Time |
Nick |
Message |
00:13 |
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00:14 |
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02:13 |
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02:46 |
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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 |
03:12 |
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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 |
04:00 |
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04:17 |
erle |
i'd more like more particle non-features (i.e. less drawcalls) |
05:44 |
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07:12 |
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10:10 |
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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 |
11:58 |
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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 |
12:06 |
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12:22 |
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13:57 |
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14:46 |
MTDiscord |
<Benrob0329> Inside The Box also relies on particles |
14:53 |
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15:20 |
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16:03 |
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