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IRC log for #luanti, 2025-04-17

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All times shown according to UTC.

Time Nick Message
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02:02 cheapie New bad mod idea: Luacontroller but you program it in 68k assembly instead of Lua
02:02 cheapie (so kinda like Beduino but without the bizarre I/O system, and with a different instruction set)
02:02 [MatrxMT] <Blockhead256> https://forum.luanti.org/viewtopic.php?t=27258
02:03 [MatrxMT] <Blockhead256> could probably transpile to lua bytecode
02:03 cheapie Yes, similar under the hood to that mod (Beduino uses the same backend I think) but in more like Luacontroller-ish hardware
02:06 cheapie Like same sort of idea with the four mesecons I/Os, except to turn port A on you'd do something more like "eor.b #$1,<some address>" or whatever
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08:01 sfan5 why not Z80 for nostalgia
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09:24 cheapie sfan5: Because I have zero nostalgia for the Z80 but I have programmed for the 68k before
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10:35 MinetestBot [git] sfence -> luanti-org/luanti: Fix warning in mg_decoration.cpp 7375358 https://github.com/luanti-org/luanti/commit/7375358afd6cdea664a52da60d8b89ad0269e316 (2025-04-17T10:35:14Z)
10:35 MinetestBot [git] twrightsman -> luanti-org/luanti: Fix cross-building by ensuring output path is set 0695541 https://github.com/luanti-org/luanti/commit/0695541bf59b305cc6661deb5d57a30e92cb9c6c (2025-04-17T10:35:31Z)
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13:10 tzenfore Has anyone else had the issue where mining copper ore doesn't drop anything?
13:20 pgimeno what game? in mineclonia or voxelibre that might be normal under some circumstances
14:17 tzenfore I think it was actually likely some sort of player data corruption in my case
14:17 tzenfore It only happened with the one username on my server
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19:45 sfan5 cheapie: so I took that performance comment seriously, tested a bit and can't really confirm that "many" server spawn areas have low fps https://0x0.st/8OqB.png
19:45 sfan5 granted I should probably have tested at 1080p
19:46 sfan5 (view range was 300 btw)
19:49 sfan5 the affected scene on your-land has more than 80000 drawcalls with an insane amount of overdraw, ouch
19:55 whosit you have pretty beefy PC :p
19:56 whosit my fps at spawn on YL dips below 50, and I have more fps in BG3 most of the time X)
20:00 sfan5 it's suitable for gaming for sure, but not extremely so
20:01 sfan5 you could put together my current pc for like 600€ right now
20:01 sfan5 either way the engine could do a lot better with map rendering
20:03 MTDiscord <nathan4220776> All of the framerates are at or above 60.
20:03 MTDiscord <nathan4220776> Especially with 300 view distance.
20:03 MTDiscord <nathan4220776> That's not a low framerate.
20:06 sfan5 I think this is enough motivation for me to start with rewriting the shader system tonight
20:06 MTDiscord <nathan4220776> Excellent.
20:09 MTDiscord <nathan4220776> https://discord.com/channels/369122544273588224/747163566800633906/1362520238444511323
20:09 MTDiscord <nathan4220776> They're called "constants" because they're a constant source of pain and suffering.
20:10 MTDiscord <nathan4220776> I wrote that in this channel because I can't write in the other one.
20:10 MTDiscord <nathan4220776> Also, a relevant quite:  “Is the computer a friend or enemy of man?” asked Time in 1965. It took seven years and two freshmen at Princeton to come up with another answer: it’s his dominatrix.
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20:10 cheapie sfan5: Were you able to figure out what's contributing to the issues most? (transparency, entities, meshnodes,....)
20:11 sfan5 i think entities play some part due to sign text, but I assume the main thing is too many drawcalls in map rendering is the main thing
20:11 sfan5 roughly too many "unique textured materials"
20:12 sfan5 I bet a texture atlas would fix much of this
20:12 sfan5 (or equivalent technique)
20:12 cheapie Do texture sizes affect that much, or is it just too many *different* textures?
20:14 sfan5 at the sizes in common use (<512px) it doesn't matter
20:14 * cheapie looks over at a random singleplayer test world here that still has a node sitting around for no real reason with a 6400px texture
20:15 MTDiscord <nathan4220776> I had no idea that nodes could be that high resolution.
20:15 MTDiscord <nathan4220776> I thought they were fixed at 16x16, because that's what I've always seen.
20:15 MTDiscord <nathan4220776> I guess not. Thank you for pointing this out!
20:15 cheapie nathan4220776: That's what I was curious about, 6400x6400 worked, 64000x64000 did not, I didn't test anything in between
20:16 MTDiscord <nathan4220776> Can the textures be non-square?
20:16 cheapie yes
20:16 MTDiscord <nathan4220776> Btw, is it alright to post images in this channel?
20:20 cheapie sfan5: I've had a few people ask me about signs_lib too, which still uses [combine. Every so often one of said comments is something to the effect of "but wouldn't [png be a lot faster?" - ignoring anything server-side for the moment, would that likely improve anything notably or is [combine not that bad? I was under the impression texmods were processed when the client sees them and not every frame or
20:20 cheapie anything like that.
