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Re: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJ

My video driver is up to date and this doesn't happen with Krock's build so I'm just going to use his for now. Edit: Strike that. I just figured out something. Krock's only worked because there was no game in the games folder. The same thing goes for your build. When I put minetest_game in the game...
by GauVeldt
Fri Dec 12, 2014 09:30
 
Forum: Minetest Builds
Topic: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJIT
Replies: 585
Views: 463638

Re: Minetest-Blockiverse (fork of MT)

As a general rule, you should at least get a prototype working before making a post announcing a project. Unless you asking for help or input. It is an interesting idea though. I am open to both right now. I am still scouring the engine coding looking for where to fit in the swap in and out of anot...
by GauVeldt
Sat Nov 01, 2014 18:14
 
Forum: Minetest-Related
Topic: Minetest-Blockiverse (fork of MT)
Replies: 16
Views: 5829

Re: Minetest-Blockiverse (fork of MT)

I'm just afraid that it might be very difficult to reach. ... ... , although there's no way to actually store that much data at a resolution of 1m. ... ... As I mentioned in the post before this I intend to use a db table that stores the locations of pieces (objects) rather than the entire 3D chess...
by GauVeldt
Sat Nov 01, 2014 01:49
 
Forum: Minetest-Related
Topic: Minetest-Blockiverse (fork of MT)
Replies: 16
Views: 5829

Re: Minetest-Blockiverse (fork of MT)

Sounds like a very intresting idea. I'd love to play a game where space travel and beeing able to manipulate the scenery are combined! I'm just afraid that it might be very difficult to reach. One of the major obstacles is space and the human perception thereof. Minetest is more than large enough t...
by GauVeldt
Fri Oct 31, 2014 20:30
 
Forum: Minetest-Related
Topic: Minetest-Blockiverse (fork of MT)
Replies: 16
Views: 5829

Re: Minetest-Blockiverse (fork of MT)

-snip- I love the idea of the mobs, yet I don't know where you get the idea of Saturn being evil, but weird creatures hiding deeper on the planets is fascinating concept for game play. Don't forget the satellites surrounding those gas giants. For example, the moon Titan is similar to Earth, but wit...
by GauVeldt
Thu Oct 30, 2014 20:38
 
Forum: Minetest-Related
Topic: Minetest-Blockiverse (fork of MT)
Replies: 16
Views: 5829

Re: Minetest-Blockiverse (fork of MT)

What about gas giants? For example, falling into them could be fatal, but the higher layers of their clouds could be used somehow. Also, don't forget the noises they make: https://www.youtube.com/watch?v=nYNjm2r-wqc -Jupiter https://www.youtube.com/watch?v=Q000bEMEG2o -Saturn Gas giants like Jupite...
by GauVeldt
Thu Oct 30, 2014 20:17
 
Forum: Minetest-Related
Topic: Minetest-Blockiverse (fork of MT)
Replies: 16
Views: 5829

Re: Minetest-Blockiverse (fork of MT)

A fork based on space travel!?! I wish you the best of luck! I can already imagine an awesome colony at mars! :D http://i0.kym-cdn.com/photos/images/newsfeed/000/827/485/b09.gif Heck with just Mars, to lightspeed and beyond! Travel the huge universe sparsle populated (possibly more dense around sta...
by GauVeldt
Thu Oct 30, 2014 18:52
 
Forum: Minetest-Related
Topic: Minetest-Blockiverse (fork of MT)
Replies: 16
Views: 5829

Re: Minetest-Blockiverse (fork of MT)

The rendermode for space would be a database table sparsely storing the locations of celestial objects, planet spheres textured with the world's 2D top-view landscape, ships, and smaller minable chunk-based things called chunkoids that may have differing radius chunkoid to chunkoid (8*r*r*r chunks p...
by GauVeldt
Thu Oct 30, 2014 18:41
 
Forum: Minetest-Related
Topic: Minetest-Blockiverse (fork of MT)
Replies: 16
Views: 5829

Re: DBMS driver, DBMS player persistence, persistence API

I would like to see a more Windoze-friendly world-backend as "alternative" to leveldb. MySQL is not a good soulation because we only need a single table, therefore sqlite was a good chose. The map saves all X seconds, you can define this in your minetest.conf. I use ~120s for this and hav...
by GauVeldt
Thu Oct 30, 2014 18:23
 
Forum: Minetest General
Topic: DBMS driver, DBMS player persistence, persistence API
Replies: 16
Views: 3574

Re: DBMS driver, DBMS player persistence, persistence API

1. altering the database code to use MariaDB (or Postgre SQL or even MySQL) or similar distributed-server-friendly dedicated DBMS; and Don't. The whole idea is great, but don't use a screwdriver to hit a nail. If you're going to add a dependance to an external storage engine, you'd be much better w...
by GauVeldt
Thu Oct 30, 2014 14:11
 
