| Time |
Nick |
Message |
| 00:45 |
|
diceLibrarian joined #minetest |
| 00:51 |
|
Noisytoot joined #minetest |
| 00:52 |
|
Trifton joined #minetest |
| 01:00 |
|
smk joined #minetest |
| 01:16 |
|
Lesha_Vel joined #minetest |
| 01:16 |
|
MinetestBot joined #minetest |
| 01:16 |
|
MinetestBot joined #minetest |
| 01:16 |
|
smk joined #minetest |
| 01:17 |
|
ShadowBot joined #minetest |
| 01:17 |
|
Alnotz joined #minetest |
| 01:17 |
|
gff_ joined #minetest |
| 01:17 |
|
gff_ joined #minetest |
| 01:17 |
|
Lesha_Vel joined #minetest |
| 01:18 |
|
mmuller joined #minetest |
| 01:19 |
|
ShadowNinja joined #minetest |
| 01:20 |
|
diceLibrarian joined #minetest |
| 01:20 |
|
Kilroy joined #minetest |
| 01:21 |
|
jonadab joined #minetest |
| 01:22 |
|
Verticen_ joined #minetest |
| 01:25 |
|
diceLibrarian joined #minetest |
| 01:48 |
|
Trifton joined #minetest |
| 01:52 |
|
Noisytoot joined #minetest |
| 02:37 |
|
sparky4 joined #minetest |
| 02:46 |
|
Zambyte joined #minetest |
| 03:18 |
|
Noisytoot joined #minetest |
| 03:30 |
|
Izaya joined #minetest |
| 03:58 |
|
Trifton joined #minetest |
| 03:59 |
|
sometalgoo joined #minetest |
| 04:00 |
|
MTDiscord joined #minetest |
| 04:13 |
|
lemonzest joined #minetest |
| 04:20 |
|
sparky4 joined #minetest |
| 04:40 |
|
Noisytoot joined #minetest |
| 04:47 |
|
sparky4 joined #minetest |
| 04:48 |
|
calcul0n_ joined #minetest |
| 05:08 |
|
YuGiOhJCJ joined #minetest |
| 05:33 |
|
Noisytoot joined #minetest |
| 05:36 |
|
Noisytoot joined #minetest |
| 05:39 |
|
Lesha_Vel joined #minetest |
| 05:52 |
lissobone |
It works. |
| 05:52 |
lissobone |
I have tried a different method of calculating its position on the radar, because the angle between two vectors cannot exceed 180 degrees (or 1 pi radians). |
| 05:53 |
lissobone |
Now I just shrunk the vector that points from the hunter to the huntee and made its length 1, and its coordinates are the point coordinates themselves. |
| 05:54 |
lissobone |
The y and x coordinates match the expectations, but only if the hunter is looking directly north. This high time for me to utilize the rotation matrix. |
| 05:56 |
lissobone |
This is high time*. |
| 06:09 |
|
Noisytoot joined #minetest |
| 06:42 |
|
iamweasel joined #minetest |
| 06:42 |
|
Lunatrius joined #minetest |
| 06:43 |
|
Oblomov joined #minetest |
| 06:43 |
|
reductum_ joined #minetest |
| 06:43 |
|
Oblomov joined #minetest |
| 06:43 |
|
Fulgen joined #minetest |
| 06:44 |
|
z812 joined #minetest |
| 06:44 |
|
Noisytoot joined #minetest |
| 06:44 |
|
cation joined #minetest |
| 06:44 |
|
TheCoffeMaker joined #minetest |
| 06:44 |
|
lissobone left #minetest |
| 06:44 |
|
TheCoffeMaker joined #minetest |
| 06:45 |
|
bodiccea joined #minetest |
| 06:46 |
|
book` joined #minetest |
| 06:46 |
|
smk joined #minetest |
| 06:47 |
|
TomTom joined #minetest |
| 06:47 |
|
mazes_80 joined #minetest |
| 06:48 |
|
bdju joined #minetest |
| 06:59 |
|
olliy joined #minetest |
| 07:03 |
|
aryak joined #minetest |
| 07:03 |
|
pgimeno joined #minetest |
| 07:20 |
|
Noisytoot joined #minetest |
| 07:22 |
|
eggman joined #minetest |
| 07:26 |
|
Noisytoot joined #minetest |
| 07:45 |
MTDiscord |
<luatic> Why would you need a rotation matrix? |
| 07:51 |
|
appguru joined #minetest |
| 07:56 |
|
Trifton joined #minetest |
| 08:10 |
|
Fixer joined #minetest |
| 08:12 |
pgimeno |
it's an easy way to find the signed angle; lissobone wants the angle of a vector relative to another, not the angle between two vectors |
| 08:22 |
Oblomov |
atan2? |
| 08:48 |
|
dridron joined #minetest |
| 10:20 |
|
appguru joined #minetest |
| 12:09 |
|
proller joined #minetest |
| 12:13 |
|
pgimeno joined #minetest |
