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[00:01:43] <mobidevelop> That's the only way
[00:02:20] <Oonej> i dont believe you!
[00:04:00] <mobidevelop> You must
[00:04:28] <dengalepirat> Do it
[00:05:18] <dengalepirat> Anyway just run gradle clean from commmmmand line
[00:06:45] <witnessmenow> Hey Guys, does anyone have any good links or examples to follow for integrating with an oAuth service in libgdx?
[00:07:24] <witnessmenow> I would like it to be as platfrom independant as possible, just wondering did anyone come across something that meets that
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[00:16:32] * ocirne23 cowers in fear
[00:18:14] <mobidevelop> ocirne23 loves oauth
[00:18:51] <witnessmenow> I certainly dont :)
[00:19:22] <witnessmenow> I know I can use a webview for android, but not sure if that works on Robovm, and oviously it doesnt work on desktop etc
[00:19:58] <witnessmenow> The easiest looking way I have found of integrating with oAuth so far is this URL
[00:20:01] <witnessmenow> http://senecahealth.wordpress.com/2013/09/25/accessing-fitbits-web-api/
[00:20:39] <witnessmenow> Which suggests using Scribe
[00:20:41] <witnessmenow> https://github.com/fernandezpablo85/scribe-java
[00:20:52] <witnessmenow> and in fairness it does look pretty straight forward
[00:21:09] <witnessmenow> other than the intial authentication part
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[00:36:54] <[twisti]> ocirne23 is a bot that just sometimes picks a word out of conversations and inserts it in "%s all the things"
[00:37:13] <ocirne23> insert all the things
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[00:37:50] <sinistersnare> ew C style formatters
[00:37:53] <sinistersnare> "{} all the things"
[00:38:13] <Oebele> ew "I don't know what style" formatters
[00:38:29] <sinistersnare> better style formatters :)
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[00:38:52] <sinistersnare> python and rust use them, probably lots of other languages
[00:39:50] <sinistersnare> haskell :)
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[00:41:11] <[twisti]> i was going with java style
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[00:44:32] <sinistersnare> i know, this is a java framework i guess :p
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[01:39:53] <gentlemandroid> You know with beer I eventually can't code, pretty quick really
[01:40:03] <gentlemandroid> But whiskey, I can keep going just fine
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[01:46:14] <tenseiten> What scripting languages are known to work in libgdx across platforms right now?
[01:47:38] <Tomski> gentlemandroid, http://xkcd.com/323/
[01:50:30] <gentlemandroid> Oh man, going over the curve now
[01:50:35] <gentlemandroid> Your link was too late!
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[02:01:35] <mobidevelop> tenseiten: none
[02:01:54] <tenseiten> mobidevelop: I take it lua is no longer possible
[02:02:02] <mobidevelop> Maybe
[02:02:16] <mobidevelop> If you include web in cross platform, then none.
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[02:46:51] <Strabger> Hey all!
[02:47:21] <Strabger> I have a question about Scrollpane and Textarea. Is it possible?
[02:47:44] <Strabger> I mean i can'T figure out how to scroll inside the Textarea
[02:48:39] <TEttinger> Strabger, if I understand your question correctly, you need to have a larger textarea inside a smaller (as displayed on the screen) scrollpane?
[02:49:05] <TEttinger> like 500 chars wide, but only showing 100 at a time, and you scroll if there are more?
[02:49:08] <Strabger> yeah thats right
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[02:49:57] <TEttinger> got any code that you can show? pastebin or gist?
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[02:51:34] <Strabger> stage = new Stage();
[02:51:39] <TEttinger> no not here
[02:51:44] <Strabger> oh ok
[02:51:46] <Strabger> where?
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[02:52:00] <TEttinger> http://pastebin.com/
[02:53:30] <TEttinger> it will give you a link once you submit (and sometimes you need to fill in a captcha if it thinks it could be spam), the link you just paste here
[02:53:39] <Strabger> http://pastebin.com/KatLQGT0
[02:54:00] <Strabger> maybe it is a itle bit confusing, but hope u can understand what i'Ve done there
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[02:56:53] <TEttinger> there's an explanation someone else gave here, http://stackoverflow.com/a/17999317/786740
[02:57:44] <TEttinger> so what he calls "table" is the inner table, "container" is the outer one
[02:58:59] <TEttinger> as far as I can tell, Strabger, the textarea is not getting added to the inner table
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[03:01:47] <Strabger> ok, thank you so far. i start all over again with a simple example..
[03:02:36] <TEttinger> well in yours, there seems to be some easier fixes
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[03:03:47] <Strabger> http://pastebin.com/xdizHAwu
[03:04:06] <Strabger> can you help me out here? i cant understand that :/ won'T scroll at all
[03:04:18] <sinistersnare> whenever I enter a room I say "DAVIS HAS ARRIVED" but no one here knows me as Davis, so I cant say that :(
[03:04:49] <Strabger> So.. Hey Davis ;)
[03:04:52] <TEttinger> Strabger, where it says: scrollPane = new ScrollPane(innerContainer); // try changing this to new ScrollPane(table1);
[03:05:03] <sinistersnare> lol doesnt work
[03:06:33] <TEttinger> Strabger, I'm not sure how ScrollPane is supposed to work (never used it), so all I can really do is google :|
[03:09:18] <Oonej> whats the normal way to make all your camera the same size on all devices?
[03:11:19] <sinistersnare> Viewports ?
[03:11:41] <Oonej> yeah, i'm using viewports, but i guess i need to do a conversion
[03:11:43] <TEttinger> Strabger, I'm going through https://github.com/libgdx/libgdx/wiki/Scene2d.ui#scrollpane now...
[03:11:50] <Oonej> find the factor
[03:12:31] <Strabger> yeah i went through all the examples
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[03:13:03] <Strabger> never found a word about textarea.. think have to build a work around with a label
[03:13:23] <TEttinger> Strabger, try calling textArea.layout() before you add it to a table?
[03:14:32] <TEttinger> I kinda doubt layout is the issue, but is the textarea actually displaying text on multiple lines?
[03:15:07] <TEttinger> oh!
[03:15:12] <TEttinger> I got it, Strabger
[03:15:24] <TEttinger> the container is too large
[03:16:06] <TEttinger> it only shows scrollbars if the textarea or the table it is in ("table" for you) is larger than the scrollpane it is contained in
[03:16:33] <TEttinger> dinner for me
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[03:20:46] <Strabger> mhh yeah make sense, but i totally don'T get it tonight :/
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[03:25:23] <Strabger> at least i am able to move the whole textarea, but not the text in it :/
[03:25:23] <Strabger> http://pastebin.com/eWBANCan
[03:27:28] <cobolfoo> there is no textarea, in the sense of a multi-line text area
[03:28:28] <cobolfoo> btw, your pasted code do not make sense at all :)
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[03:30:02] <Strabger> so i do have to use a label?
[03:30:03] <cobolfoo> anyway, if you want your textarea to occupy the whole table you need to do: table.add(textarea).expand().fill();
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[03:31:15] <cobolfoo> this is good with textarea, I forgot that libgdx implemented a good one in the last versions
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[03:32:56] <ChinChinn> Yo !
[03:33:07] <Strabger> Mhh ok. thx for the tipp with the expand.fill. But i can still move the textbox and cant scroll
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[03:33:59] <TrofSivart> hey, does anyone get any weird white noise if they open a libgdx game with no sound
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[03:36:55] <TEttinger> TrofSivart, can you be sure there's no flash ad or video or something in the background?
[03:37:06] <Strabger> http://pastebin.com/5dpbLf9P can anybody help me? :(
[03:37:16] <sinistersnare> Oonej:which viewport are you using? or what is your camera setup like?
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[03:37:44] <Oonej> um, camera.viewport with an aspect ratio conversion
[03:37:48] <TrofSivart> TEttinger, im sure theres nothing in the background. it's definitely only when i start the application
[03:38:16] <Oonej> but , with different sized resolutions, on my tablet things are tiny compared to my pc (which i can set the size manually) and the smaller hand held devices
[03:38:22] <Oonej> i would like the size to be universal on all platforms
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[03:39:05] <Oonej> pretty much this setup : http://www.java-gaming.org/index.php?topic=25685.0
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[03:39:59] <Daranus> Quick late night visit
[03:40:04] <Daranus> Ahoy there fellas!
[03:40:05] <Strabger> hate me
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[03:40:14] <Daranus> no, today I don't hate anyone
[03:40:23] <Daranus> not even mobidevelop or Tomski
[03:41:40] <sinistersnare> Oonej: if you want universal you shouldnt change values
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[03:42:44] <Oonej> so dont change the values in resize?
