Search found 96 matches

by drkwv
Tue May 11, 2021 08:58
Forum: Feature Discussion
Topic: JavaScript for moddding
Replies: 85
Views: 13195

Re: JavaScript for moddding

Talking about GitHub: first thing Microsoft did when bought it is to suspend my old account with minetest mods so I have to create a new one. And talking about Microsoft: dear Jeffrey from a Mojang support still doesn't answer my request to migrate the Minecraft accounts I bought in 2010 to a new em...
by drkwv
Tue May 11, 2021 05:07
Forum: Feature Discussion
Topic: JavaScript for moddding
Replies: 85
Views: 13195

Re: JavaScript for moddding

Because Typescript is licensed under Apache License 2.0 and it makes writing bad JavaScript code harder. And because it is a superset of JavaScript in the first place, you could compile it down to JavaScript anyway. I get that Microsoft bad and all, but there's no good reason to snub good software ...
by drkwv
Sat Feb 13, 2021 19:14
Forum: Feature Discussion
Topic: JavaScript for moddding
Replies: 85
Views: 13195

Re: JavaScript for moddding

Hybrid Dog wrote:
Sat Feb 13, 2021 17:49
How does MoonScript compare to JavaScript?
https://moonscript.org/
How do I do

Code: Select all

setTimeout(function(){console.log("Hello World")},1000)
with it? Async/await/Promise.all()? It has a nicer syntax than Lua though.
by drkwv
Tue Jan 05, 2021 12:32
Forum: Feature Discussion
Topic: JavaScript for moddding
Replies: 85
Views: 13195

Re: JavaScript for moddding

If you honestly think that code snippet is qualified as "simple", then you really shouldn't be criticizing Lua. I actually said that there is no need to go behind these three keywords to understand the code unless something is broken and you really need to go deep into. If it's such "...
by drkwv
Tue Jan 05, 2021 09:29
Forum: Feature Discussion
Topic: JavaScript for moddding
Replies: 85
Views: 13195

Re: JavaScript for moddding

return this.#data = [{}] .concat(Object.keys(this.#data).sort((a,b) => {return this.#data[b][field]-this.#data[a][field]})) .reduce((acc,key) => { acc[key] = this.#data[key]; return acc }) Just from a cursory glance, that looks like spaghetti code with all kinds of obtuse JS-specific notations. Tha...
by drkwv
Mon Jan 04, 2021 18:38
Forum: Feature Discussion
Topic: JavaScript for moddding
Replies: 85
Views: 13195

Re: JavaScript for moddding

In my view, that's the way it should be done. If I were to implement this scoring system in Perl, I would do it that way as well. Hash tables in many scripting language are not directly sortable. It's not is if there's significant overhead in storing a temporary list of keys. We're not running on a...
by drkwv
Mon Jan 04, 2021 10:21
Forum: Feature Discussion
Topic: JavaScript for moddding
Replies: 85
Views: 13195

Re: JavaScript for moddding

Heck, I even improved this example by making the data structure private to the class along with methods to manipulate the data, which is how classes should be designed. Since we are making a prototype I'd call it a "premature privatization" similar to "premature optimization". B...
by drkwv
Sun Jan 03, 2021 16:15
Forum: Feature Discussion
Topic: JavaScript for moddding
Replies: 85
Views: 13195

Re: JavaScript for moddding

Although it would be cool if minetest had a shop where mod makers could sell their mods and support the core minetest development and infrastructure with a share of their revenue but I'll guess you won't like that idea either.
by drkwv
Sun Jan 03, 2021 16:09
Forum: Feature Discussion
Topic: JavaScript for moddding
Replies: 85
Views: 13195

Re: JavaScript for moddding

Impressive how drkwv consistently has such bad takes That's not even an argument. "I don't like your thoughts". Um, guess that's ok. I wish you a happy new year and stuff. Maybe someday you will see it at another angle and change your opinion. Probably my english is not good enough. I wil...
by drkwv
Sun Jan 03, 2021 12:44
Forum: Feature Discussion
Topic: JavaScript for moddding
Replies: 85
Views: 13195

Re: JavaScript for moddding

Lua (5.1) is a very well designed language, a description of its entire grammar fits on one side of a business card, a runtime binary can fit in 64K and compiles on just about anything. "Brainfuck" language has even smaller syntax and (I believe) even smaller binary! Why choose Lua over B...
by drkwv
Sun Jan 03, 2021 09:54
Forum: Feature Discussion
Topic: JavaScript for moddding
Replies: 85
Views: 13195

Re: JavaScript for moddding

Also Python has some perverted overcomplicated module system. You cannot simply dofile() there. At least I failed to do so and ended up with a 2k-lines-one-file-application (because I was need things to be done in the first place). Now my one an only python microservice will be rewritten on JavaScri...
by drkwv
Sat Jan 02, 2021 23:48
Forum: Feature Discussion
Topic: JavaScript for moddding
Replies: 85
Views: 13195

