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IRC log for #minetest-dev, 2022-07-13

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All times shown according to UTC.

Time Nick Message
00:51 MTDiscord <FatalError> wait, so with this feature would you be able to offset the player's camera relative the the player's look?
00:52 MTDiscord <FatalError> i.e. if I want it 1 block behind the look, without input delay?
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05:51 MTDiscord <FatalError> I was thinking about making a PR for the issue I just made (#12533)
05:51 ShadowBot https://github.com/minetest/minetest/issues/12533 -- un-depreciate scher multiplication in vector.multiply() and add to vector metatables
05:52 MTDiscord <FatalError> would be the first contribution I make, I'm not sure how I would do it?
05:52 MTDiscord <FatalError> kinda new to github
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06:21 erle FatalError, which fun-hater deprecated it and what was their rationale?
06:21 MTDiscord <FatalError> I have literally no idea, it's absolutely absurd though
06:22 MTDiscord <FatalError> no reason to make things harder for us
06:23 erle do a git blame or git log i guess?
06:23 MTDiscord <FatalError> #10329
06:23 ShadowBot https://github.com/minetest/minetest/issues/10329 -- Mark multiply and divide with two vectors as deprecated (Schur product and quotient) by Desour
06:23 MTDiscord <FatalError> they didn't seem to have a reason?
06:23 MTDiscord <FatalError> they said "oh who needs it"
06:23 MTDiscord <FatalError> meanwhile i'm over here using it right fucking now
06:23 MTDiscord <FatalError> no surprise fucking paramat agreed
06:23 erle oh, that kind of developer is the worst
06:24 erle i mean that kind of developer *mindset*
06:24 erle not the person, obv
06:24 erle sorry, sleepy
06:24 erle anyways, you missspelled “schur multiplication” in your issue
06:25 MTDiscord <FatalError> I will fix this, but yeah I agree
06:25 MTDiscord <FatalError> you should never remove something because you don't think everybody will use it
06:26 MTDiscord <FatalError> especially when the work is already done
06:26 erle FatalError, you should link to https://github.com/minetest/minetest/pull/10329 in the issue
06:27 erle it proves that the context is the classic development three-act play of some dev saying “this seems useless”, then people show up and say “well i use this” and then in act three, they are dismissed and it is removed anyway.
06:27 erle or deprecated in this case
06:28 erle FatalError, make a PR for it to force the issue i say
06:29 erle given that is clearly a case of “people having no clue about something want to remove it vs people having a clue want to keep it” i think your case is pretty clear and hope it goes well. it is only a documentation change, right?
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06:31 MTDiscord1 <FatalError> documentation, yes- but I believe it'll also stop the depreciation message in console, I also mentioned the metatable thing where it's implemented into the metatable multiplication as it was not added because of depreciation
06:32 MTDiscord1 <FatalError> which should be hard at all
06:32 MTDiscord1 <FatalError> I don't really have experience with github, so figure out how to make a PR will be... interesting
06:32 MTDiscord1 <FatalError> I'll probably do it sometime this week lol
06:33 erle i can explain: github is like a drive-by shooting for developers
06:33 erle first you click the fork button on the repository
06:33 erle you make a branch in your own repository. do not do this on master.
06:33 erle then you drive by the main project and shoot the patch into the general direction of the project.
06:34 erle there is a PR creation button where you can select your own branch as the one you want to merge
06:35 erle after you have done this, the hardest part by far is convincing people to take it seriously.
06:35 MTDiscord <FatalError> alright
06:36 erle you can also make the change locally and use git format-patch, but let's say most github users do not appreciate it and they will want you to use the web interface
06:36 MTDiscord <FatalError> really?