Forum: Minetest General
Topic: DBMS driver, DBMS player persistence, persistence API
Replies: 16
Views: 3574

Re: Hello everyone

Good to know, so maybe i'll need new functions from minetest engine, i need to use OpenGL Stencil Buffer because i need to render the world with multiple viewpontis Look in the particles code src/script/lua_api/l_particles.cpp as a basic starting point (and follow his #include's) for adding script ...
by GauVeldt
Thu Oct 30, 2014 10:47
 
Forum: Minetest General
Topic: Hello everyone
Replies: 5
Views: 1820

Re: main menu segfault problem when clicking tabs/modeicons

What version of MinGW gcc? How did you build it? CFLAGS and CXXFLAGS are set in CMakeCache.txt both to: -m32 -g ( yes I hardocded that -g to be able to have debug symbols in Release build mode to shut off the unit testing*** [another line I added in CMakeCache.txt also swaps touch.exe in place of s...
by GauVeldt
Thu Oct 30, 2014 10:14
 
Forum: Minetest General
Topic: main menu segfault problem when clicking tabs/modeicons
Replies: 6
Views: 1520

Minetest-Blockiverse (fork of MT)

Github: https://github.com/gau-veldt/Minetest-Blockiverse (future) Gamescript (TBA/future/TODO): https://github.com/gau-veldt/Blockiverse_game Goal of fork: to add space travel to the existing 0.4.10-dev minetest engine (0.4.10-dev is where I copied the fork build from). something like: core.launch(...
by GauVeldt
Thu Oct 30, 2014 10:05
 
Forum: Minetest-Related
Topic: Minetest-Blockiverse (fork of MT)
Replies: 16
Views: 5829

Re: Hello everyone

Most of the "cool" stuff you can add in minetest will be done via the modding interface which uses lua. Unlike minecraft, minetest has a well integrated and reasonably thought-out lua api for modding. Minetest was made ground-up to support modding so it is not a reverse-engineered aftertho...
by GauVeldt
Thu Oct 30, 2014 09:27
 
Forum: Minetest General
Topic: Hello everyone
Replies: 5
Views: 1820

Re: DBMS driver, DBMS player persistence, persistence API

IIRC, the "inventory lag" is not because of slow I/O, but rather because everything that must switch to Lua (which is basically everything in the engine), must be more or less serialized, because Lua is not thread-safe. For example, moving an item causes the engine to call into Lua code (...
by GauVeldt
Thu Oct 30, 2014 05:44
 
Forum: Minetest General
Topic: DBMS driver, DBMS player persistence, persistence API
Replies: 16
Views: 3574

Re: DBMS driver, DBMS player persistence, persistence API

The player's inventory works in the way you suggested - moves the item in the client, and then moves back if it failed. Formspec inventories - such as chests - don't work like this, for some unknown reason. So I'd propose that the prediction logic should should be implemented as I described for For...
by GauVeldt
Thu Oct 30, 2014 05:35
 
Forum: Minetest General
Topic: DBMS driver, DBMS player persistence, persistence API
Replies: 16
Views: 3574

Re: failed: UASSERT

I did that :( It is fixed now (The unit tests were failing correctly, the change I made was a simple one that forgot a single '+' character... ooops) I've had these failing on a straight build from unmodified sources so I don't quite trust all the tests yet. MT has had enough stable releases along ...
by GauVeldt
Thu Oct 30, 2014 05:30
 
Forum: Minetest Problems
Topic: failed: UASSERT
Replies: 6
Views: 1437

Re: failed: UASSERT

For whatever reason the unit tests aren't sane and are failing for whatever reasons (whether the tests themselves are broken or what is being tested is broken remains to be seen). try minetest executable adding the command line argument: --disable-unittests EDIT: glad I wasn't the only one getting t...
by GauVeldt
Thu Oct 30, 2014 03:13
 
Forum: Minetest Problems
Topic: failed: UASSERT
Replies: 6
Views: 1437

Re: DBMS driver, DBMS player persistence, persistence API

Once the game is loaded, it is fairly hard to tell which mod is calling a function. Remember, also, that some mods contain library functions which are called by other mods, so getting the calling mod name won't be accurate. Okay then I'll edit the prototype and use case in the OP to make it necessa...
by GauVeldt
Thu Oct 30, 2014 02:53
 
Forum: Minetest General
Topic: DBMS driver, DBMS player persistence, persistence API
Replies: 16
Views: 3574

Re: DBMS driver, DBMS player persistence, persistence API

because Lua is not thread-safe. Just to expand: You can run multiple threads in Lua. You can't access the VM from multiple threads in CPP without locking it. The Minetest API isn't thread safe. It is feasible for Lua map gen to be running in a different Lua thread, and for the map gen to keep locki...
by GauVeldt
Wed Oct 29, 2014 22:56
 