[03:42:47] <Oonej> set them to a specific ratio
[03:42:50] <Oonej> and keep them there?
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[03:43:40] <Daranus> Got awesome news today fellas
[03:43:47] <Daranus> We just got our green light.
[03:43:52] <Oonej> AWESOME DARANUS!
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[03:44:12] <Daranus> awesome indeed :)
[03:44:17] <Oonej> link?
[03:44:26] <Daranus> http://steamcommunity.com/sharedfiles/filedetails/?id=277851813
[03:44:53] <Daranus> As I often pay visits when I have problems, I wanted to share the moment of a small success with you guys as well :)
[03:45:51] <Oonej> very happy to hear, that is where i'm going with it too
[03:46:07] <sinistersnare> Daranus: woah! is that libgdx? nice!
[03:46:30] <sinistersnare> Oonej: just make the viewport, and update it at resize time, dont make special cases. see how that works
[03:46:44] <Daranus> haha, yeah, thats libgdx ;)
[03:47:02] <sinistersnare> Daranus: :D post it to /r/libgdx ! (if youre on reddit)
[03:47:24] <Daranus> dont often use reddit
[03:47:44] <sinistersnare> well you should, reap some of that delicious link karma
[03:48:02] <sinistersnare> or i will if you want :D
[03:48:46] <Daranus> sure, you can go ahead ^^
[03:48:58] <Daranus> i mean right now, I dont care, because we've got it
[03:49:10] <Daranus> we were in super attention seeker mode for the past month
[03:49:20] <Daranus> so glad thats over, its not my thing.
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[03:50:24] <Daranus> now we can focus again of making the game as best as it could possibly get
[03:50:26] <sinistersnare> Daranus: another congrats! I hope you get tons of sales!
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[03:50:41] <Daranus> and get in attention seeker mode again once the game nears the finish line
[03:51:02] <sinistersnare> Also, thank you for the quick restart button! How much will it cost?
[03:51:14] <Daranus> no microtransactions on this one ;)
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[03:51:50] <sinistersnare> I mean the game itself!
[03:51:58] <Daranus> oh :D
[03:52:05] <Daranus> tbd
[03:52:08] <sinistersnare> hahahaha how funny modern game culture is!
[03:52:17] <sinistersnare> thinking i meant the one feature lol
[03:52:32] <Daranus> i guess some people would pay for it
[03:52:35] <Daranus> lol
[03:54:00] <Daranus> now I only need to find a passionate level designer and I'm all set :D
[03:54:10] <TEttinger> looks awesome Daranus
[03:54:25] <Daranus> thanks!
[03:54:40] <sinistersnare> well i favorited it, and ill buy it when it comes out! exciting!
[03:55:12] <Daranus> It's definitely a huge thing for me as I've been working on it for the past 1,5 years
[03:55:21] <Daranus> not getting onto steam on pc
[03:55:32] <Daranus> would have been the first step into the abyss for the pc version
[03:55:49] <sinistersnare> :)
[03:55:58] <Daranus> making it onto steam within a single month though.....jeez. couldn't have ever hoped for more
[03:56:17] <TEttinger> it doesn't hurt that the game's graphics are stellar, heh
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[03:57:17] <Daranus> alrighty fellas, I will get some sleep.
[03:57:19] <Daranus> have a good one
[03:57:20] <Oonej> sinistersnare : that was closer but on my tablet my squares are a little rectangular
[03:57:49] <sinistersnare> yeah i usualy do a flat 800x480, so theyre all the same, but maybe stretched a bit
[03:57:56] <sinistersnare> its hard getting it right
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[04:06:15] <nichlatech_Coden> whats the easy way to set the background to black?
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[04:07:04] <sinistersnare> Gdx.gl.glClearColor(0, 0, 0, 0);
[04:07:16] <sinistersnare> Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
[04:07:29] <nichlatech_Coden> thanks
[04:07:34] <sinistersnare> put that at the top of your render, and boom
[04:08:22] <nichlatech_Coden> boom, it worked!
[04:08:23] <nichlatech_Coden> thanks man
[04:08:30] <sinistersnare> kewl
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[04:11:33] <sinistersnare> mobidevelop: >reckon
[04:11:39] <sinistersnare> yup, youre a westerner
[04:16:11] <TEttinger> sinistersnare: texas is western?
[04:16:14] <Oonej> so there is no way to get it perfectly square across all platforms?
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[04:16:38] <sinistersnare> TEttinger: isnt he in phoenix or something?
[04:16:42] <TEttinger> Oonej, there is, but it involves showing a different amount of background
[04:16:52] <mobidevelop> Damn straight sinistersnare
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[04:16:58] <sinistersnare> lol
[04:17:09] <Oonej> thats fine, how is that achieved?
[04:17:11] <mobidevelop> I live in Phoenix
[04:17:28] <TEttinger> but yeah reckon is common as far east as texas or the nearby South, I'd guess
[04:17:45] <TEttinger> Oonej, let me check my code
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[04:18:03] <TEttinger> keep in mind, it probably isn't very flexible, my stuff
[04:18:33] <Oonej> i just want my viewport to be similar across all resolutions
[04:19:33] <TEttinger> oh I was just using a camera, not a viewport. there should be one that does what mine does... to the source!
[04:19:44] <JrodManU> In a perfect world that would be possible Oonej
[04:20:06] <JrodManU> But scumbag apple just has to make a phone with a 70:41 scale resolution
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[04:21:05] <TEttinger> https://github.com/libgdx/libgdx/wiki/Viewports#screenviewport
[04:21:10] <JrodManU> Does anyone have tips for making graphics?
[04:21:16] <Oonej> so just go with my slightly off squares?
[04:21:34] <TEttinger> Oonej, is your game multiplayer?
[04:21:40] <Oonej> nope, single player
[04:21:54] <TEttinger> then I would try to get it working with ScreenViewport
[04:22:08] <TEttinger> no black bars and normal scale in all dimensions
[04:22:48] <TEttinger> downside is that high-pixel-density phones (like retina display iPhones) will see tiny sprites unless you scale up
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[04:41:44] <BlueProtoman> test
[04:41:56] <sinistersnare> what was that, BlueProtoman, i didnt get anything from that message
[04:42:28] <BlueProtoman> sinistersnare: I said "your mother is excellent in bed"
[04:42:57] <sinistersnare> one more time, BlueProtoman, didnt get that; my gay mother was talking to me
[04:43:21] <BlueProtoman> "Gay" is just a mindset. :P
[04:43:37] <sinistersnare> too much
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[04:44:04] <BlueProtoman> Sorry
[04:48:03] <sinistersnare> no its ok
[04:48:08] <sinistersnare> lol, too much lolz
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[04:53:16] <Shiu> o/ good morning
[04:53:21] <sinistersnare> \o
[04:53:22] *** ChanServ sets mode: +o Shiu
[04:53:25] <Shiu> hey sinistersnare
[04:53:28] <sinistersnare> hi!
[04:53:34] <Shiu> how are you doing man ?
[04:53:40] <sinistersnare> doing well! today was the last day of my summer internship!
[04:53:48] <Shiu> oh congratulations :)
[04:53:58] <sinistersnare> now i can spend my time doing libgdx stuff hopefully!
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[04:54:10] <sinistersnare> hows your stuff?
[04:54:36] <sinistersnare> still on Spine?
[04:54:42] <Shiu> Good good :)
[04:54:45] <Shiu> yeah still on Spine
[04:54:51] <Shiu> that's a full time job
[04:55:13] <Shiu> was just taking a break to watch some basketball. That ended abruptly :S
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[04:57:14] <Shiu> sinistersnare, so speaking of summer, I hope it's not as hot and humid there as it is here
[04:57:38] <sinistersnare> its pretty nice here in washington DC lately, going to rain over the weekend
[04:57:47] <cackling_grandma> oh a @ I've never seen before :)
[04:58:00] <sinistersnare> cackling_grandma: hes been here a while!
[04:58:07] <sinistersnare> long enough that he knows me :p
[04:58:15] <cackling_grandma> hence "never seen before"
[04:58:31] <cackling_grandma> I didnt say "new" ;p
[04:58:34] <Shiu> lol
[04:58:51] <mobidevelop> Zomg! It's Shiu!!!
[04:59:04] <sinistersnare> mobidevelop: youre saying so many interesting things tonight!
