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Development tools (for both Minetest and mods)

PostPosted: Tue Aug 08, 2017 13:24
by Wuzzy
In the Minetest Developer Wiki you find a list of tools which can help you in the development of Minetest and mods for Minetest:

http://dev.minetest.net/Development_Tools

I think this list may be useful for developers all around Minetest. :-)

If you know of other tools useful for developers, please add it to the wiki page or just reply in this thread.

Re: Development tools (for both Minetest and mods)

PostPosted: Tue Aug 08, 2017 23:06
by octacian
Good resources for newbies. Maybe you should include suggested code editors and such? Tools to check for Lua "style" errors?

huh, I'm pretty sure that I myself once had a tool installed on my computer to check my Lua styling, but can't seem to remember what it was.

Re: Development tools (for both Minetest and mods)

PostPosted: Tue Aug 08, 2017 23:22
by rubenwardy
LuaCheck is good as a linter. Minetest uses it for travis (maybe add a tutorial for how to set up LuaCheck and Travis CI for a mod?)

Editors and style checkers are highly subjective. The best editor is obviously Atom.
I suggest finding a third party link that lists them in an objective way.

Re: Development tools (for both Minetest and mods)

PostPosted: Wed Aug 09, 2017 00:20
by wilkgr76
The best editor is obviously Atom.

True.

Though I must say, Geany is a close second due to how well it runs even on toasters (I believe its the default IDE on Raspbian, but don't quote me on that)

Re: Development tools (for both Minetest and mods)

PostPosted: Tue Nov 07, 2017 17:00
by LMD

Re: Development tools (for both Minetest and mods)

PostPosted: Tue Dec 12, 2017 15:31
by LMD
Can you please mention my Schematic Creator there, as it's free.
Thanks in advance.

Re: Development tools (for both Minetest and mods)

PostPosted: Tue Dec 26, 2017 15:35
by LMD
[...]
Though I must say, Geany is a close second due to how well it runs even on toaster
[...]


Geany is not a good editor in my opinion, due to the fact it creates characters that you don't see when editing, what gave me some very interesting Python errors..., and as I couldn't see their source, as I was only shown characters that were different from them written on the Hard Drive, it's definitely not a good choice.

Re: Development tools (for both Minetest and mods)

PostPosted: Tue Dec 26, 2017 15:44
by LMD
LMD wrote:This may help :
viewtopic.php?f=14&t=18780


Could you please take Model Creator in again ? I changed the license to CC-BY-NC 3.0, and here's the source :
https://github.com/appgurueu/Model-Creator-v1.3

Re: Development tools (for both Minetest and mods)

PostPosted: Fri Apr 20, 2018 19:58
by LMD
rubenwardy wrote:LuaCheck is good as a linter. Minetest uses it for travis (maybe add a tutorial for how to set up LuaCheck and Travis CI for a mod?)

Editors and style checkers are highly subjective. The best editor is obviously Atom.
I suggest finding a third party link that lists them in an objective way.


How to install LUA for Atom ?

Re: Development tools (for both Minetest and mods)

PostPosted: Fri Apr 20, 2018 20:14
by GreenDimond
rubenwardy wrote:The best editor is obviously Atom.

I beg to differ.
Sublime FTW!

Re: Development tools (for both Minetest and mods)

PostPosted: Sat Apr 21, 2018 11:44
by Nathan.S
LMD wrote:How to install LUA for Atom ?


I cover installing luacheck and the lua-language packs for Atom in this lesson. http://www.nathansalapat.com/mmc/01-05-code-editors

Re: Development tools (for both Minetest and mods)

PostPosted: Sun Apr 22, 2018 14:48
by LMD
Thanks.

Re: Development tools (for both Minetest and mods)

PostPosted: Fri Jun 22, 2018 02:21
by JanLS
Just to throw out an idea I just flashed: alternative minetest - to build simple mods.

Almost nonexistent learning curve for user whom already familiar to minetest creativity mode.

Even thought there are already tools like NodeBoxEditor and Model Creator I have a idea/request for yet another one, hopefully easier to use, especially for noobs.

Basically creating new mod/model within the game in creativity-mode.

use-case: one desires to build an LCD clock. Opens an program that load the world like regular minetest (build staff as in creative-mode), and builds logic out of mesecons, illustrates exterior a bit with same casual blocks (just the same way as usual in minetest creative mode). Saves the result (but not as a world, but as a block/entity instead).

By default, size would be 16:1 (16^3 blocks = 1 block in mine-test as entity), this would be changeable turning saving process, e.g.: one block = 32 block instead or 1 entity measure two or eight blocks instead of one block (involves some limits for sizing of course - on performance reasons).

