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[MatrxMT] |
<Blockhead256> re luajit: actually, certain entries in the 0.4.x series did test for too-old versions of LuaJIT and refuse to compile for them (except the test wasn't perfect, so it was eventually removed anyway lul) |
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[MatrxMT] |
<birdlover32767> how do you detect the exact position of a click in formspecs? do you just make a giant grid of buttons or something |
| 11:31 |
[MatrxMT] |
<Blockhead256> a click could be the space or enter key if the user is a keyboard power user |
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| 11:52 |
erle |
birdlover32767 Blockhead256 it's the same shit as web stuff again, i think. people hate abstractions. |
| 11:52 |
erle |
“nooo, don't give me AUX1, give me THE EXACT KEY so i can ruin the experience for anyone who doesn't have the same layout as the developers” |
| 11:54 |
SwissalpS |
who uses a mouse?! :p |
| 11:54 |
SwissalpS |
joystick and rotary button is all you need |
| 12:06 |
Krock |
I prefer using the steering wheel input |
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erle |
Krock i hope you are using the foot pedals for control keys, like a real EMACS user! |
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| 16:23 |
MinetestBot |
[git] sfan5 -> luanti-org/luanti: Introduce array textures for node rendering (#16574) de5ef4c https://github.com/luanti-org/luanti/commit/de5ef4ca298efbbc90e6b2a3950769de279e986e (2025-11-01T16:21:41Z) |
| 16:23 |
MinetestBot |
[git] marcin-serwin -> luanti-org/luanti: Use CMAKE_INSTALL_FULL_*DIR for installation directories (#16629) 631cbb3 https://github.com/luanti-org/luanti/commit/631cbb30186561bfa5eead46b38ade159940cb65 (2025-11-01T16:21:54Z) |
| 16:23 |
MinetestBot |
[git] y5nw -> luanti-org/luanti: defaultsettings: drop the USEKEY2 macro 36f0521 https://github.com/luanti-org/luanti/commit/36f052198cb836507eb7b5c0d69af81cb067aed3 (2025-11-01T16:22:09Z) |
| 16:51 |
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[MatrxMT] |
<birdlover32767> i tried the new array textures and on mtg skygrid the fps seemed to be the same |
| 18:32 |
sfan5 |
you need to switch the video driver to opengl3 |
| 18:35 |
Krock |
@birdlover32767 Check the PR for testing instructions. Use the F6 profiler information to confirm that it's being used. |
| 18:59 |
[MatrxMT] |
<birdlover32767> also somehow i segfaulted |
| 19:01 |
[MatrxMT] |
<birdlover32767> skygrid is 10% faster |
| 19:01 |
[MatrxMT] |
<birdlover32767> and VE-C spawn is 10x faster |
| 19:02 |
[MatrxMT] |
<birdlover32767> okay, well it seems like 5x |
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MTDiscord |
<et086> woa |
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| 20:53 |
ireallyhateirc |
I'm having a hard time deciding on the engine for my game. For now I'm using Luanti, but I'm considering using Godot instead, because the success of my game heavily depends on graphics and features Luanti doesn't have yet (volumetric fog with noise textures, colored lights, materials, etc.) The problem is that I'm more familiar with Luanti and voxels provide some advantages. The game is going to feature a procedurally |
| 20:53 |
ireallyhateirc |
generated city and voxels make the task easier (using modular prefabs). Voxels would also allow modders who can't do 3D modeling to make their own buildings and put them as mods for the game. With Godot I'd probably need to rewrite all that map generation and dynamic loading logic. |
| 20:53 |
MTDiscord |
<nathan4220776> I think the best thing to do would be to make your own engine, starting from OpenGL. |
| 20:54 |
ireallyhateirc |
That would take a lot of time and is far beyond my level |
| 20:54 |
MTDiscord |
<nathan4220776> I know. That's the joke. ;) |
| 20:54 |
ireallyhateirc |
lol, you got me |
| 20:55 |
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| 20:57 |
ireallyhateirc |
Yeah so I have two choices: 1. use Luanti and be on the devs' mercy to implement the features I need in a reasonable timeframe 2. learn Godot and suffer by writing low-level mapgen code and modeling not-so-modular prefabs in Blender |
| 20:59 |
rubenwardy |
I would recommend using Godot if you need full flexibility |
| 20:59 |
rubenwardy |
Either that or learn c++ and modify the engine |
| 21:02 |
ireallyhateirc |
hmmm each path has suffering in it :D |
| 21:17 |
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| 21:24 |
MTDiscord |
<prolller> https://github.com/Zylann/godot_voxel |