[04:59:06] <Shiu> mobidevelop, oh no.. I hate that guy :(
[04:59:12] <Shiu> wait.. it's me
[04:59:13] <Shiu> crap
[04:59:19] <mobidevelop> Heh
[04:59:30] <sinistersnare> hahahha
[04:59:44] <Shiu> sinistersnare, it's been around 30C and a humidity of 90% here for the last month now and no AC
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[04:59:55] <Shiu> well got an AC now, but only for a couple of days
[05:00:00] <Tomski> wq
[05:00:02] <Tomski> ew
[05:00:36] <TEttinger> Shiu, do you live in the Congo or something?
[05:00:45] <TEttinger> 90% humidity??
[05:00:47] <Shiu> TEttinger, lol no. Denmark
[05:00:52] <Tomski> under the sea
[05:01:13] <Shiu> actually today it's been 92% in the city I live in
[05:01:19] <cackling_grandma> Widely scattered tstorms. More sun than clouds. 42 °C 5 km/h ↑ 73%
[05:01:43] <cackling_grandma> thanks god I have air con. I happily pay for it through the nose.
[05:02:06] <sinistersnare> that sounds not fun!
[05:02:12] <Shiu> cackling_grandma, yeah I had to bite the bullet. AC isn't cheap and it's usually only a single month it's needed here
[05:02:33] <cackling_grandma> I live in the tropic, I've been having it on every day since may
[05:03:00] <cackling_grandma> but honestly, it's worth it. It's the difference between 100% productivity and not doing anything, not even excercise.
[05:03:02] <Shiu> this is scandinavia, it's not supposed to be like that!
[05:03:34] <Shiu> I love the summer when it's hot normally, but working at home with no AC when it's like that is terrible
[05:03:42] <cackling_grandma> oh shit, you need air con that high up north?
[05:04:00] <Shiu> cackling_grandma, yep.
[05:04:21] <cackling_grandma> blame china for global warming lol
[05:04:26] <Shiu> houses here are built to keep in the heat
[05:04:45] <Shiu> took out the thermometer in my fridge a couple of days ago. My living room said 39C
[05:05:52] <Shiu> in the winter here we get down to -30C on rare occasions. So weird
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[05:06:38] <cackling_grandma> I got cold affinity so I like it at -30
[05:06:56] <sinistersnare> ive been playing a lot of counter strike :)
[05:07:00] <cackling_grandma> worst I've ever got was something like -10 tho.
[05:07:11] <Tomski> go sinistersnare ?
[05:07:12] <cackling_grandma> no, more like best I've ever got
[05:07:14] <TEttinger> cackling_grandma, swap places with Shiu
[05:07:24] <sinistersnare> Tomski: its keeping me from coding!
[05:07:27] <Tomski> :P
[05:07:40] <sinistersnare> i need to make plans for the club im teaching at my old high school
[05:07:50] <Tomski> teach them cs
[05:07:51] <Shiu> cackling_grandma, -10 isn't that bad. You wouldn't like it when it hits -20 I guarantee it
[05:07:55] <sinistersnare> going to get into game design, level files, stuff like that
[05:08:01] <TEttinger> cool sinistersnare
[05:08:03] <sinistersnare> game development club, with libgdx
[05:08:08] <TEttinger> nice
[05:08:16] <Shiu> so any of you guys ever watch sports ?
[05:08:23] <TEttinger> occasionally
[05:08:24] <Tomski> Yea
[05:08:28] <sinistersnare> lol no, baseball sometimes
[05:08:37] <TEttinger> hockey was fun when the local team won
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[05:08:43] <cackling_grandma> I dont see any points in doing that. Why not play instead of watch.
[05:08:47] <Tomski> Basketball/rugby usually
[05:08:59] <cackling_grandma> it's like watching people playing games instead of err actually play it :S
[05:09:07] <Shiu> was just watching a basketball game, then this shit happened. https://twitter.com/Darae_23/status/495397313678819328/photo/1 warning. it's rather nasty
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[05:09:46] <Tomski> Shiu, poor bugger
[05:09:55] <cackling_grandma> and he'd never jump again
[05:09:59] <Shiu> yep, I guess he will be out for a year
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[05:10:42] <Shiu> hehe I'm sure he will, it will just take a while. Was a much worse injury a couple of years ago, a knee that blew up like a pinata and he's back again despite talks about having his leg amputated
[05:11:06] <Tomski> Shiu, ive got my op in 6 days for basketball injury :P
[05:11:39] <Shiu> :o ?
[05:11:42] <Shiu> no comprende
[05:11:51] <Tomski> That injury makes mine look rubbish though
[05:12:11] <Tomski> I screwed up my knee playing basketball, so going under the knife next week
[05:12:16] <Shiu> oh
[05:12:19] <Shiu> sorry to hear that
[05:12:42] <Shiu> been there, not by playing basketball though, football
[05:12:44] <Tomski> Who was it that had that really nasty injury last year? fairly similar to george's I tihnk
[05:13:05] <Tomski> Was it kevin ware?
[05:13:44] <Shiu> I don't remember anything super nasty, only Derrick Rose and Kobe Bryant
[05:14:01] <Shiu> but yeah, I just googled Kevin Ware injury.. NASTY
[05:14:14] <Shiu> I did not need to see that
[05:14:26] <Tomski> Ouchie ouchie ouchie
[05:14:47] <cackling_grandma> geez guys
[05:14:53] <cackling_grandma> you should watch hockey
[05:15:16] <Tomski> regular hockey? Ice hockey?
[05:15:18] <Shiu> cackling_grandma, an injury is an injury. We could also watch MMA ;)
[05:15:31] <cackling_grandma> everyone are armed with double boot knives
[05:15:32] <cackling_grandma> there'been many boots to the neck accidents
[05:15:37] <Shiu> Tomski did you ever see the Shaun Livingston injury ?
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[05:16:03] <cackling_grandma> Shiu, isnt that stuff just for show?
[05:16:04] <Tomski> Shiu, mm not sure
[05:16:09] <Tomski> will I throw up if I google it?
[05:16:32] <Tomski> cackling_grandma, why do you watch hockey if you could just play it
[05:16:44] <Shiu> Tomski, don't think you will, but you'll probably not like it
[05:17:11] <Tomski> Shiu, oh yeah I remember that
[05:17:13] <Shiu> cackling_grandma, MMA is not just for show, it's not wrestling
[05:17:14] <Tomski> thats what I did
[05:17:20] <Tomski> without the dislocation
[05:17:25] <Shiu> Tomski, ouch
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[05:18:16] <Tomski> The recovery time is pretty amazing, they must put in a lot of effort to get back to fitness
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[05:18:39] <cackling_grandma> and have the best docs
[05:18:42] <Shiu> yeah, but I guess it helps when you have some of th,e best personal trainers in the world
[05:18:48] <Tomski> aye
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[05:21:51] <Shiu> anyways, I gotta get back to work
[05:21:58] <Shiu> take care guys :) cya
[05:22:03] <Tomski> Shiu seeya o/
[05:23:09] <sinistersnare> bye!!!!
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[05:23:15] <sinistersnare> nice to see you
[05:23:21] <sinistersnare> or... read you...
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[05:41:04] <TEttinger> Oonej, you still fiddling with viewports?
[05:41:16] <TEttinger> I just ran my game for the first time on android
[05:41:20] <Oonej> nope, playing some starbound
[05:41:26] <Oonej> you have some suggestions?
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[05:42:37] <TEttinger> the one part of the game that uses a viewport in my code needs tweaking -- ScreenViewport will need to changed in mine to something that scales up, I use this for UI buttons...which you currently can't read easily on a Galaxy S3 screen
[05:43:01] <TEttinger> however they are where they should be in the game, so there's that
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[05:58:08] <brendosthoughts> hey I'm still kinda new to libgdx and I am attempting to accepts inputs from both a gestureListener and an Input proccesor using an inputMultiplexer, I have this semi-working but I would like to be able to support multitouch and recieve both inputs correctly I am aware of how to use the pointer's but am having trouble
[05:59:10] <brendosthoughts> I wrote up a post on stackoverflow outlining the problem with the most relevant code http://stackoverflow.com/questions/25091411/handling-multitouch-events-in-libgdx-on-android and am woundering if anybody can't point out what exactly I am doing wrong
[05:59:18] <brendosthoughts> anyhelp would be greatly appreciated
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[06:22:52] <TEttinger> I'll take a look, brendosthoughts
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[06:25:09] <TEttinger> brendosthoughts, you return true to terminate the event; if you want to handle a left swipe as both move and fire, then returning true in one won't handle the other
[06:25:21] <TEttinger> (in the onKeyDown and the like methods)
[06:26:50] <TEttinger> also, brendosthoughts: fling is marked @Override, what is it overriding?
