Time |
Nick |
Message |
00:03 |
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00:17 |
appguru |
Corey[m]1: in fact yes! |
00:17 |
appguru |
It's an undocumented feature AFAIK. |
00:28 |
Corey[m]1 |
so texture packs are essentially resource packs then? |
00:28 |
appguru |
I'm not quite sure, IIRC soundpacks need to be placed in the "sounds" directory |
00:28 |
appguru |
This makes me wonder whether "model packs" would work... |
00:29 |
appguru |
https://wiki.minetest.net/Sound_Packs |
00:35 |
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00:39 |
freelikegnu |
lol I just tried to cd .. out of an irc channel :D |
00:56 |
appguru |
just need to get a terminal-based client :P |
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01:58 |
DrFrankenstone |
I've got a node here that doesn't drop itself, but which a player might want to obtain intact. What's the state of silk-touch picks in MT? Is there anything I can put in the node to specify what a silktouch-ish tool would drop, like a commonly used tool filtering string? |
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04:11 |
DrFrankenstone |
ah crap, tool filtering by string is deprecated and tool filtering by group isn't a thing yet |
04:30 |
DrFrankenstone |
guess I know what to do |
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05:29 |
oil_boi |
How hard would it be to introduce dynamic multithreading into MTE |
05:46 |
oil_boi |
Oooo https://github.com/effil/effil#how-to-install |
05:47 |
oil_boi |
Apparently you can dump stuff into the thread and possibly use globalstep to wait for information from the thread |
05:47 |
oil_boi |
Non-blocking multithreading |
05:57 |
DrFrankenstone |
would a lua script create its own worker threads then wait for them to finish - so that only lua that was written with multithreading in mind would be run in parallel? |
06:50 |
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07:04 |
oil_boi |
I believe if you execute them into that thing it would begin a parallel thread and be non breaking |
07:04 |
oil_boi |
You'd have to return them to a global though |
07:05 |
oil_boi |
Which isn't that difficult if you're using some kind of meta table, ie node or entity calculations hashing positions or something |
07:13 |
oil_boi |
Man I wish jeija was in here right now I have a pretty good question for em |
07:14 |
oil_boi |
I have the redstone dispersal data crawl but I need to learn how to make it much faster, skipchecking |
07:17 |
oil_boi |
Was thinking about breaking dust calculations into octrees using the standardization that mapblocks use in the engien |
07:17 |
oil_boi |
engine* |
07:24 |
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08:00 |
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10:02 |
DrFrankenstone |
wouldn't luathat wasn't designed to be threaded interact with the world and interfere with other scripts that are also interacting with the world? |
10:03 |
DrFrankenstone |
e.g. if two scripts are reading and writing the same node locations |
10:06 |
sfan5 |
yes |
10:06 |
sfan5 |
though the engine has locks for this so one thread would just end up waiting for the other to finish |
10:11 |
sfan5 |
so what you really want is to submit some calculations that can run in another thread independent of map, players, ... |
10:12 |
sfan5 |
and then you could receive the result when it's done |
10:13 |
sfan5 |
conceptually similar to the library oil_boi has linked |
10:22 |
rubenwardy |
[08:13:20] <f44336oil_boi> Man I wish jeija was in here right now I have a pretty good question for em |
10:22 |
rubenwardy |
You could try email |
10:25 |
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11:07 |
oil_boi |
Ah man |
11:08 |
oil_boi |
Sorry I got overwhelmed in recursive thoughts about how to do the calculations in a much simpler method and had to lay down to process, so, here we go |
11:09 |
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11:52 |
oil_boi |
Also I missed the part about engine locks, the calculations could get sloppy so it's only to be used for things like, I dunno, mob calculations or something |
11:52 |
oil_boi |
imprecision without affecting the actual game while taking the load off the main server thread handling world interactions |
11:53 |
oil_boi |
Entities could lag while the world does not |
11:53 |
oil_boi |
Or hell that would probably solve the entities lagging at all within reason hmm hmm hmm |
11:54 |
sfan5 |
what kind of heavy calculations do entities do? |
11:55 |
sfan5 |
pathfinding could be done async |
11:55 |
oil_boi |
If you ever notice on a really slow MC server the mobs lag and kind of pause but still keep looking at you while you can keep mining if the right bukkit plugins are installed, that's because what the server is saying the mob is doing and the client is telling the mob to do has become thread desynced |
11:56 |
oil_boi |
Let's see trigonometry, pathfinding, lua magnet collision detection, stuff like that |
11:58 |
oil_boi |
head_rotation.x = degrees(minetest.dir_to_yaw(vector.new(vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z)),0,pos.y-pos2.y))+(math.pi/2)) to do the yaw of the head from the position it is actually in |
11:59 |
oil_boi |
Hm that's yaw because of horizontal bones being defined in the mesh |
11:59 |
oil_boi |
I forgot I had to work around that |
12:01 |
oil_boi |
Pathfinding does dynamic step deletes to work around the very strange algorithm and velocity assertions to "whip turn" when coming to a corner for a split second so it doesn't fall off the path without looking too choppy |
12:03 |
oil_boi |
I could also hand off redstone power distribution to an async thread to stop the main thread from coming to a crawl need be |
12:03 |
oil_boi |
Right now the main issue is finding a way to statically and dynamically create the ability for 100% predictable circuitry without lag, that's why I'm on the 7th rewrite of it this week |
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13:30 |
* oil_boi |
wonders if it's possible to iterate once through a virtual dust map and create torch distribution data |
13:33 |
oil_boi |
No no, the signal would just bounce back :( I'd have to iterate back and forth on every axis |
13:57 |
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17:06 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Fix undeclared global in devtest (#10133) 3f702fa https://git.io/JJTvF (2020-07-02T17:05:06Z) |
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19:34 |
_Zaizen_ |
Hi everyone, I would like to know how can I stop an entity from moving. The movement is created by setting a velocity and acceleration. |
19:36 |
sfan5 |
set velocity and acceleration to zero? |
19:37 |
_Zaizen_ |
Nope it doesn't seem to work for some reason. |
19:38 |
sfan5 |
is your entity attached? |
19:38 |
_Zaizen_ |
No. It's an entity that moves on it's own |
19:39 |
sfan5 |
then there's an issue in your code |
19:39 |
_Zaizen_ |
ok, I will try to understand what I'm doing wrong. Thanks for the help |
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