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18:20 |
hmmmm |
hi |
18:20 |
MTDiscord |
<ROllerozxa> hmmmm hi |
18:21 |
sfan5 |
o/ |
18:21 |
hmmmm |
is it okay if i just hang around you guys? miss you a lot, but i don't think i'll be contributing any code |
18:23 |
celeron55 |
well if you do it quietly enough, it's not off topic? |
18:24 |
hmmmm |
indeed it wouldn't be. can't believe you're still around, hi |
18:25 |
celeron55 |
hi. of course i am. i'm like a glue stain on clothes |
18:27 |
hmmmm |
i don't know. i've still got some unfinished business with envlock, mapgen, and decorations. i have gone through a lot, and i'm starting to get my life back together. at some point i'd like to work on all this. |
18:27 |
hmmmm |
is paramat == paradust? |
18:29 |
rubenwardy |
No, Paramat left a year or so ago |
18:29 |
kilbith |
hey hmmmm |
18:29 |
kilbith |
good to see you |
18:29 |
hmmmm |
hey kilbith, ruben |
18:29 |
nrz |
hey welcome back ? |
18:30 |
hmmmm |
lol nerzuel |
18:30 |
kilbith |
have you seen the shadows and postprocessing? |
18:30 |
MTDiscord |
<Jordach> you wouldn't believe it hmmmm but i've been working on a mapgen |
18:30 |
hmmmm |
sorry about getting upset about the code cleanup PRs. my main issue was that it killed the git history. I guess we gotta start out fresh sometimes, huh? |
18:30 |
hmmmm |
incredible |
18:31 |
MTDiscord |
<Jordach> i also found our "perlin" isn't reference "perlin" |
18:31 |
MTDiscord |
<Jordach> and has some slowness issuies |
18:31 |
hmmmm |
I doubt the mapgen I had in mind before I left is going to be compatible with LuaVoxelManip |
18:31 |
kilbith |
hmmmm: https://www.youtube.com/watch?v=DsGd1X9RlOE |
18:31 |
MTDiscord |
<Jordach> the C++ method is basically the same as a LuaVM |
18:32 |
hmmmm |
yeah, we know, celeron set the precedent for using a shortcut to generate perlin noise a long time ago. it's just so much more computationally efficient and doesn't hurt the results much. |
18:33 |
MTDiscord |
<Jordach> it has a few problems, in that minetest's modified perlin has some bad issues |
18:33 |
hmmmm |
the only way I could think of how to further optimize our perlin noise is by reusing already computed noise values in earlier iterations |
18:33 |
hmmmm |
oh it does?? :( |
18:33 |
MTDiscord |
<Jordach> it's slow for 3d noise |
18:33 |
MTDiscord |
<Jordach> like 20ms slow for a standard 80x80x82 area |
18:33 |
hmmmm |
just FYI, I didn't computationally change perlin noise from celeron's |
18:34 |
MTDiscord |
<Jordach> it's not taking advantage of any compiler benefits even at -03 |
18:34 |
hmmmm |
uh oh |
18:34 |
hmmmm |
one of the long stretch goals was to use AVX512 and NEON intrinsics |
18:34 |
hmmmm |
I figured it at least had -O3 cpu optimizations |
18:34 |
MTDiscord |
<Jordach> my mapgen is more akin to realistic terrain built on heightmap tech with 3d noise decorators |
18:35 |
MTDiscord |
<Jordach> i profiled with TimeTaker and my current prototype runs about 50% faster than v7 or carpathian |
18:35 |
hmmmm |
nice |
18:35 |
hmmmm |
I'll have to take a look at some point |
18:35 |
MTDiscord |
<Jordach> it's fast, provides realistic terrain |
18:36 |
MTDiscord |
<Jordach> and is sized to realistic heights |
18:36 |
MTDiscord |
<Jordach> meaning multiple kilometers of mountain |
18:36 |
MTDiscord |
<Jordach> oceans aren't puddle sized either |
18:36 |
hmmmm |
that's something I always was trying to achieve, but the large scale perlin noise meant that it would create boring landscapes |
18:37 |
MTDiscord |
<Jordach> the trick is to mix multiple 2d noise scales |
18:37 |
MTDiscord |
<Jordach> and use those as mini biomes |
18:37 |
hmmmm |
if you added more iterations, it would encounter the same exact issues as if you just had smaller scale noise |
