Time |
Nick |
Message |
00:21 |
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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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est joined #luanti |
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09:24 |
cheapie |
sfan5: Because I have zero nostalgia for the Z80 but I have programmed for the 68k before |
09:42 |
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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) |
11:54 |
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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 |
14:24 |
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16:20 |
SwissalpS |
P/4 |
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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. |
20:10 |
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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 |
20:22 |
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20:22 |
MTDiscord |
<nathan4220776> https://cdn.discordapp.com/attachments/749727888659447960/1362523549754982653/biomes.webp?ex=6802b470&is=680162f0&hm=c48bc3c65a3efc205af44359f488942c1f98537471ee40787e580aafd1deb0e7& |
20:22 |
MTDiscord |
<luatic> well, if you're network-bottlenecked |
20:22 |
cheapie |
Some players may be, not sure |
20:22 |
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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 |
20:38 |
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20:42 |
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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 |
21:19 |
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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. |
22:02 |
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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&is=68017d30&hm=ec8bce580bdb6bbb7789741bdaeac0caa48498373d9056aeeb1d195c171a43aa& |
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 |
22:34 |
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