| Time |
Nick |
Message |
| 00:06 |
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| 03:14 |
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| 03:15 |
Quiark |
are worlds in minetest infinite? |
| 03:36 |
sofar |
nope |
| 03:38 |
Quiark |
ook. Are they lazily generated? |
| 03:43 |
sofar |
lazily? |
| 03:43 |
sofar |
the map parts are generated on demand |
| 03:43 |
Quiark |
yeah on demand is just a different word for 'lazily' |
| 04:40 |
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| 06:00 |
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| 06:05 |
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| 06:18 |
librebob[m] |
how big are they |
| 06:25 |
ANAND |
approx. 31000x31000x31000 |
| 06:25 |
VanessaE |
no, closer to 64000^3 |
| 06:26 |
VanessaE |
(with most of Y > 40ish being just air by default) |
| 06:36 |
ANAND |
oh right, 31000 is the distance from 0,0,0. |
| 06:36 |
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| 06:36 |
VanessaE |
mmhmm |
| 06:37 |
VanessaE |
like 31987 or something |
| 07:03 |
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| 08:11 |
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| 10:07 |
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| 11:10 |
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| 12:01 |
mycraft1 |
I wish they would someday be 2147483648 x 2147483648 x 2147483648 (theoretical limit, lazily generated) but that's just wishful thinking |
| 12:02 |
ChimneySwift |
lol, I'm not sure how you'd even utalize that much map |
| 12:05 |
mycraft1 |
ok what I'm really wishing for, is that If I start walking in one direction, that human lifetime will not be enough to reach the theoretical limit (e.g. limited only by available diskspace etc.) |
| 12:05 |
mycraft1 |
but then again |
| 12:05 |
ChimneySwift |
mhm |
| 12:06 |
mycraft1 |
I can't contribute much dev. resources hope nore developer ever finishes his job of expanding mt to larger worlds |
| 12:07 |
Cornelia |
I don't remember the reason why worlds have restricted sizes. |
| 12:08 |
mycraft1 |
ok, I'm talking too much back to building |
| 12:08 |
ChimneySwift |
because of the limits of the sqlite database used to store it afaik |
| 12:08 |
rubenwardy |
!c 32**2 |
| 12:08 |
MinetestBot |
1024 |
| 12:08 |
rubenwardy |
Oops |
| 12:08 |
rubenwardy |
!c 2**32 |
| 12:08 |
MinetestBot |
4294967296 |
| 12:08 |
rubenwardy |
Also, oops |
| 12:09 |
rubenwardy |
!c 2**16 |
| 12:09 |
MinetestBot |
65536 |
| 12:09 |
rubenwardy |
There we are |
| 12:09 |
ANAND |
:D |
| 12:09 |
rubenwardy |
Hmmm |
| 12:09 |
rubenwardy |
Minetest relies on a 1 to 1 id for blocks |
| 12:10 |
rubenwardy |
So a single number is used to look up a 16x16 area, and only one will be returned |
| 12:10 |
Cornelia |
Block... "Prototypes" or block present in the world |
| 12:10 |
rubenwardy |
To make the world bigger you could increase the size of this id |
| 12:10 |
rubenwardy |
Or you could change it to a hash map and then you'd be limited only by the precision of the vector |
| 12:11 |
Cornelia |
You could beat your lookup function and create different ID spaces |
| 12:11 |
rubenwardy |
Which is v3f32, CBA to work out the maths |
| 12:11 |
Cornelia |
*nest |
| 12:11 |
rubenwardy |
That's the same as making a bigger id |
| 12:12 |
Cornelia |
Yea, but you could do it only as needed. |
| 12:12 |
rubenwardy |
Sounds like a variable length id |
| 12:12 |
rubenwardy |
Which would work |
| 12:12 |
rubenwardy |
However it would be a lot slower |
| 12:12 |
rubenwardy |
A hash map is a much more efficient method |
| 12:12 |
rubenwardy |
As the id is fixed length |
| 12:12 |
rubenwardy |
Well, hash now |
| 12:13 |
rubenwardy |
But you can have multiple mapblocks per hash and you use the position to find the correct one |
| 12:13 |
rubenwardy |
This is definitely a non-trivial change |
| 12:13 |
rubenwardy |
And this doesn't benefit the majority of users |
| 12:13 |
rubenwardy |
There's only 2 valid reasons for bigger maps: |
| 12:14 |
rubenwardy |
1. Making to life scaled reconstructions. This projects usually require a ton of automation |
| 12:14 |
rubenwardy |
2. Dick comparing |
| 12:15 |
Cornelia |
Eh. I can think of two others. |
| 12:15 |
Cornelia |
One mechanical and one aesthetic. |
| 12:16 |
Cornelia |
The first, to use MC as an example, some large capacity servers have groups of players that travel very far (> 50k) from spawn to build their bases. Generally on PVP servers only. |
| 12:17 |
Cornelia |
The second, it's aesthetically more pleasing to be able to travel in one direction as long as the player desires instead of being forced to change direction at some point. |
| 12:17 |
Cornelia |
But, like you said, most players probably won't benefit. |
| 12:17 |
Cornelia |
Because they're unlikely to go that far. |
| 12:28 |
librebob[m] |
does anyone know how to tame boar on mods_redo? |
| 12:56 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Formspecs: Fix invalid background warning 5a26e46 https://git.io/fAfci (2018-08-20T12:56:16Z) |
| 13:31 |
Quiark |
rubenwardy, imagine a hashmap with only one entry per bucket ... and exploring a world where some 16x16 blocks have collisions |
| 13:31 |
Quiark |
would be interesting :D also educational about the likelihoods of hash collisions |
| 13:34 |
rubenwardy |
Heh |
| 13:34 |
rubenwardy |
Currently it's not really a hash - there are no collisions |
| 13:34 |
rubenwardy |
Afaik |
| 14:04 |
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| 14:09 |
Krock |
Quiark: nobody needs infinite worlds |
| 14:09 |
Krock |
even those in No Man's Sky are not infinite |
| 14:42 |
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| 16:48 |
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| 17:03 |
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| 17:27 |
MinetestBot |
[git] paramat -> minetest/minetest: Change mapgen order to ores > dungeons > decorations (#7656) 8516f28 https://git.io/fAf55 (2018-08-20T17:24:53Z) |
| 17:38 |
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| 19:44 |
exio4 |
sup bros |
| 19:50 |
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| 22:57 |
MinetestBot |
[git] paramat -> minetest/minetest_game: New wider apple tree schematic 20b4338 https://git.io/fAJ4z (2018-08-20T22:56:00Z) |
| 22:59 |
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