[06:27:45] <brendosthoughts> how does at key down get handled on a touch device I thought this would be handeled only if a key on a keyboard was struck
[06:27:54] <TEttinger> correct
[06:28:06] <TEttinger> some android devices have keyboards
[06:28:12] <TEttinger> most don't
[06:28:27] <brendosthoughts> so then it in no way would effect on touch devices where the problem is happening
[06:28:50] <TEttinger> so I'm not sure what the problem is
[06:28:57] <brendosthoughts> for keyboard multibuttons is accepted as both key can be struck before a true i executed
[06:29:16] <TEttinger> well they'll be separate events
[06:30:41] <brendosthoughts> okay ... I'm semi confused now
[06:31:10] <brendosthoughts> i can hold down a left arrow (moving charecter left) and also make him jump how is that then possible?
[06:31:19] <TEttinger> on desktop, each keypress causes a call to onKeyDown
[06:31:34] <TEttinger> and each key release to onKeyUp
[06:31:57] <brendosthoughts> okay that is what I though and therefor why this works however my problem is on touch device
[06:32:38] <TEttinger> yeah, on touch, there's some weirdness. I have no experience with GestureListener, but it seems to be the solution to many of these problems
[06:33:21] <TEttinger> so what makes a character jump in your game when using a touchscreen?
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[06:33:51] <brendosthoughts> jump is triggered by a fling event upwards on a touchscreen
[06:34:17] <TEttinger> ah, so fling is a touchscreen thing, I didn't know that, good
[06:34:51] <TEttinger> so it doesn't make sense for a fling event to happen at the same time as another touch event
[06:34:52] <brendosthoughts> yes it is (sorry I thought you were aware)
[06:35:08] <TEttinger> because fling + swipe sideways is a different gesture
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[06:35:25] <TEttinger> (probably counts as a stretch or pinch)
[06:36:02] <pmartino> which scene2d action lets you blink an image
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[06:36:20] <brendosthoughts> yes it does, however libgdx has support for multi touch which can handle seperate fingers interacting with screen at the same time
[06:37:01] <brendosthoughts> and returning true works stops the proccesing (but a zoom or ping would trigger a fling most definately )
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[06:39:21] <brendosthoughts> my problem is I am some how not detecting multiple fingers properly
[06:39:50] <brendosthoughts> as each motion or action triggers the event and passes it correctly to the logic i wish to implement however
[06:40:24] <brendosthoughts> ican't move forward and jump simultaneously as I cant detect motion of different fingers
[06:41:34] <brendosthoughts> the touchdown event accepts properly with pointer argument which is index of fingers on screen
[06:41:47] <brendosthoughts> first representing 0 , second 1 and so on
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[06:42:11] <brendosthoughts> however the fling doesn't have this argument which is why the multitouch isnt registered
[06:42:16] <brendosthoughts> just no idea how to fix it
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[06:48:36] <nexsoftware> O.o
[06:48:58] <sinistersnare> o.o
[06:50:23] <nexsoftware> Flings are single finger affairs
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[06:57:24] <Shorttail> How much of GDX works with Java 8 stuff?
[06:57:47] <brendosthoughts> @nexsoftware , so i can't detect a fling with other fingers
[06:58:20] <brendosthoughts> ... can I some how replicate this with pan and panstop() ... looking at the docs it seems it might be possible
[06:58:36] <brendosthoughts> *should be possible
[06:59:51] <nexsoftware> Sure
[07:00:39] <nexsoftware> I wonder why VelocityTracker is package private
[07:01:21] <BlueProtoman> Shorttail: On Desktop, all of it. Everywhere else, not so much
[07:02:26] <nexsoftware> Java 8 features are not supported anywhere but desktop
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[07:08:51] <pmartino> how do i make a scene2d actor blink
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[07:09:21] <pmartino> i created an alphaaction but it only fades to black and not well, go back and forth
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[07:11:45] <nexsoftware> pmartino, use something like repeat(count, sequence(fadeIn(duration), fadeOut(duration)));
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[07:12:44] <pmartino> what object type am i using that function on
[07:12:54] <nexsoftware> Actions
[07:13:36] <pmartino> ok thanks
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[07:30:41] <ShivanHunter> goddamn java
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[07:42:48] <TEttinger> I have my own questions about Viewports now. I'm not sure how to have a viewport that only stretches in integer increments (like *2 x and *2 y, *3 x and *3 y, but not *1.23 x and *1.56 y)
[07:43:00] <TEttinger> this is to preserve a pixel font's quality
[07:43:34] <TEttinger> I'm guessing this involves extending Viewport?
[07:45:25] <TEttinger> (I don't mind letterboxing if I can have the bars be invisible, since this is for a GUI overlay)
[07:48:16] <TEttinger> I tried implementing this, and it didn't work as planned. resizing the window on desktop made the whole game shrink vertically, not just the UI, and the UI itself was rendered off screen or not at all
[07:48:36] <TEttinger> I can pastebin this but it's currently in scala
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[07:51:10] <TEttinger> ugh, that was dumb
[07:51:56] <TEttinger> I had pasted some code twice, now the only errors are 1) it doesn't stretch in any increment, and 2) it moves the UI away from where it should be
[07:51:57] <rachard> Hi, does casting int to byte reserve memory? "byte b; void c(){ b=(byte)0; }"
[07:51:59] <TEttinger> pasting now
[07:52:28] <nooone> why do you cast that? b = 0 works as well
[07:52:48] <rachard> noone: that is just example code
[07:53:23] <rachard> I feel like I have some memory leak in my ios game
[07:53:47] <rachard> there is every once in a while hickup.
[07:53:48] <nooone> only on iOS?
[07:53:48] <TEttinger> https://gist.github.com/tommyettinger/38e0fa337f5804b67bde
[07:54:33] <rachard> noone: I don't see it in my android test phones, but they are too fast. Unfortunately my old Galaxy S is lost. I should find it.
[07:54:53] <rachard> Iphone 4, there is quite clear hickups
[07:55:16] <TEttinger> could it be a slow garbage collector?
[07:56:27] <rachard> Tettinger: What is slow garbage collector? Do you mean that the memory was received before, but now it is released slowly one by one.
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[07:56:43] <rachard> How to avoid that
[07:57:12] <nooone> not one by one, but everything at once
[07:57:29] <nooone> that might be the hiccup
[07:57:51] <rachard> that hickup seems to happen again and again, so it seems that more memory is reserved some where
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[07:59:04] <nooone> garbage collection happens again and again, if you keep allocating memory somewhere, which is not needed anymore
[07:59:15] <nooone> but I have no clue how RoboVM works actually
[08:01:52] <rachard> Ok I have another culprit. There is for loops in Universal Tween Engine, when doing TweenManager.update(). Does "for (int i=objects.size()-1; i>=0; i--)" Does "int i" reserve memory there?
[08:02:30] <nooone> sure, but that's a local variable
[08:02:36] <rachard> Sorry for misspelling
[08:03:14] <rachard> noone: So could that cause the garbage collection?
[08:03:17] <nooone> no
[08:04:31] <nooone> you should search for uses of "new" in your loops
[08:05:00] <rachard> I don't have any "new"
[08:05:09] <pmartino> time for a o.O
[08:05:10] <rachard> I have read the code through already few times
[08:05:26] <nooone> huh? how big is your game, lol?
[08:05:29] <nooone> 3 lines?
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[08:05:56] <rachard> Well it is quite long
[08:06:06] <nooone> and you don't create a single object anywhere?
[08:07:01] <rachard> noone: I don't create anything during render. Everything is initialize phase
[08:07:26] <nooone> hhhmmm
[08:07:28] <rachard> Everything is recycled, as far as I know
[08:07:52] <nooone> do you use the libgdx collections?
[08:08:11] <nooone> the normal ones create a new iterator for example for every loop
[08:08:40] <rachard> noone: that could the reason, thanks for the tip. Let me check. It takes some time though.
[08:09:19] <nooone> otherwise, use some tools to find out where the memory goes
[08:09:36] <TEttinger> might be tricky on iOS?
[08:09:40] <nooone> on desktop you could try VisualVM
[08:09:55] <nooone> if you know for sure that it's not your fault, then it can kind of only be RoboVMs fault
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[08:11:04] <TEttinger> could also be calling something in render that is in a different part of the code and does allocate stuff?
[08:13:02] <TEttinger> I'm still not sure how to solve this viewport issue I'm having
[08:14:46] <nooone> the code actually looks okay
[08:14:56] <nooone> even though you are not using two of the parameters
[08:15:13] <TEttinger> yeah, that was from extendViewport
[08:15:25] <TEttinger> but it isn't stretching at all
[08:15:43] <nooone> what do you supply as min values?
