Time |
Nick |
Message |
00:00 |
Mator_ |
proller__ I haven't run into a generation speed issue, tbh |
00:00 |
Mator_ |
but I've also only generated a menger sponge so far |
00:04 |
paramat |
c++ mapgen will be much faster and will not cause lua lag, but you're just starting with MT .. |
00:05 |
Mator_ |
yuh, I'm planning on moving on to C++ mods with MT soon enough |
00:05 |
Mator_ |
also, it seems like this FreeMiner thing is based off of MT |
00:05 |
Mator_ |
or vice versa |
00:06 |
Mator_ |
structure/design looks incredibly similar |
00:06 |
paramat |
good, we don't have c++ mods, but you can write a new core fractal mapgen |
00:06 |
Mator_ |
^that's what I was thinking :) |
00:06 |
paramat |
freeminer is a fork of MT |
00:06 |
Mator_ |
ah, that's what I just saw |
00:07 |
paramat |
it had a decent fractal mapgen first |
00:08 |
paramat |
then i wrote our one |
00:10 |
rubenwardy |
we used to have a math mapgen |
00:10 |
rubenwardy |
but it was remove |
00:10 |
rubenwardy |
*removed |
00:10 |
rubenwardy |
proller wrote that too |
00:13 |
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00:15 |
paramat |
yes math mapgen had a not very good mandelbox |
00:31 |
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00:50 |
Mator_ |
hmm. I'm going to have to come up with point tests for some difficult fractals... |
00:50 |
Mator_ |
which I always did with recursion in the past |
00:51 |
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02:24 |
Mator_ |
mandelbulb generation is working |
02:24 |
Mator_ |
but it's a bit slow on the interior |
02:30 |
ThomasMonroe |
cool Mator_ is it a "mod", or is it still in developement |
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02:57 |
Mator_ |
@ThomasMonroe: Still developing, it's a mod for now |
02:57 |
Mator_ |
kind of slow |
02:58 |
Mator_ |
you can find mods for different fractal object generations here: https://github.com/matortheeternal/fractal-miner |
02:58 |
Mator_ |
as I work on them |
03:00 |
epoch |
does papyrus spread to good soil that's next to it? |
03:02 |
Mator_ |
it doesn't in minecraft, so I doubt it would in Minetest |
03:02 |
epoch |
http://wiki.minetest.net/Category:Flora looks like it isn't. |
03:02 |
paramat |
no it doesn't |
03:03 |
epoch |
dang. |
03:04 |
paramat |
good to see a mandelbulb, i don't know how to code those |
03:08 |
paramat |
hm it's simpler than i thought |
03:08 |
paramat |
btw we have vector helper functions here https://github.com/minetest/minetest/blob/master/builtin/common/vector.lua |
03:14 |
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03:15 |
paramat |
nice colours, slow indeed :] |
03:27 |
Mator_ |
paramat thanks |
03:27 |
Mator_ |
The palette is configurable |
03:27 |
Mator_ |
along with other things, per comments |
03:28 |
Mator_ |
and yeah, it's not TOO complicated once you know the algorithms |
03:28 |
Mator_ |
the thing is it's a PITA to figure out the code that is available |
03:28 |
Mator_ |
at least, it was for me the first time |
03:28 |
Mator_ |
from the code that is available* |
03:29 |
Mator_ |
I'll probably tackle mandelboxes next |
03:30 |
Mator_ |
they're pretty similar to mandelbulbs in formula |
03:32 |
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03:46 |
paramat |
will merge #5382 over the next few mins |
03:46 |
paramat |
oops wrong channel |
03:53 |
MinetestBot |
[git] paramat -> minetest/minetest: Cavegen/Mgv5/Mgv7: Add optional giant caverns 859141a https://git.io/vS8EQ (2017-04-03T03:49:32Z) |
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14:49 |
DS-minetest |
hi |
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15:13 |
fireglow |
one of my players wants to build laputa (a magic castle in the sky). How far above the surface does this have to be so there won't be any shadows on the ground below? |
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15:52 |
DS-minetest |
is something wrong with daily ppa? |
15:52 |
DS-minetest |
i still have that hud chat bug |
15:52 |
DS-minetest |
with newest daily |
15:53 |
DS-minetest |
updated a moment before |
16:02 |
Tre |
did Mator finish last night with is project>? |
16:02 |
DS-minetest |
https://forum.minetest.net/viewtopic.php?f=9&t=17155 |
16:02 |
DS-minetest |
or |
16:03 |
DS-minetest |
!mod fractal_worlds |
16:03 |
MinetestBot |
DS-minetest: Could not find anything. |
16:03 |
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16:03 |
Tre |
fractal worlds |
