Time |
Nick |
Message |
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07:56 |
copygirl |
Is there a way to define nodes such that if the mod adding them is removed, they are automatically replaced by a "fallback" node of sorts? |
07:56 |
copygirl |
In my case I want to add stairs and such to NodeCore, but if removed, it'd be nice if they got replaced with the base material block. |
08:11 |
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09:15 |
erle |
copygirl you could make a second mod that simply aliases those |
09:15 |
erle |
but the issue there is that they could not be active at the same time otherwise all hell breaks loose |
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12:30 |
erle |
celeron55 muurkha i am raytracing inside minetest https://mister-muffin.de/p/2UTI.png :D |
12:31 |
erle |
(soon) |
12:31 |
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12:51 |
shaft |
fancy |
12:58 |
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13:18 |
shaft |
I had some thoughts regarding Voxel Area Entities and Other Worlds. Why don't you increase X in the lua api for getnode setnode to int and use the new "space" in the int for dimension coordinates? Then you'd have plenty of space both for VAE and World Coordinates and most Lua side world generators should probably still work without being dimension aware. Internally the nodes and entities of each world should of course have world |
13:18 |
shaft |
coordinates. |
13:19 |
shaft |
Most important is probably though that you settle on how to implement it or it will never be done. |
13:20 |
shaft |
The idea is just extended from what celeron wrote |
13:21 |
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13:21 |
shaft |
Worlds already have some buffer area that should prevent blocks from one dimension ending up in the other |
13:22 |
erle |
i am going to make a photography mod lol https://mister-muffin.de/p/W912.png |
13:23 |
shaft |
I already saw it. Cool |
13:23 |
erle |
this is a better variant |
13:23 |
erle |
look at it |
13:23 |
erle |
it has very primitive lighting |
13:24 |
shaft |
Oh, now I see |
13:28 |
shaft |
World generators would still need to be isolated |
13:28 |
erle |
shaft prototype it? |
13:28 |
erle |
btw overloaded values are bad |
13:28 |
erle |
mkay |
13:29 |
shaft |
Why? They'd work the same way. |
13:29 |
erle |
what |
13:30 |
shaft |
2000065-1 is still 2000064 |
13:31 |
erle |
i don't get it |
13:31 |
celeron55 |
yeah definitely not that way. even if it would be implemented in the engine as some kind of space partitioning hack (probably not), it shouldn't look like that to lua |
13:31 |
celeron55 |
it would be a good place to partition lua into separate environments |
13:31 |
celeron55 |
so that each voxel space could run in its own thread |
13:32 |
celeron55 |
then almost no apis would require direct changes |
13:33 |
celeron55 |
and however the inter-space interaction would be implemented would handle that in addition to the different spaces |
13:34 |
celeron55 |
of course world-global stuff would require changes then, as it would have to deal with multiple lua environments |
13:34 |
celeron55 |
but the basic coordinate stuff would stay the same |
13:34 |
shaft |
And you might want to build more than one boat. |
13:35 |
shaft |
But if you already settled on that then why don't you write it down? |
13:35 |
shaft |
https://dev.minetest.net/TODO#Voxel_Area_Entities |
13:35 |
erle |
i'd appreciate it if the world would be fixed first (e.g. double coordinate accuracy) |
13:35 |
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13:35 |
erle |
hey appguru check this shit out: https://mister-muffin.de/p/W912.png |
13:35 |
celeron55 |
this is my recommendation, i could of course write it on my personal roadmap thread on the forum. would probably be the best place for such |
13:36 |
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13:36 |
shaft |
But erle thinks the same. Maybe hold a vote or or make the biggest contributers decide |
13:40 |
shaft |
Think about LEGO? What's their biggest selling point? Vehicles. Spaceships, the AT-AT from Star Wars, the Titanic and similar stuff |
13:40 |
shaft |
Voxelgames like Minecraft and Minetest are just virtual LEGO |
13:41 |
erle |
check out my studs mod then https://content.minetest.net/packages/erlehmann/studs/ |
13:41 |
erle |
lego minetest |
13:42 |
shaft |
lol, very literate |
