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IRC log for #minetest, 2024-07-27

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All times shown according to UTC.

Time Nick Message
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11:56 * mtvisitor will review some document of "farming redo" mod later (if possible).
11:57 mtvisitor #14865
11:57 ShadowBot https://github.com/minetest/minetest/issues/14865 -- Remove mod_translation_updater.py and move it to minetest/modtools by Zughy
12:01 mtvisitor do you know what is a good practice to change the username locally in singleplayer mode or multiplayer mode for minetest game?
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12:05 Krock mtvisitor: singleplayer is hardcoded and cannot be changed
12:05 Krock and names cannot be changed in general due to meta field references
12:06 mtvisitor ok, thank you very much for your answer and help.
12:06 Krock chest "owner" fields do "hardcode" your username into it, thus it's impossible to rename them all
12:07 Krock (same logic applies to almost all player-specific protections or other configuration with usernames)
12:07 mtvisitor Krock: sorry for 1 more question.
12:08 Krock mtvisitor: do not be sorry. do ask.
12:08 mtvisitor do you know how to disable pvp on multiplayer mode locally ?
12:08 Krock main menu settings (checkbox) to save the setting into the world's configuration file OR
12:09 Krock you edit "world.mt" with "enable_damage = false"
12:09 Krock hmm.. looking what's about "enable_pvp"
12:10 Krock "enable_pvp" is a global setting and cannot be changed on a per-world basis
12:10 mtvisitor ok, i will check these configuration(s) later (SCM). thank you very much for your help.
12:11 Krock PlayerSAO::punch for reference
12:12 mtvisitor i will get offline.thanks.
12:12 mtvisitor good night.
12:14 Krock good afternoon
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18:23 MTDiscord <exon_yt> Good afternoon too
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21:11 sfan5 PSA: https://content.minetest.net/packages/sfan5/minetest_classic/
21:15 ireallyhateirc minetest classic(TM)
21:15 ireallyhateirc are rats included? I love rats
21:15 ireallyhateirc oooh there's a rat in the screenshot
21:16 sfan5 it wouldn't be a real port without rats, oerkkis, dungeon masters and the fourth mob I forgot
21:19 celeron55 love it. "my painstaking recreation of... well i don't remember anymore"
21:23 celeron55 comparing that to the original in terms of the engine would be brutal. not giving video ideas, but that's definitely a video idea
21:24 ireallyhateirc btw I have a question. why did you add the xyz -32 grid offset instead of just spawning sam at xyz +32 ?
21:25 ireallyhateirc would be much easier if mapchunks started at xyz 0
21:27 celeron55 i don't remember. i agree it seems weird
21:28 celeron55 i think the idea probably was that chunks wouldn't really matter and they might as well not exist as their size and position could be anything
21:28 celeron55 to the extent that moving the spawn would matter more
21:29 ireallyhateirc doing the grid trick makes Sam spawn in the middle of a mapchunk, but otherwise it's pretty useless
21:29 ireallyhateirc and gave me funny moments when I started my mapgen adventure
21:30 celeron55 it was important to make the spawn happen in the middle of a chunk, as back then generating a chunk took considerable amount of time. it made for a terrible spawning experience if 4 had to be generated
21:30 ireallyhateirc though can't blame you, I also wrote weird code I regret now in my Minetest mods :D
21:30 ireallyhateirc makes sense
21:30 celeron55 Minetest is old. incredibly old :D
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21:32 celeron55 hardware has gotten tens of times faster since then. maybe even 100 times
21:32 celeron55 a common smartphone today is way faster than the laptop i originally developed MT on
21:33 ireallyhateirc and yet Windows 11 still loads 15 minutes on a HDD, some things don't change
21:38 celeron55 people don't realize it, but the reason why Minecraft came about in 2009 was because computers literally weren't capable of running something like that before. in that day's standards, a big dynamic block world like such requires a lot of memory and a lot of processing, much more than is obvious. today, it's trivial to make, but you still can't leave something like it unoptimized, because people
