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MTDiscord |
<paradust> are they using the mac build on homebrew? |
00:35 |
rubenwardy |
I've asked |
00:36 |
rubenwardy |
@paradust: MacPorts |
00:37 |
rubenwardy |
@paradust: they're using Intel, iMac 2015, Big Sur (can't install Monterey on this model) |
00:38 |
MTDiscord |
<Warr1024> I've used the homebrew one, and I think a neoascetic build, but always saw the same input latency issue on that machine. It was only the input that lagged, everything else was good. |
00:38 |
MTDiscord |
<Warr1024> I was on a MacBook pro, I think I saw the same thing on a mod 2015 (i7) and a mid 2019 (i9). |
00:39 |
MTDiscord |
<paradust> i don't recall experiencing any input lag, but i didn't play for an extended time. i'll check again next time i'm near a mac |
00:39 |
MTDiscord |
<Warr1024> I also saw the same issue with both the touchpad and a USB mouse. |
00:40 |
MTDiscord |
<Warr1024> Big Sur and I think adjacent version(s) though I couldn't swear which ones. |
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Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. https://dev.minetest.net/ https://github.com/minetest |
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15:37 |
MTDiscord |
<yamanq> Could this list of design concepts be added to the main description of the issue? It's very helpful but it's getting lost between other comments. Thanks https://github.com/minetest/minetest/issues/6733#issuecomment-1152586918 |
15:42 |
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15:45 |
rubenwardy |
done |
16:07 |
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20:29 |
kilbith |
#include "ISceneNodeAnimator.h" |
20:29 |
kilbith |
I cannot even use it anymore because you were too eager to remove the maximum of stuff in IrrMt |
20:30 |
kilbith |
congrats |
20:31 |
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20:32 |
schwarzwald[m] |
It's in the git history... except everything was removed at once so getting that one piece back might be hard. |
20:35 |
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20:35 |
kilbith |
sometimes it might be worth to keep some stuff just in case |
20:35 |
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20:35 |
kilbith |
it wasn't hurtful to keep some classes |
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20:54 |
MTDiscord |
<luatic> THE PARTICLES |
20:54 |
MTDiscord |
<luatic> WE'RE GETTING THE PARTICLES |
20:54 |
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21:07 |
MTDiscord |
<FatalError> what? |
21:07 |
MTDiscord |
<FatalError> explain? |
21:08 |
MTDiscord |
<ROllerozxa> irrlicht particles |
21:12 |
MTDiscord |
<FatalError> what's the difference? will they have references and be adjustable or something? |
21:12 |
MTDiscord |
<ROllerozxa> performance. |
21:16 |
kilbith |
where did you see irrlicht particles exactly? |
21:20 |
kilbith |
if you're referring to #11545 these are _not_ irrlicht particles, they still use the legacy "particles" system which is based off a BillboardSceneNode per particle |
21:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/11545 -- Animated particlespawners by velartrill |
21:23 |
erle |
in practical terms this means that you can lag basically any player by making a lot of nodes that generate particles |
21:24 |
erle |
dimensional portal surfaces often do that |
21:25 |
erle |
it is client rendering lag, because each scene node equals a draw call or something like this |
21:25 |
erle |
hmm, how to measure drawcalls? |
21:26 |
MTDiscord |
<ROllerozxa> kilbith: luatic probably means that the irrlicht particle system should be brought back alongside scene node animators as it could similarily fit a potential new usecase, that being a more optimised minetest particles implementation |
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22:41 |
kilbith |
https://www.youtube.com/watch?v=aqlMdwYng_0 |
22:41 |
kilbith |
I succeed on `player:attach_camera(cam_id)` |
22:42 |
kilbith |
this is what is possible with an attached camera, a RTS-like view |
22:42 |
kilbith |
again the screen recorder is bugged, it slows the rendering down |
22:44 |
kilbith |
in the future I plan to capture (optionally) the mouse clicks while an attached camera is active, to control the player moves like Diablo |
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