http://stackoverflow.com/a/4682241 |
21:56 |
OldCoder |
R |
21:56 |
est31 |
but I doubt that we should adopt the policy of updating each time a new sdk gets released |
21:56 |
est31 |
its not how android building works |
21:56 |
OldCoder |
Proceeding |
21:58 |
OldCoder |
Huh. That gets you all of the APIs. |
21:59 |
est31 |
there is a --filter subcommand |
21:59 |
nrzkt |
OldCoder, it's just due to your NDK |
21:59 |
est31 |
--filter android-26 |
21:59 |
OldCoder |
Thank both of you |
21:59 |
est31 |
maan |
21:59 |
OldCoder |
What does the -26 signify? Did you mean -23 ? |
21:59 |
est31 |
I think I had a headless version on the wiki |
21:59 |
est31 |
yeah |
21:59 |
est31 |
but shadowninja removed it |
22:00 |
est31 |
because "better" |
22:00 |
OldCoder |
Heh |
22:01 |
OldCoder |
Handy command |
22:02 |
* OldCoder |
tries make -j128 |
22:03 |
* KaadmY |
stares at OldCoder |
22:03 |
* KaadmY |
cannot belive this |
22:03 |
OldCoder |
y not? |
22:03 |
OldCoder |
It seems happy |
22:03 |
KaadmY |
dare you to try make -j |
22:03 |
OldCoder |
OK |
22:03 |
KaadmY |
see ya when your machine reboots |
22:03 |
est31 |
lol |
22:03 |
OldCoder |
make -j hooray |
22:04 |
OldCoder |
RAM usage is a little higher |
22:04 |
KaadmY |
:\ |
22:04 |
OldCoder |
Ah, managed to peg all of the cores |
22:04 |
KaadmY |
darnit |
22:04 |
OldCoder |
No, it is not crashed |
22:07 |
OldCoder |
Managed to use 100% of RAM. Into swap now. |
22:08 |
KaadmY |
mah |
22:08 |
KaadmY |
meh* |
22:08 |
KaadmY |
make -j just crashes my laptop |
22:08 |
KaadmY |
like immediately |
22:11 |
OldCoder |
It's past the difficult part, low load now |
22:11 |
OldCoder |
This is not a laptop :-) |
22:11 |
OldCoder |
RAM is about 56GB counting swap |
22:11 |
OldCoder |
> failed to find Build Tools revision 23.0.3 |
22:11 |
OldCoder |
Hm |
22:21 |
hmmmm |
i'm not sure if this is really a minetest development topic |
22:21 |
OldCoder |
It's a build topic, but fair enough |
22:21 |
OldCoder |
Can discuss it in -project... but are compiles |
22:21 |
OldCoder |
not core dev? Or is it the question of compiles and links for a specific platform? |
22:22 |
OldCoder |
I.e. if you'd like Android builds to work easily for people... is that core dev? |
22:22 |
hmmmm |
using a lot of cores to try compiling minetest is development of the core? |
22:23 |
hmmmm |
different kind of cores I guess |
22:23 |
* OldCoder |
thinks the build will work |
22:24 |
OldCoder |
We need better Android knowledge |
22:34 |
est31 |
idk |
22:35 |
est31 |
mtgame stuff gets discussed here as well |
22:35 |
est31 |
so why not discussing this too |
22:35 |
est31 |
but getting minetest build is borderline offtopic |
22:35 |
est31 |
its not about "what should we change in the git repo" |
22:35 |
est31 |
but more about "what should i do after I've cloned it" |
22:36 |
hmmmm |
once upon a time, mtdev used to be a super serious channel where people got banned often |
22:37 |
* KaadmY |
is vewy serious |
22:37 |
* KaadmY |
bans some peeps |
22:40 |
OldCoder |
hmmmm, too serious for the good of the project. Seriously. But FYI I have now built MT for Android and will write notes for others. |
22:40 |
* OldCoder |
can now contribute Android builds |
22:40 |
OldCoder |
It isn't as easy as the wiki and Wayward_One's notes suggest |
22:41 |
OldCoder |
One more question for now... what is an aligned vs. unaligned APK? |
22:41 |
OldCoder |
People can answer in -project |
23:14 |
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23:52 |
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