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[08:15:54] <TEttinger> 720, 360
[08:15:59] <TEttinger> I can try lower
[08:16:07] <TEttinger> my screen is 3x that size
[08:16:15] <TEttinger> (almost)
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[08:18:14] <TEttinger> yeah, with (200, 100) it letterboxes everything, even stuff not in the UI stage
[08:19:03] <TEttinger> also, it moves buttons into unclickable off-screen locations
[08:19:46] <nooone> as soon as you start to use different viewports, things get complicated
[08:19:57] <TEttinger> I was using Screen
[08:20:06] <TEttinger> and only ScreenViewport
[08:20:27] <nooone> I meant different viewports at once
[08:20:39] <TEttinger> I don't think I am
[08:20:40] <nooone> for example your custom viewport for the stage, and a screenviewport for the game
[08:20:57] <TEttinger> does Game have a default to ScreenViewport?
[08:21:09] <nooone> Game doesn't have anything
[08:21:13] <TEttinger> because I didn't explicitly create any other viewports
[08:21:45] <nooone> how does your game work? is it 3d? 2d?
[08:21:56] <nooone> I suppose you are using a camera somewhere
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[08:23:21] <nooone> well, you need to show some code and/or a video of how the scaling/game looks like
[08:26:29] <grim001> rachard: use memory profiling to figure out what sort of objects are being created en masse
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[08:26:48] <grim001> there are also ways to tweak the GC to reduce pauses
[08:27:33] <TEttinger> nooone, sure, I'll get some screenshots
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[08:35:51] <TEttinger> nooone, the letterboxed ones are the second two http://imgur.com/a/bmFyC
[08:36:09] <TEttinger> I have the code on github, let me get it up
[08:36:59] <grim001> looks a lot like Advance Wars
[08:37:23] <TEttinger> heh, that is my main inspiration
[08:37:29] <TEttinger> the art is all done by me though
[08:37:38] <TEttinger> https://github.com/tommyettinger/CommandersUnite/blob/master/commanders-unite/core/src/main/scala/CommandersUnite.scala#L384-L390 this is the working resize method
[08:40:59] <TEttinger> err, when I said second two, I meant last two
[08:41:24] <TEttinger> but the letterboxing causes unpleasant stretching of everything
[08:41:56] <nooone> I don't see any problem with those screenshots
[08:42:01] <nooone> neither do I see any UI
[08:42:06] <TEttinger> exactly
[08:42:13] <TEttinger> the UI is getting pushed somewhere
[08:42:33] <TEttinger> (in the non-working ones, uh let me get a working UI screen)
[08:43:19] <nooone> don't use setToOrtho
[08:43:28] <nooone> that causes the camera's viewport to change
[08:44:40] <nooone> and you probably need a second viewport for "camera"
[08:45:39] <nooone> each camera in your game should have one Viewport that manages it
[08:45:43] <nooone> at least that's how I do it
[08:45:58] <nooone> (afk for breakfast)
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[08:48:23] <TEttinger> ok, gotcha
[08:48:29] <TEttinger> and I have the UI stuff here http://imgur.com/a/bmFyC
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[08:57:52] <pmartino> neat
[09:00:03] <TEttinger> so with setToOrtho commented out, everything but the UI stretches, and it looks quite ugly
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[09:03:46] <rachard> Ok, I have to go to shop, I will check it later
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[09:10:11] <TEttinger> noooone, I'm thinking it may be easiest to manually stretch the UI stuff and only the UI stuff on resize or on phone screens
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[09:28:25] <HunterD> hi!
[09:28:46] <HunterD> I need help with 3d rotations
[09:30:27] <HunterD> I try to rotate a Spaceship using pitch, yaw and roll
[09:31:56] <noooone> where's the problem?
[09:34:32] <HunterD> http://pastebin.com/HFAmF3GA
[09:35:03] <HunterD> if I change only the pitch or the yaw using my Q, A or E, D keys all works as expected
[09:36:00] <HunterD> if I change yaw and pitch at the same time with W and S keys (as in code) , doing W and S back and forward for a few times my model tilts to left
[09:36:22] <HunterD> like there is some kind of incremental error added when doing both
[09:38:53] <HunterD> these are my rotation axis: http://pastebin.com/jYT2Xg1K
[09:41:15] <noooone> you can probably use Vector3.X / Y / Z for that
[09:42:15] <noooone> and show the code where you actually rotate something
[09:42:21] <noooone> are you using Quaternion for that?
[09:43:14] <noooone> it has simple simple setEulerAngle( yaw, pitch, roll ) methods
[09:46:10] <HunterD> this is the error that gets added after successive W and S: http://imgur.com/NLsOk1M (blue axis should point up)
[09:46:33] <HunterD> I use ship_MI.transform.rotate(axis, angle)
[09:48:08] <HunterD> I will try with quaternion
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[09:51:49] <HunterD> noooone: I get no drift with quaternion and Euler, it works
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[09:56:08] <HunterD> noooone: but now the yaw is around the global Y axis . :( in my method the yaw was around the rotated blue axis (ship local Y). I need that rotation around local Y
[09:57:52] <ShivanHunter> mmmmmm, optimization :D
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[10:03:50] <HunterD> what I need is local rotation as in blender: http://i.imgur.com/YYNIjxm.jpg
[10:04:08] <HunterD> when coordinate system is set to local
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[10:18:09] <HunterD> what is a good method to rotate and entire model instance around it's local axes? (as in blender)
[10:18:16] <HunterD> *an entire
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[10:37:24] <TEttinger> HunterD, do local axes even exist in 3d models? I'd guess so, but my experience is almost entirely with 3d for 3d printing, which doesn't have the same needs as games
[10:41:32] <noooone> model or modelinstance?
[10:42:15] <noooone> modelinstance has a Matrix4 to do that
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[10:42:26] <noooone> otherwise model.nodes
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[10:51:22] <TEttinger> gah! it works just fine on desktop...
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[11:27:20] <Phibedy> Does someone know the cmd command for refreshing eclipse gradle projects?
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[11:31:32] <InspiredNotion> Hello
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[11:32:20] <LiquidNitrogen> Phibedy: if you right click the main project folder on the package explorer theres a gradle menu with refresh options in it
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[11:34:19] <Phibedy> liquidNitrogen: thx :) but I read somewhere that there is a cmd-command for it. As I am using a bat file to call some gradle tasks I would like to refresh the eclipse project on the fly :)
[11:34:46] <LiquidNitrogen> dont know about that
[11:35:32] <TEttinger> there definitely is one, but it should only matter if the eclipse project wasn't created by importing a gradle project -- otherwise it should see it since they share a build.gradle?
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[11:36:35] <Tomski> Phibedy, where did you read that?
[11:37:16] <Phibedy> I dont know, that's why I am asking. I think in the I hate gradle forum post but I cant find it anymore ...
[11:37:17] <Tomski> gradle commands are different to the IDE integration tasks
[11:37:35] <rainvargus> is it normal that libgdx always starts with
[11:37:36] <rainvargus> "Executing 'xxx\Project-folder/gradlew.bat clean --no-daemon' The system cannot find the path specified. " ?
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[11:37:49] <rainvargus> when i want to generate a project
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[11:37:59] <TEttinger> http://www.gradle.org/docs/current/userguide/eclipse_plugin.html
[11:38:04] <HunterD> noooone: I'm back, how to use Matrix4 to do local rotations of a model instance?
[11:38:09] <Tomski> TEttinger, thats not the same thing
[11:38:32] <TEttinger> right, he was asking for cmds and that has tasks
[11:38:56] <Tomski> That plugin is not responsible for the right clicking gradle refresh in eclipse
[11:39:58] <kalle_h_> hello
[11:40:01] <TEttinger> oh
[11:40:09] <TEttinger> for some reason I misread refresh
[11:40:22] <TEttinger> http://stackoverflow.com/a/21472594/786740 if you were re-generating the project this would be handy
[11:40:24] <Tomski> hey kalle_h_
[11:41:18] <TEttinger> rainvargus, does gradlew.bat exist at the location it gives?
[11:41:33] <TEttinger> and is there a space in the path?
[11:41:35] <rainvargus> in the end, yes
[11:41:51] <rainvargus> and no, no space
[11:42:09] <TEttinger> that's an odd one
[11:42:29] <rainvargus> oh, that's only the first thing of many that failed for me
[11:42:41] <Tomski> Whats the full error? And when exactly does it occur?