18:37 |
MTDiscord |
<Jordach> hills, plains, mountains - ridge cuts |
18:37 |
hmmmm |
yeah i've tried all that with v7... |
18:37 |
MTDiscord |
<Jordach> basically multiple seeds at differing scales solves it well |
18:37 |
hmmmm |
if it works, it works and I'm really happy |
18:37 |
MTDiscord |
<Jordach> i've even experimented with pathfinding rivers |
18:37 |
MTDiscord |
<Jordach> as in vertice based pathfindin g |
18:38 |
hmmmm |
it's just that I figured the approach would need to become more procedural in nature |
18:38 |
hmmmm |
like how minecraft does it |
18:38 |
MTDiscord |
<Jordach> i throw a shitload of points onto a 2d plane then shrink wrap it |
18:38 |
hmmmm |
top-down rather than bottom-up |
18:38 |
MTDiscord |
<Jordach> via the getSpawnPos() |
18:38 |
hmmmm |
nice, and there aren't any continuity issues? |
18:38 |
MTDiscord |
<Jordach> nope |
18:38 |
hmmmm |
incredible |
18:38 |
MTDiscord |
<Jordach> the original version had some issues |
18:38 |
hmmmm |
bravo :) |
18:38 |
hmmmm |
no kidding :) |
18:38 |
MTDiscord |
<Jordach> like getting stuck in infinite loops |
18:39 |
hmmmm |
that's why the original rivers were carved using perlin noise |
18:39 |
MTDiscord |
<Jordach> it also sucked due to it taking 20-30 seconds at start up |
18:39 |
hmmmm |
oh, original version with yours |
18:39 |
MTDiscord |
<Jordach> to pregenerate river paths |
18:39 |
hmmmm |
are we still using v3s16? |
18:39 |
MTDiscord |
<Jordach> yes |
18:39 |
hmmmm |
hehe |
18:39 |
MTDiscord |
<Jordach> i've built mine with v3s32 |
18:39 |
hmmmm |
yeah figures |
18:39 |
MTDiscord |
<Jordach> so the moment that infinite world patch drops in my experimental mapgen works |
18:40 |
MTDiscord |
<Jordach> it's also heightmap for a reason: farmesh |
18:40 |
hmmmm |
if you were going to implement your own noise instead of use perlin.cpp, might as well do things the "right way" from scratch |
18:40 |
MTDiscord |
<Jordach> i already did that |
18:40 |
hmmmm |
right |
18:40 |
MTDiscord |
<Jordach> ken's implementation has a few issues |
18:40 |
MTDiscord |
<Jordach> like looping at certain points |
18:40 |
hmmmm |
not familiar with ken. is he new? |
18:40 |
MTDiscord |
<Jordach> ken perlin |
18:40 |
hmmmm |
oh |
18:41 |
MTDiscord |
<Jordach> ie 1/64000 will have issues at 64001/64000 being the same as 1/64000 |
18:41 |
rubenwardy |
:D |
18:41 |
MTDiscord |
<Jordach> meaning the mapgen loops |
18:41 |
MTDiscord |
<Jordach> we really don't want that |
18:41 |
MTDiscord |
<Jordach> ideally, it needs to be between 0-1 |
18:41 |
MTDiscord |
<Jordach> with something like f32 or even f64 precision |
18:41 |
hmmmm |
sounds like I need to brush up on the state of the art before doing anything at all |
18:42 |
MTDiscord |
<Jordach> https://github.com/Jordach/minetest/tree/mg_reverb go have a play with iot |
18:42 |
hmmmm |
the mapgen enhancements that I was working on right before I left were to make multiple passes instead of generating a chunk in one go |
18:42 |
MTDiscord |
<Jordach> requires a somewhat older irrlichtMT to get goinbg |
18:42 |
MTDiscord |
<Jordach> sometime from march 2022 will compile it |
18:42 |
hmmmm |
heh, still using irrlicht |
18:42 |
hmmmm |
never moved to openscenegraph, I guess |
18:43 |
rubenwardy |
we've forked Irrlicht and massively reduce its size |
18:43 |
hmmmm |
nice |
18:43 |
MTDiscord |
<Jordach> mg_reverb.cpp and it's header are where the secret sauce lies |
18:43 |
hmmmm |
but you're still lacking a lot of stuff you get "for free" with a more professional 3d library |
18:43 |
rubenwardy |
there's rumours of replacing it with bgfx/OpenGL/something else, but there have been for a long while |
18:43 |
MTDiscord |
<GreenXenith> Maybe once the menu is done |
18:43 |
hmmmm |
