Time |
Nick |
Message |
02:41 |
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04:00 |
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07:08 |
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08:00 |
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08:30 |
nerzhul |
question, is the next version a breaking version or not ? |
08:30 |
nerzhul |
regarding irrlicht i mean it was intended |
08:30 |
nerzhul |
i was thinking about again good entities with less performance usage server side |
08:31 |
nerzhul |
ie. having good mobs, less low level packets sent through AOMessages |
08:32 |
nerzhul |
i mean AOM ENTITY_MOVETO or a thing like this which involve pathfinder on client side to have accurate movements, instead of manually sending all the movement things from server :) |
08:32 |
nerzhul |
and it's not a replacement, it's a refinement which can help many entites to use less server, and reduce lua code which requires low level actions |
08:35 |
sfan5 |
there are no breaking changes done or planned |
08:36 |
sfan5 |
maybe I should work on experimantal SSCSM, because ultimately client-side programmable mob movement prediction is better |
08:50 |
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08:55 |
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09:38 |
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09:39 |
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09:42 |
AntumDeluge |
Is this the right place for modding questions, or should that go in #minetest? |
09:50 |
sfan5 |
latter |
09:50 |
AntumDeluge |
Thanks sfan5. I will ask there. |
10:43 |
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11:43 |
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12:41 |
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12:47 |
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13:02 |
nerzhul |
sfan5 you don't need SSCSM for mob predicution if the server says, move to x,y,z with speed x |
13:03 |
nerzhul |
we can directly call the server & client path finder, and regularly send the move_to order fro mthe server with the current server position to fix laggy clients |
13:03 |
nerzhul |
in multiple online games it's how it's done, the path find is both sides |
13:06 |
MTDiscord |
<Jordach> sfan5 mind uh allowing us to enable entities client side entirely for things like visual effects |
13:20 |
sfan5 |
sure you don't need SSCSM but it's more flexible and at the same time covers the client-side pathfinding usecase |
13:20 |
sfan5 |
also is the pathfinder even deterministic? you'd run into problems doing this if not |
13:27 |
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13:39 |
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13:59 |
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14:10 |
MTDiscord |
<Jordach> i mean "entities" |
14:11 |
MTDiscord |
<Jordach> as in client side models that work similar but more like HUD/formspec |
14:51 |
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14:57 |
nerzhul |
Jordash, entiters won't never be fully client side, server always has something to calculate to verify context :) |
14:58 |
nerzhul |
sfan5, i think it is, if we use the same algorithm on both sides, or very close, the errors margin will be low |
14:59 |
nerzhul |
also if there is some tiny changesi n the decision, the regular packet sending should fix the original position and setup the new path finding |
14:59 |
rubenwardy |
entirely client-side entities would be useful for some visual effects. It wouldn't be network synced |
14:59 |
nerzhul |
also i'm not sure we need a breaking for this, only protocol breakage, because old versions cannot understand this new way to move, and backward compat will just generate hell code on server side |
15:00 |
nerzhul |
rubenwardy: you mean which example ? just to see if there is no side effect :) |
15:00 |
rubenwardy |
\o/ |
15:01 |
rubenwardy |
no specifics, I can see it being useful |
15:03 |
MTDiscord |
<Jonathon> simple example, client side entity in front of the eyes to prevent seeing, currently you can do this with hud, but can be bypassed by turning hud off |
15:04 |
MTDiscord |
<Jonathon> prevent seeing/limit vision |
15:04 |
rubenwardy |
well, you could use it for selection boxes but that could also be a per-player entity rather than a client-side one |
15:05 |
MTDiscord |
<Jonathon> another example is if you want tracers only for the person that shot |
15:05 |
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15:38 |
sfan5 |
nerzhul: if it doesn't replace the regular position updates, what advantage would it have? |
15:38 |
nerzhul |
you say to an entity: go there |
15:39 |
nerzhul |
you don't say: move with acceleration, turn , move , (jump maybe too possible, who know), etc |
15:39 |
nerzhul |
and path finder does the job |
15:39 |
nerzhul |
it's like this in majority of the MMORPG/MOBA nowadays |
15:40 |
nerzhul |
you don't let the server send you all mini orders, else on big map with huge number of players you just let your server exponentially ddie :D |
15:40 |
nerzhul |
the regular current position sending is just to ensure server & client agree about where is the mob for next pathfinder calculation on both sides |
16:24 |
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16:40 |
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16:51 |
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17:07 |
Pexin |
re clientside entities: fireworks mod was bogging down my group's server to the point chat took 20 literal minutes to get through |
17:07 |
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17:10 |
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18:36 |
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18:50 |
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19:13 |
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19:44 |
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19:44 |
lhofhansl |
Any comments on this design/patch/mod: https://github.com/EvidenceBKidscode/ffiopt ? Perhaps we can aim integrating that into MT proper. |
19:45 |
lhofhansl |
( I guess us LuaJit only, so likely not) |
19:47 |
MTDiscord |
<appguru> Why not? |
19:48 |
MTDiscord |
<appguru> If LuaJIT is available, such a patch seems reasonable |
19:48 |
lhofhansl |
Fair enough actually. |
19:50 |
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19:50 |
sfan5 |
IIRC pgimeno showed a similar patch recently |
19:51 |
sfan5 |
though actually, they're not that similar except for using FFI |
19:52 |
pgimeno |
https://forum.minetest.net/viewtopic.php?f=9&t=22377&p=346105 |
19:52 |
sfan5 |
is replacing a table with a dummy table + metatable actually faster? I can see it saving memory but not so much performance |
19:52 |
pgimeno |
I wrote mine trying to tighten the security a bit, but it's not really secure anyway |
19:53 |
pgimeno |
sfan5: the trick is that the access is to FFI structures |
19:54 |
sfan5 |
and that can be faster than accessing a lua table? |
19:58 |
MTDiscord |
<appguru> well you save the Lua table generation |
20:02 |
pgimeno |
indeed |
20:02 |
pgimeno |
especially when LuaJIT compiles, because it flattens function calls, so the metamethod call gets eliminated |
20:07 |
pgimeno |
anyway, it's just a hack, and a faster method would be to give direct access to the structures as in #6863 |
20:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/6863 -- Add LuaJIT FFI-friendly memory-intensive functions |
20:08 |
pgimeno |
(now https://notabug.org/pgimeno/minetest/pulls/2 ) |
20:29 |
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20:29 |
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21:22 |
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