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IRC log for #luanti-dev, 2025-11-09

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All times shown according to UTC.

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
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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
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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.
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