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	| 18:20 | hmmmm | hi | 
        
	| 18:20 | MTDiscord | <ROllerozxa> hmmmm hi | 
        
	| 18:21 | sfan5 | o/ | 
        
	| 18:21 | hmmmm | is it okay if i just hang around you guys?  miss you a lot, but i don't think i'll be contributing any code | 
        
	| 18:23 | celeron55 | well if you do it quietly enough, it's not off topic? | 
        
	| 18:24 | hmmmm | indeed it wouldn't be.  can't believe you're still around, hi | 
        
	| 18:25 | celeron55 | hi. of course i am. i'm like a glue stain on clothes | 
        
	| 18:27 | hmmmm | i don't know.  i've still got some unfinished business with envlock, mapgen, and decorations.  i have gone through a lot, and i'm starting to get my life back together.  at some point i'd like to work on all this. | 
        
	| 18:27 | hmmmm | is paramat == paradust? | 
        
	| 18:29 | rubenwardy | No, Paramat left a year or so ago | 
        
	| 18:29 | kilbith | hey hmmmm | 
        
	| 18:29 | kilbith | good to see you | 
        
	| 18:29 | hmmmm | hey kilbith, ruben | 
        
	| 18:29 | nrz | hey welcome back ? | 
        
	| 18:30 | hmmmm | lol nerzuel | 
        
	| 18:30 | kilbith | have you seen the shadows and postprocessing? | 
        
	| 18:30 | MTDiscord | <Jordach> you wouldn't believe it hmmmm but i've been working on a mapgen | 
        
	| 18:30 | hmmmm | sorry about getting upset about the code cleanup PRs.  my main issue was that it killed the git history.  I guess we gotta start out fresh sometimes, huh? | 
        
	| 18:30 | hmmmm | incredible | 
        
	| 18:31 | MTDiscord | <Jordach> i also found our "perlin" isn't reference "perlin" | 
        
	| 18:31 | MTDiscord | <Jordach> and has some slowness issuies | 
        
	| 18:31 | hmmmm | I doubt the mapgen I had in mind before I left is going to be compatible with LuaVoxelManip | 
        
	| 18:31 | kilbith | hmmmm: https://www.youtube.com/watch?v=DsGd1X9RlOE | 
        
	| 18:31 | MTDiscord | <Jordach> the C++ method is basically the same as a LuaVM | 
        
	| 18:32 | hmmmm | yeah, we know, celeron set the precedent for using a shortcut to generate perlin noise a long time ago.  it's just so much more computationally efficient and doesn't hurt the results much. | 
        
	| 18:33 | MTDiscord | <Jordach> it has a few problems, in that minetest's modified perlin has some bad issues | 
        
	| 18:33 | hmmmm | the only way I could think of how to further optimize our perlin noise is by reusing already computed noise values in earlier iterations | 
        
	| 18:33 | hmmmm | oh it does??  :( | 
        
	| 18:33 | MTDiscord | <Jordach> it's slow for 3d noise | 
        
	| 18:33 | MTDiscord | <Jordach> like 20ms slow for a standard 80x80x82 area | 
        
	| 18:33 | hmmmm | just FYI, I didn't computationally change perlin noise from celeron's | 
        
	| 18:34 | MTDiscord | <Jordach> it's not taking advantage of any compiler benefits even at -03 | 
        
	| 18:34 | hmmmm | uh oh | 
        
	| 18:34 | hmmmm | one of the long stretch goals was to use AVX512 and NEON intrinsics | 
        
	| 18:34 | hmmmm | I figured it at least had -O3 cpu optimizations | 
        
	| 18:34 | MTDiscord | <Jordach> my mapgen is more akin to realistic terrain built on heightmap tech with 3d noise decorators | 
        
	| 18:35 | MTDiscord | <Jordach> i profiled with TimeTaker and my current prototype runs about 50% faster than v7 or carpathian | 
        
	| 18:35 | hmmmm | nice | 
        
	| 18:35 | hmmmm | I'll have to take a look at some point | 
        
	| 18:35 | MTDiscord | <Jordach> it's fast, provides realistic terrain | 
        
	| 18:36 | MTDiscord | <Jordach> and is sized to realistic heights | 
        
	| 18:36 | MTDiscord | <Jordach> meaning multiple kilometers of mountain | 
        
	| 18:36 | MTDiscord | <Jordach> oceans aren't puddle sized either | 
        
	| 18:36 | hmmmm | that's something I always was trying to achieve, but the large scale perlin noise meant that it would create boring landscapes | 
        
	| 18:37 | MTDiscord | <Jordach> the trick is to mix multiple 2d noise scales | 
        
	| 18:37 | MTDiscord | <Jordach> and use those as mini biomes | 
        
	| 18:37 | hmmmm | if you added more iterations, it would encounter the same exact issues as if you just had smaller scale noise | 
        
