jp wrote:That's not necessarily the unique engine's fault, though.
Sokomine wrote:Regarding lag when interacting with chests: In my experience, the best way to get lag (even in singleplayer) is to just update the formspec of a node and wait for that to be displayed for the player. Normal, non-locked chests are usually fast enough because there's client prediction of what will happen. Locked chests got slow when that hide-the-content-"feature" got added. In recent times they felt less slow. The build chest in handle_schematics gained a lot of speed when interacting with it in singleplayer after I switched from just-update-metadata-formspec to showing the formspec directly to the player after receiving a command.
Don wrote:I have used machines(formspec) in a number of my mos. I would love to hear how I can make them faster. If you have any ideas I would appreciate it.
Sokomine wrote:Don wrote:I have used machines(formspec) in a number of my mos. I would love to hear how I can make them faster. If you have any ideas I would appreciate it.
It's faster if you use minetest.show_formspec(playername, formname, formspec) whenever receiving input instead of meta:set_string("formspec", new_formspec_string). At least that's so for me. And it applies mostly to formspecs with input (buttons, forms) in singleplayer. I'd love to hear which experience other players/modders have gathered in that regard.
Sokomine wrote:It's faster if you use minetest.show_formspec(playername, formname, formspec) whenever receiving input instead of meta:set_string("formspec", new_formspec_string). At least that's so for me. And it applies mostly to formspecs with input (buttons, forms) in singleplayer.
lisacvuk wrote:If minetest had hardware lighting and re-done textures, none would play Minecraft. I believe hardware lighting should be a priority. It would make the game look a lot better, and add options for colored lights, and light effects.
Inocudom wrote:Yeah, but the developers hate those things.
Besides, it would be far better in the long run to convert the graphics engine of Minetest into sparse voxel octrees first in some way, shape, or form. However, that will never happen either.
rubenwardy wrote:Don't worry, client side is coming soon(tm).
thomasthespacefox wrote:not rendering things when they are not visible
thomasthespacefox wrote:can someone explain this thing about there being no central texture atlas? (and what a texture atlas?)
thomasthespacefox wrote:one thing im sure us on older hardware have noticed is the lack of "raytracing" (is that the term?) aka not rendering things when they are not visible? aka a cave 50 nodes of rock below you for example?
that should at least increase the framerate.
and can someone explain this thing about there being no central texture atlas? (and what a texture atlas?)
Calinou wrote:thomasthespacefox wrote:one thing im sure us on older hardware have noticed is the lack of "raytracing" (is that the term?) aka not rendering things when they are not visible? aka a cave 50 nodes of rock below you for example?
that should at least increase the framerate.
and can someone explain this thing about there being no central texture atlas? (and what a texture atlas?)
We have occlusion culling since November 2011 (and fixed view frustum culling at the same time). It however tries to cause as few rendering glitches as possible, so it remains conservative.
The texture atlas was removed because it caused too many bugs and didn't have a large positive impact on performance of modern hardware.
Performance hogs we currently have are hidden deep inside Minetest rendering code (and not Irrlicht, which is very fast when used right).
whateveralias wrote:I don't want it to be like Minecraft, because it already is like Minecraft.
M.Tester wrote:MineCraft has a serious avantage to MineTest.
You don't have to be a IT'er to install it or to use it.
Calinou wrote:We can make NSIS installers for Windows, we just need someone to provide a good script with nice integration (optional start menu/desktop shortcuts, header and finish images).
Another choice is Inno Setup.
rubenwardy wrote:It seems that developers currently want a playground for other programmers, rather than an actual game.
See Voxus, Minetest sucks for content creators and game designers.
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