14:02 |
celeron55 |
for what it's worth https://forum.minetest.net/viewtopic.php?p=430247#p430247 |
14:04 |
shaft |
great :) |
14:06 |
erle |
i see this being abused to make euclidean manifolds |
14:06 |
DeepThgt |
idle question, but what is the "walled in cave problem" |
14:07 |
DeepThgt |
https://dev.minetest.net/TODO context is the MapVoxelManiupulator |
14:12 |
erle |
warr1024 do you have any use for photo-mod like stuff in nodecore? or any idea? |
14:19 |
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14:35 |
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14:36 |
agm |
hello! are changes to the world automatically saved in minetest game? i can't find this information in the wiki |
14:37 |
ROllerozxa |
the engine saves the map every 5.3 seconds by default (see server_map_save_interval) |
14:38 |
agm |
interesting! what about player's position? will i resume in the same place where i left? |
14:40 |
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14:42 |
erle |
agm approximately. there exist some exceptions. if you go way out of bounds you get to the origin. |
14:43 |
agm |
thanks |
14:45 |
erle |
agm also you can crash the engine in some ways so that it will not save stuff. do not try to fix that, it is conceptually way too difficult to be useful. rather fix the crashes in your mods/games. |
14:45 |
erle |
(what you get then is the state from the last save) |
15:38 |
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15:39 |
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15:55 |
erle |
photo mod update: https://mister-muffin.de/p/eKwk.png |
15:58 |
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16:00 |
DeepThgt |
are the resulting photos then placeable nodes erle |
16:00 |
erle |
no because i did not get there |
16:00 |
erle |
but that's trivial, see my code in xmaps |
16:01 |
DeepThgt |
noice, this seems like a good project |
16:01 |
erle |
well i wonder how to do the coloring. but i can just leave it black and white. |
16:01 |
DeepThgt |
when you need testers let me know, i might toss it on Pernia |
16:01 |
erle |
what is pernia? |
16:02 |
DeepThgt |
my and a friend's server |
16:02 |
erle |
anything else other than having placeable nodes that would be neat for you? |
16:02 |
erle |
i mean right now there is a chatcommand /snap |
16:03 |
DeepThgt |
tbh, i didnt even know i wanted this mod until 2 min ago |
16:03 |
erle |
hahaha |
16:03 |
erle |
:D |
16:03 |
DeepThgt |
maybe a camera tool |
16:03 |
DeepThgt |
that takes the pic |
16:03 |
DeepThgt |
for the less cli inclined players |
16:04 |
erle |
well the issue at hand here is that i am generating an item with an associated bitmap |
16:04 |
erle |
so if it is too easy to do someone can just fill the server disk |
16:04 |
erle |
basically like mcl_maps, or books or coras unicode signs, this is a user-triggerable memory leak ;) |
16:05 |
DeepThgt |
suggestion of having an int define the max photos per player? |
16:05 |
erle |
that breaks immersion though |
16:05 |
erle |
and also maybe you WANT to have a photo wall |
16:05 |
DeepThgt |
ya :/ |
16:05 |
DeepThgt |
ok, film |
16:05 |
DeepThgt |
craftable, expensive |
16:06 |
DeepThgt |
so, if you want a photo wall gotta grind for it |
16:06 |
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16:06 |
erle |
DeepThgt made out of … ? |
16:06 |
erle |
in before mese + something else lol |
16:06 |
DeepThgt |
im looking that up |
16:06 |
DeepThgt |
to see whats most accurate |
16:06 |
erle |
everything important is made of mese hehe |
16:07 |
DeepThgt |
grrr, issue is im used to playing heavily modded |
16:07 |
DeepThgt |
so im not thinking of default items |
16:09 |
DeepThgt |
ok, its a digital polaroid style camera. it has to slowly charge via solar cell which is craftable. takes half a day to get 2 shots off the battery |
16:10 |
DeepThgt |
ofc that would complicate the codebase considerably to add a charging mechainc |
16:10 |
DeepThgt |
idk i never said my ideas where good, just ideas |
16:10 |
erle |
i guess i just make a proof of concept mod lol |
16:11 |
erle |
and you figure out what kind of APi you want |
16:11 |
erle |
and tell me |
16:11 |
erle |
btw if you have a good idea to get node colors in grayscale, tell me |
16:11 |
erle |
i am totally faking everything here lol |
16:12 |
DeepThgt |
just staring out w/ lua myself not the best one to ask |
16:12 |
DeepThgt |