For performance: Mesecons logic shall be pseudo saved. instead of saving buttons/leavers, etc. One will be limited to interactive block sides instead. By default all sides will be non interactive as interactivity will be set by user with special button blocks:
* one block for one face
* block has a fixed face side, according to entity side
* right-clicking on paced block cycle through button modes: button; socket; etc.

Two special methods for saving: directly to game mods folder as a mod or to desktop as zip file ready for uploading (with option to select pleasing license in the process)

world name = mod name.

By default loaded "world" will be 8x8x8 cube of wood blocks

Designing entity this way helps to keep unified design. For example some of the simplest non interactive mod to create with this would be a decorative block as a bench, a cake, a miniature villager house, etc).

Later on could be added special features for textures.
* one can specify used texturepack manually.
* program generates automagically textures for all texturepacks it can find from corresponding directories
* custom handdrawn texture (as a wallpaper per block side).

---

I think easiest way to pull this off could be:
* one just builds the entity with creative-mode: involves dedicated game for minetest, which generate empty map with 16^3 cube filled with blocks of wooden boards by default for the player to edit.
* then runs a app which converts it into a mod.

Re: Development tools (for both Minetest and mods)

PostPosted: Fri Jun 22, 2018 08:58
by LMD
Apparently you are searching for Wesh : viewtopic.php?f=9&t=20115

Re: Development tools (for both Minetest and mods)

PostPosted: Fri Jun 22, 2018 20:49
by JanLS
LMD wrote:Apparently you are searching for Wesh : viewtopic.php?f=9&t=20115


Wow, people are already having it boiling, thanks!

I'll link mine post to Wesh tread.

-- Also just realized, I've probably posted this under wrong thread - ups!

Re: Development tools (for both Minetest and mods)

PostPosted: Fri Jun 22, 2018 20:58
by JanLS
Posting a request here as did not figure out any more suitable thread for this:

Could you guys please pleace the explanation for the meaning of the "WIP" to somewhere more apparent, as one can easily get lost in the wikis and forum post queries searching for it.

Actually I figure a dedicated wiki page to serve as a definition list for some used terms would be nice, especially for newcomers.

Re: Development tools (for both Minetest and mods)

PostPosted: Fri Jun 22, 2018 21:28
by rubenwardy
Image

This is definitely not a suitable thread for that request

Re: Development tools (for both Minetest and mods)

PostPosted: Mon Aug 06, 2018 10:28
by Hybrid Dog
+ Here are mods I use for developing and playing.

Re: Development tools (for both Minetest and mods)

PostPosted: Sat Sep 01, 2018 16:34
by sorcerykid
Hi, please add my Stopwatch mod to the dev wiki. Thanks!

viewtopic.php?f=9&t=20699

Re: Development tools (for both Minetest and mods)

PostPosted: Sat Sep 01, 2018 17:41
by Ruggila
rubenwardy wrote:The best editor is obviously Atom.


No, Emacs :-)

Re: Development tools (for both Minetest and mods)

PostPosted: Tue Sep 04, 2018 05:41
by dawgdoc
Ruggila wrote:
rubenwardy wrote:The best editor is obviously Atom.


No, Emacs :-)


Every right thinking person knows Vim is the best. ;-p

Re: Development tools (for both Minetest and mods)

PostPosted: Wed Jan 23, 2019 15:42
by Brian Gaucher
dawgdoc wrote:
Ruggila wrote:
rubenwardy wrote:The best editor is obviously Atom.


No, Emacs :-)


Every right thinking person knows Vim is the best. ;-p


Yes, Vim is what I use for LUA and C++.

P.S. Sometimes I use Kate

Re: Development tools (for both Minetest and mods)

PostPosted: Wed Jan 23, 2019 22:13
by v-rob
You guys are all wrong. Notepad in Windows is obviously the best ;-P
Just kidding of course.

Re: Development tools (for both Minetest and mods)

PostPosted: Thu Jan 24, 2019 16:36
by LMD
BTW : You can also use IntelliJ with plugins for LUA...

Re: Development tools (for both Minetest and mods)

PostPosted: Fri Jan 25, 2019 20:03
by Brian Gaucher
LMD wrote:BTW : You can also use IntelliJ with plugins for LUA...

When I was a windows user, I used IntelliJ, coded in java, browsed with chrome and loved Minecr-
Now I use linux (Antergos, not arch btw), code in Vim (in dvorak), code in C++ (still learning it), browse with firefox, and play Minetest and SuperTuxKart.