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IRC log for #minetest-dev, 2022-11-09

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All times shown according to UTC.

Time Nick Message
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02:14 kilbith phew, I did it: https://www.youtube.com/watch?v=3RmYVBPkDgY
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05:04 MTDiscord <freelikegnu> cool!
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08:03 nrz kilbith: and now MT engine can become a STR engine ? 😄
08:03 nrz you are really hacking original engine and make it a voxel generic engine 🙂
08:03 nrz there is no way to handle this server side currently and send orders i think :p
08:20 MTDiscord <luatic> kilbith: how do the maths work? do you check whether the projection of the selectionboxes on the viewport intersects with the selected rectangle?
09:06 celeron55 if you know the camera's parameters you can calculate the screen space position of any 3d position of the world
09:07 celeron55 i made a couple of 3d rts prototypes many years back, that wasn't much of a hassle at all
09:10 celeron55 hmm, now that i looked at my code, actually i think i didn't end up doing the screen space rectangle thing at all
09:11 celeron55 i did the rectangle in world space instead
09:15 MTDiscord <luatic> wouldn't that be less efficient?
09:15 MTDiscord <luatic> because world space is 3d and screen space is 2d
09:15 MTDiscord <luatic> well, ignoring the depth of the screen space
09:16 MTDiscord <luatic> now I wonder how (if at all?) visibility of the units is checked
09:17 MTDiscord <luatic> the usual hack would be to paint each object (or its selectionbox) in a unique color (you have 255^3 colors available after all) to another buffer, then check which colors the rectangle intersects
09:17 MTDiscord <luatic> this is often faster because it lets the graphic card do all the math
09:17 MTDiscord <luatic> also it is easier to have it line up with what is rendered
09:19 celeron55 well the thing is, in my rts prototype you don't have a mouse cursor except in menus
09:19 celeron55 i didn't remember that at first, i had to launch it and play to remember how it worked
09:22 celeron55 it plays mostly like flying in minetest
09:37 celeron55 about visibility in an rts... well, usually you want the map to be fairly flat in which case you want the selection to grab all the objects regardless if there's something temporarily in the way
09:38 celeron55 but if you want to make your life miserable using a real 3d map with large overhangs and even floating islands or something, then you probably want to account for occlusions somehow. but i can't imagine what would be very enjoyable to play anyway
09:38 celeron55 s/what/that/
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13:53 kilbith @luatic: rectangles are in 2D screen-space position, then converted to 3D world-space position using a complex algorithm that I have to bring back to Irrlicht
13:55 kilbith I mean the rects stay in screen-space but the node collision checking is done in 3D
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16:52 jwmhjwmh Merging #12902, #12930, #12940, and #12945 in 5m.
16:52 ShadowBot https://github.com/minetest/minetest/issues/12902 -- Fix typos and en_US/en_GB inconsistency in various files by Abdou-31
16:52 ShadowBot https://github.com/minetest/minetest/issues/12930 -- Resize hotbar immediately before drawing by x2048
16:52 ShadowBot https://github.com/minetest/minetest/issues/12940 -- Flip player_back.png by GoodClover
16:52 ShadowBot https://github.com/minetest/minetest/issues/12945 -- Fix get_tool_wear_after_use for one use (insta-break) by grorp
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18:35 pgimeno looks like: calculate the frustum for the rectangle, then apply (sort of) frustum culling
18:36 pgimeno easy-ish if you have the projection matrix
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20:32 Desour ^ FYI, that's also how irrlicht calculates the planes for frustum culling (see <https://github.com/minetest/irrlicht/blob/a549d0bfed02801d642ef281697f8ac7c3dbc2cf/include/SViewFrustum.h#L297>). it's just a transformation of clip-space plane vectors to world-space (= multiplication with the inverse (because from clip to world) of the transposed of the inversed (because it's planes) (= the transposed) of the projection matrix)
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