06:36 MTDiscord <FatalError> that's surprising
06:36 MTDiscord <FatalError> I'd expect more people to be more for the annoying console commands I dont know xD
06:47 erle the console stuff is way easier to handle for an individual developer
06:47 erle but you get no discussion in the web interface that way
06:47 erle hence it can not be approved for minetest
06:48 erle given that this is not just a typo fix, i guess it should be discussed and preserved for posterity
07:47 sfan5 "many applications for this type of arithmetic, especially in scaling of vectors" it's cool that you know them, please list them in the issue
07:52 MTDiscord <FatalError> I mean, im on phone now
07:52 MTDiscord <FatalError> Bc mt internet died, but
07:52 MTDiscord <FatalError> My*
07:53 MTDiscord <FatalError> Mostly just for scaling purposes, i dont know many use cases outside of that to be fair, probably shouldnt have said that...
07:53 MTDiscord <FatalError> I dont mean to lie, i just have a peanut brain
07:54 MTDiscord <FatalError> Im sure i can think of some use cases
08:03 erle nah you should not make stuff up
08:03 erle demonstrate the scaling thing with some code or just show where you use it
08:03 erle so people understand why this is needed
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08:57 rubenwardy there's no canonical way to multiple two vectors - there's also dot and cross products
08:57 rubenwardy so makes more sense to have a named method
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09:22 MTDiscord <FatalError> Then make a named method? Dont just drop the feature
09:22 MTDiscord <FatalError> I mean, what else would you expect when tou multiplt two vectors though
09:23 MTDiscord <FatalError> Its fairly straightforward
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09:35 sfan5 if it were to be renamed it would also be deprecated first
09:39 sfan5 merging #11545 in 15m
09:39 ShadowBot https://github.com/minetest/minetest/issues/11545 -- Animated particlespawners by velartrill
09:49 MTDiscord <luatic> I support un-deprecating the schur product, it can be useful
09:49 MTDiscord <FatalError> Yes, this is why I'm against it. Personally Im more interested in the metatables part though
09:49 MTDiscord <luatic> perhaps adding an explicit vector.schur_product here is the cleanest solution
09:50 MTDiscord <luatic> v * w should probably be the dot product (vector.dot) rather than the schur product if both v, w are vectors
09:51 MTDiscord <FatalError> *looking up what dot product is
09:53 MTDiscord <FatalError> Im going to sleep first lol
09:53 MTDiscord <FatalError> Idk algebra well, or vectors. Maybe you're right, but I reel like schur makes the most sense
09:54 MTDiscord <FatalError> Thats with my limited knowledge though
09:54 erle luatic why
09:56 erle luatic is it because of matlab or why
09:56 erle the dot product should obviously be written as v • w
09:58 erle similar, v × w for cross product
09:58 erle or just spell it out to not keep people guessing
09:58 sfan5 you're aware that Lua does not have an • or × operator, right?
09:59 erle i guess i am now
10:00 MTDiscord <luatic> erle: for practical purposes, you can consider * = • in 99% of languages which use ASCII for their operators
10:00 erle look, just force people to spell it out
10:00 MTDiscord <luatic> the dot product?
10:00 sfan5 any product I assume
10:00 MTDiscord <luatic> at that point we might as well make them spell out scalar multiplication
10:01 erle yes any one
10:01 MTDiscord <luatic> but then equations become gross
10:01 erle uh
10:01 erle scalar multiplication is obvious
10:01 sfan5 the metatable doesn't do scalar multiplication btw
10:01 erle there is no ambiguity there
10:01 erle or am i missing something?
10:01 sfan5 you can bet there is an alternative definition on how to multiply a vector and scalar somewhere
10:02 MTDiscord <luatic> sfan5: the metatable does multiplication by a scalar?
10:02 MTDiscord <luatic> > Scalar multiplication is the multiplication of a vector by a scalar (where the product is a vector), and is to be distinguished from inner product of two vectors (where the product is a scalar).
