Time |
Nick |
Message |
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10:57 |
Zughy[m] |
Hello, question for the core devs: on May 14th takes place an indie game dev festival in Italy, where people can try indie devs' games. I wanted to ask if it's ok for you if I go there representing Minetest (stating I'm no core dev), as a couple years ago there were people from the Italian Godot community representing Godot |
11:00 |
Zughy[m] |
I asked Celeron a few days ago on Matrix, receiving no answer (and having him pinged on #minetest), and I can't wait forever as I don't want to pay a lot for the accomodation. In case, I'll go there with _Zaizen_ , one of the devs that helped me creating our MT minigame server |
11:02 |
Zughy[m] |
also, exhibit spots are not infinite, so we really can't wait too much for an answer |
11:03 |
Zughy[m] |
this is the event (site is in Italian) https://www.ipid.dev/articoli-notizie/svilupparty-2022-tutti-gli-eventi-e-le-info/ |
11:14 |
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11:19 |
sfan5 |
sounds okay to me |
11:19 |
sfan5 |
rubenwardy can probably give you some advice |
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17:01 |
celeron55 |
i don't know how i've missed the ping on #minetest (matrix is more obvious, simply haven't had time to log in), but sounds fine to me as long as the organizers are ok with it and you ask some advice from rubenwardy |
17:02 |
celeron55 |
Zughy[m]: ^ |
17:34 |
MTDiscord |
<Jonathon> did anyone ever figure out why andriod 5.5 had such a high rate a failure? and is it still on 5.4, or has 5.5 been fully rolled out? |
17:43 |
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17:50 |
Zughy[m] |
celeron55: sure, will do, thanks guys |
17:50 |
MTDiscord |
<MisterE> Last I knew 5.5 crashes on my android, reverted to the play store 5.4 ver |
18:55 |
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19:01 |
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19:25 |
Zughy[m] |
(we're officially enrolled for the Italian game dev event :D) |
19:28 |
celeron55 |
gonna be interesting. it's many years since the last events MT was present in |
19:56 |
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20:18 |
x2048 |
Going to merge #12146 and #12158 soon. #12146 has a failing lua check, in an unrelated file, hope it's still OK to merge. |
20:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/12146 -- Tune shadow perspective distortion by x2048 |
20:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/12158 -- Limit dynamic shadows to the viewing range by x2048 |
20:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/12146 -- Tune shadow perspective distortion by x2048 |
20:20 |
sfan5 |
in an unrelated file? how did that happen |
20:21 |
sfan5 |
should be okay if the PR did not touch the file though |
20:22 |
Krock |
maybe because a commit in master broke it? |
20:23 |
x2048 |
https://github.com/minetest/minetest/runs/5759016571?check_suite_focus=true "Checking builtin/game/chat.lua 1 warning" |
20:25 |
x2048 |
https://github.com/minetest/minetest/actions/workflows/lua_lint.yml |
20:25 |
x2048 |
It started failing 2 days ago |
20:32 |
x2048 |
https://github.com/lunarmodules/luacheck/releases/tag/v0.26.0 was released 7 days ago, added: "Two new warnings (№ 581 and 582) flag error-prone operator orders." |
20:33 |
x2048 |
I'll go on with the merge, and fix chat.lua later. |
20:35 |
sfan5 |
ah |
20:35 |
x2048 |
sfan5: your comment on #12157, does it apply to mods/lighting/init.lua only or also mods/experimental/lighting.lua? |
20:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/12157 -- Enable shadows by default in devtest by x2048 |
20:36 |
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20:36 |
x2048 |
The latter was added in #11944 |
20:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/11944 -- Proposal: API to control shadow intensity from the game/mod by x2048 |
20:37 |
sfan5 |
both would fit better in util_commands IMO |
20:37 |
x2048 |
Good, I'll move them both then. |
20:52 |
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20:55 |
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21:16 |
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21:21 |
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21:22 |
sfan5 |