16:04 |
DS-minetest |
I'm still wondering about the daily pps. |
16:04 |
DS-minetest |
ppa* |
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16:28 |
Tre |
hi Mator_ |
16:28 |
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16:28 |
Mator_ |
o/ |
16:28 |
Mator_ |
Howdy |
16:28 |
Tre |
hows the mod coming along |
16:29 |
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16:38 |
Mator_ |
https://forum.minetest.net/viewtopic.php?f=9&t=17155 |
16:39 |
fireglow |
Mator_: cool stuff! |
16:39 |
Mator_ |
ty :) |
16:39 |
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17:15 |
DS-minetest |
i feel as if pointed_thing of node on_place is broken |
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17:30 |
Tre |
hey Mator_ have you tried Lyapunov fractals? |
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17:48 |
Mator_ |
Tre Lyapunov? No. I'm looking into it now. :o |
17:48 |
Mator_ |
These look 2d, is there a 3d algorithm? |
17:49 |
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17:53 |
Mator_ |
They sound interesting, but I don't think there'd be a good 3d volumetric analogue. I could be wrong. |
17:53 |
Mator_ |
I'm also not a mathematician, so figuring out how to implement that sort of fractal in 3d might be above my head. :S |
17:54 |
Mator_ |
Actually, found a render of Lyapunov fractals in 3d: https://www.youtube.com/watch?v=6JFgkIvIxnM |
17:55 |
nore |
Mator_: for fractals such as Mandelbrot, you can also make it 2D and use the number of iterations it takes to get out of the abs(z)<=2 disk to set the height |
17:56 |
Mator_ |
nore in the case of the mandelbrot the 3d analogue is actually the Mandelbulb (sort of, it's not a direct analogue, technically) |
17:56 |
nore |
(more precisely, I guess you would do that using a function such as tanh to set the number of iterations to some number between 0 and 1, and use 1 for those inside the set) |
17:57 |
Mator_ |
I realize you can do things like that, but the visual result is important to me, not just the fact that it is fractal. :) |
17:57 |
nore |
yeah, I know that, I'm just saying that it can make some other iteresting fractals :) |
17:57 |
Mator_ |
sure, there's TONS of algorithms and approaches out there |
17:57 |
Mator_ |
I have barely scratched the surface :) |
17:57 |
nore |
but it will clearly look very different, probably with some cliffs |
17:57 |
nore |
anyway, just saying :) |
17:57 |
Mator_ |
sure :) |
17:57 |
Mator_ |
the issue I have with that sort of approach |
17:58 |
Mator_ |
is you have low complexity on the height |
17:58 |
nore |
yup |
17:58 |
Mator_ |
which makes it more of a 2d fractal graphed on the y axis :P |
17:58 |
Tre |
oh well, i just thought that they might be interesting |
17:59 |
Mator_ |
Tre it's totally interesting! :) |
17:59 |
nore |
(though, it might make worlds that could even be playable :)) |
17:59 |
Mator_ |
nore: any fractal world is playable! so long as it's at least a little dense :) |
17:59 |
nore |
as I said, I have absolutely no idea what the result will be anyway :) |
17:59 |
Mator_ |
I can smooth out the noise on the fractals I generate by using multisampling |
17:59 |
nore |
Mator_: yeah, but some are more playable than others :p |
18:00 |
Tre |
true, you couldalso try and implement a sort of psuedo-Lyapnov fractal by plotting one fractal against antoehr |
18:00 |
DS-minetest |
I'm still wondering about the daily pps. |
18:00 |
Mator_ |
Tre: That's still a 2d surface, I think |
18:00 |
Mator_ |
just wibbly-wobbly |
18:01 |
Mator_ |
:P |
18:01 |
Tre |
no, use one fractal for the z-x and the other for the x-y, and then use some sort of algortihm to figure out the x-value |
18:01 |
Mator_ |
yeah, I understand :) |
18:02 |
Tre |
or use z as one of the parameters |
18:02 |
Mator_ |
topographically it's still a 2d surface because you don't have more than one point given a coord |
18:02 |
Tre |
scaled down of course |
18:02 |
Mator_ |
so like, given a x,z coord, you'd have 1 y coord |
18:02 |
Mator_ |
which has a point |
18:03 |
Tre |
right |
18:03 |
Mator_ |
that's great if you're generating a planar surface, like terrain |
18:03 |
Mator_ |
but not if you want a volumetric object |
18:03 |
Tre |
yeah touche |
18:03 |
Tre |
it was a good idea though |
18:03 |
Mator_ |
you can make it slightly more interesting if you use spherical coordinates though |
18:04 |
Mator_ |
and stretch a 2d fractal across the surface of the sphere |
18:04 |
Tre |