there's a reason why Build-A-World slapped the shit out of us in terms of graphics |
18:44 |
rubenwardy |
forking Irrlicht has also allowed us to fix longstanding issues, such as with certain keyboard layouts and copy+paste |
18:44 |
hmmmm |
they also had incredibly talented shader dudes |
18:44 |
rubenwardy |
BAW was made by someone with a PhD in computer graphics |
18:44 |
MTDiscord |
<Jordach> lemme see if i can find some recent screenshots of reverb |
18:44 |
rubenwardy |
or masters |
18:44 |
kilbith |
BAW is all about the graphics and that's it |
18:44 |
hmmmm |
indeed, superficial, that's why I never truly considered it a threat |
18:45 |
hmmmm |
I figured they might move on from fancy graphics but it seems not |
18:45 |
hmmmm |
thanks guys. I've gotta check this out a lot more later on. I'm technically supposed to be at work right now heh |
18:45 |
kilbith |
we have x2048 now, who is more talented than RBA :] |
18:46 |
hmmmm |
heh whoa |
18:46 |
MTDiscord |
<Jordach> https://cdn.discordapp.com/attachments/747163566800633906/1011345554929897542/unknown.png |
18:46 |
kilbith |
(not too difficult tbhà |
18:46 |
MTDiscord |
<Jordach> take a look hmmmm |
18:46 |
hmmmm |
I work in MA as a researcher for a university now :) |
18:46 |
hmmmm |
I am into cybersecurity far more than graphics or programming |
18:46 |
MTDiscord |
<Jordach> yes those cliffs follow the natural heightmap and are 3d noise |
18:46 |
hmmmm |
i still have a ton of unfinished business with minetest though! |
18:47 |
hmmmm |
ook cya later! |
18:48 |
kilbith |
see you |
18:49 |
hmmmm |
just to make sure, our mapnodes are still 32 bit right? |
18:50 |
hmmmm |
also, RIP RBA |
18:50 |
hmmmm |
<3 |
18:52 |
MTDiscord |
<Jordach> yes |
18:52 |
MTDiscord |
<Jordach> hmmmm, here's the original algo for my river path finder https://gist.github.com/Jordach/6d9f08aef70100b49507e05257ddb70e |
18:52 |
MTDiscord |
<Jordach> i saved it in case i ever wanted to retry pathfinding over actual simulated erosion |
18:53 |
hmmmm |
thanks! |
18:53 |
MTDiscord |
<Jordach> i'm working on a new implementation that lets me infinitely tile it |
18:53 |
MTDiscord |
<Jordach> and prevent merging of rivers because it's a very dumb algo |
18:53 |
hmmmm |
I had this crazy idea on how to approach river generation |
18:53 |
hmmmm |
probably not natural looking at all but |
18:54 |
MTDiscord |
<Jordach> i also managed to optimise the generation of voxel data by using AABB like bounding boxes |
18:54 |
hmmmm |
so you know how I considered changing the mapgen to a top-down approach where a low-res bitmap is generated for the entire world at creation time, storing the major procedurally generated (non-perlin) features? |
18:54 |
MTDiscord |
<Jordach> to only generate rivers in the local area |
18:54 |
MTDiscord |
<Jordach> there's a lua mapgen that does that |
18:55 |
hmmmm |
i see |
18:55 |
hmmmm |
well basically the map would consist of multiple "layers" of terrain detail |
18:55 |
hmmmm |
the rivers would be perlin noise passed through a gradient function that I had optimized trying to create cliffs |
18:55 |
MTDiscord |
<Jordach> cliffs still fucking bother me to this day |
18:56 |
hmmmm |
in order to make some kind of edge detection |
18:56 |
MTDiscord |
<Jordach> the easiest solution would to just test 2d clouds and just drop their heights |
18:56 |
MTDiscord |
<Jordach> is it lazy, yes |
18:56 |
MTDiscord |
<Jordach> does it produce a reasonable cliff face? also yes |
19:15 |
sfan5 |
rubenwardy: you can produce a functioning android build |
19:15 |
sfan5 |
but might be beetter |
19:15 |
sfan5 |
but might be better to wait for 5.6.1* |
19:15 |
sfan5 |
but we actually need to work on that... |
19:56 |
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