Forum: Minetest General
Topic: DBMS driver, DBMS player persistence, persistence API
Replies: 16
Views: 3574

Re: DBMS driver, DBMS player persistence, persistence API

IIRC, the "inventory lag" is not because of slow I/O, but rather because everything that must switch to Lua (which is basically everything in the engine), must be more or less serialized, because Lua is not thread-safe. For example, moving an item causes the engine to call into Lua code (...
by GauVeldt
Wed Oct 29, 2014 22:32
 
Forum: Minetest General
Topic: DBMS driver, DBMS player persistence, persistence API
Replies: 16
Views: 3574

DBMS driver, DBMS player persistence, persistence API

two ideas I'm considering in my project's MT fork: 1. altering the database code to use MariaDB (or Postgre SQL or even MySQL) or similar distributed-server-friendly dedicated DBMS; and 2. altering the player persistence code to use DB tables rather than filesystem files which update more slowly and...
by GauVeldt
Wed Oct 29, 2014 20:32
 
Forum: Minetest General
Topic: DBMS driver, DBMS player persistence, persistence API
Replies: 16
Views: 3574

Re: sfan5's Windows builds: 32-bit & 64-bit, LevelDB, LuaJIT

Have you gotten the build to work 32-bit/64-bit alternatively via mingw toolchain? Been having some mainmenu issues while trying to build from source in mingw (see: https://forum.minetest.net/viewtopic.php?f=3&t=10487).
by GauVeldt
Wed Oct 29, 2014 20:10
 
Forum: Minetest Builds
Topic: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJIT
Replies: 585
Views: 463638

Re: main menu segfault problem when clicking tabs/modeicons

If you can't post a stack trace can you at least post the segfault text? Here's what the gdb session looks like if all is run it, wait a few moments for gdb to catch all the threads started, then click on the minimalist world icon (the 3 axes icon to the right of the minetest-game icon at the lower...
by GauVeldt
Wed Oct 29, 2014 05:13
 
Forum: Minetest General
Topic: main menu segfault problem when clicking tabs/modeicons
Replies: 6
Views: 1520

Re: Infinite world size

would a database holding an "infinite" map really be manageable? Well nothing in computers is actually infinite. However choices could be made for the map axes storage units that have large enough values, int32 or double perhaps, (say around +- 2 billion blocks per axis) that the limitati...
by GauVeldt
Tue Oct 28, 2014 21:04
 
Forum: Minetest Features
Topic: Infinite world size
Replies: 171
Views: 40601

Re: Infinite world size

I presume we could gain about 6 % in all directions by increasing map generation limit. This way, we'd have worlds of up to about 32768 blocks in all directions. Not that much, but it's worth trying. 32768 blocks (32.7) km is not much of an improvement over the current limitations. Best to use int3...
by GauVeldt
Tue Oct 28, 2014 20:09
 
Forum: Minetest Features
Topic: Infinite world size
Replies: 171
Views: 40601

Re: Infinite world size

I thought the issue with the map size was due to the endcoding used to decorate the 3D chunk address primary key in the sqlite database. Couldn't the code be modified to use multiple primary keys and the limitation could be lifted since the decoration algorithm would no longer be required and a sepa...
by GauVeldt
Tue Oct 28, 2014 19:59
 
Forum: Minetest Features
Topic: Infinite world size
Replies: 171
Views: 40601

Re: Menus and the inventory

my only question is why these very things lag on an eight-core recent computer with the client and server on same machine? there could be a lot of inventories kicking around, especially when mods must use hidden player inventories to keep any persistent player attributes. maybe the player stuff sho...
by GauVeldt
Tue Oct 28, 2014 19:51
 
Forum: Minetest Features
Topic: Menus and the inventory
Replies: 11
Views: 2811

Re: main menu segfault problem when clicking tabs/modeicons

Is there any way to get detailed debug information about this problem? GDB was almost useless. It can step into code and show me where I am in the source (so I know it has symbols) but the stack must be getting trashed at the point of the segfault condition because I am unable to get a useful call ...
by GauVeldt
Tue Oct 28, 2014 19:40
 
Forum: Minetest General
Topic: main menu segfault problem when clicking tabs/modeicons
Replies: 6
Views: 1520

Re: Menus and the inventory

my only question is why these very things lag on an eight-core recent computer with the client and server on same machine (ie: singleplayer)? there could be a lot of inventories kicking around, especially when mods must use hidden player inventories to keep any persistent player attributes. maybe th...
by GauVeldt
Tue Oct 28, 2014 15:17
 
Forum: Minetest Features
Topic: Menus and the inventory
Replies: 11
Views: 2811
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