| 21:29 |
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| 21:59 |
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| 22:01 |
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| 22:59 |
rubenwardy |
website translation is now live! https://www.luanti.org/sv/ |
| 23:00 |
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| 23:15 |
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| 23:35 |
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| 23:48 |
erle |
rubenwardy so redirect based on accept-language i guess? |
| 23:48 |
rubenwardy |
that's https://github.com/luanti-org/luanti-org.github.io/issues/365 |
| 23:48 |
rubenwardy |
currently / always redirects to /en/ |
| 23:49 |
erle |
oh i see |
| 23:49 |
rubenwardy |
also worth noting that Google and Bing understand translated sites. So in a bit, if you search for Luanti in French it'll show /fr/ as the top result |
| 23:49 |
erle |
i think if the resources are equivalent, it should not even have a separate URL, but for that you do actually need equivalence ig |
| 23:50 |
rubenwardy |
perhaps. The problem is that it requires JS to do that and search engines suck at understanding it |
| 23:50 |
cheapie |
erle: I like the idea of the user being able to manually select a language too, or to provide a link that will always be in a specific language |
| 23:51 |
erle |
rubenwardy it would be news to me if you needed js for content negotiation. or is that a constraint of the hosting solution? |
| 23:51 |
MTDiscord |
<rollerozxa> the website is a static site hosted on github pages |
| 23:51 |
erle |
oh i see |
| 23:51 |
erle |
unfun |
| 23:52 |
cheapie |
Especially because I've seen sites screw up Accept-Language parsing before and give me my /last/ choice even though they had my first one too |
| 23:52 |
erle |
cheapie it depends what kind of content you have. stuff like wikipedia has explicitly selectable languages because the content is not equivalent. |
| 23:52 |
rubenwardy |
ContentDB does content negotation, that's possible (and easy) because it has a backend |
| 23:53 |
erle |
cheapie if you have “let me select a language because you suck at accept header parsing” you are sidestepping another problem. |
| 23:53 |
cheapie |
FWIW I provide en-US,en;q=0.7,es;q=0.3 |
| 23:53 |
cheapie |
erle: It's just one of a few reasons that you might want to manually select one |
| 23:54 |
MTDiscord |
<rollerozxa> I don't think anyone is suggesting to completely remove the language dropdown |
| 23:54 |
erle |
every “i don't think anyone is suggesting” will surely be followed by a contrarian who will suggest just that :P |
| 23:54 |
rubenwardy |
It's quite annoying when I'm visiting Germany and websites decide to ignore my Accept-Languages and instead serve me German |
| 23:54 |
erle |
yeah, ip-based language things fucking suck |
| 23:55 |
erle |
especially when people have preferences |
| 23:55 |
cheapie |
"should be fine, people never move internationally, ever" |
| 23:55 |
erle |
a friend of mine wants british english, but metric units. i think the most reliable way of doing this is pretending to be in ireland. |
| 23:55 |
cheapie |
erle: Similar boat to me there, I want US English but metric units |
| 23:56 |
MTDiscord |
<wsor4035> dont like football fields squared? :p |
| 23:56 |
cheapie |
not particularly |
| 23:56 |
user333_ |
what a standard unit |
| 23:56 |
rubenwardy |
luckily most places have options for metric units. I also prefer English English and metric units |
| 23:56 |
erle |
cheapie i did once got rid of a very persistent asshole who had it out for me by serving different content for a single web page for his country. |
| 23:56 |
erle |
english english! |
| 23:57 |
erle |
en-en |
| 23:57 |
erle |
i prefer german english, en-de |
| 23:57 |
erle |
:P |
| 23:57 |
rubenwardy |
Denglisch |
| 23:57 |
cheapie |
This reminds me, whenever I work on celevator some more, I need to add translation support to that |
| 23:58 |
cheapie |
Especially since it seems like half of the users are German for whatever reason |
| 23:58 |
MTDiscord |
<wsor4035> my view on translation is im lazy and if someone cares they will pr support for it :p |
| 23:58 |
cheapie |
Mine has always been "I don't have the resources for that" but I've had some people offer to help with the German translations at least |
| 23:59 |
MTDiscord |
<wsor4035> ironically you could say my most popular library is a translation one of sorts |
| 23:59 |
* cheapie |
gives erle a node labeled "Aufzugsfrequenzumrichter" |