your faking does lead to decent results at least |
16:13 |
erle |
DeepThgt well yeah that's why i keep doing it :D |
16:19 |
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16:19 |
DeepThgt |
ok erle ive got a sensible craft recipe and way to limit the usage without breaking emmersion using all default in mt game |
16:19 |
DeepThgt |
its a Daguerreotype camera |
16:19 |
DeepThgt |
thats why BW |
16:20 |
DeepThgt |
you gotta craft a cloth to polish the plate (cotton), silver and copper ore to make the plate |
16:20 |
DeepThgt |
and it takes time to take the photo |
16:20 |
erle |
that is a given |
16:20 |
DeepThgt |
place the node, wait all day, then photo is in the inv slot of the camera that was placed |
16:20 |
erle |
because i do raycasting |
16:20 |
erle |
LOL |
16:20 |
erle |
i love it |
16:21 |
erle |
but also i am too lazy |
16:21 |
DeepThgt |
oh so it does take some time for the photo, nice it fits perfect lol |
16:21 |
erle |
have you read rubenwardy's book? |
16:21 |
erle |
i make you a good base and then you fork it and implement that stuff ok? |
16:21 |
erle |
or i give you a good api |
16:21 |
erle |
to create a picture |
16:22 |
DeepThgt |
no, and ya i might see if that can be my first project. all ive done is edit others work so far to suit our desires on the server |
16:22 |
DeepThgt |
this seems like fun |
16:35 |
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17:02 |
erle |
DeepThgt i supersampled the scene and see, depth of field effect + increase in quality around the edges: https://mister-muffin.de/p/H9o_.png |
17:04 |
DeepThgt |
WOW! |
17:05 |
erle |
this is basically where i learned the technique from http://eastfarthing.com/blog/2016-01-12-card/ |
17:05 |
erle |
(and similar articles about it) |
17:06 |
erle |
for each pixel, you cast a ray until it hits something |
17:06 |
erle |
then you calculate the color at that point |
17:06 |
erle |
if you do that several times for a pixel, but slightly random direction |
17:06 |
erle |
then you get a depth-of-field effect |
17:07 |
erle |
as a slight change in direction is a larger change in target further out |
17:07 |
erle |
so elements further away get more blurry |
17:07 |
DeepThgt |
makes sense |
17:07 |
erle |
i also use fog |
17:07 |
erle |
clamp( math.pow ( distance / 64, 2 ), 0, 1 ) |
17:07 |
erle |
that's my fog function |
17:08 |
erle |
and to mix it: math.floor( l_color * ( 1 - fog_amount ) + background_color * fog_amount ) |
17:08 |
erle |
where l_color is base_color * light |
17:09 |
erle |
if i hit nothing, background_color is basically the sky color |
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19:41 |
erle |
DeepThgt photos can now be hung on walls hehe https://mister-muffin.de/p/xnLL.png |
19:42 |
DeepThgt |
noice |
20:20 |
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21:19 |
MinetestBot |
[git] rollerozxa -> minetest/minetest: Debundle Minetest Game (#13818) 570fc90 https://github.com/minetest/minetest/commit/570fc90bf6c7a842b2d8b9874fef5d843ee5fc76 (2023-11-07T21:18:26Z) |
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22:34 |
MTDiscord |
<mistere_123> Nice, the build instructions no longer poke you to install mtg anymore either |
22:37 |
erle |
MisterE123 hey would my photo mod be something for the blog? |
23:03 |
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23:12 |
erle |
DeepThgt more test images https://mister-muffin.de/p/ohde.png |
23:18 |
MTDiscord |
<mistere_123> Sorry, what is your photo mod? |
23:19 |
erle |
MisterE123 it makes this stuff https://mister-muffin.de/p/ohde.png |
23:19 |
MTDiscord |
<mistere_123> Like, that whole grid? |
23:19 |
erle |
well, i figured out that i can pretty much abuse minetest.raycast to render pictures inside of minetest |
23:20 |
erle |
so i wrote a mod where you can type /snap and then you get a picture |
23:20 |
MTDiscord |
<mistere_123> It makes single photos, not that whole grid, right? |
23:20 |
erle |
i can make it make the whole grid, but that is because DeepThgt asked for the pictures to be placed on walls |
23:20 |
erle |
like with xmaps, if you right click a wall, it places an entity there |
23:20 |
erle |
an upright sprite |
23:21 |
erle |
so yes, it made that whole grid. those are test images. you see a few of them have banding artifacts in the sky for example, i fixed that. |
23:21 |
MTDiscord |
