Time Nick Message 09:13 celeron55 you're thinking it in the wrong way 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 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 11:27 rubenwardy My laptop doesn't like compiling for Android in a 26'c room 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) 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 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 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 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 20:56 Pexin celeron55: thanks for engine choice insights. will keep list for later. 23:17 VanessaE folks in here, please see my remarks and screenshots in #minetest