> and is it still on 5.4, or has 5.5 been fully rolled out? |
21:22 |
sfan5 |
no, 5.5 rollout on Android is still frozen |
21:45 |
erle |
x2048 thank you for disabling shadows when sun/moon are invisible. it's a huge relief for many games where shadows would enable “looking around corners” (or just make it weird in general). |
21:45 |
erle |
x2048 do you plan to support point light sources, like for fires? |
21:46 |
erle |
or maybe having multiple celestial bodies visible at the same time (or floodlights at a stadium) |
21:50 |
x2048 |
erle: not before we optimize the rendering pipeline. SM is already a big performance problem :) |
21:53 |
erle |
x2048 uh, could you maybe point me to something so i can understand what exactly makes the minetest approach so bad? |
21:53 |
erle |
in terms of performance |
22:01 |
erle |
x2048, btw irrlicht's examples/08.SpecialFX/main.cpp has the kind of dynamic shadow i mean, just so you don't think i am thinking of something super fancy ;) |
22:01 |
MTDiscord |
<exe_virus> erle: you need to learn GPU programming first to have a shot at understanding why we are slow in general. But suffice to say: you need a lot of GPU power for point source shadows, same as directional shadows |
22:02 |
MTDiscord |
<exe_virus> especially when we are rendering so many triangles compared to most rendering engines |
22:03 |
x2048 |
sfan5: If you are still here, I addressed your comments in #11696. Could you approve the PR? |
22:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/11696 -- Depth sorting for node faces by x2048 |
22:05 |
x2048 |
erle: Minetest in general does a lot of glDraw* calls, because of how the world is composed of mapblock meshes. |
22:06 |
x2048 |
SM roughly doubles this count |
22:07 |
erle |
well, i get how the approach from the demo to dynamic lighting/shadows may not scale up to lots of meshes |
22:08 |
x2048 |
If we repeat the current approach, every new light will require an extra rendering pass and an SM texture, and we'll need to merge them all in the fragment shader. |
22:09 |
MTDiscord |
<exe_virus> oof, yeah we'll have to rework to be able to grow feature sets in the future, but good enough for now, as always |
22:09 |
erle |
but it definitely works better for a *few* meshes with a potato GPU while whatever the SM does is super-blocky with the same GPU |
22:09 |
erle |
if it works at all |
22:09 |
erle |
so i hoped you could point me to some literature you used to figure out how to do it best |
22:10 |
erle |
exe_virus if you need a lot of GPU power for point source shadows, is your explanation for 08.SpecialFX solely “the scene has a very limited amount of meshes”? |
22:11 |
erle |
x2048 the extra rendering pass would obviously be a no-go, so i understand how dynamic lighting is not feasible like that rn. |
22:11 |
erle |
thx |
22:11 |
MTDiscord |
<exe_virus> erle: yeah limited meshes = easy GPU load |
22:12 |
MTDiscord |
<exe_virus> and easy CPU load |
22:12 |
MTDiscord |
<exe_virus> wait, is our render thread the same as our game thread? |
22:13 |
erle |
hmm, let me see how many lights/meshes i can add to that irrlicht example until it craps its pants hehe |
22:13 |
x2048 |
to my knowledge, only network and meshgen are on separate threads, everything else runs together |
22:38 |
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22:52 |
Zughy[m] |
x2048: I was having a look at the set_lighting API and I was wondering: are you planning to add more entries within light_definition? As for now the only thing present are shadows |
22:55 |
Zughy[m] |
also, wouldn't make sense deprecating the override_day_night_ratio function and put it inside light_definition? |
22:57 |
erle |
exe_virus x2048 yeah so turns out adding more realtime lights to a scene makes it indeed slower, thanks! https://mister-muffin.de/p/h39M.jpg |
23:06 |
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23:14 |
x2048 |
Zughy[m]: yes, I'd like to add #11854 and #11499 to set_lighting |
23:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/11854 -- Shader improvements: Saturation Optimization by Pevernow |
23:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/11499 -- Night vision by x2048 |
23:17 |
x2048 |
And override_day_night_ratio might make sense too, even reusing the network packet (I never came to that) |