<mistere_123> Well, yes, that is definately blog worthy. But I suggest polishing it as a camera mod for survival, and use dynamic media to make it not suck up join-time media |
23:22 |
erle |
the images are saved in the items themselves |
23:22 |
erle |
as you can see, some are pixelated, some are not. this is because of supersampling |
23:22 |
MTDiscord |
<mistere_123> Nice |
23:22 |
erle |
if i render the same scene with a slight offset in direction when casting the rays i can have both smoother edges for nearer objects and a depth-of-field effect |
23:23 |
erle |
the only downside is that the rendering time is measured in seconds, as it is custom for software raytracers |
23:23 |
erle |
or raycasters, no reflections here |
23:23 |
MTDiscord |
<mistere_123> Can they take in entities and players? Could you soleve the problem of projecting textures? That might make it even more amazing |
23:24 |
erle |
to the first question: maybe. but the issue is that they will most likely be big chonky cuboids, because raycasting would hit the hitbox. |
23:25 |
MTDiscord |
<mistere_123> The mod could be a poloriod that prints out a photo but takes time to cure |
23:25 |
MTDiscord |
<mistere_123> *polaroid |
23:25 |
erle |
to the second question: i have no idea what i am doing lol, so nope. also that would require loading all textures ig. if i was doing that i would just figure out the average color. |
23:25 |
erle |
oh hmm i wonder how to do that |
23:25 |
erle |
good idea though |
23:26 |
erle |
render async instead of blocking the server |
23:26 |
erle |
but how to acquire the item? maybe a machine should spit it out hehe |
23:26 |
MTDiscord |
<mistere_123> For the rendering entites, luatic has a lua .b3d reader in modlib |
23:27 |
erle |
again: all i am doing is using minetest.raycast() with some vectors that i cobbled together with pencil, paper, chewing gum |
23:27 |
erle |
if the ray hits, i return some color |
23:27 |
erle |
if it does not hit, i return the sky |
23:28 |
erle |
this is an extremely stupid hack and i am happy that it works as well as it does |
23:29 |
MTDiscord |
<mistere_123> Well, you could understand what it hit, do some vector math based on the entity's position and model information to figure out the shape, and determine if the ray actually hit the model. Unfortunately, that would clip the model to the bounds of the hitbox |
23:29 |
erle |
but for entities to work with that i'd need them to a) have hitboxes matching their geometry b) some way to get a color out of them. |
23:29 |
erle |
i doubt i could do vector math hehe. already all my rays are going towards ( 0, 0, 0 ) |
23:29 |
erle |
i have to fix that |
23:29 |
erle |
or maybe just publish it and let someone else give me a hint |
23:30 |
erle |
MisterE123 do you know linear algebra? |
23:30 |
MTDiscord |
<mistere_123> Anyhow, sounds like atm its a proof of concept. If you intend to polish it, then I suggest polishing it before presenting in the blog. If its finished/as-is, its still blog worthy, I think |
23:30 |
erle |
it's almost finished ig |
23:30 |
MTDiscord |
<mistere_123> I'm in linear rn in fact, should be doing that, not chatting 😛 |
23:30 |
erle |
i want black white photos |
23:31 |
erle |
i just wish i had the color information so i could have a better mapping |
23:32 |
MTDiscord |
<mistere_123> Well, with some linear algebra, it would be possible, and probably not terribly hard (loc-wise) for simple cubic nodes |
23:32 |
erle |
wdym |
23:33 |
erle |
i simply want the minimap color |
23:33 |
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23:33 |
MTDiscord |
<mistere_123> Oh |
23:33 |
erle |
it is only exposed to CSM, not to SSM |
23:33 |
MTDiscord |
<mistere_123> Then get the node it hit, and average the color of the texture, right? |
23:33 |
MTDiscord |
<luatic> erle: it's dangerous to go alone, take this: https://github.com/TheAlgorithms/Lua/blob/main/src/math/matrix.lua |
23:34 |
MTDiscord |
<mistere_123> Luatic, do you have a png reader in modlib, that can read color data from a file? |
23:34 |
MTDiscord |
<luatic> I do |
23:34 |
erle |
yes obviously but |
23:34 |
erle |
i want the engine to expose the info |
23:35 |
MTDiscord |
<luatic> you can find the code for averaging in texgen, sent it a while ago |
23:35 |
MTDiscord |
<luatic> erle: that would require minetest to become a proper engine ;) |
23:35 |
erle |
luatic any idea how to construct the vectors correctly? |
23:35 |
MTDiscord |
