New c++ mods

Diamond knight
Member
 
Posts: 262
Joined: Sun Apr 19, 2015 19:50
In-game: Diamondknight or diamond_knight

New c++ mods

by Diamond knight » Sun Jun 05, 2016 15:51

I have been thinking about how the old minetest c55 was less laggy when it came to mobs, and the lua api is limited, so there should be a second way to make mods, c++ mods, they would work like lua mods but would have more customization and enabling a c++ mod would "bind it to the core c++" for that world, (they can be unenabled to "unbind"), this api would not replace the old api, it would be a second api
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

User avatar
Krock
Member
 
Posts: 3598
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker

Re: New c++ mods

by Krock » Sun Jun 05, 2016 18:34

This idea is already discussed on GitHub.
Using C++ would mean that you need to compile the mod before you can use it. Shipping a compiler with Minetest is quite exaggerated. Also, LuaJIT is already quite fast - so don't expect a huge performance gain.
Newest Win32 builds - Find a mod - All my mods
ALL YOUR DONATION ARE BELONG TO PARAMAT (Please support him and Minetest)
New DuckDuckGo !bang: !mtmod <keyword here>
 

User avatar
kaeza
Member
 
Posts: 2141
Joined: Thu Oct 18, 2012 05:00
GitHub: kaeza
IRC: kaeza diemartin blaaaaargh
In-game: kaeza

Re: New c++ mods

by kaeza » Sun Jun 05, 2016 19:26

Most people that request native (C++, C, whatever) mods generally do so because they somehow think that using C++ will allow them to do things you can't do with Lua.

This is wrong.

The only real benefit of adding a C++ modding API would be performance, and that is kinda moot with LuaJit.

Minetest uses a client-server architecture, even in single player, where the client sends commands to the server ("I moved to this position", "Dig this node", "Give me the contents of this map block", etc.), and the server responds appropriately ("OK", "I'm afraid I can't do that, Dave", "Here, have this data...", etc).

Client and server are two different things and communicate only via the network. Adding a C++ API won't lift that restriction.

I'd like to hear what you specifically need.
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!

Check out my stuff! | Donations greatly appreciated! PayPal | BTC: 1DFZAa5VtNG7Levux4oP6BuUzr1e83pJK2
 

ShadMOrdre
Member
 
Posts: 51
Joined: Mon Dec 29, 2014 08:07
In-game: shadmordre

Re: New c++ mods

by ShadMOrdre » Sun Jun 05, 2016 19:56

The only real benefit of adding a C++ modding API would be performance, and that is kinda moot with LuaJit.


I disagree. A C++ API could also open up the minetest core logic to be used by third party tools, which has immeasurable usefulness.

I've considered trying to use minetest logic to generate worlds in the Opensim environment. The Opensimulator uses a distributed architecture that could more efficiently serve up minetest generated areas. I also believe that its graphics capabilites would elevate what minetest currently offers.

I've been salivating over this project merge since I first heard of the Rift, and dreaming of worlds that could be more efficiently created and shared amongst users. I have generated 'block' type environments in Opensim that look really interesting. If anyone is interested, I'll grab some screenshots for various comparisons.
My other virtual world is an Opensimulator.
 

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: New c++ mods

by burli » Sun Jun 05, 2016 20:23

Instead of adding c++ mods you could extend the lua api to make the functions you miss availible for lua mods

Distribute c++ mods would be a mess
 

User avatar
xeranas
Member
 
Posts: 99
Joined: Fri Feb 05, 2016 11:06
GitHub: xeranas

Re: New c++ mods

by xeranas » Mon Jun 06, 2016 05:00

Krock wrote:Also, LuaJIT is already quite fast - so don't expect a huge performance gain.

Forget that LuaJIT, due memory limitation it's useless in many mods (e.g. OOM for generating relative simple structures).
 


Return to Minetest Features

Who is online

Users browsing this forum: No registered users and 14 guests

cron