that would be cool, although a little slow on the generate |
18:05 |
Mator_ |
eh, no slower than generating a mandelbulb |
18:05 |
Mator_ |
mandelbulbs use spherical coordinates :) |
18:05 |
Tre |
youknow someone ought to create a 4d minetest |
18:05 |
Mator_ |
4d? you mean transformation across time? |
18:05 |
Tre |
no like fourth dimension |
18:05 |
Mator_ |
or do you mean 4 spatial dimensions |
18:05 |
Mator_ |
oh |
18:06 |
Mator_ |
https://i.imgur.com/I1XBmEW.gifv |
18:06 |
DS-minetest |
or change color of wool for 4th dir |
18:06 |
Mator_ |
the issue with that is you have to morph the voxels |
18:06 |
Mator_ |
which increases the cpu cost by a lot |
18:06 |
Tre |
yeah |
18:07 |
Tre |
it would still be awesome |
18:07 |
Mator_ |
and voxel morphing/animation is actually a huge challenge in volumetric games |
18:07 |
Krock |
perfect loop :D |
18:07 |
DS-minetest |
cool |
18:08 |
DS-minetest |
19.7 MB O.o |
18:08 |
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18:08 |
Mator_ |
honestly, I'll be happy if I can generate a giant mandelbox world in reasonable time |
18:09 |
Mator_ |
lua is just a bit too slow |
18:09 |
Mator_ |
:P |
18:10 |
Mator_ |
if you guys like fractals, just watch some of these videos: https://www.youtube.com/results?search_query=mandelbox |
18:10 |
Tre |
ive seen most of them |
18:10 |
Krock |
Mator_, well, if even LuaJIT is too slow only C++ code directly into the engine will help you |
18:10 |
Mator_ |
Krock: I'm aware :) |
18:10 |
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18:11 |
Mator_ |
Tre have you see Julius Horsthuis's videos? |
18:11 |
Mator_ |
https://vimeo.com/juliushorsthuis |
18:20 |
nore |
Krock: Mator_: you can try to disable mod security and use LuaJIT's FFI |
18:20 |
nore |
(I'm a bit less sure about linking with gmp though) |
18:20 |
Krock |
disable? just add an exception for the mod |
18:21 |
nore |
Krock: I'm not sure the ffi is in the secure environment |
18:21 |
Krock |
indeed. it could be blocked there too |
18:22 |
DS-minetest |
question: does this look useful: https://github.com/minetest-technic/technic/pull/343 ? |
18:23 |
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18:23 |
nore |
DS-minetest: interesting idea, need to think a bit about it |
18:23 |
Mator_ |
nore Paramat has offered to help me incorporate it into the game's C++ code |
18:23 |
Mator_ |
as a new world generation mode |
18:23 |
nore |
Mator_: ooh, that's nice :) |
18:23 |
nore |
there was a math mapgen once, which was removed due to a lot of glitches IIRC |
18:24 |
Mator_ |
I've coded in C++ before, so I'm confident I can make it work. |
18:26 |
DS-minetest |
I'm happy to have eye of gnome installed, it can fluently show the gif of https://i.imgur.com/I1XBmEW.gifv with only 60% of my cpu |
18:29 |
DS-minetest |
bye |
18:29 |
Krock |
replace .gifv with .mp4 and the file will be smaller and faster to render |
18:29 |
Mator_ |
o/ |
18:29 |
DS-minetest |
Krock: interesting |
18:29 |
DS-minetest |
(it was no irony what i wrote) |
18:29 |
sfan5 |
Krock: no it will be literally the same |
18:30 |
Krock |
sfan5, depending on the plugins/hw support |
18:30 |
Mator_ |
https://vimeo.com/199433928 |
18:35 |
sfan5 |
Krock: no it's literally the same because .gifv is the page that embeds .mp4 |
18:35 |
Krock |
sfan5, 2.3 MiB vs 19.7 MiB. Almost literally the same, yes. |
18:36 |
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18:36 |
Krock |
well, there's the raw gif and an mp4 file. not sure which one is played when calling gifv |
18:37 |
sfan5 |
gifv is that thing imgur invented which is just a page embedding the .mp4 |
18:37 |
sfan5 |
"invented" |
18:38 |
Mator_ |
https://blog.imgur.com/2014/10/09/introducing-gifv/ |
18:38 |
Krock |
apparently it also has a fallback to the raw gif, if mp4 fails |
18:38 |
Krock |
"video to gif" converter. Seems legit. basically a "video to video" converter |
18:39 |
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18:41 |
Tre |
no i havent seen them, but they look AWESOME |
18:42 |
Yst |
Minetest texture modifiers don't have a straightforward way to crop textures, do they? |
18:42 |
Mator_ |
my mind... |
18:42 |
Mator_ |
https://i.imgur.com/uTg6aaJ.gif |
18:43 |
Tre |
what is that supposed to be? |
18:44 |
Mator_ |
optical illusion |
18:45 |
Tre |
of what? |
18:45 |
Krock |
http://im-possible.info/images/art/films/simpsons/lisa-simpsons-object.jpg |
18:45 |
Mator_ |
