Time |
Nick |
Message |
00:05 |
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03:32 |
erle |
i was able to make a 4×4 piston door in mineclonia. |
03:32 |
erle |
then i made a flying machine that i sent out of the visible map hahaha |
03:32 |
erle |
two-directional flying machines seem to have synchronization issues |
04:19 |
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04:20 |
Soni |
has anyone made wasm mod yet |
04:21 |
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04:24 |
Soni |
maybe we should... |
04:25 |
Soni |
(we are known for making wasm2kotlin, so like. what stops us. other than the fact that the contentdb doesn't like precompiled binaries.) |
05:00 |
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05:04 |
MTDiscord |
<vejou> wasm mod? |
07:39 |
erle |
Soni i don't see the point |
07:52 |
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08:27 |
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08:41 |
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08:41 |
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09:22 |
repetitivestrain |
As promised here is a port of minecraft's physics engine to mineclonia as a CSM, with the required CSM API additions |
09:22 |
repetitivestrain |
https://codeberg.org/halon/Minetest |
09:22 |
repetitivestrain |
https://codeberg.org/halon/mcl_localplayer/ |
09:22 |
repetitivestrain |
or to be precise, minosoft's physics engine |
09:23 |
repetitivestrain |
https://codeberg.org/mineclonia/mineclonia/src/branch/csm_experimental |
09:23 |
repetitivestrain |
this holds the server-side support |
09:23 |
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09:23 |
repetitivestrain |
any comments on the APIs? |
09:24 |
repetitivestrain |
and is there any chance of having similar APIs appear upstream in the near term |
09:30 |
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09:36 |
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09:46 |
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09:53 |
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10:16 |
sfan5 |
cheapie: ty |
10:17 |
sfan5 |
areas with heavy nodebox usage might come in handy for performance testing some potential improvements |
10:17 |
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10:17 |
cheapie |
sfan5: You'd probably want VE-C for that |
10:22 |
sfan5 |
is it "your fps noticably reduces" kind of bad? |
10:26 |
cheapie |
Yes, but I think transparency is more of it |
10:27 |
cheapie |
daconcepts.com:37000, spawn is already pretty demanding but there's a travelnet nearby that goes to "Central City" which is even more so |
10:28 |
sfan5 |
repetitivestrain: without looking at your code let me just say it's quite unlikely to see "real" CSM in Luanti soon, due to the work required to get to that point |
10:29 |
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10:30 |
MinetestBot |
[git] appgurueu -> minetest/minetest: Fix some compiler warnings (#15596) 412cc96 https://github.com/minetest/minetest/commit/412cc96bc95add2db52e59a55cdfd92087f5fa57 (2024-12-26T10:29:00Z) |
10:44 |
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11:09 |
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11:09 |
repetitivestrain |
sfan5: it doesn't really matter to me or other players in search of a serious MC clone whether they must download and enable a CSM manually or they are sent by the server |
11:10 |
repetitivestrain |
just whether the option exists |
11:39 |
Soni |
do we have jit on? |
11:53 |
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12:00 |
Soni |
and can we use ffi? |
12:07 |
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12:27 |
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12:29 |
whosit |
Soni: luajit works well as lua interpreter for luanti (you have a choice), and yes, you can use full-featured lua through "insecure environment" |
12:38 |
Soni |
hehe this could be fun |
13:39 |
Soni |
can we have string.pack/string.unpack? |
13:39 |
Soni |
(don't really need it but it would be convenient) |
13:43 |
MTDiscord |
<et086> > string.pack (fmt, v1, v2, ···) > > Returns a binary string containing the values v1, v2, etc. packed (that is, serialized in binary form) according to the format string fmt (see §6.4.2). hey we have core.serialize and core.deserialize |
13:45 |
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13:48 |
Soni |
that's not even comparable |
13:51 |
MTDiscord |
<et086> oh |
13:51 |
Soni |
string.pack and string.unpack are comparable to string.char and string.byte, modulo handling of numbers |
13:52 |
Soni |
(well, of floats specifically) |
13:58 |
MTDiscord |
<et086> oh |
15:01 |
MTDiscord |
<luatic> iirc the new GUI API will add something like that as a byproduct |
15:02 |
MTDiscord |
<luatic> technically you are right that they are just convenient, but writing float to bytes and back in pure lua is a pain to get right, and will be much much slower |
15:12 |
Soni |
been there, done that, can confirm |
15:19 |
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15:21 |
ireallyhateirc |
It appears to me that entities can be pointed through a node's selection box |
15:21 |
ireallyhateirc |
is this a bug or a feature? |
15:24 |
freq |
there's a bug in your future |
15:24 |
ireallyhateirc |
yeah we call that aging |
15:26 |
MTDiscord |
<luatic> ireallyhateirc: sounds like a bug |
15:28 |
ireallyhateirc |
no one expected entities hidden in nodes |
15:29 |
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15:30 |
MTDiscord |
<luatic> well be specific |
15:30 |
ireallyhateirc |
I'll make a bug report with a reproducer (minimal or not) |
15:30 |
MTDiscord |
<luatic> the way the logic should work is the thing with the closest ray - selection box intersection point should be selected |
15:31 |
MTDiscord |
<luatic> if you have nested selection boxes and are inside both of them, this logic is not well-defined |
15:31 |
ireallyhateirc |
the selection box is the closest thing, yet it picks the entity |
15:31 |
ireallyhateirc |
I have a selectionbox that looks like a box with one side removed |
15:32 |
freq |
ireallyhateirc |
15:32 |
MTDiscord |
<luatic> okay so the ray should first intersect the node selection box and only then hit the entity yet the entity is selected? |
15:32 |
MTDiscord |
<luatic> if so file a bug report and we can then figure out the details |
15:34 |
ireallyhateirc |
actually the selectionbox disappears when the entity is pointed |
15:34 |
ireallyhateirc |
but I guess that's secondary |
15:43 |
ireallyhateirc |
The bug report is up: https://github.com/minetest/minetest/issues/15599 |
15:45 |
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16:10 |
Soni |
if there was a cave world mod we would tell our friends about it |
16:11 |
Soni |
(like this: https://minecraft.wiki/w/File:Buffet_world_with_the_Caves_generator_and_checkerboard_biomes_of_size_0.png ) |
16:12 |
Soni |
(it's worth noting that minecraft removed these features and also they never worked properly in minecraft to begin with, which puts luanti in an unique place when it comes to supporting this stuff) |
16:13 |
ireallyhateirc |
There's this: https://content.luanti.org/packages/Noordstar/ns_cavegen/ |
16:13 |
ireallyhateirc |
but it's an API |
16:14 |
ireallyhateirc |
you'd need to write your own game with this API |
16:14 |
ireallyhateirc |
or make a custom mapgen based on it for your favourite game (or mod soup) |
16:14 |
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16:16 |
ireallyhateirc |
v7 mapgen has huge caves around -27000 or so. You could move biomes of choice to that level and disable generation of the surface |
16:45 |
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16:53 |
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17:01 |
Soni |
can you remove surface |
17:02 |
Soni |
what is surface anyway |
17:03 |
ireallyhateirc |
surface is the place where mapgen starts generating air biomes. Also biomes have their y axis boundaries defined. If you move that down it could do the trick |
17:03 |
ireallyhateirc |
you'd also need to spawn the player at -27K |
17:03 |
ireallyhateirc |
air nodes* not biomes |
17:23 |
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17:31 |
Soni |
isn't mapgen mod-defined? |
17:35 |
MTDiscord |
<luatic> it can be |
17:44 |
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