<mistere_123> Then, erle, you just look up the texture, load it from luatic's color reader, and viola, color data |
23:35 |
MTDiscord |
<luatic> the vectors for rays? |
23:35 |
erle |
luatic it already exposes it but it is #ifdefed to not do it on the server |
23:35 |
MTDiscord |
<luatic> exposes it to lua? |
23:36 |
MTDiscord |
<mistere_123> Anyhow, back to Linear for me O/ |
23:36 |
MTDiscord |
<luatic> Linear? |
23:36 |
erle |
https://mister-muffin.de/p/LDMU.txt xcam mod |
23:36 |
erle |
luatic please tell me what i do wrong there |
23:37 |
erle |
local eye = girl:get_pos() + girl:get_eye_offset() |
23:37 |
erle |
i hope that is correct |
23:37 |
erle |
local gaze = vector.normalize( girl:get_look_dir() ) + eye * -1 |
23:37 |
erle |
local down = vector.new({ x=0, y=-1, z=0 }) * 4 |
23:37 |
erle |
local right = vector.normalize( gaze:cross( down ) ) * -4 |
23:37 |
erle |
is that correct? i kinda doubt it |
23:38 |
erle |
because like what if i am looking down lol |
23:38 |
erle |
or anywhere except straight ahead really |
23:38 |
MTDiscord |
<luatic> I think you might have to divide the eye offset by ten |
23:38 |
erle |
wait what |
23:39 |
MTDiscord |
<luatic> I think eye offset was in BS units |
23:39 |
MTDiscord |
<luatic> in non-BS units* |
23:39 |
erle |
bullshit units |
23:39 |
MTDiscord |
<luatic> eye_height is in BS however |
23:39 |
MTDiscord |
<luatic> erle: BS indeed |
23:39 |
MTDiscord |
<luatic> I think it stands for blocksize |
23:39 |
MTDiscord |
<luatic> 1 BS = 1 node |
23:39 |
MTDiscord |
<rollerozxa> bullshit units |
23:39 |
MTDiscord |
<luatic> and 1 BS = 10 non-BS |
23:39 |
MTDiscord |
<luatic> and IIRC eye offset is in non-BS |
23:40 |
erle |
okay so i divide eye offset by 10 |
23:40 |
erle |
and then? |
23:40 |
MTDiscord |
<luatic> oh also you need to add eye height |
23:41 |
erle |
damn |
23:41 |
erle |
where in the docs does it say that eye offset is in which units? |
23:41 |
MTDiscord |
<luatic> erle: https://gist.github.com/appgurueu/2a4c800efffe6c0bc63bed98b46995d5 |
23:41 |
MTDiscord |
<luatic> this is how to properly do it |
23:42 |
MTDiscord |
<luatic> 1. there are two eye offsets and you don't know which one is active, warn if they aren't equal |
23:42 |
erle |
uwu what's this |
23:42 |
MTDiscord |
<luatic> it shows how to properly determine the absolute "eye" pos (in m) |
23:43 |
erle |
why vector.divide(first, 10) and not just first/10 ? |
23:43 |
MTDiscord |
<luatic> you take the player pos, you add the eye height, you add the eye offset (assuming the eye offsets are equal, warn otherwise) |
23:43 |
erle |
i thought metatables exist |
23:43 |
MTDiscord |
<luatic> erle: when that was written, they didn't |
23:43 |
erle |
i see |
23:46 |
MTDiscord |
<luatic> anyways re your code |
23:46 |
erle |
ok so what next |
23:47 |
erle |
minetest.raycast(eye_pos, vector.add(eye_pos, player:get_look_dir()) hmm |
23:47 |
MTDiscord |
<luatic> it seems odd. 1. no need to normalize look dir; 2. much more importantly: why are you adding the eye pos to gaze? i'd do that at the very end - you don't want to change the look dir into "position + look dir"; 3. down is.. (0, -4, 0)? why?; 4. that way, gaze:cross(down) can't be correct |
23:48 |
erle |
look i cargo culted it together from learning a bit about business card raytracing over the weekend |
23:48 |
MTDiscord |
<luatic> erle: you'll need to work with look horizontal / vertical angles; working with the look dir alone doesn't work |
23:48 |
erle |
code here at the bottom http://eastfarthing.com/blog/2016-01-12-card/ |
23:48 |
erle |
why not? |
23:49 |
MTDiscord |
<luatic> you gave the counterexample yourself: if you're looking down, you don't know where "right" is |
23:49 |
erle |
hmm okay |
23:49 |
erle |
do you have something that i can cargo cult or wanna tell me the solution? |
23:50 |
erle |
or do i have to work it out myself? |
23:50 |
erle |
also i only need DOWN right |
23:50 |
erle |
because then i can use cross() |
23:50 |
erle |
to get something perpendicular to both? |
23:55 |
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srifqi joined #minetest |
23:58 |
MTDiscord |
<luatic> yeah, but that fails to work when down is parallel to your look dir, i.e. when you're looking straight down |
23:59 |
erle |
i suggest you try out the code |
23:59 |
erle |
it fails to work in some other ways too |
23:59 |
erle |
so basically i cast towards the origin right now |