10:02 erle well weare talking about euclidean space here
10:02 MTDiscord <luatic> Unfortunately in German the dot product is called "Skalarprodukt"
10:02 erle hahahaha
10:03 MTDiscord <luatic> hella confusing
10:03 erle in euclidean space you change the length of the arrow, but not its direction, when you mash a vector and some number together
10:03 erle and i hope minetest is keeping to that
10:03 MTDiscord <luatic> To make matters worse: The Vektorprodukt is the cross product
10:03 erle positive number
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10:04 MTDiscord <luatic> granted, there's some sense behind it, but if you're familiar with the english terminology it sucks
10:04 MTDiscord <luatic> erle: of course, that's what happens when you multiply all components by a number
10:04 MTDiscord <luatic> which is literally what Minetest does
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10:05 erle https://en.wikipedia.org/wiki/Scalar_multiplication
10:05 erle > Not to be confused with scalar product.
10:05 MTDiscord <luatic> :>
10:06 MTDiscord <luatic> dot product
10:06 MTDiscord <luatic> I know no scalar product
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10:06 MTDiscord <luatic> that name is dead to me
10:06 erle https://en.wikipedia.org/wiki/Scalar_multiplication
10:06 erle > Not to be confused with scalar product.
10:06 MTDiscord <luatic> stop deadnaming the dot product
10:06 MTDiscord <luatic> also who implemented vector.angle
10:06 erle why
10:07 MTDiscord <luatic> It calculates one atan2, one dot product, one cross product, and one length. The standard way is one acos, one dot product, and one scalar multiplication with the inverse of the product of the two lenghts
10:07 MTDiscord <luatic> lengths*
10:07 MTDiscord <luatic> nah, no scalar multiplication, normal multiplication
10:08 MTDiscord <luatic> basically dot(v, w) = acos(|vw|/|a|/|b|)
10:09 MTDiscord <paradust> that's going to wrap around if the angle > 90 deg
10:09 erle can you elaborate why the current way was chosen paradust?
10:10 MTDiscord <luatic> paradust: just remove the abs around |vw| and it won't wrap around
10:11 MTDiscord <luatic> also don't you mean > 180 deg?
10:14 MTDiscord <paradust> actually never mind, i was thinking of another situation
10:14 erle luatic regardless, if you refactor that you should have test cases before you start doing it
10:15 MTDiscord <luatic> erle: I don't want to refucktor it :)
10:15 MTDiscord <luatic> I'd rather refucktor my own vec lib
10:15 erle i hope you have tests
10:16 sfan5 @luatic last I read the docs it said you can't do vector * number and have to use vector.multiply() for that
10:16 sfan5 that's what I mean
10:17 MTDiscord <luatic> sfan5: The metatable allows it tho: https://github.com/minetest/minetest/blob/20bd6bdb685af11548c35d3a48e5aa33f4222397/builtin/common/vector.lua#L218-L232
10:17 MTDiscord <luatic> Also the docs: v * s or s * v: Returns v scaled by s.
10:18 sfan5 idk what I remembered then
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15:39 kilbith I'd like #10100 before release
15:39 ShadowBot https://github.com/minetest/minetest/issues/10100 -- Additional texture modifiers by Treer
15:40 kilbith it'd be a shame to ask the author for a 3rd rebase
15:53 kilbith also new warnings: http://codepad.org/X6swRK2d
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20:30 MTDiscord <x2048> kilbith: these should be fixed by this patch: https://gist.github.com/x2048/1beac4faa4c8482362dd7d4ada7048b4... pushing in a few minutes.
20:31 sfan5 better turn it into a FATAL_ERROR if it indeed can never happen
20:34 MTDiscord <x2048> Updated the gist ^. Looks good?
20:34 sfan5 sure
20:35 sfan5 unless it could happen if the server is newer than the client
20:35 sfan5 should be silently ignored then
20:41 MTDiscord <x2048> yeap, i makes perfect sense. updated the gist again...
20:46 MTDiscord <x2048> alpha blend mode will be the fallback in case an unknown mode is hit. another option would be to add feature flags with each new set of supported blend modes.
20:46 MTDiscord <x2048> (which we can do anyway)
20:47 MTDiscord <x2048> pushing now
20:48 MTDiscord <x2048> done
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21:52 Sokomine is there a way to narrow down what causes the high cpu usage in certain areas of server maps?
21:53 Sokomine i was a bit surprised when i used intel_gpu_top and saw that in times of total client freeze the gpu was idle
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