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IRC log for #minetest-dev, 2021-06-16

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All times shown according to UTC.

Time Nick Message
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09:13 celeron55 you're thinking it in the wrong way
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09:13 celeron55 when forking irrlicht, effectively MT isn't using an engine anymore
09:14 celeron55 the fork is part of MT
09:14 celeron55 thus there is no engine anymore
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09:20 celeron55 Pexin's question is interesting though: what to use for a new project?
09:20 celeron55 it depends on whether you want to learn opengl or not
09:20 celeron55 if you do, then maybe pick up a large sample project using direct opengl and make your thing from it
09:21 celeron55 if not, then i think most engines have very different design criteria on what platforms they run on, what license they're under, how large they are, how they're packaged on linux distributions, how much they're developed, what the compatibility is between versions and so on
09:22 celeron55 what language you have to use, what kind of development environment there is
09:22 celeron55 it shouldn't be difficult to form an opinion about them without someone telling you to use one
09:23 celeron55 also what opengl versions they support. some don't run at all on low-end hardware, which also can be a problem
09:24 celeron55 most people don't have a gaming computer, so unless your target audience is "gamers", you might need to support some old opengl version
09:27 celeron55 oh, then there's the question of what to use for windowing and input with direct opengl, my answer would be sdl2
09:28 celeron55 what language to use then? there are lots of options and everyone has their favourite, maybe think about where you can get contributors to your project if you some day need them
09:30 celeron55 if you want contributors with gamedev experience, then you need to pick something simple and common in those circles
09:31 celeron55 if you like solo devving, just use your favourite or the language you'd like to have on your resume
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11:27 rubenwardy My laptop doesn't like compiling for Android in a 26'c room
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14:48 sfan5 someone approve #11350 plz
14:48 ShadowBot https://github.com/minetest/minetest/issues/11350 -- Drop --videomodes, fullscreen_bpp and high_precision_fpu settings by sfan5
14:48 sfan5 then I can import/sync translations with weblate later
14:48 sfan5 (relevant because it removes some strings)
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15:05 rubenwardy one sec, testing
15:14 rubenwardy done
15:35 sfan5 merging #11350 in 5m
15:35 ShadowBot https://github.com/minetest/minetest/issues/11350 -- Drop --videomodes, fullscreen_bpp and high_precision_fpu settings by sfan5
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15:58 rubenwardy There should probably be a fullscreen checkbox on the settings page
16:01 sfan5 only issue with that is irrlicht doesn't support changing fullscreen at runtime
16:01 sfan5 (not that it couldn't be done)
16:01 * sfan5 will look at weblate import now
16:02 rubenwardy can be     [ ] Fullscreen (restart needed)
17:23 sfan5 pushing weblate commits to master now
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18:04 pgimeno we're also forgetting that we're using the Irrlicht GUI, and as an engine it's pretty alone in providing one, so apart from another engine we'd need to choose a GUI library or develop one
18:04 pgimeno that's also true if the "engine" is plain OpenGL, of course
18:06 v-rob But the GUI rework will not use the Irrlicht GUI when its done, and neither will the compatibility code for formspecs either. It will all be Lua based with a C++ backend for drawing and events.
18:07 pgimeno a GUI is a huge task, the multiline editor in particular is very involved
18:08 v-rob I've expressed before that it's a task that I'm willing to take on. And I don't give up easily.
18:08 pgimeno good
18:37 Krock sfan5: would you please be so nice to explain why exactly offloading Settings parent management and is necessary? Why could it not be integrated into Settings directly?
18:38 sfan5 it's not
18:38 sfan5 what I'm saying is that it's a cleaner solution
18:41 Krock exactly the offloading part and passing down the SettingsHierarchy reference to Settings again is why I have troubles seeing the advantage of it
18:42 Krock MapSettingsManager already takes care of its Settings lifecycle anyway
18:43 Krock well, I'm not a software engineer so *shrug*. I guess you're right then
18:43 sfan5 me neither
18:44 sfan5 as for why I think it's cleaner, that is because it's generic. you can change how a settings object retrieves its parent or where it registers just by passing a different class
18:45 sfan5 it is not the only solution but it's neat that this both 1) encapsulates the global layers from the rest of Settings and 2) allows MapSettingsManager to do what is needed to make it work
18:49 Krock question then would be whether you'd ever need more than a single parent pointer. Settings outside the global layers do already now not perform any fallback checks (old Settings::getParent() code; because m_settingslayer == SL_TOTAL_COUNT)
18:50 Krock the callbacks are a neat benefit though, and I think those make sense to ensure the parents are referencing to a proper location
18:52 sfan5 if you mean that every object keeps only a `Settings *m_parent`: that's annoying to work with since layers are created or destroyed at any time
18:53 Krock right. without a Hierarchy class this would not be reliable
19:08 Krock however `m_parent` could easily be overwritten using a 3-liner function in a callback, so that the fallback code has an unified structure. anyway. I'll best wait for other opinions on this topic
19:09 sfan5 how would Settings::createLayer look with m_parent? surely more than three lines
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19:15 Krock excuse me? m_parent is only necessary for non-global (s_layer) Settings, which are excluded from the regular fallback order. createLayer is only for s_layer settings
19:16 Krock since the fallback order for glboal settings is clearly defined using the loop & nullptr checks
19:16 sfan5 when I said "every object keeps only a `Settings *m_parent`" earlier I meant removing m_settingslayer too
19:16 Krock setting m_parent on global settings would be an invalid no-op, just like using `setDefault` on anything else than the global setings
19:17 Krock oh
19:17 sfan5 (because I think it's useful having a single abstraction that both global layers and MapSettingsManager can use)
19:18 Krock changing it into a single-linked list? I think I also considered that earlier, but dropped it due to overcomplicated dependency cleanups (i.e. parent references)
19:19 sfan5 yes that'd not be a good idea
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20:56 Pexin celeron55: thanks for engine choice insights. will keep list for later.
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23:17 VanessaE folks in here, please see my remarks and screenshots in #minetest
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