Time Nick Message 03:15 Quiark are worlds in minetest infinite? 03:36 sofar nope 03:38 Quiark ook. Are they lazily generated? 03:43 sofar lazily? 03:43 sofar the map parts are generated on demand 03:43 Quiark yeah on demand is just a different word for 'lazily' 06:18 librebob[m] how big are they 06:25 ANAND approx. 31000x31000x31000 06:25 VanessaE no, closer to 64000^3 06:26 VanessaE (with most of Y > 40ish being just air by default) 06:36 ANAND oh right, 31000 is the distance from 0,0,0. 06:36 VanessaE mmhmm 06:37 VanessaE like 31987 or something 12:01 mycraft1 I wish they would someday be 2147483648 x 2147483648 x 2147483648 (theoretical limit, lazily generated) but that's just wishful thinking 12:02 ChimneySwift lol, I'm not sure how you'd even utalize that much map 12:05 mycraft1 ok what I'm really wishing for, is that If I start walking in one direction, that human lifetime will not be enough to reach the theoretical limit (e.g. limited only by available diskspace etc.) 12:05 mycraft1 but then again 12:05 ChimneySwift mhm 12:06 mycraft1 I can't contribute much dev. resources hope nore developer ever finishes his job of expanding mt to larger worlds 12:07 Cornelia I don't remember the reason why worlds have restricted sizes. 12:08 mycraft1 ok, I'm talking too much back to building 12:08 ChimneySwift because of the limits of the sqlite database used to store it afaik 12:08 rubenwardy !c 32**2 12:08 MinetestBot 1024 12:08 rubenwardy Oops 12:08 rubenwardy !c 2**32 12:08 MinetestBot 4294967296 12:08 rubenwardy Also, oops 12:09 rubenwardy !c 2**16 12:09 MinetestBot 65536 12:09 rubenwardy There we are 12:09 ANAND :D 12:09 rubenwardy Hmmm 12:09 rubenwardy Minetest relies on a 1 to 1 id for blocks 12:10 rubenwardy So a single number is used to look up a 16x16 area, and only one will be returned 12:10 Cornelia Block... "Prototypes" or block present in the world 12:10 rubenwardy To make the world bigger you could increase the size of this id 12:10 rubenwardy Or you could change it to a hash map and then you'd be limited only by the precision of the vector 12:11 Cornelia You could beat your lookup function and create different ID spaces 12:11 rubenwardy Which is v3f32, CBA to work out the maths 12:11 Cornelia *nest 12:11 rubenwardy That's the same as making a bigger id 12:12 Cornelia Yea, but you could do it only as needed. 12:12 rubenwardy Sounds like a variable length id 12:12 rubenwardy Which would work 12:12 rubenwardy However it would be a lot slower 12:12 rubenwardy A hash map is a much more efficient method 12:12 rubenwardy As the id is fixed length 12:12 rubenwardy Well, hash now 12:13 rubenwardy But you can have multiple mapblocks per hash and you use the position to find the correct one 12:13 rubenwardy This is definitely a non-trivial change 12:13 rubenwardy And this doesn't benefit the majority of users 12:13 rubenwardy There's only 2 valid reasons for bigger maps: 12:14 rubenwardy 1. Making to life scaled reconstructions. This projects usually require a ton of automation 12:14 rubenwardy 2. Dick comparing 12:15 Cornelia Eh. I can think of two others. 12:15 Cornelia One mechanical and one aesthetic. 12:16 Cornelia The first, to use MC as an example, some large capacity servers have groups of players that travel very far (> 50k) from spawn to build their bases. Generally on PVP servers only. 12:17 Cornelia The second, it's aesthetically more pleasing to be able to travel in one direction as long as the player desires instead of being forced to change direction at some point. 12:17 Cornelia But, like you said, most players probably won't benefit. 12:17 Cornelia Because they're unlikely to go that far. 12:28 librebob[m] does anyone know how to tame boar on mods_redo? 12:56 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Formspecs: Fix invalid background warning 135a26e46 https://git.io/fAfci (152018-08-20T12:56:16Z) 13:31 Quiark rubenwardy, imagine a hashmap with only one entry per bucket ... and exploring a world where some 16x16 blocks have collisions 13:31 Quiark would be interesting :D also educational about the likelihoods of hash collisions 13:34 rubenwardy Heh 13:34 rubenwardy Currently it's not really a hash - there are no collisions 13:34 rubenwardy Afaik 14:09 Krock Quiark: nobody needs infinite worlds 14:09 Krock even those in No Man's Sky are not infinite 17:27 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Change mapgen order to ores > dungeons > decorations (#7656) 138516f28 https://git.io/fAf55 (152018-08-20T17:24:53Z) 19:44 exio4 sup bros 22:57 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: New wider apple tree schematic 1320b4338 https://git.io/fAJ4z (152018-08-20T22:56:00Z)