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IRC log for #minetest-dev, 2022-04-16

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All times shown according to UTC.

Time Nick Message
01:25 proller joined #minetest-dev
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10:55 btdmaster Hi there! GCC 11.2 was printing warnings (Wstringop-overflow) on `o.array[substrAllocLength - 1] = 0;` inside of irrlicht/include/irrString.h. I simply deleted the line and rebuilt and it seemed to run OK. Is there anything that expects that to be a zero-terminated string? Thank you!
10:55 btdmaster
11:16 erle > I simply deleted the line
11:16 erle LMAO
11:17 erle btdmaster strings in C++ are usually zero-terminated. i do not know about this specific code, but deleting lines that trigger compiler warnings is almost always not correct.
11:17 MTDiscord <ROllerozxa> programming life hacks, just remove the code that throws a warning
11:18 erle deleted code is debugged code!
11:18 erle think THEY don't want you to know.
11:19 btdmaster i appreciate that that was reckless
11:19 erle do you know about gdb?
11:20 erle it is a tool called a debugger
11:20 btdmaster i know it exists, i do not know how to use it
11:20 erle you can use a debugger to examine program state at the point where the string overflow (or what ever that worning means?) occurs
11:21 erle well i can not help you there, i use it rarely. but it is a GNU project, so it probably has good documentation.
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15:31 Wuzzy joined #minetest-dev
15:32 Wuzzy The patents for Simplex noise have expired this year. What do you think about Simplex noise? Useful for Minetest? Ideas on how to use it?
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15:41 erle Wuzzy, what issues do you see with existing noise?
15:42 Wuzzy none
15:42 Wuzzy I was just asking in the blue what your thoughts about Simplex noise are
15:48 erle well, i am not sure if the lack of directional artifacts is relevant for a game made out of cubes
15:48 erle same for the smoothness
15:49 erle like what use is a gradient if you are going to quantize it anyway
15:52 erle Wuzzy have you tried playing around with a mapgen where you change the noise function to see if it looks/plays more interesting?
15:54 erle i doubt computational complexity matters btw
15:55 erle like take n^2 vs 2^n complexity, where n is the dimension. for three dimensionsal noise, one is 8, the other is 9.
15:58 erle also, perlin noise naturally makes rectangles and blocks, right? then simplex noise would make … trangles in 2d space and pyramids in 3d space? again, the game world is cubes.
15:58 erle https://en.wikipedia.org/wiki/Simplex
16:01 Wuzzy haven't played around with it. its just a thought
16:01 MTDiscord <Jordach> I can have a crack at it since I implemented proper voronoi cells in my experimental mapgen
16:02 Wuzzy Craft uses simplex noise, so its defitiely an example that it could work
16:02 erle i have seen artifacts that smoother noise might not have
16:02 erle but i am not sure if these are a problem of the noise
16:35 fluxionary joined #minetest-dev
16:35 Krock will push #12193 and #12187 in 15 minutes
16:35 ShadowBot https://github.com/minetest/minetest/issues/12193 -- Send chat error when attemping to /set a secure setting by GoodClover
16:35 ShadowBot https://github.com/minetest/minetest/issues/12187 -- Fix '[combine' for when EVDF_TEXTURE_NPOT is disabled by paradust7
16:47 Wuzzy2 joined #minetest-dev
16:50 Krock ᕕ(⌐■_■)ᕗ ♪♬  merging
17:21 MTDiscord <MisterE> sfan5 @rubenwardy  a bit of an emergency i think: today when downloading minetest's source from git, it is not possible to checkout stable-5. Something in the git config is messed up  this article fixed it: https://stackoverflow.com/a/46282491
17:21 MTDiscord <MisterE> and it happened for the person I was helping to build minetst, then I tried it and it happened to me
17:24 rubenwardy Git config is a local thing
17:24 MTDiscord <MisterE> I mean the configuration files downloaded from the repo
17:24 MTDiscord <MisterE> @rubenwardy try to clone minetest and then try to checkout stable-5
17:24 rubenwardy You probably just need to git fetch
17:25 MTDiscord <MisterE> try it
17:27 MTDiscord <MisterE> PS C:\Users\gbrru\minetest-test> cd .\minetest\ PS C:\Users\gbrru\minetest-test\minetest> git checkout stable-5 error: pathspec 'stable-5' did not match any file(s) known to git
17:27 Komodo joined #minetest-dev
17:27 Komodo hello dev-world
17:28 MTDiscord <MisterE> I was helping Komodo build minetest, he discovered the issue
17:30 Krock you might as well be able to specify a branch to check out on clone
17:30 MTDiscord <MisterE> maybe, but this issue breaks the build process in the readme
17:30 Krock shallow clones do not contain the required information to check out older branches by default
17:30 MTDiscord <MisterE> its worked in the past
17:30 Baytuch joined #minetest-dev
17:31 MTDiscord <MisterE> oh... its because of that depth -1
17:31 MTDiscord <MisterE> isnt it?
17:31 Krock exactly
17:37 MTDiscord <MisterE> @rubenwardy sorry, Krock is right, its that depth-1 that casued the issue
17:37 Komodo yeah, thanks krick
17:37 Komodo krock*
18:01 sfan5 --depth=1 is okay when you when you use -b in the same command instead of trying to checkout later
18:07 MTDiscord <MisterE> well, there was a critical error, but it wasnt on your end after all. Brainbug fixed. Thanks for your paitence lol
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21:06 MTDiscord <GreenXenith> Re: simplex noise: Never, EVER discount a feature just because you think it might not be relevant to a block game (erle)
22:00 erle GreenXenith noise is not a feature. it is, by itself, nonfunctional.