Re: JavaScript for moddding

PascalCasing and camelCasing are deliberate coding styles. These are just excuses for someone's OCD. If I'd like to "obey the rules" I'd probably write directly in the bytecode. But I want a language, something that is made for humans. And humans tend to use these variants as well (and I'...
by drkwv
Sat Jan 02, 2021 13:00
Forum: Feature Discussion
Topic: JavaScript for moddding
Replies: 85
Views: 13195

Re: JavaScript for moddding

Indeed. However, it has "True" and "False" constants ;) I wonder why not "truE" and "falsE". That's some fancy constants too! But not so fancy as ipairs. Ahh, those lovely ipairs. They could improve it also in a python-way by making it an "Ipairs" o...
by drkwv
Sat Jan 02, 2021 11:15
Forum: Feature Discussion
Topic: JavaScript for moddding
Replies: 85
Views: 13195

Re: JavaScript for moddding

[duplicate post]
by drkwv
Sat Jan 02, 2021 10:33
Forum: Feature Discussion
Topic: JavaScript for moddding
Replies: 85
Views: 13195

Re: JavaScript for moddding

As for now both LUA and JS suck. They added tons of new syntax in JS which sucks. For example classes: WTF??? I'd say to consider coffeescript but it sucks A LOT too (although has a good parts which gone wrong). And PLEASE GOD no Python. Never. Python is a language which doesn't even have "true...
by drkwv
Sun Sep 15, 2019 12:00
Forum: Partly official engine development
Topic: Lame question from a non-C programmer.
Replies: 1
Views: 1210

Lame question from a non-C programmer.

I was thinking about making a script that generates Lua API diagram based on parsing the minetest code, but simple search of "register_entity" in minetest-master for something to start with didn't bring me anything satitfying. Did you guys use some special tools to work with the project or...
by drkwv
Sun Sep 08, 2019 13:12
Forum: Modding Discussion
Topic: How to activate player fly mode by a lua code?
Replies: 6
Views: 1217

Re: How to activate player fly mode by a lua code?

I have found out it is possible to do by attaching a player to an object. So I created a small mod library that provides an interface for it. Although it's working, I still believe that it would've been better to make it by manipulating fly+noclip modes since this mod just duplicates a feature that ...
by drkwv
Sat Sep 07, 2019 14:13
Forum: Modding Discussion
Topic: How to activate player fly mode by a lua code?
Replies: 6
Views: 1217

Re: How to activate player fly mode by a lua code?

You can set gravity individually for a player: player:set_physics_override({jump=0}). I am less sure for the noclip mode. Have you tried changing the player's collision box? Although I've managed to simulate the derised using this code: local players = {} -- Create a block. minetest.register_node(m...
by drkwv
Sun Sep 01, 2019 17:56
Forum: Modding Discussion
Topic: How to activate player fly mode by a lua code?
Replies: 6
Views: 1217

How to activate player fly mode by a lua code?

I want when a player hits a specific block, put (and even force) him into a fly+noclip mode. Is this possible?
by drkwv
Fri Jul 19, 2019 21:44
Forum: Modding Discussion
Topic: How do I check if minetest node/item is registered (exists)?
Replies: 7
Views: 1237

How do I check if minetest node/item is registered (exists)?

Hello. I need something like this:

Code: Select all

if minetest.item_is_registered("default:cobble") then
  minetest.override_item("default:cobble", ...)
end
How do I test if item is registered?
by drkwv
Sat Jan 13, 2018 20:09
Forum: Mod Releases
Topic: [Mod] Brilliant Blocks [1.1] [brillantblocks]
Replies: 14
Views: 8903

Re: [Mod] Brilliant Blocks [1.1] [brillantblocks]

Dropbox download link is broken too.
by drkwv
Thu Jan 11, 2018 19:12
Forum: Mod Releases
Topic: [Mod] Alternative Trunks [0.1.6] [altertrunks]
Replies: 54
Views: 17398

Re: [Mod] Alternative Trunks [0.1.6] [altertrunks]

Download links aren't working.
by drkwv
Sat Dec 09, 2017 19:11
Forum: Mod Releases
Topic: [Mod] Hard Trees [hardtrees]
Replies: 13
Views: 6726

Re: [Mod] Hard Trees [0.2] [hardtrees]

Download links are broken. Could you please fix it?
by drkwv
Sat Dec 09, 2017 15:48
Forum: Mod Releases
Topic: [Mod] Birthstones [birthstones]
Replies: 29
Views: 18094

Re: [Mod] Birthstones [birthstones]

Nice mod. I like the ore textures. Some gem blocks colours are also nice. It was a bit disappointing that it is impossible to put gems itself on the ground as a standalone block.