Time Nick Message 00:36 Noisytoot cheapie: Very badly. I just tried with unmodded minetest game and got 3 FPS 00:42 Noisytoot That's with shaders, no undersampling, and a view range of 150. With no shaders and a view range of 20, it can reach ~20 FPS. 07:21 MTDiscord Gl 2.1 fixed pipeline belongs in the trash 12:05 sfan5 cheapie: it doesn't for me with a standard MTG. I suspect it's down to something mods do in callbacks 19:40 MTDiscord there's an rtx config for minetest right? 19:48 ROllerozxa what does this mean 19:51 MTDiscord https://www.moddb.com/games/minetest/downloads/rtx-asset-for-minetest 19:55 ROllerozxa > video_driver = direct3d9 19:56 ROllerozxa minetest doesn't support direct3d, so that's why it doesn't work. in case that's what you were wondering 19:57 Krock * not any more 19:57 Krock it used to but was removed after forking Irrlicht a few years ago 20:41 lissobone I have a feeling that gravity in minetest is broken 20:41 lissobone De facto it is exactly 2 times greatly than what is written in settings (9.81) 20:42 lissobone greater*!! 20:44 lissobone To prove that, I conducted an experiment: fall 1000 nodes and count elapsed time (it turned out to be 10 seconds or so), then use the acceleration formula: 1/2 * a * t^2 -- and I got... 500 nodes 20:45 ireallyhateirc you assume 1 node = 1 meter, right? 20:46 MTDiscord I thought that was agreed on 20:46 lissobone Yes 20:46 lissobone This is also assumed in minetest 20:47 lissobone Velocity is counted in nodes per second, same with gravity: nodes per second squared 20:48 ireallyhateirc 1000 nodes in 10s ? Wikipedia says it takes 4.5 s to travel 100m (too lazy to do the math) 20:48 lissobone Just to make sure it's not some kind of a weird setting specifically on my server I joined my favorite anarchy mineclone server, dropped from my friend's 10k nodes above sea level sky base, and... got literally the same results 20:50 lissobone Wikipedia says that the displacement (or path) formula for uniform acceleration is: s0 + v0t + 1/2 at^2 20:51 lissobone Ignore the s0 and v0t part because in my experiment initial speed was 0 20:53 lissobone I have measured how much time it takes with gravity = 9.81 to fall 100 nodes. It's somewhere at 2.2 seconds... the results are consistently wrong! 20:54 ireallyhateirc maybe it's to give players a big ouch when they fall :) 20:54 MTDiscord That's because the physics module needs to be rewritten 20:55 lissobone I am filled with determination to get to the root of this problem 20:55 lissobone This is an insult to physics 20:56 lissobone What if... it's just multiplied by 2 somewhere in the code? 20:56 lissobone I will test that too 20:59 lissobone At gravity = 4.905, it behaves as if gravity is equal to 9.81 21:02 MTDiscord Shmells like a bug 21:03 lissobone ... apparently, a very overlooked one 21:03 lissobone If current laws of kinematics (of minetest) were to be changed, everything that relies on them would likely break down 21:04 MTDiscord The root of the problem is simple. If the problem is that gravity is working at 20 m/s^2, then the root of the problem would be gravity operating at 4.47 m^0.5/s 21:04 lissobone So you're saying that it's not divided by dtime? 21:05 lissobone ... wait, I am confused with the last part 21:05 lissobone Oh, well, I understood it 21:05 lissobone It's just square-rooted... 21:06 lissobone (... and I actually got it) 21:17 lissobone Calculations and experimental results match up exactly now, when gravity is halved 21:18 lissobone On paper, my 'g' is still 9.81 m/s^2. Default initial jump velocity is 6.5 m/s, and it allows a player to jump 2.1515 nodes high, I calculated. This has also been observed experimentally 21:22 MTDiscord https://github.com/minetest/minetest/blob/1e7f554bcd5b57bab9343ccd13eacc9cec870f15/src/client/clientenvironment.cpp#L151-L152 21:24 ireallyhateirc lol what is that 21:28 lissobone ... why is it doubled 21:28 lissobone "Should be removed"? Well, he isn't wrong! 21:28 lissobone It should be terminated immediately. 21:29 lissobone I believe that server maintainers should be able to write their own physics engines in lua 21:30 lissobone I mean... not have the ability to, but the opportunity 21:31 lissobone (thank you, grorp) 21:31 ireallyhateirc btw fixing that bug could possibly break many parkour maps and such 21:31 ireallyhateirc not that I care or play any 21:31 ireallyhateirc unless Glitch is affected 21:32 lissobone I know, that's why I suggested that rewritable engine solution in the [1st place] 21:33 lissobone The current physics that everybody knows and loves would supposedly be the default, but instead written in lua and provided at world start 21:33 lissobone (That's my plan) 21:34 lissobone ... this is client physics, though 21:34 lissobone My plan has failed! Help! 22:41 cheapie sfan5: It does it for me with unmodded MTG - seems to be every few thousand mapblocks on average if I'm doing an /emergeblocks, or very rarely in normal play too. Seems to happen more often on slower computers, I have a laplet here that'll do it every few hundred mapblocks with /emergeblocks.