Time |
Nick |
Message |
00:57 |
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05:42 |
jas_ |
#game1894 |
05:43 |
jas_ |
oh. lol |
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06:20 |
jas_ |
game#1895 |
06:20 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1895 -- Door sound volume up close is too loud compared. |
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14:37 |
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14:37 |
paramat |
can anyone review game#1886 ? seems good |
14:37 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1886 -- Fix locked chest protection against explosions (fixes #1885) by danielmeek32 |
15:04 |
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15:39 |
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15:50 |
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15:53 |
dharkael |
Hello! I'd like to talk about the pathfinding for Minetest before I start implementing what I think is the good approach |
15:55 |
dharkael |
please, read this: https://pastebin.com/aBNyq3Ss |
15:58 |
sfan5 |
entity ids are not exposed to lua |
15:58 |
sfan5 |
also i don't see why modders would need to manually free some cache |
15:59 |
dharkael |
they shouldn't need it, but sometimes entities can change properties and that changes how the pathfinding should be calculated |
15:59 |
rubenwardy |
it's a better API to pass in an entity, anyway |
16:00 |
dharkael |
but maybe they could overwrite the latest cache |
16:00 |
dharkael |
with the register function |
16:01 |
dharkael |
is the free_path_cache function needed for some special cases? I don't know, that why I came here to talk about the design |
16:01 |
dharkael |
I'm not an expert minetest modder |
16:04 |
rubenwardy |
when I started reading that, I thought you were talking about the path finding algorithm the generates a graph for the terrain which can be used by multiple entities for long distance fast path finding. Is this just caching A* for a single entity at a low range? |
16:04 |
dharkael |
I thought about the case of pets, they seek the owner and if they don't die and if they use cache the cached data would increase mor and more |
16:05 |
dharkael |
we should have, or a way to free cache under centain condiciones, or an automatich mechanism to control the level of cacged data |
16:05 |
dharkael |
cached data* |
16:06 |
dharkael |
shared cache is hard because entities can be configured with very different properties |
16:08 |
dharkael |
actually I thought about implementing the Moving Target D* Lite algorithm as sugested by raymoo here https://github.com/minetest/minetest/issues/5479#issuecomment-329682709 |
16:08 |
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16:09 |
dharkael |
well he said G-FRA* but it is suboptimal for moving target problems in dynamic environments |
16:11 |
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16:18 |
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16:18 |
dharkael |
I think the best approach is to have a configurable load facor for automatic cleanup of cache if it becomes quite big. That would make the free_path_cache function unneeded |
16:21 |
dharkael |
of course we could use a pahtfinding without cache but it can be from 6 to 20 times slower depending on the case. I could explore variations of Jump point search but they are inconvient when we have to consider size of the mob and many movement conditions |
16:21 |
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17:28 |
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17:39 |
sofar |
speaking of ABM's. If we search a mapblock for ABM stuff to do, and we find {array} nodes in there. Do we at least cache this information so that we're not searching the entire mapblock again every ABM tick if the mapblock didn't change? |
17:44 |
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17:53 |
paramat |
good question |
17:57 |
Krock |
Merging game#1884 and game#1886 in 10 mins |
17:57 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1884 -- chest: fix open chest after player leave by tenplus1 |
17:57 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1886 -- Fix locked chest protection against explosions (fixes #1885) by danielmeek32 |
18:00 |
paramat |
thanks |
18:01 |
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18:01 |
paramat |
game#1813 would be nice to have reviewed soon, it's delaying other work now |
18:01 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1813 -- Ores (non-mgv6 mapgens): New distributions by paramat |
18:03 |
paramat |
maybe game#1880 too? |
18:03 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1880 -- Fix some small sfinv issues by rubenwardy |
18:03 |
Krock |
^ a balance PR. You have the most knowledge about the ore types and distribution, so I think that's good if you compared the different mapgen |
18:04 |
paramat |
ok thanks, i spent hours thinking it over |
18:28 |
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18:44 |
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18:55 |
Krock |
paramat, I believe we should change the local code to playSoundAt as well |
18:56 |
Krock |
for the consistency |
19:05 |
paramat |
hm |
19:05 |
paramat |
but that's unnecessary extra calculation |
19:05 |
paramat |
when we could just add a factor as in my PR |
19:06 |
Krock |
no, that makes it more realistic, as you don't make footstep noise with your ears |
19:06 |
paramat |
lol |
19:06 |
Krock |
you can't tell me I'm wrong with that, eh! |
19:06 |
* paramat |
walks on his ears |
19:06 |
* Krock |
runs away |
19:07 |
paramat |
directional sound only bothers with yaw, so the direction will not seem to come from below, it will make no difference it seems, except be more intensive |
19:08 |
paramat |
anyway, my PR is fine after all that study |
19:09 |
Krock |
mhm okay. |
19:09 |
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19:10 |
* Krock |
goes to bed on his ears |
19:10 |
paramat |
lol |
19:31 |
paramat |
ok i'm happy with #6440 now, just seems to need a volume tuning factor added |
19:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/6440 -- CAO footstep sounds: Reduce gain to balance volume by paramat |
19:31 |
paramat |
which is what it does |
20:03 |
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20:31 |
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20:42 |
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20:44 |
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20:44 |
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20:47 |
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21:29 |
nerzhul |
merging #6430 |
21:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/6430 -- Fix compile error in openbsd by jcalve |
22:09 |
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22:16 |
Megaf |
Interesting, KSP depends on Mono, so it ships Mono with itself, both 32 and 64 bit versions |
22:16 |
Megaf |
we could include Irrlicht too, couldn't it? |
22:16 |
Megaf |
Im mean, bundle |
22:18 |
sfan5 |
why would we do that |
22:22 |
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