Post your screenshots!

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sorcerykid
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Re: Post your screenshots!

by sorcerykid » Post

Wow, runs you certainly are talented at making models. Great job!

I'm just starting to learn how to use Blender, so I can create some animated NPC models for my new Avatars mod. :)

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jas
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Re: Post your screenshots!

by jas » Post

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DrFrankenstone
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Re: Post your screenshots!

by DrFrankenstone » Post

runs wrote:Working on a kawaii pet mod :-)

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These are fantastic! Beautiful, on theme, and not Minecraft derivative. Are you the artist?
duane wrote:A world built on a helicoid.
I'm eager for beerholder's multi-map, but damn, that is a novel approach.

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runs
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Re: Post your screenshots!

by runs » Post

DrFrankenstone wrote:
runs wrote:Working on a kawaii pet mod :-)

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These are fantastic! Beautiful, on theme, and not Minecraft derivative. Are you the artist?
Yes, I make them firstly with NodeboxEditor, as a cubic model, and then export to Blender.

I will release them in a mod with Open Source License.

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Re: Post your screenshots!

by v-rob » Post

sorcerykid wrote:I'm just starting to learn how to use Blender, so I can create some animated NPC models for my new Avatars mod. :)
I've tried Blender multiple times, but I can't get the hang of it. I've resorted to using programs like Autodesk Inventor to model stuff and Blender to get it ready for Minetest.

OSS:

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Re: Post your screenshots!

by wziard » Post

v-rob wrote: I've tried Blender multiple times, but I can't get the hang of it.
I know the feeling.

And just as I started to veeery slightly know my way around the User Interface they completely redesigned it!
So now I need to choose between learning the old interface (for which there are many tutorials) which will become obsolete soon. Or learning the new one, which looks a bit easier but is much harder to find tutorials for.

OTOH, you should maybe try out the new version. If you never got the hang of the old one it might be better for you.

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Re: Post your screenshots!

by voxelproof » Post

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sorcerykid
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Re: Post your screenshots!

by sorcerykid » Post

I just reached another development milestone in my Avatars mod! Highly sophisticated sensory processing is added, with both visual and audio input queues so that AI can respond to a wide variety of environmental stimuli -- yes even sounds!

No more "immediately attack upon sighting enemy". Now AI are fully-fledge state machines capable of acknowledging intruders, ramping up awareness states over a set delay period or immediately depending on multiple alertness factors (including distance, illumination, and movement applied against a logarithmic curve of sensitivity within a given survey area), and then slowly cooling down over a set decay period. The screenshot below shows all of the different parameters that can be set.

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Here's an animated clip of an AI in the "search" state, with debugging visualizations enabled. As you can see, I crossed within the view-cone multiple times, but in the first couple instances the clarity was too low so the AI only briefly stopped to ascertain my presence, while remaining vigilant. When I quickly moved closer, its awareness state immediately jumped to "follow".

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Last edited by sorcerykid on Fri Mar 01, 2019 06:27, edited 1 time in total.

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DRT

by duane » Post

Druidic radio-telescopes, anyone?

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Re: Post your screenshots!

by ShadMOrdre » Post

sorcerykid,
my Avatars mod
Can't wait to see what you've cooked up here.

Can you give us some processing specs. How laggy is this? Do you run this on a dev server, or a local singleplayer, and, if you would, give us a basic idea of your dev environment.

I simply ask, because, in my experience, to much AI processing either limits the number of agents, or makes everything else just too slow.

Shad

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sorcerykid
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Re: Post your screenshots!

by sorcerykid » Post

Can you give us some processing specs. How laggy is this? Do you run this on a dev server, or a local singleplayer, and, if you would, give us a basic idea of your dev environment.

I simply ask, because, in my experience, to much AI processing either limits the number of agents, or makes everything else just too slow.
Certainly, I'm glad you asked!

When it comes to code optimization, I tend to be rather obsessed with details anyway lol. And the Avatars mod is no exception. I designed every component to be as scalable and robust as possible, and to operate within desired budgets. This includes rigorous unit testing and profiling to identify and mitigate potential bottlenecks, even prior to integration testing.

All development is performed on a dedicated server hosted in the U.S., running a headless instance of Minetest S3 Engine (dev build 24).
  • CentOS 6.8 (RedHat Enterprise Linux)
    CPU: Xeon 1230 4 x 3.2 GHz cores
    Memory: 32 GB DDR4
    Hard Drive: 1000GB 7.2K RPM SATA 3 Gb/s
Client-side testing is performed on my Dell Inspiron 13 laptop running Minetest 0.4.15.
  • Windows 10
    CPU: Intel Core i5-7200U 2.5 GHz
    GPU: Intel HD Graphics 620 177
    Memory: 8GB DDR4
    Hard Drive: 256GB SSD
Here are the raw benchmarking results for the latest alpha build of the Avatars mod in singleplayer on my laptop and in multiplayer on my dedicated server.