	| 18:37 | MTDiscord | <Jordach> hills, plains, mountains - ridge cuts | 
        
	| 18:37 | hmmmm | yeah i've tried all that with v7... | 
        
	| 18:37 | MTDiscord | <Jordach> basically multiple seeds at differing scales solves it well | 
        
	| 18:37 | hmmmm | if it works, it works and I'm really happy | 
        
	| 18:37 | MTDiscord | <Jordach> i've even experimented with pathfinding rivers | 
        
	| 18:37 | MTDiscord | <Jordach> as in vertice based pathfindin g | 
        
	| 18:38 | hmmmm | it's just that I figured the approach would need to become more procedural in nature | 
        
	| 18:38 | hmmmm | like how minecraft does it | 
        
	| 18:38 | MTDiscord | <Jordach> i throw a shitload of points onto a 2d plane then shrink wrap it | 
        
	| 18:38 | hmmmm | top-down rather than bottom-up | 
        
	| 18:38 | MTDiscord | <Jordach> via the getSpawnPos() | 
        
	| 18:38 | hmmmm | nice, and there aren't any continuity issues? | 
        
	| 18:38 | MTDiscord | <Jordach> nope | 
        
	| 18:38 | hmmmm | incredible | 
        
	| 18:38 | MTDiscord | <Jordach> the original version had some issues | 
        
	| 18:38 | hmmmm | bravo :) | 
        
	| 18:38 | hmmmm | no kidding :) | 
        
	| 18:38 | MTDiscord | <Jordach> like getting stuck in infinite loops | 
        
	| 18:39 | hmmmm | that's why the original rivers were carved using perlin noise | 
        
	| 18:39 | MTDiscord | <Jordach> it also sucked due to it taking 20-30 seconds at start up | 
        
	| 18:39 | hmmmm | oh, original version with yours | 
        
	| 18:39 | MTDiscord | <Jordach> to pregenerate river paths | 
        
	| 18:39 | hmmmm | are we still using v3s16? | 
        
	| 18:39 | MTDiscord | <Jordach> yes | 
        
	| 18:39 | hmmmm | hehe | 
        
	| 18:39 | MTDiscord | <Jordach> i've built mine with v3s32 | 
        
	| 18:39 | hmmmm | yeah figures | 
        
	| 18:39 | MTDiscord | <Jordach> so the moment that infinite world patch drops in my experimental mapgen works | 
        
	| 18:40 | MTDiscord | <Jordach> it's also heightmap for a reason: farmesh | 
        
	| 18:40 | hmmmm | if you were going to implement your own noise instead of use perlin.cpp, might as well do things the "right way" from scratch | 
        
	| 18:40 | MTDiscord | <Jordach> i already did that | 
        
	| 18:40 | hmmmm | right | 
        
	| 18:40 | MTDiscord | <Jordach> ken's implementation has a few issues | 
        
	| 18:40 | MTDiscord | <Jordach> like looping at certain points | 
        
	| 18:40 | hmmmm | not familiar with ken.  is he new? | 
        
	| 18:40 | MTDiscord | <Jordach> ken perlin | 
        
	| 18:40 | hmmmm | oh | 
        
	| 18:41 | MTDiscord | <Jordach> ie 1/64000 will have issues at 64001/64000 being the same as 1/64000 | 
        
	| 18:41 | rubenwardy | :D | 
        
	| 18:41 | MTDiscord | <Jordach> meaning the mapgen loops | 
        
	| 18:41 | MTDiscord | <Jordach> we really don't want that | 
        
	| 18:41 | MTDiscord | <Jordach> ideally, it needs to be between 0-1 | 
        
	| 18:41 | MTDiscord | <Jordach> with something like f32 or even f64 precision | 
        
	| 18:41 | hmmmm | sounds like I need to brush up on the state of the art before doing anything at all | 
        
	| 18:42 | MTDiscord | <Jordach> https://github.com/Jordach/minetest/tree/mg_reverb go have a play with iot | 
        
	| 18:42 | hmmmm | the mapgen enhancements that I was working on right before I left were to make multiple passes instead of generating a chunk in one go | 
        
	| 18:42 | MTDiscord | <Jordach> requires a somewhat older irrlichtMT to get goinbg | 
        
	| 18:42 | MTDiscord | <Jordach> sometime from march 2022 will compile it | 
        
	| 18:42 | hmmmm | heh, still using irrlicht | 
        
	| 18:42 | hmmmm | never moved to openscenegraph, I guess | 
        
	| 18:43 | rubenwardy | we've forked Irrlicht and massively reduce its size | 
        
	| 18:43 | hmmmm | nice | 
        
	| 18:43 | MTDiscord | <Jordach> mg_reverb.cpp and it's header are where the secret sauce lies | 
        
	| 18:43 | hmmmm | but you're still lacking a lot of stuff you get "for free" with a more professional 3d library | 
        
