Time |
Nick |
Message |
02:16 |
|
Coder12 joined #minetest-hub |
03:40 |
|
Coder12 joined #minetest-hub |
04:00 |
|
erstazi joined #minetest-hub |
06:36 |
|
CWz joined #minetest-hub |
06:46 |
|
Krock joined #minetest-hub |
08:59 |
|
pyrollo joined #minetest-hub |
10:43 |
|
Krock joined #minetest-hub |
11:43 |
|
Fixer joined #minetest-hub |
12:06 |
|
Megaf joined #minetest-hub |
13:30 |
|
aerozoic joined #minetest-hub |
13:32 |
|
lisac joined #minetest-hub |
13:50 |
|
Coder12 joined #minetest-hub |
14:52 |
|
Fixer joined #minetest-hub |
15:41 |
|
Fixer_ joined #minetest-hub |
15:45 |
|
lisac joined #minetest-hub |
16:45 |
|
GreenDimond joined #minetest-hub |
16:45 |
MinetestBot |
GreenDimond: Jun-04 05:10 UTC <BuckarooBanzai> https://github.com/pandorabox-io/technicmetrics (maybe that helps with your lag issues, it prints out technic-machines that use lots of time) |
16:46 |
|
Coder12 joined #minetest-hub |
16:59 |
rdococ |
is there a way to create and store references to entities? |
16:59 |
rdococ |
or find an entity through a unique ID? |
16:59 |
GreenDimond |
You can always store ObjectRefs (though I think it isnt recommended) |
17:00 |
GreenDimond |
Usually it requires creating your on reference map though |
17:00 |
Krock |
keeping ObjectRefs outside of callbacks can cause side-effects, such as misbehaviour or even crashes |
17:00 |
rdococ |
I want to be able to store information about these entities across server restarts, such as a connection between two portals |
17:01 |
Krock |
an entity has its unique ID in core.luaentities |
17:01 |
rdococ |
ah |
17:02 |
GreenDimond |
Whenever I ask modding questions I struggle to decide if I should ask in #minetest or #minetest-hub.. where should I ask modding questions usually? |
17:03 |
Krock |
both |
17:03 |
GreenDimond |
:I |
17:03 |
Krock |
here it's rather about servers, but since this channel's creation I've seen that most modding questions are asked here |
17:04 |
Krock |
either that or I miss the questions in #minetest due to other discussions which run in parallel |
17:04 |
GreenDimond |
This channel has more people that are likely to understand advanced issues, yes? |
17:04 |
Krock |
same people are in #minetest |
17:04 |
GreenDimond |
True that |
17:04 |
GreenDimond |
One would hope, at least |
17:13 |
rdococ |
maybe there should be channels where it's more obvious what it means |
17:13 |
rdococ |
e.g. #minetest-mods and #minetest-core instead of #minetest and #minetest-dev |
17:28 |
rdococ |
is texture escaping required for anything other than : and ^? |
17:44 |
|
Coder12 joined #minetest-hub |
18:02 |
|
pyrollo joined #minetest-hub |
19:10 |
|
Coder12 joined #minetest-hub |
20:03 |
|
DS-minetest joined #minetest-hub |
20:29 |
|
pyrollo joined #minetest-hub |
20:42 |
rdococ |
is there a mod to visualize facedir? |
20:43 |
GreenDimond |
the rhotator screwdriver does a pretty good job of it, I think |
20:43 |
DS-minetest |
visualize? |
20:51 |
rdococ |
nvm |
20:51 |
rdococ |
I created a testing node with different colors on each face so I can see how facedir works |
21:42 |
rdococ |
I'm creating functions to convert up and forward vectors into facedir and vice versa |
21:42 |
DS-minetest |
matrices are much more useful |
21:45 |
rdococ |
matrices won't be necessary if you're just dealing with facedirs |
21:45 |
rdococ |
all I need is an easy way to rotate by 90 degrees in the X, Y or Z axis |
21:47 |
DS-minetest |
I'm not sure if this is really easy with two vectors… |
21:47 |
rdococ |
hmm.. |
21:48 |
rdococ |
it'd be better if I could represent them as quaternions |
21:48 |
rdococ |
those are really easy to rotate and program with, even if they're not easy to visualize |
21:48 |
DS-minetest |
uh quaternions >_< |
21:48 |
* rdococ |
hugs a quaternion |
21:49 |
* DS-minetest |
as a very stupid person didn't make friends with quaternions yet, they are so scary |
21:50 |
* rdococ |
hugs DS-minetest, and tells them that they're not stupid |
21:52 |
rdococ |
rotation seems much easier with 3 vectors (up, forward, right) instead of just 2, although technically only 2 are necessary |
21:52 |
DS-minetest |
you mean euler vectors? |
21:53 |
rdococ |
not quite |
21:53 |
rdococ |
the vectors I'm describing are unit vectors that point in the relative up, forward and right directions of a specific orientation |
21:56 |
|
Coder12 joined #minetest-hub |
22:40 |
rdococ |
what euler angles does minetest use? |
22:40 |
rdococ |
I |
22:42 |
rdococ |
I'd expect minetest to use YXZ relative euler angles, or ZXY absolute angles |
22:42 |
DS-minetest |
yes, this is correct |
22:42 |
DS-minetest |
(I think) |
22:43 |
rdococ |
yeah. yaw, pitch, roll |
22:43 |
rdococ |
before tackling facedirs, I'm creating some functions to rotate euler angles. under the hood, they'll convert them to quaternions first, and then back |
22:45 |
rdococ |
I do wish that irrlicht just used quaternions, it's ridiculous to deal with these conventions and other problems like gimbal lock |
22:47 |
rdococ |
looks like entity rotations have been fixed to yaw-pitch-roll as of 5.0 |
22:49 |
DS-minetest |
? |
22:49 |
DS-minetest |
fixed? |
22:49 |
rdococ |
there were issues with rotating entities in previous versions, but in 5.0 it was changed to yaw-pitch-roll |
22:50 |
rdococ |
well, that's the impression I get from reading github issues from 6 months ago |
23:28 |
|
Coder12 joined #minetest-hub |
23:54 |
|
Coder12 joined #minetest-hub |