Windows 10 (Laptop)
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CentOS 6 (Dedicated Server)
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All tests were conducted over the course of 60 seconds. The important column is the total, since that reflects the cumulative execution time for each corresponding test series. Note that these test series are cascaded:

Code: Select all

on_step (pre)
on_step {
    on_travel
    on_float
    on_motion {
        on_motion_stand {
            is_paranoid
            decision making (untested)
            pathfinding (disabled)
            movement handling (untested)
        }
        on_motion_walk {
            is_paranoid
            decision making (untested)
            pathfinding (disabled)
            movement handling (untested)
        }
        debugging visualization (untested)
    }
}
In simplest terms, the total shown for on_step function is the combined overhead for ALL entity processing and is arguably the value that matters most. So on my dedicated server a single avatar consumed just 6.5 ms over the course of 60 seconds.

I didn't bother testing the decision making or movement handling systems since those consistently contributed less than 10% percent to the overall cost of the on_motion functions which is negligible. In contrast, the on_paranoid function, which analyzes and filters all sensory inputs, consumed 2/3 of the total execution time. While that might be evidence of a potential bottleneck (albeit small), you'll notice in the test series on my laptop, the maximum recorded time was 7.211ms whereas the average recorded time was only 0.024 ms. This is due to an anomaly that occurs immediately after the entity emerges (haven't yet isolated the cause). So if that one divergent value were eliminated, it would give a far more accurate and favourable picture of overall performance.

Anyway, as a final stress test, I decided to throw 15 avatars into a singleplayer world on my Laptop and let them run around like crazy for nearly 2 minutes.

Despite 10,000 processing cycles, the on_step function still clocked in at an astonishing 0.2 seconds. Not to shabby :)

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Lost

by duane » Post

Lost in the tutti-frutti mountains.

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A Wilderness

by duane » Post

A wilderness of arctic characteristics...

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Playing With Scenery

by duane » Post

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Re: Post your screenshots!

by jas » Post

Wow! Excellent stuff, duane, sorcerykid!

... Here's my silly screencap:
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Minetest 5.0.0

by voxelproof » Post

Welcoming the brand-new, and better indeed, the latest version of the engine.

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The general performance, as I've managed to see so far, is considerably nicer, both as far as the quality of graphics (even with default textures, which seem to be improved somewhat) and the speed are concerned. Well done :)
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by texmex » Post


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duane
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Re: Post your screenshots!

by duane » Post

@texmex - Is that an empty post, or is it just my browser?

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Bookshelves of the Gods!

by duane » Post

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That Lonely Highway

by duane » Post

Roads are too darned big!

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Bit of a hairpin turn there...

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Re: That Lonely Highway

by voxelproof » Post

duane wrote:Roads are too darned big!
I have a strange presentiment that you didn't build this road manually. How did it come into being? And these nice cuboid caves in your previous post? Is it perhaps a terrain generator feature?

_________________________________________

Eden forever.

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I'll have to check whether there's a possibility to implement some of the best tweakings of Valleys with the new version of the generator.
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Re: Post your screenshots!

by BirgitLachner » Post

You puppets are so cute :-)

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Re: Post your screenshots!

by Linuxdirk » Post

Caverealms Lite + Slightly tweaked mgv7.

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Unfortunately I was not able to load everything in full viewing range …

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Re: That Lonely Highway

by duane » Post

voxelproof wrote:I have a strange presentiment that you didn't build this road manually. How did it come into being? And these nice cuboid caves in your previous post? Is it perhaps a terrain generator feature?
The road is all noise, and extends pretty much everywhere. It's generated the same way Paramat did his roads mod (I think), except that my mapgen produces loads of flat terrain, so I don't have to deal with tunnels or hills. It wouldn't work on any other mapgen, and being noise-based, I get little bugs like this racetrack.

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The caves are a noiseless cave system I keep playing with (because 3D noise sucks up so much processor time). I started with spheroids, but they cause problems and don't look very pretty, so I'm leaning toward cubic shapes.

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It makes me think of the great machine of the Krell more than caves though.

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I still can't get the caves to stay below ground, despite my best efforts, so I keep turning them off.
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Houses of the Unholy

by duane » Post

Athletic training center?

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Needs some gardens and a few statues.

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