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IRC log for #minetest-dev, 2022-04-05

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All times shown according to UTC.

Time Nick Message
00:13 ROllerozxa joined #minetest-dev
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02:47 Extex Are there any future plans to make PSM pitch done by server per-player?
02:51 Extex Use cases could be changing the pitch overtime and then back again to simulate some kind of angle change over the year
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03:34 erle Extex, what is PSM pitch?
03:34 Extex Perspective Shadow Map
03:34 Extex The sun pitch
03:35 erle i think you can already make it per player by changing the player's sky?
03:35 erle if not, that's where you'd start
03:40 Extex Oh, can you? Didn't check set_sky in the lua_api
03:43 Extex Uhh no, it's not in there
03:45 MTDiscord <MisterE> Oh, more particle features would be really nice
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04:17 erle i'd more like more particle non-features (i.e. less drawcalls)
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10:47 MTDiscord <exe_virus> Erle: just make a mod that overrides built-in's particle spawner code for your games, done
10:47 MTDiscord <exe_virus> Alternatively: they are all client side, you can disable them in settings
10:54 rubenwardy that's not a solution, I want more particles with fewer draw calls
11:11 sfan5 particlespawners cannot be disabled client-side
11:11 MTDiscord <exe_virus> Wait, they can't? I swear I saw a toggle once for tit
11:11 MTDiscord <exe_virus> It***
11:13 sfan5 the confusingly named enable_particles only disables dig particles
11:37 erle particle rendering can only disabled client side in waspsaliva, maybe you saw that
11:37 erle or i think it can
11:38 erle also rubenwardy is right, more particles with fewer draw calls are a good goal
11:40 MTDiscord <oneplustwo> I've yet to see an effective use of particles in a minetest mod, so I would always disable them if I had the choice to.
11:49 erle oneplustwo could you maybe bring optional particle rendering to vanilla minetest?
11:50 erle or – better – a limit to particle rendering, then you can set it to 0 to turn it off and to inf to turn it on
11:50 erle and everything in between is a performance option
11:50 MTDiscord <MisterE> Effective use of particles... nodecore is completely broken without particles
11:51 MTDiscord <oneplustwo> Never used nodecore
11:51 erle did anything come out of sfan5 suggestion to use irrlicht particle system for non-vertical (it was vertical right?) particles?
11:52 MTDiscord <MisterE> @Suspicious Child start now
11:52 erle i mean this attribute that the irrlicht particle system could not reproduce
11:52 MTDiscord <Warr1024> I've seen people play NodeCore without particles, but it's a lot slower because you lose progress feedback and have to try for longer to make sure something doesn't actually work.
11:52 MTDiscord <Warr1024> It's harder than playing with sounds disabled, but easier than playing with textures disabled.
11:52 erle could you explain in #minetest what particles in nodecore do pls?
11:57 MTDiscord <MisterE> On topic: particle view range would be acceptable
11:58 MTDiscord <MisterE> It could even be possible to set it to 0, the point is the assumption that the user would not normally set it to 0
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11:59 MTDiscord <MisterE> implicit assumptions in settings are important for nudging player setting behavior
11:59 sfan5 particles must not be disableable because depending on what effects they are used for this can give unfair advantage to people with reduced graphic settings
11:59 erle oh right, smoke grenades or so i guess
12:00 erle then the only recourse is reducing drawcalls
12:00 erle ig
12:00 sfan5 of course if this matters then you also have to wonder about texture packs
12:00 sfan5 but there's no need for us to open up more avenues
12:00 MTDiscord <oneplustwo> Why are texture packs and particles similar in this sense?
12:01 MTDiscord <exe_virus> Hurm, could make it an option for the server to allow users to disable
12:01 erle you can make a texture pack to make stuff transparent
12:01 MTDiscord <exe_virus> So server has the final say
12:01 MTDiscord <ROllerozxa> minetest already prevents against x-ray texture packs right?
12:01 MTDiscord <oneplustwo> It does?
12:01 MTDiscord <oneplustwo> Since when?
12:01 sfan5 years
12:01 erle ROllerozxa proper node culling will ensure that xray stuff can not be simply done with a texture pack
12:01 erle stuff behind a solid node should not be rendered in the first place on performance grounds
12:02 erle you can experiment with node drawtypes and shaders a bit, whenever you make a node transparent or not occupy the space that it should have, you can see behind the world
12:03 MTDiscord <oneplustwo> Oh that makes sense
12:03 MTDiscord <ROllerozxa> erle: yes, the best way to stop x-ray hacks is of course for the server to simply not to send culled nodes to the client of course
12:03 MTDiscord <ROllerozxa> or send garbage node data in its place... mese ore everywhere 8)
12:03 MTDiscord <Warr1024> "best" meaning only "most effective" here, not "most practical"
12:05 erle i have seen approaches like this and i find them funny, but they make lag visible
12:05 erle right now minetest can be played with A LOT of lag as long as no mobs are involved
12:05 erle you can't do that with the mod that makes everything stone until it is exposed to air
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14:46 MTDiscord <Benrob0329> Inside The Box also relies on particles
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