[11:42:44] <rainvargus> when i try to import it into intellij, intellij can't find its own jre because the path is wrong
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[11:42:56] <deBugger> hi to all
[11:42:57] <rainvargus> pretty much second line of the log output when i try to generate
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[11:43:48] <rainvargus> i should be able to just start the gdx-setup.jar from some random folder and put in some settings in there, right?
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[11:44:23] <Tomski> Yep, as long as youhave permission
[11:44:37] <Tomski> Try running the generated project from command line
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[11:44:41] <Tomski> It will give you a better error
[11:44:59] <Tomski> just navigate to the directory you generated your project in and try to run "gradlew desktop:run"
[11:45:32] <kalle_h_> do anyone have experience with load balancing?
[11:45:41] <noooone> HunterD: the transform Matrix4 of a ModelInstance is always local
[11:46:33] <Tomski> kalle_h_, getting hit with the new pre-alpha downloads?
[11:46:40] <kalle_h_> working with entity system "parallel for" query model and not sure should I just split it to N(num of threds) jobs, or even smaller jobs
[11:46:55] <rainvargus> nono, i have the gradlew error far earlier
[11:46:57] <rainvargus> it's during generation
[11:47:03] <Tomski> rainvargus, I know
[11:47:27] <Tomski> It will still generate the project, unless you have some permission issues
[11:47:55] <noooone> HunterD: create a Quaternion with the wanted rotations, then you can to Matrix.rotate(quaternion)
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[11:48:09] <kalle_h_> Tomski: there is so much new content at that build but some parts has to be rushed
[11:48:41] <kalle_h_> I hope it will go viral soon :)
[11:48:47] <HunterD> noooone: and for rotation of that quaternion around updated Y direction (or model instance local Y direction) ?
[11:50:06] <noooone> what is the updated y direction?
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[11:51:39] <rainvargus> hm well, while it works, i still can't seem to do much with it in intellij (though i'm new with that piece of software)
[11:51:51] <rainvargus> if i try to import the build.gradle, it fails because for some reason the jre path seems to be wrong
[11:52:19] <Tomski> Did you add your jdk to the global libraries in idea?
[11:52:36] <Tomski> global sdks*
[11:52:39] <rainvargus> if i try to import the generated IDEA project, i can't make an "application" configuration for the desktop, because DesktopLauncher seems to be unacceptable as a main class
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[11:53:17] <Tomski> Sounds like you dont have idea set up correctly
[11:55:29] <HunterD> noooone: If I rotate model instance around the x or z, form my understanding the y will point in another direction. so if I now want to rotate a quaternion around y how can I get the new y? does it make any sense ? :)
[11:55:50] <rainvargus> ah this is getting somewhere, thx
[11:58:44] <noooone> HunterD: you should better keep 3 variables, pitch, yaw, roll, increase/decrease those on key presses and always set them directly and at the same time via Quaternion.setEulerAngles
[11:59:34] <noooone> otherwise you can first apply x/z rotations, then to get the new local Y up vector, do Vector3.Y.cpy().rot(quaternion)
[12:00:12] <HunterD> noooone: but setEulerAngles has yaw around global Y (0,1,0) and I need a 'yaw' around a local Y
[12:00:50] <HunterD> noooone: I wil try with Vector3.Y.cpy().rot(quaternion)
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[12:02:20] <[twisti]> why not just rotate around a custom v3
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[12:02:55] <[twisti]> nm i read that wrong, ignore me
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[12:20:16] <TEttinger> are all android apps (using libgdx) single-threaded?
[12:20:31] <TEttinger> My Galaxy S3 is at least a dual-core
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[12:28:11] <kalle_h_> TEttinger: how any one would know answer to that?
[12:28:23] <kalle_h_> there are dozens of thousands libgdx app
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[12:28:57] <TEttinger> no I mean is there a restriction that android or libgdx has
[12:29:11] <kalle_h_> and libgdx itself is multithreaded at certain points.
[12:29:22] <TEttinger> true
[12:29:27] <kalle_h_> basically you can't ship single threaded android app
[12:29:31] <kalle_h_> because it would hang
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[12:29:46] <TEttinger> my Timer-heavy code is quite slow, and I'm not sure if it's actually using 2 cores or not
[12:29:57] <kalle_h_> why you are using Timer's?
[12:30:00] <kalle_h_> never use them
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[12:30:22] <TEttinger> got a better alternative?
[12:30:44] <kalle_h_> best timing resolution that you need is per frame
[12:31:02] <kalle_h_> because that is the resolution that user see
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[12:31:44] <TEttinger> uh ok? my timers mostly are used to trigger steps in logic stuff
[12:32:02] <kalle_h_> so you just end up summing deltaTime untill certain treshold is accumulated and then you do that what Timer task would do
[12:32:12] <TEttinger> also and this is what needs fixing, for camera movement
[12:32:50] <TEttinger> but seriously what's the problem with timers?
[12:32:52] <kalle_h_> Timer based code just scatter logic all over the place and its hard to follow, optimize, multithread, profile
[12:33:06] <kalle_h_> without any benefits
[12:33:17] <kalle_h_> TEttinger: what is good thing with timers?
[12:33:36] <TEttinger> I already have a bit of code that uses them is all
[12:34:36] <TEttinger> so yeah, I'll try to figure out how to work it so it doesn't use timers
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[12:39:10] <TEttinger> kalle_h_, as far as I can tell, the approach you're suggesting just has a collection of "tasks" like Timer.Task has, each with a sum that deltaTime adds to and a goal sum needs to reach, executing when total is reached?
[12:43:04] <TEttinger> am I on target here, kalle_h_? because I need to get some rest
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[12:46:14] <kalle_h_> TEttinger: yeah
[12:46:50] <TEttinger> cool, i'll start later today, after sleepin' time
[12:46:55] <TEttinger> thanks
[12:47:01] <kalle_h_> just like that. your task can have some flags like howOften, doRepeat, howManyTimes,
[12:47:33] <kalle_h_> then you can code very similar style stuff but all happens much better controll
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[13:17:14] <tibor_> I have Array<ModelInstance> with N instances of the same model and I would like to run "FIFO" over it - take first instance, change it and put it back in as the last (or remove first completely, shrank array and add new one)... i haven't completely explored array class in gdx yet, but I wonder about performance
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[13:18:24] <tibor_> I could run my own FIFO just over arrays indexes, but it would be convinient for further operation on the field to have it nicely ordered from first to last
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[13:19:59] <grim001> tibor it's backed by an array. if you keep it ordered it has to shift every element when you remove the first to fill the gap.
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[13:20:29] <grim001> if it's unordered the last element will replace the removed one. pretty straightforward technique
[13:20:49] <tibor_> I saw it was ordered by default
[13:21:57] <tibor_> I am going to run such change maybe once per second so hopefully it won't be much performance drain
[13:22:11] <grim001> if you want a collection that allows you to remove the first and place it as last while staying in order... try LinkedList?
[13:22:35] <grim001> anything that happens once per second is not going to affect your performance. LinkedList is poor at iteration compared to an array
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[13:23:04] <tibor_> :)
[13:23:09] <tibor_> I hope
[13:23:09] <grim001> if you read many times and change the contents infrequently, if your array isn't too huge, just use the Array class in ordered mode
[13:23:24] <grim001> how big is your array generally?
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[13:25:34] <tibor_> 100 tops probably, it contain objects around the path... I'm also solving culling by this, render certain number of models before me
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[13:27:51] <grim001> resizing/copying an array with 100 entries once per second will have absolutely no effect on performance
[13:28:06] <grim001> if your array had 32,000 entries and you were doing it per frame you would need to think about this
[13:28:51] <grim001> when performance is a non-issue go with the class that simplifies your code most
[13:29:06] <kalle_h_> performance and linkedList never goes with same sentence
[13:29:23] <kalle_h_> in actual usecases
[13:29:28] <tibor_> grim001: ok thanks, I forget the idea of keeping my own fifo over indeces and just remove the first instance and make new one as last
[13:30:13] <grim001> I can't really think of a real situation where linked list has desirable performance characteristics
[13:30:21] <grim001> but sometimes it's convenient
[13:30:50] <kalle_h_> 32k entries would still be only 125kt
[13:30:56] <kalle_h_> *kb
[13:31:25] <grim001> it doesn't matter what the file size is, it matters that you would be looping over 32k indices every frame, which will have an effect.
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[13:31:34] <logit> hello
[13:32:03] <logit> i'm having problems to do a banner ads in my libgdx game
[13:32:17] <logit> until now, i was using full screen ads, but now, i need a banner
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[13:32:56] <logit> it's necesary to do a xml file for the views?