21:38 celeron55 demand so much more from it - more rendering range, shorter loading times, more content. many of the optimizations from back then keep MT relatively competitive
21:38 ireallyhateirc yeah voxels are hard for what they deliver
21:38 ireallyhateirc GPUs love triangles and hate cubes
21:39 celeron55 yes and while you have lots of RAM today, processing through a lot of it is still slow
21:39 sfan5 in an alternate reality GPUs became great at rendering quads and we moved away from triangles
21:40 ireallyhateirc there's an iteresting wip game where the guy made voxels tiny, though don't know technical details
21:41 ireallyhateirc https://www.youtube.com/@johnlin9665
21:41 ireallyhateirc something something OpenCl? don't remember
21:41 ireallyhateirc probably proprietary though
21:42 celeron55 well, i'm going to be the guy who asks: is that a good game? probably not. a nice tech demo though
21:43 ireallyhateirc not saying it's good, but small voxels are impressive
21:45 celeron55 the vibe you always get, though, is "i wonder how loud the GPU fans are while doing that"
21:46 ireallyhateirc yeah also until it's released, it could be simply a Blender render lol
21:47 ireallyhateirc also there was no activity on youtube or twitter since 2020
21:52 ireallyhateirc found something from 2021, the guy himself on his blog talking about voxels: https://voxely.net/blog/the-perfect-voxel-engine/
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22:25 ireallyhateirc found a talk that explains the optimisations, but my 3D programming knowledge is nil so idk if it's right or how much of that is already in Minetest https://www.youtube.com/watch?v=4xs66m1Of4A
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22:39 MTDiscord <luatic> btw sfan5 isn't it a bit risky in terms of setting name collisions to not namespace the "modernize" setting as "mtc_modernize" or similar?
22:40 MTDiscord <luatic> ireallyhateirc: yeah, minetest already does that, to an extent. you can see how it looks in wireframe mode. fun fact, i made the same suggestion some years ago, and was then pointed (by sfan i think) to the wireframe mode which demonstrated that it was already implemented.
22:42 ireallyhateirc did you fully watch the video? it doesn't stop ad greedy meshing
22:42 ireallyhateirc at*
22:42 MTDiscord <luatic> ireallyhateirc: no, i only read the title
22:51 ireallyhateirc it does a thing called "binary greedy meshing" and it seems there are some powerful tricks employed there
22:51 ireallyhateirc here the weird stuff starts: https://youtu.be/4xs66m1Of4A?feature=shared&amp;t=754
22:53 ireallyhateirc and after binary greedy meshing he explains even more weird stuff: https://youtu.be/4xs66m1Of4A?feature=shared&amp;t=1276
23:04 MTDiscord <luatic> ireallyhateirc: alright, i have watched the entire video now
23:04 ireallyhateirc promising or full of holes?
23:05 MTDiscord <luatic> it is certainly interesting. though i see two issues with applying this to minetest.
23:05 MTDiscord <luatic> first, his voxel engine is "pure", i.e. he doesn't have the entire drawtype mess we have.
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23:06 MTDiscord <luatic> second, he seems to be pushing a lot of work to the gpu. he's minimizing the amount of faces with his global lattice for example, but maximizing the amount of fragments. i would be worried about how this performs on lower-end gpus - he mentioned a pretty beef gpu.
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23:07 MTDiscord <luatic> and matters like translucent nodes further complicate things.
23:08 ireallyhateirc well, hope that this was at least an inspiration rather than 30 minutes of wasted lifetime :D
23:09 MTDiscord <luatic> ireallyhateirc: it certainly was inspirational :D
23:11 MTDiscord <luatic> though i think this is the "work on a cool pure project" kind of inspiration (i kind of feel like writing my own voxel engine now) and not the minetest kind of inspiration. pure problems are a lot more beautiful...
23:19 ireallyhateirc gotta find a "filthy voxels" playlist next time...
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