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IRC log for #minetest-dev, 2022-03-31

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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/
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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?
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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
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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
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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
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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.
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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
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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
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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)

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