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IRC log for #minetest, 2024-07-11

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00:02 SpaceManiac joined #minetest
00:36 Noisytoot cheapie: Very badly. I just tried with unmodded minetest game and got 3 FPS
00:40 cranez joined #minetest
00:42 Noisytoot That's with shaders, no undersampling, and a view range of 150. With no shaders and a view range of 20, it can reach ~20 FPS.
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07:21 MTDiscord <jordan4ibanez> Gl 2.1 fixed pipeline belongs in the trash
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12:05 sfan5 cheapie: it doesn't for me with a standard MTG. I suspect it's down to something mods do in callbacks
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19:40 MTDiscord <markverb1> there's an rtx config for minetest right?
19:48 ROllerozxa what does this mean
19:51 MTDiscord <markverb1> https://www.moddb.com/games/minetest/downloads/rtx-asset-for-minetest
19:55 ROllerozxa > video_driver = direct3d9
19:56 ROllerozxa minetest doesn't support direct3d, so that's why it doesn't work. in case that's what you were wondering
19:57 Krock * not any more
19:57 Krock it used to but was removed after forking Irrlicht a few years ago
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20:41 lissobone I have a feeling that gravity in minetest is broken
20:41 lissobone De facto it is exactly 2 times greatly than what is written in settings (9.81)
20:42 lissobone greater*!!
20:44 lissobone To prove that, I conducted an experiment: fall 1000 nodes and count elapsed time (it turned out to be 10 seconds or so), then use the acceleration formula: 1/2 * a * t^2 -- and I got... 500 nodes
20:45 ireallyhateirc you assume 1 node = 1 meter, right?
20:46 MTDiscord <jordan4ibanez> I thought that was agreed on
20:46 lissobone Yes
20:46 lissobone This is also assumed in minetest
20:47 lissobone Velocity is counted in nodes per second, same with gravity: nodes per second squared
20:48 ireallyhateirc 1000 nodes in 10s ? Wikipedia says it takes 4.5 s to travel 100m (too lazy to do the math)
20:48 lissobone Just to make sure it's not some kind of a weird setting specifically on my server I joined my favorite anarchy mineclone server, dropped from my friend's 10k nodes above sea level sky base, and... got literally the same results
20:50 lissobone Wikipedia says that the displacement (or path) formula for uniform acceleration is: s0 + v0t + 1/2 at^2
20:51 lissobone Ignore the s0 and v0t part because in my experiment initial speed was 0
20:53 lissobone I have measured how much time it takes with gravity = 9.81 to fall 100 nodes.  It's somewhere at 2.2 seconds... the results are consistently wrong!
20:54 ireallyhateirc maybe it's to give players a big ouch when they fall :)
20:54 MTDiscord <jordan4ibanez> That's because the physics module needs to be rewritten
20:55 lissobone I am filled with determination to get to the root of this problem
20:55 lissobone This is an insult to physics
20:56 lissobone What if... it's just multiplied by 2 somewhere in the code?
20:56 lissobone I will test that too
20:59 lissobone At gravity = 4.905, it behaves as if gravity is equal to 9.81
21:02 MTDiscord <jordan4ibanez> Shmells like a bug
21:03 lissobone ... apparently, a very overlooked one
21:03 lissobone If current laws of kinematics (of minetest) were to be changed, everything that relies on them would likely break down
21:04 MTDiscord <warr1024> The root of the problem is simple.  If the problem is that gravity is working at 20 m/s^2, then the root of the problem would be gravity operating at 4.47 m^0.5/s
21:04 lissobone So you're saying that it's not divided by dtime?
21:05 lissobone ... wait, I am confused with the last part
21:05 lissobone Oh, well, I understood it
21:05 lissobone It's just square-rooted...
21:06 lissobone (... and I actually got it)
21:16 boingman joined #minetest
21:17 lissobone Calculations and experimental results match up exactly now, when gravity is halved
21:18 lissobone On paper, my 'g' is still 9.81 m/s^2.  Default initial jump velocity is 6.5 m/s, and it allows a player to jump 2.1515 nodes high, I calculated.  This has also been observed experimentally
21:21 Verticen joined #minetest
21:22 MTDiscord <grorp> https://github.com/minetest/minetest/blob/1e7f554bcd5b57bab9343ccd13eacc9cec870f15/src/client/clientenvironment.cpp#L151-L152
21:24 ireallyhateirc lol what is that
21:28 lissobone ... why is it doubled
21:28 lissobone "Should be removed"?  Well, he isn't wrong!
21:28 lissobone It should be terminated immediately.
21:29 lissobone I believe that server maintainers should be able to write their own physics engines in lua
21:30 lissobone I mean... not have the ability to, but the opportunity
21:31 lissobone (thank you, grorp)
21:31 ireallyhateirc btw fixing that bug could possibly break many parkour maps and such
21:31 ireallyhateirc not that I care or play any
21:31 ireallyhateirc unless Glitch is affected
21:32 lissobone I know, that's why I suggested that rewritable engine solution in the [1st place]
21:33 lissobone The current physics that everybody knows and loves would supposedly be the default, but instead written in lua and provided at world start
21:33 lissobone (That's my plan)
21:34 lissobone ... this is client physics, though
21:34 lissobone My plan has failed!   Help!
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22:41 cheapie sfan5: It does it for me with unmodded MTG - seems to be every few thousand mapblocks on average if I'm doing an /emergeblocks, or very rarely in normal play too. Seems to happen more often on slower computers, I have a laplet here that'll do it every few hundred mapblocks with /emergeblocks.
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