[13:33:16] <logit> RelativeLayout work or I need to use FlowLayout?
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[13:38:59] <kalle_h_> Grim001: once I see performance comparision where task was to put random numbers to array vs linkedList in order. So question was when is the point that linked list is faster(because of O(1) add vs O(N))
[13:39:22] <kalle_h_> answer was never.
[13:39:51] <kalle_h_> because iterating that linked list was so much slower that it even scaled worser
[13:41:52] <kalle_h_> but what was even more suprising that HashMap wasn't winner either. basically with really big N it was almost as fast with worser memory usage
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[13:51:00] <rainvargus> huh, does gdx have difficulties with pngs?
[13:51:38] <tibor_> rainvargus: nope, why?
[13:53:15] <rainvargus> Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: altenburg/cards/diamond/ace.png
[13:53:26] <rainvargus> i tried just converting the same image into a jpg, into the same folder
[13:53:36] <rainvargus> and that one worked
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[13:54:32] <rainvargus> so it's not a path problem
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[13:56:12] <rainvargus> ...apparently it can't handle pngs with a bit-depth of 64 (i have no clue why those images are that way in the first place)
[13:56:12] <tibor_> eclipse?
[13:56:34] <rainvargus> nah, fixed it by reloading the images in paint.net and saving them again
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[13:59:19] <logit> bye
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[14:41:05] <jarmund> Morning, dudes and dudettes
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[15:26:23] <nich1> oh boy
[15:26:33] <nich1> i got a tough one
[15:27:00] <nich1> sometimes the 9patch gets really screwed up on android devices
[15:27:02] <nich1> http://www.pasteall.org/pic/show.php?id=74853
[15:27:05] <InspiredNotion> whos the presedent of u
[15:27:07] <rachard> Hi, do magic number is reserve memory every render loop? I have memory leak in IOS and I am trying to understand it. For example font.setColor(1f,1f,1.0f,1.0f);
[15:27:23] <nich1> see the black window? its screwed up
[15:27:25] <InspiredNotion> lol wrong forum appologies
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[15:28:39] <nexsoftware> nich1, looks cool
[15:29:09] <nich1> thanks mobidevelop, but that is a bad problem i got
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[15:29:41] <nich1> doesnt effect ipads or 7" devices or a little bit smaller windows on the same device
[15:29:45] <nich1> really funky one
[15:30:03] <nexsoftware> It's probably related to pixel alignments
[15:30:25] <nich1> can you give me a term to google?
[15:30:43] <nich1> the 9patch or opengl?
[15:30:49] <nexsoftware> Not sure there is a term to google
[15:31:05] <nexsoftware> I just meant it looks like your positions aren't aligned to pixels
[15:31:16] <rachard> I have another guess for my memory leak: Could font.getBounds(text), reserve enough memory to cause problem in IOS
[15:31:18] <rachard> ?
[15:31:50] <nexsoftware> getBounds shouldn't leak memory
[15:32:03] <rachard> ok thanks
[15:33:13] <nich1> nexsoftware: http://www.pasteall.org/pic/74854 is the same device and this window is fine
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[15:35:42] <nexsoftware> I'd check the position/size of the first box and try coercing them to integer values
[15:37:00] <nich1> ok
[15:37:02] <nich1> thanks
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[15:48:53] <nich1> nexsoftware: it was the set position i guess. I floored the floats and its looks fine now
[15:48:55] <nich1> thanks!
[15:49:12] <nexsoftware> No problem, glad it worked
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[16:03:42] <Daranus> hmmmmmm
[16:04:02] <Daranus> could it be possible to "swap" the underlying tileset of a tilemap?
[16:05:09] <Daranus> I tried getting there by swapping the underlying texture but that didnt seem to be possible
[16:05:11] <nexsoftware> You'd have to update the regions for each tile
[16:05:28] <Daranus> update the regions...
[16:05:55] <Daranus> hmmmmmmmmmmmmm
[16:06:34] <Daranus> ah wait up
[16:06:34] <Daranus> brb
[16:07:53] <nexsoftware> Since TextureRegions are specific to a Texture and TextureRegions are assigned to tiles, it is those regions that need to be changed. But... there is no setter for the region on tiles.
[16:08:48] <nexsoftware> So, you'd have to create new tiles and then swap out all of the tiles on the map.
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[16:14:49] <InspiredNotion> Hi, guys just need some opinion on where games are at , at the moment.. WOuld you recon its better to get into 3D dungeon style game or a tiled map cross box2d super mario style game?
[16:15:16] <Daranus> HAHAHAHA nice
[16:15:29] <Daranus> hardswapping the texture behind all the regions seem to work
[16:15:31] <Daranus> splendid!
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[16:16:14] <nexsoftware> So you iterate the regions and change the texture they refer to then?
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[16:25:59] <Oonej> is there a way to update your libgdx gradle project with other extensions after it was created?
[16:32:00] <Daranus> exactly nexsoftware
[16:32:18] <Daranus> I suppose thats not a good way of doing it, but it seems to work in an instant
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[16:35:51] <nexsoftware> Daranus, if the layout of the tileset is the same, its a fine approach
[16:36:12] <Daranus> yeah, its the same
[16:36:30] <Daranus> the plan is to reflect the different times of day not only in the backgrounds but in the tiles as well
[16:36:39] <Daranus> might make for a better atmosphere
[16:36:57] <nexsoftware> Makes sense
[16:38:08] <Daranus> haha, still a bit blown away by the green light tbh
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[16:42:49] <nexsoftware> I don't really know anything about greenlight
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[17:36:39] <witnessmenow> hi all
[17:36:52] <nexsoftware> howdy
[17:37:02] <Oonej> anyone use freetypefontgenerator?
[17:38:22] <nich_code0100fun> good question, i'm intreted also
[17:39:09] <nexsoftware> Yes
[17:39:24] <Oonej> my fonts coming out blurry , any suggestions on fixing it?
[17:39:47] <Oonej> feel like the tutorial on github doesn't really dive into this
[17:40:07] <nexsoftware> Going to need more information than that...
[17:40:40] <Oonej> what information? LOL... i followed this tutorial, and the font looks like poop...https://github.com/libgdx/libgdx/wiki/Gdx-freetype
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[17:41:04] <nexsoftware> Are you drawing with a pixel perfect camera?
[17:41:10] <Oonej> no
[17:41:18] <nexsoftware> There you go
[17:41:37] <Oonej> how do i convert it?
[17:42:07] <nexsoftware> Setup a camera that uses the screen dimensions for its viewport
[17:42:18] <Oonej> 2 cameras?
[17:42:29] <nexsoftware> If necessary
[17:42:54] <Oonej> ok will try that
[17:42:58] <nexsoftware> You might also change the TextureFilter for the font to Linear
[17:43:00] <Oonej> thanks nexsoft
[17:43:06] <Oonej> ok
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[17:52:23] <Oonej> that worked nexsoft, suggestions on keeping both cameras together? Since my game camera moves and my font moves based on the first camera
[17:53:47] <[twisti]> whats the font for ?
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[17:56:39] <Oonej> it follows one of my game objects
[17:57:02] <Oonej> but my main camera the object resides is ~800 x 600
[17:57:16] <Oonej> the other camera changes size based on resolution for 'true pixel size'
[17:57:40] <Xoppa> 800x600 what? meters? inches?
[17:57:45] <Oonej> pixels
[17:57:53] <Xoppa> so they are the same
[17:57:58] <nexsoftware> Except not
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[17:58:36] <nexsoftware> I assume that the actual window size is not 800x600 always
[17:58:41] <Oonej> http://pastebin.com/Z3ap7RhL
[17:58:53] <Xoppa> in that case it arent pixels
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[17:59:05] <Oonej> right, i change it to meters
[17:59:10] <nexsoftware> Heh
[17:59:38] <nexsoftware> Here we go again
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[18:03:57] <Oonej> Here we go!
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[18:34:07] <makinen> how can I prevent calling rotate() on a sprite only once in a second?
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[18:36:29] <smiley__> count the elapased time with help of the elapsedTime
[18:37:13] <smiley__> either using the one passed to render or Gdx.graphics.getDeltaTime()
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[18:45:33] <Neomex> https://code.google.com/p/libgdx/wiki/ParticleEditor
[18:45:44] <Neomex> why does it take you to new page creation?
