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01:08 |
ireallyhateirc |
is there a way to get a raycast for what a player is looking at? |
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ireallyhateirc |
never mind, I was given a function that does this |
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12:28 |
MTDiscord |
<bastrabun> Is there a way to express "This position is inside a block collision box"? |
12:32 |
ireallyhateirc |
you mean the default collisionbox or any collisionbox |
12:33 |
ireallyhateirc |
the center of a node is at integer positions and span +/- 0.5 nodes in each direction from that center |
12:35 |
MTDiscord |
<bastrabun> Any collisionbox. Think stairs, slabs, fences, ... all kinds of weird collisionboxes. |
12:39 |
MTDiscord |
<luatic> by express you mean check whether a position is inside a collision box? |
12:39 |
MTDiscord |
<bastrabun> yes |
12:40 |
MTDiscord |
<luatic> what i'd do is get node collision boxes in a +-1 radius, then iterate over all of them and check whether the point is in any of them |
12:40 |
MTDiscord |
<luatic> radius by taxicab distance |
12:40 |
MTDiscord |
<luatic> so a cube |
12:54 |
MTDiscord |
<bastrabun> A fence block is composed of multiple collisionboxes depending on where it connects. If there is no connection in one direction, but I iterate over all defined collisionboxes, I'll detect wrong |
12:58 |
MTDiscord |
<luatic> if you're running a somewhat recent engine version you have core.get_node_boxes |
13:01 |
MTDiscord |
<bastrabun> 5.10.0, so it's available. Thanks, I'll try that : ) |
13:04 |
freq |
leave britney alone! |
13:07 |
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13:08 |
MTDiscord |
<rollerozxa> that's quite the old reference |
13:30 |
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13:36 |
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13:37 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Fix situation around aabbox3d default constructor (#15586) f2b1cc3 https://github.com/minetest/minetest/commit/f2b1cc3e6141f43f8e7b5e55f86ccc05f7b3b1bf (2024-12-29T13:36:30Z) |
13:41 |
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13:42 |
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14:12 |
MTDiscord |
<warr1024> Haha, #2456 ... no way that issue is like 10 years old... |
14:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/2456 -- Android GUI controls need shadows like chat text |
14:13 |
MTDiscord |
<warr1024> It got paramatted because people thought it didn't look pretty and during the paramat era, that was apparently more important than usability. Maybe not anymore. |
14:21 |
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15:00 |
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15:28 |
pgimeno |
@luatic taxicab distance with fixed radius defines a diamond (octahedron) actually, not a cube; the one that defines a cube is the Chebyshev distance |
15:29 |
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15:29 |
MTDiscord |
<luatic> pgimeno: right, i confused the two. i meant the infinity-norm (chebyshev). |
15:30 |
Krock |
taxicab sounds like manhattan but with extra steps |
15:30 |
pgimeno |
I thought manhattan and taxicab were two names for the same thing |
15:31 |
MTDiscord |
<luatic> yes |
15:32 |
Krock |
oh indeed. |
15:37 |
sfan5 |
wsor4035: fwiw I bet optimizing the models used in homedecor would also save some performance. no idea what this thing is but it's 8k vertices per thing https://0x0.st/8sOy.png |
15:37 |
sfan5 |
(might be pipeworks actually?) |
15:39 |
sfan5 |
I suppose culling "big" objects individually could also make sense |
15:42 |
MTDiscord |
<wsor4035> Looks like pipeworks pipes. I can only do the most basic of model edits, so someone else will have to submit a pr for that |
15:42 |
ireallyhateirc |
shelves with raycast: https://files.catbox.moe/7hy5d6.mp4 |
15:45 |
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15:46 |
sfan5 |
i haven't done it myself but I bet "blender optimize mesh" should get you far |
15:46 |
sfan5 |
+googling |
15:56 |
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15:58 |
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15:59 |
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16:02 |
MTDiscord |
<csperson> can it be made such that there isn't that slight rotation movement when items are placed? |
16:02 |
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16:02 |
ireallyhateirc |
The common problem with beginner level 3D models is duplicated topology. Blender often creates that upon rewinding an action (which is useful) but some don't know that. |
16:03 |
ireallyhateirc |
Doing -> edit mode -> pressing "A" -> merge by distance |
16:04 |
ireallyhateirc |
will remove most of that duplicated topology. I saw an armchair in SweetHome3D that had 3K vertices out of which 2K was duplicated vertices |
16:05 |
ireallyhateirc |
@csperson, you mean my shelf thing or generally? |
16:06 |
MTDiscord |
<csperson> the shelf thing. Why would i mean generally? Ig discord replies dont show over irc bridge, but yeah it was in reference to the shelf |
16:08 |
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16:08 |
ireallyhateirc |
either way that's a problem with entities having interpolated rotation only which is a Luanti problem. Apparently I could add some hacks with attachments and bones but this sounds like a pain to do. |
16:09 |
ireallyhateirc |
I could make it so only the item affected is rotated and not everything |
16:11 |
MTDiscord |
<csperson> Hmm. I suppose that makes sense. I wonder if it'd be possible to fix that in the engine itself then. Or rather, reasonably possible. |