22:00 erle i think the easiest way to figure out if simplex noise brings anything useful to the table is to use it
22:01 erle but my thoughts about this stopped at “how do i map tetraeders to cubes for the 3d noise”
22:02 erle and maybe i do not have to do that, but then i realized i do not understand it and need to see it
22:02 erle that's all
22:03 MTDiscord <GreenXenith> erle: L-system trees are not a feature. it is, by itself, non functional.
22:03 MTDiscord <GreenXenith> math.random is not a feature. it is, by itself, nonfunctional.
22:03 MTDiscord <GreenXenith> VoxelManip is not a feature. it is, by itself, nonfunctional.
22:03 MTDiscord <GreenXenith> tl;dr: That is a stupid take.
22:05 MTDiscord <GreenXenith> If you want to take the "useful feature" route, just look at pathfinding: TWO implementations that are useless because the pathfinding method implementation isnt designed to be used properly.
22:05 erle look, the equivalent would be “the RNG used for math.random is not a feature”
22:06 erle what exactly is useless about pathfinding?
22:06 MTDiscord <GreenXenith> The method doesnt return enough information
22:06 MTDiscord <GreenXenith> Minetest's implementation is functionally useless, not conceptually
22:07 MTDiscord <GreenXenith> Anyway, I dont care what the semantics are, your take is awful. Never discount anything just because you dont see the use in it.
22:07 MTDiscord <Jordach> "my argument was foiled, guess i must nitpick about inconsequential flaws
22:10 MTDiscord <Jordach> erle's arguments boil down to: does this feature let me have free minecraft ?  feature : bug or nonfunctional;
22:22 MTDiscord <GreenXenith> I know its an abrasive way to say it but I am really disappointed in the frequent attitude of "if it seems useless to me it must be"
22:22 MTDiscord <GreenXenith> So forgive me if it sounds like an attack, erle
22:22 MTDiscord <Jordach> it's called tunnel vision, losing the trees for the forest
22:27 MTDiscord <GreenXenith> Also cementing your opinion before you even know how simplex noise works is sort of ridiculous
22:28 MTDiscord <GreenXenith> erle: simplex noise is a very common noise to use for mapgen next to perlin, and sometimes even in conjunction with perlin
22:29 MTDiscord <Jordach> also Minetest's perlin implementation for the zx_stride is trying to fix a problem that ain't broke
22:30 MTDiscord <GreenXenith> I suspect he's ignored the bridge, so not much use continuing
22:31 erle GreenXenith where did i say it is useless? i concluded with “seems useless to me, but let's try it”
22:32 erle GreenXenith Jordach so what do you see in simplex noise? also, curiously, why don't i see simplex noise very often in gaming?
22:32 erle is it just the patents?
22:32 MTDiscord <Jordach> because patent trolls exist, see SCO
22:32 panwolfram joined #minetest-dev
22:32 MTDiscord <Jordach> (also see Hello Games vs that company over procgen patents)
22:33 erle okay, so what would simplex noise improve in minetest?
22:33 erle or what could it improve
22:33 MTDiscord <Jordach> not a lot, you're better off just shifting rows of pixels left and right per row
22:33 erle uh, why would i shift pixels?
22:33 MTDiscord <GreenXenith> Well right there, you just quoted it, but your overall argument was about it being useless. I will concede that you did at least  give it a try
22:34 MTDiscord <Jordach> basically simplex noise tries to avoid the pixel-y looking nature of perlin
22:34 erle could this avoid having biomes that are like 3x3x3 nodes?
22:34 erle or single stone nodes hanging out in the sky?
22:34 MTDiscord <Jordach> no, those are mapgen issues related to get_spawn_at_pos() being wack
22:35 MTDiscord <Jordach> i discovered why i got stone clouds in reverb
22:35 MTDiscord <Jordach> it's cavegen depending on the same algo as player spawns
22:35 erle wait what
22:35 erle tell more lease
22:35 MTDiscord <Jordach> basically if you have a C shaped stony 3x3 area
22:36 MTDiscord <Jordach> and there's a full air mapblock
22:36 MTDiscord <Jordach> cavegen ignores it, but will cut it into the stone
22:36 MTDiscord <Jordach> on mapblocks that do have a valid height check
22:36 MTDiscord <Jordach> it's also why it occasionally creates underwater bubbles
22:37 MTDiscord <Jordach> if you want to fix the tiny biome problem, just increase the xyz scaling of np_biome_heat/humid by 2-8x
22:37 erle hehe
22:37 erle giant tiny biomes
22:38 MTDiscord <Jordach> it's also excaserbated by most mods shoving 30+ biomes into a 64^2km region expecting it to work out
22:39 MTDiscord <Jordach> even though the engine provides a native way to define regions for decorations to spawn via noiseparams
22:39 MTDiscord <Jordach> which means less overall biome definitions
22:39 MTDiscord <Jordach> we already do this for ores in a 3d noise manner, and MTG does it for papyrus iirc
22:40 MTDiscord <Jordach> alongside it's water_source spawn requirement
22:46 MTDiscord <Jordach> also, regarding the pixel-y nature of perlin, just drop lancularity to 1.85 and persistence to 1.5
22:46 MTDiscord <Jordach> it goes away very fast on those settings
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