| Time |
Nick |
Message |
| 00:02 |
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| 00:36 |
Noisytoot |
cheapie: Very badly. I just tried with unmodded minetest game and got 3 FPS |
| 00:40 |
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| 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. |
| 01:28 |
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| 07:00 |
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| 07:21 |
MTDiscord |
<jordan4ibanez> Gl 2.1 fixed pipeline belongs in the trash |
| 07:22 |
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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 |
| 12:09 |
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| 19:03 |
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| 19:08 |
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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 |
| 20:18 |
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| 20:19 |
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| 20:41 |
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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 |
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| 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 |
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| 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! |
| 21:36 |
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| 22:18 |
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| 22:35 |
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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. |
| 22:50 |
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| 23:05 |
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