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IRC log for #luanti-dev, 2026-03-29

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All times shown according to UTC.

Time Nick Message
04:00 MTDiscord joined #luanti-dev
04:48 AlgorithmicInfor joined #luanti-dev
04:54 AlgorithmicInfor Does Luantis core engine allow me to run things in A) headless manner, and B) with some universal speed factor turned up -- Like compress the timescale, so an entire gameplay process in a functionally non-detrimental way, but only in a matter of how fast it can be computed? Is there any such way in the engine?
05:02 sofar headless, yes (the server). There's no headless client, although people have made such things in the past.
05:03 sofar You can increase server steps and all that, or make in-game time go faster. But there's no real way to "compress" time, as most things in game are timer based and time still has the same scale no matter what. You'd have to write your own game for that.
05:05 AlgorithmicInfor well if its timed with hardcoded things like "1 second", yes.. But if its coded with "40 ticks" and the amount of time a tick is could be programatically changed, then... That is what I am asking.
07:43 ivanbu joined #luanti-dev
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08:47 Warr1024 joined #luanti-dev
11:08 YuGiOhJCJ joined #luanti-dev
14:27 rubenwardy you can modify the engine to lie about delta times
14:28 rubenwardy most update functions take a delta time
19:44 jonadab Wait, does this project even have a concept of "ticks"?
19:44 jonadab I associate them with... a different game, that uses a different engine, neither of which is open-source licensed.
19:56 sofar the server has steps, so yes
20:32 MTDiscord <nininik7> So is something like /tick freeze possible?
20:35 turtleman joined #luanti-dev
20:35 sfan5 not at the moment
20:35 sfan5 but it wouldn't be hard to implement
20:58 crazylad joined #luanti-dev
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