I found it on r/gonwild, which is a parody sub which posts mind-bending geometry |
18:45 |
Tre |
oh ok |
19:03 |
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20:31 |
troller |
Mator_, https://www.youtube.com/watch?v=4QHxc957GOQ |
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20:43 |
Mator_ |
pretty awesome troller |
20:45 |
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20:47 |
troller |
mandelbox was good, but default params not good |
20:50 |
Mator_ |
mhm |
20:51 |
Mator_ |
there's a lot of messing around to do still |
20:51 |
Mator_ |
there are good generations, just gotta find them |
21:01 |
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21:02 |
IhrFussel |
Guys my log states "2017-04-03 19:52:09: [Main]: INFO: signal_handler(): got SIGTERM, shutting down." but I wasn't even connected to the machine at that time so what could've caused the SIGTERM? |
21:02 |
Mator_ |
ALTR+F4? |
21:03 |
Mator_ |
idk |
21:03 |
Mator_ |
¯\_(ツ)_/¯ |
21:03 |
IhrFussel |
I was at the store between 19:40 and 20:10 and it happened at 19:52 |
21:04 |
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21:08 |
IhrFussel |
Right before the shutdown it says "user tried to connect but there are already max_users=40 players" ... now I cannot tell if my server really had 40 players but the log won't lie I guess |
21:13 |
IhrFussel |
Ok...maybe the log does lie uh...I cannot find 40 connected players in the log...the last "List of players" before the shutdown contained 24 |
21:15 |
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21:16 |
IhrFussel |
That must be a bug...the log is FULL of those errors even though my server never had 40 connected |
21:19 |
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21:22 |
IhrFussel |
Okay I know now what caused the SIGTERM...it was my emergency restart script which is supposed to fire when Minetest is stuck for some reason...still the incorrect player amount report issue remains |
21:24 |
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21:24 |
Yst |
Wow. I found a way to crop, but it's needlessly complex and incompatible with the "[combine:" modifier. |
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21:34 |
kaeza |
greetings |
21:34 |
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21:34 |
Tre |
hi kaeza |
21:38 |
xerox123 |
how do I have a players inventory drop on the floor when they die rather than something like keepinventory |
21:38 |
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21:39 |
IhrFussel |
xerox123, look at the bones mod |
21:39 |
Mator_ |
xerox123: wouldn't you just spawn the items in their inventory at their corpse, and remove items from the inventory? |
21:39 |
Mator_ |
or what fussel said |
21:39 |
Mator_ |
:P |
21:40 |
calculon |
bones_mode = "drop" in minetest.conf |
21:40 |
xerox123 |
oh, thanks calculon |
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21:47 |
slendyman |
Hello |
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21:52 |
ThomasMonroe |
hey calculon i didnt know you knew so much about minetest |
21:53 |
calculon |
i don't know that much :) |
21:54 |
calculon |
but i'm trying to write some mods, so i had a look at the code and the docs |
21:59 |
ThomasMonroe |
what mods are you trying to make? |
21:59 |
ronsor |
w 32 |
22:00 |
calculon |
for now i'm just trying random stuff to learn |
22:00 |
calculon |
and each time i have a cool idea i realize that someone else did it before :p |
22:01 |
ThomasMonroe |
hehe same here, about the ideas |
22:01 |
kaeza |
I bet no one did a mob API yet |
22:02 |
kaeza |
or an improved inventory |
22:02 |
calculon |
huhu |
22:10 |
ThomasMonroe |
they have done both |
22:11 |
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22:17 |
Mator_ |
just come up with the most insane idea |
22:17 |
Mator_ |
and no one will have done it |
22:22 |
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22:32 |
kaeza |
also, just because somebody already did it doesn't mean you can't improve on the concept |
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22:34 |
ThomasMonroe |
true im not saying that |
22:37 |
calculon |
yes, sure |
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23:04 |
Mator_ |
o/ |
23:31 |
rubenwardy |
!tell nerzhul https://github.com/minetest/minetest/blob/master/.travis.yml#L16-L18 |
23:31 |
MinetestBot |
rubenwardy: I'll pass that on when nerzhul is around |
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