| 12:15 |
|
definitelya joined #minetest |
| 12:51 |
|
proller joined #minetest |
| 13:10 |
|
proller joined #minetest |
| 13:27 |
|
fling joined #minetest |
| 13:51 |
|
jaca122 joined #minetest |
| 13:53 |
|
appguru joined #minetest |
| 14:17 |
|
fling joined #minetest |
| 14:22 |
|
fling joined #minetest |
| 14:24 |
|
bodiccea_ joined #minetest |
| 14:24 |
|
lemonzest joined #minetest |
| 14:48 |
|
kilbith joined #minetest |
| 15:12 |
|
fling joined #minetest |
| 15:14 |
|
fling joined #minetest |
| 15:16 |
|
orwell96 joined #minetest |
| 15:17 |
|
appguru joined #minetest |
| 15:27 |
|
Desour joined #minetest |
| 15:41 |
MTDiscord |
<Warr1024> "angle of a vector relative to another, not the angle between two vectors" <-- what does this even mean? |
| 15:42 |
rubenwardy |
I'm guessing that the former means the difference between two normalised vectors |
| 15:43 |
rubenwardy |
the latter is single number, the angle between two vectors on their shared plane |
| 15:43 |
rubenwardy |
or maybe they mean the angle to a position from a nother position? |
| 15:44 |
rubenwardy |
who knows |
| 15:44 |
MTDiscord |
<Warr1024> They're asking for an angle in both cases. It's like "no, dammit, I don't want to know the vector's magnitude, I just want to know how long it is." |
| 15:45 |
rubenwardy |
they probably meant rotation |
| 15:45 |
rubenwardy |
these sorts of questions need diagrams |
| 15:47 |
MTDiscord |
<Warr1024> haha, true.dat |
| 15:48 |
|
fling joined #minetest |
| 16:37 |
|
orwell96 joined #minetest |
| 16:46 |
|
orwell96 joined #minetest |
| 17:05 |
|
ely-the-kitsune joined #minetest |
| 17:08 |
|
Talkless joined #minetest |
| 17:31 |
|
orwell96 joined #minetest |
| 17:38 |
|
ely-the-kitsune joined #minetest |
| 17:41 |
|
Guest3333 joined #minetest |
| 17:57 |
MTDiscord |
<luatic> Well, it seems lissobone wants to project onto 2D first of all ("radar"). Then the relative position of the huntee to the hunter can be described as an angle angle = math.atan(rel_pos_z, rel_pos_x) and a magnitude dist = math.sqrt(rel_pos_x^2 + rel_pos_z^2). The yaw of the player can be found using yaw = player:get_look_horizontal(). To make the angle relative to the player rotation, simply inversely apply the player yaw by subtracting it |
| 17:57 |
MTDiscord |
from the angle angle = angle - yaw. Then the orientation-relative new pos is pos_x, pos_z = math.cos(angle) * dist, math.sin(angle) * dist. This can be done using matrices but isn't necessary for 2D. I might have messed up some signs / orientations here. |
| 18:05 |
MTDiscord |
<Warr1024> Hmm, the matrices thing is supposed to be "simpler" and more uniform regardless of dimensions, but it takes more up-front work to figure out the more complex math behind it. Doing the yaw/dist thing involves more mathy bits, but each bit is smaller. In this case, yeah, angle/distance is what I'd do (or even angle/dist^2) |
| 18:06 |
MTDiscord |
<Warr1024> I think you might want atan2 instead of atan, though, maybe? One of them handles the discontinous orthogonal case properly, as well as quadrant-disambiguation. |
| 18:13 |
|
lissobone joined #minetest |
| 18:13 |
lissobone |
I have released the mod. |
| 18:14 |
Desour |
wanna post a link so we know what you meant with the angle from one vector to another thing? lissobone |
| 18:15 |
lissobone |
https://content.minetest.net/packages/LissoBone/manhunt/ |
| 18:15 |
lissobone |
I discarded the vector angle solution. |
| 18:15 |
lissobone |
An angle between two vectors cannot exceed 180 degrees. |
| 18:15 |
lissobone |
That's why I used something I wasn't taught in school. |
| 18:17 |
lissobone |