	| 18:43 | rubenwardy | there's rumours of replacing it with bgfx/OpenGL/something else, but there have been for a long while | 
        
	| 18:43 | MTDiscord | <GreenXenith> Maybe once the menu is done | 
        
	| 18:43 | hmmmm | there's a reason why Build-A-World slapped the shit out of us in terms of graphics | 
        
	| 18:44 | rubenwardy | forking Irrlicht has also allowed us to fix longstanding issues, such as with certain keyboard layouts and copy+paste | 
        
	| 18:44 | hmmmm | they also had incredibly talented shader dudes | 
        
	| 18:44 | rubenwardy | BAW was made by someone with a PhD in computer graphics | 
        
	| 18:44 | MTDiscord | <Jordach> lemme see if i can find some recent screenshots of reverb | 
        
	| 18:44 | rubenwardy | or masters | 
        
	| 18:44 | kilbith | BAW is all about the graphics and that's it | 
        
	| 18:44 | hmmmm | indeed, superficial, that's why I never truly considered it a threat | 
        
	| 18:45 | hmmmm | I figured they might move on from fancy graphics but it seems not | 
        
	| 18:45 | hmmmm | thanks guys.  I've gotta check this out a lot more later on.  I'm technically supposed to be at work right now heh | 
        
	| 18:45 | kilbith | we have x2048 now, who is more talented than RBA :] | 
        
	| 18:46 | hmmmm | heh whoa | 
        
	| 18:46 | MTDiscord | <Jordach> https://cdn.discordapp.com/attachments/747163566800633906/1011345554929897542/unknown.png | 
        
	| 18:46 | kilbith | (not too difficult tbhà | 
        
	| 18:46 | MTDiscord | <Jordach> take a look hmmmm | 
        
	| 18:46 | hmmmm | I work in MA as a researcher for a university now :) | 
        
	| 18:46 | hmmmm | I am into cybersecurity far more than graphics or programming | 
        
	| 18:46 | MTDiscord | <Jordach> yes those cliffs follow the natural heightmap and are 3d noise | 
        
	| 18:46 | hmmmm | i still have a ton of unfinished business with minetest though! | 
        
	| 18:47 | hmmmm | ook cya later! | 
        
	| 18:48 | kilbith | see you | 
        
	| 18:49 | hmmmm | just to make sure, our mapnodes are still 32 bit right? | 
        
	| 18:50 | hmmmm | also, RIP RBA | 
        
	| 18:50 | hmmmm | <3 | 
        
	| 18:52 | MTDiscord | <Jordach> yes | 
        
	| 18:52 | MTDiscord | <Jordach> hmmmm, here's the original algo for my river path finder https://gist.github.com/Jordach/6d9f08aef70100b49507e05257ddb70e | 
        
	| 18:52 | MTDiscord | <Jordach> i saved it in case i ever wanted to retry pathfinding over actual simulated erosion | 
        
	| 18:53 | hmmmm | thanks! | 
        
	| 18:53 | MTDiscord | <Jordach> i'm working on a new implementation that lets me infinitely tile it | 
        
	| 18:53 | MTDiscord | <Jordach> and prevent merging of rivers because it's a very dumb algo | 
        
	| 18:53 | hmmmm | I had this crazy idea on how to approach river generation | 
        
	| 18:53 | hmmmm | probably not natural looking at all but | 
        
	| 18:54 | MTDiscord | <Jordach> i also managed to optimise the generation of voxel data by using AABB like bounding boxes | 
        
	| 18:54 | hmmmm | so you know how I considered changing the mapgen to a top-down approach where a low-res bitmap is generated for the entire world at creation time, storing the major procedurally generated (non-perlin) features? | 
        
	| 18:54 | MTDiscord | <Jordach> to only generate rivers in the local area | 
        
	| 18:54 | MTDiscord | <Jordach> there's a lua mapgen that does that | 
        
	| 18:55 | hmmmm | i see | 
        
	| 18:55 | hmmmm | well basically the map would consist of multiple "layers" of terrain detail | 
        
	| 18:55 | hmmmm | the rivers would be perlin noise passed through a gradient function that I had optimized trying to create cliffs | 
        
	| 18:55 | MTDiscord | <Jordach> cliffs still fucking bother me to this day | 
        
	| 18:56 | hmmmm | in order to make some kind of edge detection | 
        
	| 18:56 | MTDiscord | <Jordach> the easiest solution would to just test 2d clouds and just drop their heights | 
        
	| 18:56 | MTDiscord | <Jordach> is it lazy, yes | 
        
	| 18:56 | MTDiscord | <Jordach> does it produce a reasonable cliff face? also yes | 
        
	| 19:15 | sfan5 | rubenwardy: you can produce a functioning android build | 
        
	| 19:15 | sfan5 | but might be beetter | 
        
	| 19:15 | sfan5 | but might be better to wait for 5.6.1* | 
        
	| 19:15 | sfan5 | but we actually need to work on that... | 
        
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