Search found 61 matches

by erlehmann
Sun May 28, 2023 14:03
Forum: Feature Discussion
Topic: mapblocks format and minetest version
Replies: 5
Views: 1119

Re: mapblocks format and minetest version

efa wrote:
Sun Feb 19, 2023 17:05
should be warned in release notes for 5.5 version so users are aware of the one way conversion
IIRC I actually brought that up, but it was dismissed.
by erlehmann
Sun May 28, 2023 14:00
Forum: WIP Games
Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
Replies: 3015
Views: 832725

Re: [Game] MineClone2 [0.83.1]

Thanks for clarifying: In this case yeah Irrlicht is the best solution, especially if IrrlichtMT is going to remove everything that's unneeded for optimization. I think you misunderstand. IrrlichtMT removes stuff based on if it was used , not based on if it could be useful . Right now you will not ...
by erlehmann
Sun May 28, 2023 13:26
Forum: WIP Games
Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
Replies: 3015
Views: 832725

Re: [Game] MineClone2 [0.83.1]

if we used bits like its hardware lighting it would make sense but with so much simplicity I don't know AFAIK Minetest has its own lighting system. You can make the world use smooth shading (Goraud?) if you place a light source, but a) you need to disable the triangle merge algorithm to avoid a ren...
by erlehmann
Sun May 28, 2023 13:19
Forum: WIP Games
Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
Replies: 3015
Views: 832725

Re: [Game] MineClone2 [0.83.1]

Nice. If I'm being honest, I've been wondering if given the simple graphics Minetest still uses we need Irrlicht and can't just use OpenGL (also Vulkan as an option) directly as a backend: Irrlicht has a ton of features out of which I believe we only use a few, if we used bits like its hardware lig...
by erlehmann
Sun May 28, 2023 12:40
Forum: General Discussion
Topic: 7 facts you didn't know about the Minetest Logo.
Replies: 42
Views: 5196

Re: 7 facts you didn't know about the Minetest Logo.

I don't see how these "lurkers" have anything to do with Minetest; I've never seen any mobs of them, and they certainly didn't exist around the time that the Minetest logo was created. I always thought it was an oerkki (although they have green eyes) or a dungeon master (which have black ...
by erlehmann
Sun May 28, 2023 12:03
Forum: WIP Games
Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
Replies: 3015
Views: 832725

Re: [Game] MineClone 2 [0.83.0]

I got back into MT after hearing there's finally support for shadows and other pretty effects […] Offtopic, but you could have have had dynamic shadows in Minetest for years by simply using the Irrlicht library feature: 1. First, enable the stencil buffer – this is a flag on createDevice() . 2. Cal...
by erlehmann
Wed Jul 20, 2022 21:43
Forum: Modding Discussion
Topic: Optimising mods for size
Replies: 18
Views: 2547

Re: Optimising mods for size

I have made a script to test my assertion of that uncompressed bitmaps ultimately compress better in a zip. I seriously wonder if I have missed anything important here. minetest/textures$ ./compare-compression.sh soothing32/default 968K soothing32/default 968K soothing32/default_tga 84K soothing32/d...
by erlehmann
Tue Jul 19, 2022 09:53
Forum: Modding Discussion
Topic: Optimising mods for size
Replies: 18
Views: 2547

Re: Optimising mods for size

Since you want cold hard truth, I made some estimations: Any square bitmap will always fit in a filesystem block encoded as a TGA, if … • … it is uncompressed, monochrome and is of size 63×63 or less. • … it is colormapped with16bpp colors (1 bit A, 5 bit for each of R/G/B) and is of size 59×59 or ...
by erlehmann
Mon Jul 18, 2022 13:56
Forum: Modding Discussion
Topic: Optimising mods for size
Replies: 18
Views: 2547

Re: Optimising mods for size

[deleted because I quoted instead of editing]
by erlehmann
Mon Jul 18, 2022 13:55
Forum: Modding Discussion
Topic: Optimising mods for size
Replies: 18
Views: 2547

