| Time |
Nick |
Message |
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| 13:02 |
sfan5 |
will merge #16651 this evening |
| 13:02 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16651 -- [no squash] Support array textures in shadow renderer by sfan5 |
| 13:02 |
sfan5 |
with that the array texture support is done |
| 13:05 |
[MatrxMT] |
<Zughy> Thanks sfan for your work |
| 13:07 |
rubenwardy |
awesome |
| 13:16 |
sfan5 |
could try to deal with animations too but not that important |
| 13:25 |
sfan5 |
next we should have better culling |
| 13:25 |
sfan5 |
or LODs |
| 13:25 |
sfan5 |
but I don't like the math part that will be required for culling |
| 13:34 |
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| 14:50 |
sfan5 |
https://github.com/luanti-org/luanti/issues/15172#issuecomment-3508424816 thoughts welcome |
| 14:55 |
rubenwardy |
Seems fine. Could the engine come with some sane automatic defaults? |
| 14:55 |
[MatrxMT] |
<Zughy> > 136488 vertices for eleven(!) 3d printers |
| 14:55 |
[MatrxMT] |
<Zughy> I mean, that's definitely something wrong with that model. Blame the artist |
| 14:56 |
celeron55 |
what comes to my mind is that if a 3d printer node has 12k vertices, how much does the mod author care about performance? i can't imagine them adding any LOD data, not even a single line of code turning anything automatic on. the only thing that will help there is if luanti by default autogenerates lod meshes. but of course that API seems at least half reasonable for those who want to spend time |
| 14:56 |
celeron55 |
optimizing |
| 14:58 |
sfan5 |
it's true that the model should be much simpler, but there's no inherent reason the printer can't be super detailed up close and simple from afar. luanti is currently forcing an "one size fits all" approach, which admittedly works well for the "voxel style" |
| 14:58 |
sfan5 |
regarding defaults: godot automatically generates mesh LODs and we could, too |
| 14:58 |
MTDiscord |
<luatic> i was thinking we could have LODs based on voxelization |
| 14:58 |
[MatrxMT] |
<Zughy> This is from 4 years ago, top comment was talking about 20k polygons for AAA games for a single character. Thos printers have 12.4k vertices https://www.reddit.com/r/gamedev/comments/rlgaxr/how_many_polys_should_a_high_poly_mid_poly_and/ |
| 14:59 |
[MatrxMT] |
<Zughy> *Those |
| 14:59 |
celeron55 |
it's probably some engineering model of the 3d printer turned into a mesh |
| 14:59 |
celeron55 |
completely unreasonable but easy if (as) the conversion works out |
| 15:07 |
sfan5 |
another interesting question is how the client should control this |
| 15:07 |
sfan5 |
i guess it comes down to some sort of "bias" value that allows shifting the lod distances further away |
| 15:11 |
celeron55 |
the docs and defaults should make it clear what the intended distances are so that authors can set up their content reasonably coherently |
| 15:11 |
celeron55 |
then it's just a matter of scaling it based on performance, FOV and whatever |
| 15:13 |
celeron55 |
this isn't much different to e.g. recommended font sizes on websites |
| 17:01 |
cheapie |
sfan5: FWIW if you (or someone) has better meshes for those homedecor items I'll put them on there - I don't like the high-poly stuff either (both because of performance and because it looks bad) but my 3D modeling skills are basically zero |
| 17:12 |
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| 17:14 |
sfan5 |
for starters I would recommend running it through a mesh optimizer and seeing if that makes a relevant difference |
| 18:47 |
Krock |
Might someone have time to review #16583? |
| 18:47 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16583 -- IrrlichtMt: Initial SDL3 support by SmallJoker |
| 18:49 |
Krock |
FWIW - been using that in the past few days to play on a few servers. Works on my system. |
| 20:55 |
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