| Time |
Nick |
Message |
| 00:02 |
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| 01:23 |
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| 01:25 |
Megaf |
folks, how do I commend large portions of code in lua? |
| 01:29 |
Megaf |
--[[ and ]] :) |
| 01:30 |
kahrl |
print("that code is very nice") |
| 01:30 |
kahrl |
oh, comment |
| 01:30 |
kahrl |
:P |
| 01:53 |
Megaf |
heh |
| 01:54 |
Megaf |
VanessaE: can those normal textures be used in minetest minimal? |
| 01:54 |
VanessaE |
"normal" textures? |
| 01:55 |
Megaf |
I mean, texture packs |
| 01:56 |
VanessaE |
well HDX works in minimal, so I suppose anything else should |
| 02:13 |
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| 07:01 |
sapier |
any comments on #1198? that's required in order to support android devices because gui won't be really usable without it |
| 07:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/1198 -- Add support for dpi based HUD scaling by sapier |
| 07:12 |
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| 07:20 |
sapier |
and comments to #1241 are welcome too, it's the long waiting formspec cleanup ... yes I know it's quite a lot, most of it is code moving. Guess best way to check is just try it |
| 07:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/1241 -- Add formspec toolkit and refactor mainmenu to use it by sapier |
| 07:20 |
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| 12:05 |
celeron55 |
https://forum.minetest.net/viewtopic.php?f=7&t=9177 |
| 12:05 |
celeron55 |
i finally got this to a publishable state |
| 12:06 |
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| 12:17 |
celeron55 |
hmm, i'm not sure whether to enable replies or not |
| 12:18 |
celeron55 |
i think i'll not do that; they would be just biased in weird ways and the point of that is to be how i see things, because it has seemed like people want to know that |
| 12:22 |
Anchakor |
would sqlite work well as a sort of cache between memory and server when memory is getting full and dumping data is bad because server would need to retransmit them? |
| 12:23 |
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| 12:23 |
Anchakor |
I was reading about binary serialization stuff for voxels and it seems there exist things, but very specialized, more like for volumetric data for movie effects |
| 12:26 |
celeron55 |
i don't consider either of those important at all; minetest performs just fine for the voxel part |
| 12:27 |
Anchakor |
yeah I know, I am asking not for minetest, just what is your experience with sqlite performance and in general as used by minetest |
| 12:28 |
celeron55 |
client-side caching wouldn't hurt though |
| 12:30 |
celeron55 |
and yes, most of development related to voxels isn't exactly about the stuff that minetest has, altough i guess some of it might still apply |
| 12:30 |
Anchakor |
dbs are usually used for persistance, so this is unusual use case, since for cache-like stuff you don't need persistance |
| 12:31 |
Anchakor |
though you could use the persistance to do then compute chunk data hashes for server to compare whether to send updated version |
| 12:34 |
celeron55 |
timestamps are better for that |
| 12:35 |
celeron55 |
(because they don't require hashing content) |
| 12:37 |
Anchakor |
true, mtime ftw |
| 12:48 |
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| 15:59 |
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| 16:07 |
rubenwardy |
I would like to talk about Voxel Area Entities from a user interface view point. How would they be created? ( http://dev.minetest.net/TODO#Voxel_Area_Entities ) |
| 16:07 |
VanessaE_ |
celeron55: regarding multiple sub-games, if you think mine's ready to include (I suppose it is), it at least has a name now. Dreambuilder Game. |
| 16:07 |
rubenwardy |
Also, is this the currect place? |
| 16:07 |
VanessaE_ |
(the download for it is always at http://minetest.digitalaudioconcepts.com/Dreambuilder_Game.tar.bz2 .. there is no git repo yet) |
| 16:13 |
celeron55 |
