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IRC log for #minetest, 2022-12-28

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All times shown according to UTC.

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13:23 kilbith https://i.imgur.com/xDxWk4M.png
13:23 kilbith what the hell is wrong with MineClone2
13:23 kilbith come on guys, is this really the most popular game in MT?!
13:23 ROllerozxa unfortunately it is
13:29 rubenwardy Yeah, I wish mineclone2 would be more stable - in quality and leadership
13:35 Dooshki kinda makes me wonder what minetest would be like if its modding API was native code
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13:49 kilbith it'd be segfault' fest
13:50 MTDiscord <Warr1024> Nah, if the API were native code, there'd be hardly any crashes.  Because nobody would play it, because there'd be no content to play on it.
13:53 Dooshki yeah, not only would there be a higher barrier for entry for writing mods, but also for installing them, since MT doesn't have Minecraft's advantage (in this regard) of being compiled to a bytecode rather than native code
13:54 Dooshki Though it does make me wonder, if it were somehow real, if it would make the game less floaty and laggy
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13:55 MTDiscord <Warr1024> Changing language will not make much of a difference, considering that most of the problems MT has transcend language.
13:56 Dooshki I guess that's both good news and bad news, depending on how you look at it
13:58 MTDiscord <Warr1024> Raising the barrier to entry also doesn't just act like a filter (improving quality) but also puts more obstacles in front of quality at every step.  This is why there are so many successful rewrites of things in MT written in C++ "for efficiency" (like crafting) that actually correct performance issues when rewritten in Lua.
14:00 MTDiscord <Warr1024> Basically, it's a misconception that making it harder to write bad mods will improve the overall quality of mods, because you can't make it harder ONLY for bad code; you just make it harder for ALL.
14:01 Dooshki That wasn't what I was advocating for, I mainly meant it in that native mods would have a bigger ability for extensions since they wouldn't have to rely on the game already having fast APIs for achieving certain things, they could roll their own code
14:01 MTDiscord <Warr1024> The current API certainly has problems, but it's among the best possible outcomes given what has been available to put into it.
14:01 MTDiscord <Warr1024> Rolling our own code is what we do already?!
14:02 Dooshki My lack of familiarity with the codebaes of Minetest is showing
14:03 MTDiscord <Warr1024> Making something binary won't magically make it faster.  Using an ABI instead of an abstract API will also mean that platform differences would be more of an issue.
14:03 MTDiscord <Warr1024> Having the ability to plug in stuff that doesn't require a Lua intermediary could be nice, I guess, but some kind of JITted language is probably still about the sweet spot for modding.
14:04 Dooshki If the JIT properly does its job, then sure.  I was merely asking as a curious player
14:04 MTDiscord <Warr1024> There are rather few things that you'd need to do that are compute intensive in a mod and also involve the API directly, and for those, memory access will probably be more of a bottleneck and that makes it hard for any API to satisfy the need.
14:06 MTDiscord <Warr1024> Hmm, actually, isn't a "binary API" for map access for Lua already a thing some people were poking around at using LuaJIT with FFI?
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