And the screenshots are old, the radar now is supposed to appear on the left due to some limitations I faced while making the HUD (different display resolution resulted in a highly unwanted red dot shift). |
| 18:22 |
|
ely-the-kitsune joined #minetest |
| 18:25 |
|
lissobone joined #minetest |
| 18:25 |
lissobone |
I am back. |
| 18:29 |
MTDiscord |
<Warr1024> Right, an angle between 2 vectors cannot exceed 180 degrees, the same way you cannot be looking farther away from something than the exact wrong direction |
| 18:32 |
lissobone |
The matrices thing works fine, the compass now points directly at the speedrunner (it updates itself every few seconds, just like a real radar). |
| 18:32 |
lissobone |
The only things that bother me now are: |
| 18:32 |
lissobone |
Somewhat messy code. |
| 18:32 |
lissobone |
HUD remains even when the hunter drops their radar. |
| 18:33 |
lissobone |
And also the third very important thing which I forgot about. |
| 18:33 |
|
jaca122 joined #minetest |
| 18:33 |
lissobone |
Oh, yeah, the radar hud looks horrible. |
| 18:34 |
lissobone |
It's just an edited and upscaled version of the item icon. |
| 18:36 |
lissobone |
It could've been better, but the upper arc looks legitimately terrible where it bends down and then connects with the main body. |
| 18:38 |
lissobone |
I just need to pass something like activate_closure(itemstack, player) and minetest.item_drop(itemstack, player, player:get_player_pos()) to the on_drop variable in the item registration. |
| 18:38 |
lissobone |
Activate closure. |
| 18:39 |
lissobone |
Deactivate windows. |
| 18:40 |
lissobone |
I don't know why is "deactivate windows" so funny. |
| 18:43 |
Desour |
because in the real world, you let windows deactivate all by itself over time |
| 18:43 |
lissobone |
Well, that's technically true. |
| 18:43 |
lissobone |
Not only technically, but factually true. |
| 18:44 |
Desour |
deactivate itself ...* |
| 18:44 |
MTDiscord |
<LandarVargan> https://github.com/MrGlockenspiel/activate-linux |
| 18:45 |
lissobone |
Does windows actually deactivate itself over tiInterrupted. What the [Fifty-percent off!] is that? |
| 18:45 |
lissobone |
Well, where is "deactivate linux"? |
| 18:57 |
lissobone |
Now I've got a question if it's possible to remove the HUD and then drop the device on the ground. |
| 18:58 |
lissobone |
Well, it's definitely possible, but my last attempt only generated unlimited radars. |
| 18:58 |
lissobone |
How to simulate a natural item dropping process? |
| 18:59 |
lissobone |
As if it was dropped with the default settings. |
| 18:59 |
lissobone |
(default settings = untouched on_drop). |
| 19:04 |
|
ely-the-kitsune joined #minetest |
| 19:05 |
lissobone |
minetest.item_drop drops the switched off radar, but, for some reason, even after removing it directly, a switched on one remains. |
| 19:10 |
lissobone |
I might be doing something wrong. |
| 19:11 |
lissobone |
To solve the problem, I shall start from the very beginning of the issue_resolution_process. |
| 19:24 |
Desour |
player:set_wielded_item(minetest.item_drop(player:get_wielded_item(), player, ...) |
| 19:24 |
Desour |
something like that |
| 19:26 |
|
TomTom joined #minetest |
| 19:30 |
|
z812 joined #minetest |
| 20:00 |
|
sparky4 joined #minetest |
| 20:27 |
|
Verticen_ joined #minetest |
| 22:26 |
|
graycot[m]1 joined #minetest |
| 22:34 |
|
panwolfram joined #minetest |
| 22:42 |
|
Menchers joined #minetest |
| 23:02 |
|
proller joined #minetest |
| 23:03 |
|
peterz joined #minetest |
| 23:05 |
|
sparky4 joined #minetest |
| 23:25 |
|
stormchaser3000 joined #minetest |
| 23:32 |
|
proller joined #minetest |
| 23:41 |
|
YuGiOhJCJ joined #minetest |
| 23:54 |
|
Lesha_Vel joined #minetest |