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Partly official engine development • Re: Added new MariaDB backend (map,...

Github Pull Request #13266And people already wholeheartedly argue against it.Don’t let that bring you down. Seems like nothing has changed since I had a Minetest break …Statistics: Posted by Linuxdirk...

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Partly official engine development • Re: erlehmann's wishlist & todos

I'm not arguing, but more genuinely curious: how could one implement special player physics like wall climbing with only general engine APIs and no client side scripting?Can this be a possible way?The...

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Partly official engine development • Re: Getting a large view range in 5.7

FWIW I found out after the fact that in some places, I had FPS drops in the case of a client and a server on the same machine this time. These settings mostly mitigate the problem (there's still lag...

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Partly official engine development • Shader input documentation?

I am trying to write a shader for MT, but there is pretty much no documentation on what all the shader inputs store.Would be helpful if someone could write documentation for them.Thanks,...

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Partly official engine development • Cascaded shadow maps

Work in progress here: https://github.com/x2048/minetest/tree/shadow_csm.Why / goals: No distortion => simpler math => easier to maintain Better shadow quality or fewer resources for the same...

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Partly official engine development • Re: Cascaded shadow maps

I would like to test but I do believe it's worth it. Anything more maintainable is a huge win in my book.Statistics: Posted by DELTA_FORCE — Mon Sep 11, 2023 01:18

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Partly official engine development • Question About...

I am working on a custom mapgen and have problems with minetest.find_node_in_area and minetest.find_nodes_in_area_under_air.For my custom mapgen this functions always return nothing. Are them designed...

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Partly official engine development • Re: Question About...

I found the problem, the group value of the nodes searched must be 1 (it can not be > 1)Statistics: Posted by Pablo.R — Thu Sep 28, 2023 22:42

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Partly official engine development • Re: celeron55's roadmap

I'll just write this down here so I won't forget it:These days it seems to me it might be a realistic design goal to have VAEs have their own Lua environments, and use that as one way to multithread...

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Partly official engine development • Re: Shader input documentation?

Hello. Currently, the shader is not designed to be coded easily from outside because it mostly acts as a language to communicate to the GPU from the C++ side.The easiest way to check an input is to...

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Partly official engine development • Where's minetest log file in android build?

I am here to tried to fix gamepad compatibility issue on android. I tried to enable log in option but I can't find it in my phone, where's it?Statistics: Posted by RxGianYagami — Tue Jan 16, 2024 12:48

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Partly official engine development • Re: Where's minetest log file in android...

The location is /storage/emulated/0/Android/data/net.minetest.minetest/files/Minetest/. You might need a third-party application to open/interact with it.Statistics: Posted by srifqi — Tue Jan 16,...

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Partly official engine development • DS's public personal TODO list

I've created a TODO list:https://codeberg.org/Desour/ds_todo_minetestIt also includes a PR priority list.It's not a wishlist. All the points are meant to be addressed. There will be regular...

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Partly official engine development • Is something like Distant Horizons...

Greetings, I just watched this https://youtu.be/AcQPMvYw2yQ and, wow, that is amazing! my first thought was, i hope we will get to see something like that on Minetest, which i think should be more...

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Partly official engine development • Re: how likely is it that we'll ever see...

The short answer is "We have heard of the idea, but like anything it depends if anybody actually does it".A better title might help people find this discussion later. Something like "Is something like...

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