Re: Optimising mods for size

However, an interesting case can be made to use TGA for minimizing the size of the zip file download of a mod: My example code generates a 16×16 image bitmap and saves it as an uncompressed and compressed TGA. I took these bitmaps and converted them to PNG and then used “optipng -O7 -strip all” to ...
by erlehmann
Mon Jul 18, 2022 12:58
Forum: Modding Discussion
Topic: Optimising mods for size
Replies: 18
Views: 2547

Re: Optimising mods for size

Since you want cold hard truth, I made some estimations: Any square bitmap will always fit in a filesystem block encoded as a TGA, if … • … it is uncompressed, monochrome and is of size 63×63 or less. • … it is colormapped with16bpp colors (1 bit A, 5 bit for each of R/G/B) and is of size 59×59 or l...
by erlehmann
Mon Jul 18, 2022 12:34
Forum: Modding Discussion
Topic: Optimising mods for size
Replies: 18
Views: 2547

Re: Optimising mods for size

Do you have examples of tilesheet usage in mods? I wish to learn more about it. Sadly not, but the API is dead simple so I'm sure as long as you had art assets you could play around with it. You could look at what the results would be if you refactored Minetest Game to use a spritesheet of Zughy's ...
by erlehmann
Mon Jul 18, 2022 12:25
Forum: Modding Discussion
Topic: Optimising mods for size
Replies: 18
Views: 2547

Re: Optimising mods for size

Having investigated image file formats quite a bit, I want to add some information to paint a better picture (hehe): Thank you for your extended discussion of TGA, BMP and PNG erlehmann. The story is obviously more complicated than my summary of it. However, I simply couldn't justify writing a long...
by erlehmann
Mon Jul 18, 2022 01:25
Forum: Modding Discussion
Topic: Optimising mods for size
Replies: 18
Views: 2547

Re: Optimising mods for size

The main texture format in Minetest is PNG. There is also support for JPEG, BMP and TGA. That last one got particularly controversial at one point . My advice? Don't use BMP or TGA unless it's for a tiny, tiny file - even though a lot of files are going to be smaller than 4K. While BMP and TGA do s...
by erlehmann
Tue May 10, 2022 08:48
Forum: Partly official engine development
Topic: Faster nodebox rendering
Replies: 4
Views: 1846

Re: Faster nodebox rendering

The snow optimizations of x2048 got merged; adjacent faces of snow nodes are no longer rendered. https://github.com/minetest/minetest/pull/12262 Avoid rendering invisible faces of simple nodeboxes sfan5 noted during the review that this must only happen for opaque nodes, as otherwise glass looks dif...
by erlehmann
Sun May 08, 2022 13:05
Forum: Mod Releases
Topic: [Mod] Quick Harvest & Replant for MineClone2 / MineClone5 / Mineclonia [mcl_quick_harvest_replant]
Replies: 1
Views: 484

Re: [Mod] Quick Harvest & Replant for MineClone2 / MineClone5 / Mineclonia [mcl_quick_harvest_replant]

I consider this mod finished for now. However, if you think it could be improved, please tell.

I did try to make it possible to harvest and replant kelp, but did not manage to figure it out.
by erlehmann
Sun May 08, 2022 13:02
Forum: Mod Releases
Topic: [Mod] Quick Harvest & Replant for MineClone2 / MineClone5 / Mineclonia [mcl_quick_harvest_replant]
Replies: 1
Views: 484

[Mod] Quick Harvest & Replant for MineClone2 / MineClone5 / Mineclonia [mcl_quick_harvest_replant]

This mod allows players to harvest a crop and plant the item the player is holding with a single right-click. It supports the following crops from mcl_farming and mcl_nether: • Beetroot • Carrot • Potato • Wheat • Nether Wart I have tested it with Mineclonia, so it should work with MineClone2 or Min...
by erlehmann
Sun May 08, 2022 12:55
Forum: Partly official engine development
Topic: How much of a problem is Irrlicht right now?
Replies: 8
Views: 3542

Re: How much of a problem is Irrlicht right now?