rubenwardy: at least initially probably by placing some kind of core node (which might be removable afterwards without breaking the VAE) |
| 16:13 |
celeron55 |
not sure |
| 16:13 |
rubenwardy |
I am writing a gist with a few suggestions |
| 16:13 |
celeron55 |
also, that wiki page is very old and completely written by hmmmm |
| 16:13 |
celeron55 |
(but it can be used i guess) |
| 16:16 |
rubenwardy |
I imagine calculating rigid body physics with VAEs would be a PITA |
| 16:16 |
celeron55 |
VanessaE_: whether it is ready is mostly up to you and votes, but i guess i might find time to check it |
| 16:17 |
celeron55 |
rubenwardy: i don't think planning anything like that should be done initially |
| 16:17 |
celeron55 |
just something that barely works and can be improved on |
| 16:17 |
rubenwardy |
I thought that might be the cas |
| 16:17 |
rubenwardy |
e |
| 16:17 |
celeron55 |
it's enough of a challenge anyway |
| 16:19 |
celeron55 |
however, rigid body physics are trivial with a physics library |
| 16:20 |
celeron55 |
i'd imagine a small and portable one can be found |
| 16:21 |
rubenwardy |
These are my ideas: https://gist.github.com/rubenwardy/5b4ba1163afa1e504592 |
| 16:22 |
celeron55 |
user interface idea: if it's simply up to a mod to do something like minetest.create_vae(position), then a mod can eg. create a workbench on which if you place a node, the mod just sets it to be the base of a VAE |
| 16:22 |
celeron55 |
that's be quite an intuitive and flexible end result |
| 16:22 |
rubenwardy |
That is a good idea |
| 16:22 |
celeron55 |
then you can build on the node and take it off from the workbench |
| 16:23 |
celeron55 |
rubenwardy: link that from the wiki so everyone finds it |
| 16:23 |
rubenwardy |
I will do |
| 16:23 |
celeron55 |
i'll link the wiki from my roadmap |
| 16:30 |
rubenwardy |
Thinking about moving VAEs is less of a problem. Mods / subgame could add engine blocks, steering wheel blocks, etc. |
| 16:31 |
rubenwardy |
What about players hitting the VAE to move it? |
| 16:31 |
celeron55 |
i consider all of that game-specific |
| 16:31 |
rubenwardy |
That is true. |
| 16:33 |
celeron55 |
which does imply that those should be reasonably easy to do |
| 16:36 |
rubenwardy |
Time for some HTML5 XD |
| 16:39 |
[PavelS] |
How VAE will combine node and entity stuff? |
| 17:27 |
hmmmm |
a prerequisite for voxel area entities is fixing the god damn block position "hashing" |
| 17:27 |
hmmmm |
I can't think of a more fucked up way to pack 36 bits of information |
| 17:32 |
hmmmm |
well, there could also be an additional 'vae' table in the map |
| 17:32 |
hmmmm |
either way would require the presence of a map version |
| 17:32 |
hmmmm |
map format version |
| 17:52 |
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| 18:05 |
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| 18:14 |
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| 18:56 |
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| 19:22 |
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| 19:53 |
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| 20:44 |
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| 20:55 |
BlockMen |
are there any ideas on next release yet? |
| 20:56 |
BlockMen |
or other way round: what has to be done for 0.4.10 |
| 22:20 |
PilzAdam |
BlockMen, https://github.com/minetest/minetest/issues?direction=desc&labels=bug%2Cblocker&page=1&sort=created&state=open |
| 22:20 |
BlockMen |
does it crash anything? |
| 22:21 |
BlockMen |
if not, why is it a blocker then? |
| 22:22 |
PilzAdam |
its a bug that was (probably) introduced after the last release; and it makes the game unplayable |
| 22:23 |
PilzAdam |
also I marked it as blocker as a reminder to all the other shader bugs introduced by RBA's changes |
| 22:33 |
BlockMen |
F3? also how "large" is the area this happens? |
| 22:34 |
BlockMen |
there is IMO no reason to mark as blocker since you can still play the game and it does not crash because of |
| 22:34 |
BlockMen |
^ that does not mean i want leave it as is for 0.4.10 |
| 22:38 |
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