16:12 |
ireallyhateirc |
it'd be possible but you need a happy volunteer to do that and I don't know C++ so there's that |
16:13 |
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16:15 |
MTDiscord |
<csperson> Hmm, fair enough. It's not like I do either tbh. |
16:16 |
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16:25 |
MTDiscord |
<wsor4035> made https://github.com/mt-mods/pipeworks/issues/148 for tracking, maybe ill have a crack at it, no promises |
16:26 |
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16:30 |
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16:35 |
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16:39 |
ireallyhateirc |
8K vertices? lol |
16:39 |
ireallyhateirc |
I'll have a look |
16:40 |
ireallyhateirc |
it's like the toothbrush https://www.youtube.com/watch?v=H7E3G1PEOAY |
16:43 |
ireallyhateirc |
Any particular pipe that's so heavy? |
16:43 |
Krock |
it's galvanized square steel. that's why it's so heavyweight. |
16:46 |
ireallyhateirc |
the directory has low-poly and high-poly models |
16:47 |
ireallyhateirc |
and there's this: local polys = "" |
16:47 |
ireallyhateirc |
if pipeworks.enable_lowpoly then polys = "_lowpoly" end |
16:47 |
ireallyhateirc |
the low poly variants have decent poly numbers for a blocky game |
16:47 |
ireallyhateirc |
the high poly valve is 2K vertices |
16:50 |
ireallyhateirc |
So looks like you can simply switch to lowpoly with a setting |
16:50 |
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16:51 |
MTDiscord |
<wsor4035> if they look the same, maybe should just switch to those by default/toss high poly |
16:52 |
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16:52 |
MTDiscord |
<wsor4035> maybe the low poly can be optimized more? could always go for a bit more of a blocky look rather than round to save i guess |
16:57 |
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17:00 |
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17:03 |
ireallyhateirc |
first I'd switch to low-poly by default and then bother with optimising that |
17:04 |
ireallyhateirc |
the low-poly ones appear to have honest poly-count |
17:06 |
ireallyhateirc |
the low poly valve has 100 triangles, the high poly one has 3600 triangles |
17:07 |
ireallyhateirc |
Personally I'd just trash the high-poly models because it just badly clashes with the rest of the game |
17:08 |
ireallyhateirc |
and they don't bring much gameplay |
17:09 |
ireallyhateirc |
Also there's no much to optimise in the low-poly models |
17:10 |
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17:11 |
SwissalpS |
+1 |
17:14 |
ireallyhateirc |
The setting doesn't get exposed to main menu |
17:19 |
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17:22 |
MTDiscord |
<wsor4035> I'll look in a bit |
17:53 |
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18:03 |
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18:29 |
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18:35 |
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19:06 |
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19:22 |
wsor4035 |
just throwing https://github.com/mt-mods/pipeworks/issues/148#issuecomment-2564816600 out there to see what people think/avoid wasting my time making a polished version for testing in game |
19:23 |
Krock |
that's going into a perfect direction |
19:23 |
ireallyhateirc |
the real challenge is keeping one artstyle for all pipes |
19:24 |
MTDiscord |
<wsor4035> insert warnings all over that im a programmer, not an artist/modeler. just know enough to make the occasional edit/get by |
19:24 |
Krock |
I didn't even remember that there were such tubes in pipeworks. All that mattered was the item transportation tubes, which are very low poly. |
19:24 |
ireallyhateirc |
In the end I'm going to make some pipes for my perfect city game so I could give it a try |
19:26 |
ireallyhateirc |
I usually use octagons as circles though |
20:28 |
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20:30 |
sfan5 |
wsor4035: btw https://0x0.st/8sJj.txt |
20:34 |
MTDiscord |
<wsor4035> thanks, i refer to my previous comment of not being good at 3d modeling |
20:36 |
ireallyhateirc |
My mid-poly character has 15K tris |
20:38 |
Krock |
Is there yet a yanderedev toothbrush mod? |
20:38 |
ireallyhateirc |
I could make one |
20:39 |
ireallyhateirc |
using 15K tris for a well designed character is fine, but 5K for a toothbrush/pipe is ridiculous |
20:41 |
ireallyhateirc |
sfan5, are these Luanti's builtin warnings or are you using something custom for that? |
20:41 |
sfan5 |
my own code, might make it into Luanti if I polish it |
20:42 |
Krock |
inspect the SMeshBuffer size |
21:00 |
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21:25 |
sfan5 |
ireallyhateirc: they are here right now if you'd like to test https://github.com/minetest/minetest/pull/15594/commits |
21:26 |
ireallyhateirc |
thanks |
21:31 |
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22:19 |
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23:33 |
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23:53 |
ireallyhateirc |
how into node protection? |
23:53 |
ireallyhateirc |
the API mentions core.is_protected but I couldn't find any info on how to get a node protected |
23:57 |
MTDiscord |
<wsor4035> thats on you to implement |
23:57 |
MTDiscord |
<wsor4035> most everyone uses areas |
23:59 |
MTDiscord |
<wsor4035> is_protect like is_creative_enabled is a function meant to be overridden by mods |
23:59 |
ireallyhateirc |
so it's a placeholer function that mods can overwrite? |