Time Nick Message 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 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. 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? 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 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 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 16:50 Krock ᕕ(⌐■_■)ᕗ ♪♬ merging 17:21 MTDiscord 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 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 I mean the configuration files downloaded from the repo 17:24 MTDiscord @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 try it 17:27 MTDiscord 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 hello dev-world 17:28 MTDiscord 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 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 its worked in the past 17:31 MTDiscord oh... its because of that depth -1 17:31 MTDiscord isnt it? 17:31 Krock exactly 17:37 MTDiscord @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 well, there was a critical error, but it wasnt on your end after all. Brainbug fixed. Thanks for your paitence lol 21:06 MTDiscord 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 erle: L-system trees are not a feature. it is, by itself, non functional. 22:03 MTDiscord math.random is not a feature. it is, by itself, nonfunctional. 22:03 MTDiscord VoxelManip is not a feature. it is, by itself, nonfunctional. 22:03 MTDiscord tl;dr: That is a stupid take. 22:05 MTDiscord 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 The method doesnt return enough information 22:06 MTDiscord Minetest's implementation is functionally useless, not conceptually 22:07 MTDiscord 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 "my argument was foiled, guess i must nitpick about inconsequential flaws 22:10 MTDiscord erle's arguments boil down to: does this feature let me have free minecraft ? feature : bug or nonfunctional; 22:22 MTDiscord 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 So forgive me if it sounds like an attack, erle 22:22 MTDiscord it's called tunnel vision, losing the trees for the forest 22:27 MTDiscord Also cementing your opinion before you even know how simplex noise works is sort of ridiculous 22:28 MTDiscord 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 also Minetest's perlin implementation for the zx_stride is trying to fix a problem that ain't broke 22:30 MTDiscord 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 because patent trolls exist, see SCO 22:32 MTDiscord (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 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 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 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 no, those are mapgen issues related to get_spawn_at_pos() being wack 22:35 MTDiscord i discovered why i got stone clouds in reverb 22:35 MTDiscord 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 basically if you have a C shaped stony 3x3 area 22:36 MTDiscord and there's a full air mapblock 22:36 MTDiscord cavegen ignores it, but will cut it into the stone 22:36 MTDiscord on mapblocks that do have a valid height check 22:36 MTDiscord it's also why it occasionally creates underwater bubbles 22:37 MTDiscord 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 it's also excaserbated by most mods shoving 30+ biomes into a 64^2km region expecting it to work out 22:39 MTDiscord even though the engine provides a native way to define regions for decorations to spawn via noiseparams 22:39 MTDiscord which means less overall biome definitions 22:39 MTDiscord we already do this for ores in a 3d noise manner, and MTG does it for papyrus iirc 22:40 MTDiscord alongside it's water_source spawn requirement 22:46 MTDiscord also, regarding the pixel-y nature of perlin, just drop lancularity to 1.85 and persistence to 1.5 22:46 MTDiscord it goes away very fast on those settings