At least the incremental build times are so long because the build system is bad. Minetest/IrrlichtMt have incremental builds? Whenever I change one tiny source file everything has to recompile... Incremental builds are possible, but they do not work reliably. If you only change a single file, you ...
by erlehmann
Tue May 03, 2022 00:32
Forum: Partly official engine development
Topic: Faster nodebox rendering
Replies: 4
Views: 1846

Re: Faster nodebox rendering

Likely inspired by the above, x2048 started optimizing nodebox rendering: https://github.com/x2048/minetest/tree/nodeboxes So far (2022-05-03) there exist only two commits on this branch: https://github.com/x2048/minetest/commit/555974fc0796eec6f1dd6527de37d8ebe098ab11 Add infrastructure to optimize...
by erlehmann
Tue May 03, 2022 00:14
Forum: Partly official engine development
Topic: Faster nodebox rendering
Replies: 4
Views: 1846

Re: Faster nodebox rendering

sfan5 posted two related issues in the #minetest IRC channel: https://github.com/minetest/minetest/issues/6409 Efficient ways to render layered nodes like default:snow (discuss) […] snow in Minetest Game (default:snow) renders slowly which was stated as a reason to not use it so much in mapgen v6. A...
by erlehmann
Tue May 03, 2022 00:05
Forum: Partly official engine development
Topic: Faster nodebox rendering
Replies: 4
Views: 1846

Faster nodebox rendering

I have tried to render Minetest nodes like lego-like bricks, by making common Mineclonia nodes like stone render as fixed nodeboxes and putting little studs on them. By default, this leads to an extreme FPS drop, because nodeboxes are not culled when occluded – i.e. all their faces are still rendere...
by erlehmann
Mon May 02, 2022 23:53
Forum: Partly official engine development
Topic: How much of a problem is Irrlicht right now?
Replies: 8
Views: 3542

Re: How much of a problem is Irrlicht right now?

- Irrlicht is kinda big, it's probably why the build times are so long. At least the incremental build times are so long because the build system is bad. I have explained those issues and offered to fix some of them, but few want that. Previously we were already using a version of Irrlicht that had...
by erlehmann
Sat Apr 09, 2022 02:53
Forum: General Discussion
Topic: Addressing the bottleneck: pills for the devs
Replies: 31
Views: 3828

Re: Addressing the bottleneck: pills for the devs

Right now Minetest has ~1.1k issues and 132 PRs, where 6 are from 4 years ago. The PR situation is better than 2016 (150+ PRs) but this is nowhere close to a healthy environment, with contributors still waiting months (or even years) to be considered and core devs still feeling pressed. One recent ...
by erlehmann
Sat Apr 09, 2022 02:25
Forum: Minetest-related projects
Topic: minetest servers CLI search tool
Replies: 2
Views: 775

minetest servers CLI search tool

The tool is called minetest-servers and is written in Python 3. Given no argument, it outputs an annoying licensing & usage text. ; minetest-servers minetest-servers – output info about minetest servers Copyright © 2021-2022 Nils Dagsson Moskopp (erlehmann) License AGPLv3+: GNU AGPL version 3 or...
by erlehmann
Tue Mar 01, 2022 23:38
Forum: WIP Games
Topic: [Game] MineClone 5
Replies: 231
Views: 64964

Re: [Game] MineClone 5.1.6

gustavo1 wrote:
Sat Feb 19, 2022 11:36
can anyone tell me how to paint on banners? in the game itself it isn't mentioned
Put banner and dye in crafting table, you should see a preview banner in the output slot.

That is how it is in MineClone2 and Mineclonia, so I guess it is the same in MineClone5.