20:20 cheapie And no, I have no idea why they're asking me. These players seem to think I'm an engine dev and also the developer and maintainer of every mod ever for some reason.
20:21 sfan5 textures are only ever "built" and loaded once the first time they are used
20:21 MTDiscord <luatic> it doesn't matter much. texmods are only generated once and then cached infinitely, that isn't really the problem.
20:21 cheapie That's what I thought
20:21 MTDiscord <luatic> though shorter texmods will be better for overall performance because object properties are sent over the wire a fair bit
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20:22 MTDiscord <nathan4220776> https://cdn.discordapp.com/attachments/749727888659447960/1362523549754982653/biomes.webp?ex=6802b470&amp;is=680162f0&amp;hm=c48bc3c65a3efc205af44359f488942c1f98537471ee40787e580aafd1deb0e7&amp;
20:22 MTDiscord <luatic> well, if you're network-bottlenecked
20:22 cheapie Some players may be, not sure
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20:22 cheapie A core.decode_png() function would he helpful for this sort of texture building :/
20:23 MTDiscord <luatic> the humble pure lua png reader in modlib:
20:23 MTDiscord <luatic> the main problem with entity rendering right now is the lack of batching or instancing
20:26 * cheapie scrolls a bit farther down in lua_api.md, giggles briefly at the idea of some cursed mod calling core.env:add_node()
20:28 whosit I actually tried to use dynamic_add_media to request rendering signs on an external server (I have a python implementation), then only load textures when people come close to the sign nodes - should save on the texture combinator overhead
20:28 whosit but the issue is that I can't re-send same texture to multiple people with ephemeral=true
20:29 whosit so I have to make them permanent, which seems ugh to me, in case of sign text, that can change
20:30 cheapie I think I've used dynamic_add_media exactly once, and that was for that "go sign" nonsense video I shared a while back because it was too big for [png
20:31 cheapie This one: https://cheapiesystems.com/media/2025-03-28%2021-22-22.webm
20:31 whosit heh :)
20:32 whosit if ephemeral=true will be made possible, then you could have a webcam displays... or whatever nonsense you can think of ... live TV? :p
20:33 * cheapie looks at digiscreen, then back at whosit
20:33 whosit again, I _can_ stream textures to whole server, but that kinda defeats the purpose
20:33 cheapie Part of me is tempted to improve digiscreen enough that I can add a higher-resolution version (64x64?) without it causing too many performance issues
20:34 whosit ok, ok, but [png is kinda ugh :p base64 inflates the size of texture by... how much?
20:34 cheapie 33% IIRC
20:34 whosit it's a hack, and there are better solutions almost possible already, almost :p
20:35 * cheapie shrugs, [png seems perfect for this
20:35 cheapie Arguably the real hack is using an entity instead of there being the ability to override node textures with metadata, but _that_ conversation has been had a few million times over by now
20:36 * whosit keeps dreaming about [text: texture combinator :p
20:38 [MatrxMT] <y5nw> #15182?
20:38 ShadowBot https://github.com/luanti-org/luanti/issues/15182 -- Add hypertext tile modifier(again) by jingkaimori
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20:42 whosit I personally think just reliable "[text:font:size:escaped_plaintext" could be ok :p
20:56 sfan5 how are we feeling about `NodeShaderConstantSetterFactory`?
21:03 whosit needs NodeShaderConstantSetterFactoryInterfaceSingleton :p
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21:43 sfan5 hey that was less work than expected
21:43 sfan5 (i'm finished)
21:49 MTDiscord <wsor4035> no pr?
21:54 ireallyhateirc btw I'm glad you managed to confirm #16019
21:54 ShadowBot https://github.com/luanti-org/luanti/issues/16019 -- Server lag causes player position glitch for one frame (when attached?)
21:56 ireallyhateirc It's one issue that made Luanti feel janky to me since I the very beginning. Initially I thought it was something related to mapgen not having dedicated lua env (which it now does) and after improving entity performance it was really bugging me why this would be a thing.
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22:10 cheapie "sfan5 wants to merge 3 commits into luanti-org:master from sfan5:shaaaaa"
22:10 cheapie I really need to start keeping an actual collection of these :UP
22:10 cheapie :P *
22:12 MTDiscord <wsor4035> there is also the interesting commit message
22:13 cheapie The commit messages seem pretty boring in that one
22:14 MTDiscord <wsor4035> https://cdn.discordapp.com/attachments/749727888659447960/1362551735796895897/image.png?ex=6802ceb0&amp;is=68017d30&amp;hm=ec8bce580bdb6bbb7789741bdaeac0caa48498373d9056aeeb1d195c171a43aa&amp;
22:15 MTDiscord <wsor4035> https://github.com/luanti-org/luanti/pull/13092/commits/4307e8ce962c400e2a7bb01638d43e8f02641974 and https://github.com/luanti-org/luanti/pull/13092/commits/90dc34608c0b3bd836946ca67115e2d1f34f71fc
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