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[18:48:51] <gentlemandroid> The google code wiki is all out of date
[18:49:01] <gentlemandroid> You can find the particleEditor in gdx/tools if you want
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[18:50:04] <nooone> also here http://pixelscientists.com/downloads/particleeditor.jar
[18:50:17] <nooone> I made the jar 2 days ago, so pretty fresh
[18:51:14] <Phibedy> I got some libgdx handled textures error. It seems like that something is wrong with current version (whatever gradle downloaded) stacktrace: http://pastebin.com/aPjwVyfU
[18:52:00] <Daranus> oh, neat nooone!
[18:52:45] <gentlemandroid> Is that the 2d or 3d particle editor?
[18:52:55] <Daranus> 2d
[18:53:10] <nooone> that's 2d, http://pixelscientists.com/downloads/flame.jar, this one is 3d
[18:53:16] <nooone> also 2 days old
[18:54:08] <nooone> maybe I should write a blog posts with the links and update them sometimes
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[18:56:45] <nooone> http://pixelscientists.com/blog/posts/precompiled-runnable-libgdx-tools
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[18:57:47] <nooone> also the 40MB libgdx test suite :)
[18:57:53] <Daranus> alrighty fellas
[18:57:57] <Daranus> have a nice evening
[18:58:02] <Daranus> enjoy your weekend
[18:58:13] <nooone> same to you
[18:58:22] <Daranus> thanks!
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[19:05:21] <davebaol_> Xoppa: I'm using your CollapsableWindow for a new gdx-test
[19:05:21] <davebaol_> and I get weird issue when the window is collapsed and I double-click the title bar to expand it
[19:05:22] <davebaol_> one of the sliders riceives both click events
[19:05:22] <davebaol_> any idea why it happens?
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[19:09:43] <mobidevelop> Magic
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[19:10:20] <davebaol_> black magic
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[19:17:01] <nooone> I used CollapsableWindow for a model viewer as well, but for me it worked perfectly
[19:17:41] <aptwebapps> Can just anyone edit the wiki?
[19:17:58] <davebaol_> you can do it yourself aptwebapps
[19:17:59] <nooone> you might need a github account, but yeah
[19:19:13] <aptwebapps> There's an error on the Box2d page. I just enough Java to fix it in my code but not enough to presume to fix it in the wiki.
[19:19:24] <davebaol_> nooone, I have a dozen of CollapsableWindows all with a bunch of sliders inside
[19:19:38] <davebaol_> and the issue happens just for 2 windows
[19:19:54] <nooone> hmmm, I had just one, but I don't think that's the reason
[19:21:00] <nooone> what's wrong with the box2d page?
[19:21:13] <nooone> I can fix it if you tell me
[19:21:57] <davebaol_> nooone I don't think the reason is the number of windows
[19:22:00] <davebaol_> I suspect its due to the specific layout of the windows
[19:22:56] <davebaol_> if I click the title bar out of the x coord of the slider it doesn't receive the event
[19:23:55] <nooone> you could try to use the new debug rendering of Stage to find out more
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[19:24:21] <mobidevelop> nooone: the getBodies() under sprites and bodies header is incorrect, should take an Array
[19:24:54] <mobidevelop> I'm on my phone or I'd fix that
[19:25:06] <davebaol_> nooone, good idea. Is there a wiki or something?
[19:25:38] <nooone> mobidevelop: I'll fix it
[19:25:52] <mobidevelop> Thanks :)
[19:26:23] <nooone> davebaol_: hhmmm it's pretty new, I didn't write a wiki article because NateS was still working on it and changed how it worked
[19:27:01] <nooone> stage has some setDebug*** methods now
[19:27:29] <davebaol_> ok thanks
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[19:27:59] <nooone> it's automatically rendered with Stage.draw()
[19:28:29] <aptwebapps> nooone: Sorry, got called away. The error is down the Sprites and Bodies section where it gets and Iterator from world.getBodies(). Howerver, world.getBodies() returns void and expects an argument of Array<Body> to fill. I fixed it in my code, but don't know if my Java is Correct(tm)
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[19:28:50] <TrofSivart> hey guys
[19:29:10] <TrofSivart> anyone have experience with ashley?
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[19:29:33] <davebaol_> nooone, wow now I know why it happens :)
[19:29:35] <aptwebapps> I did Array<Body> bodies = new Array<Body>(world.getBodyCount()); world.getBodies(bodies);
[19:30:15] <mobidevelop> aptwebapps: vest not to create a new array each time if you do, but that's correct.
[19:30:16] <nooone> aptwebapps: I'll fix it :)
[19:30:20] <mobidevelop> *best
[19:31:01] <davebaol_> the title bar of a collapsed window is centered on the expanded height of the window
[19:31:08] <aptwebapps> Took me a while to fix my code because I was using regular Java Array …
[19:31:12] <davebaol_> so the titlebar overlaps one of the sliders
[19:31:18] <davebaol_> sometimes
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[19:36:27] <aptwebapps> mobidevelop: Cool, and I'm just trying to get the basics of box2d working. Will refactor it later.
[19:36:30] <nooone> davebaol_: could you also fix it, or did you just find the reason?
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[19:38:58] <nooone> btw, does adding a return value (boolean instead of void) count as an API change?
[19:39:25] <nooone> I think it cannot break any existing code
[19:39:35] <nooone> so it's still an addition, isn't it?
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[19:41:08] <davebaol_> nooone, still investigating
[19:41:16] <aptwebapps> One thing I totally don't understand about the box2d wiki page: it says call world.step() at the bottom of render() and use a fixed time-step. Don't I need to know how much time has elapsed since the last time render was called?
[19:42:40] <nooone> this is the way to do it: http://stackoverflow.com/questions/20848442/libgdx-speeding-up-a-whole-game-using-box2d (see my answer, the questions is a different one)
[19:43:09] <sinistersnare> aptwebapps: use Gdx.graphics.getDeltaTime() ?
[19:43:15] <nooone> maybe I should also add that to the wiki
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[19:43:44] <sinistersnare> or render could take a float with the delta
[19:44:04] <mobidevelop> nooone: what do you want to return a boolean from instead of void?
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[19:44:54] <mobidevelop> But yes, would be an addition not a change (in my opinion).
[19:45:28] <nooone> I have changed a method in the StateMachine with a PR
[19:45:42] <mobidevelop> Ah
[19:45:48] <aptwebapps> sinestersnare: That's what I would do (get the delta) on my own, but the wiki recommended using fixed time steps. I read that elsewhere as well. Didn't occur to me (see nooone's link) to just call it in a loop.
[19:45:59] <mobidevelop> Nobody uses that yet anyway
[19:46:21] <nooone> yeah, true
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[19:50:05] <nooone> Gdx.input.setCursorImage(), why didn't I find this earlier... so easy and instantly looks so much better without the super boring default cursor
[19:50:25] <mobidevelop> Lol
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[19:53:27] <davebaol_> nooone I've updated CHANGES for your StackStateMachine
[19:53:28] <davebaol_> didn't even mention the boolean
[19:54:17] <nooone> yeah, that's why I asked, I think it's not necessary to mention :)
[19:54:53] <nooone> just wanted to make sure, because formally, it IS an API change ^^
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[20:13:31] <nooone> how can I change the color of labels again?
[20:14:08] <nooone> I cannot find it in the wiki
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[20:14:51] <gentlemandroid> nooone: Style?
[20:15:41] <Phibedy> do I have to call filehandle.mkdirs() before does filehandle.writeString(...)?
[20:15:44] <sinistersnare> scene 2d skins ?
[20:15:50] <nooone> I thought there is some text markup
[20:16:03] <Phibedy> *calling
[20:16:22] <mobidevelop> Phibedy: should have to
[20:16:32] <mobidevelop> Shouldn't
[20:17:37] <mobidevelop> nooone: the markup doesn't work with labels
[20:18:03] <Phibedy> maybe because of append = true? it's causing a file not found exception
[20:18:16] <tibor_> I don't like making my own graphics, but time to replace dark background, how big texture can/should I use for skysphere?
[20:18:26] <mobidevelop> Phibedy: possible, look at the source
[20:19:01] <nooone> mobidevelop: ugh, in which case does it work then? I thought Label is probably the most important case
[20:19:10] <nooone> when rending raw BitmapFonts?
[20:19:25] <mobidevelop> nooone: and BitmapFontCache
[20:19:44] <mobidevelop> nooone: yeah, it is a bug that it doesn't work with Label
[20:20:03] <mobidevelop> Mr Scene2d hasn't had time to fix it yet
[20:20:25] <nooone> hm :/
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[20:22:33] <mobidevelop> Phibedy: seems mkdirs() is not automatically called for writeString
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[20:22:57] <Phibedy> it's called in writer(append, charset)
[20:22:57] <mobidevelop> Wait, yes it is
[20:23:07] <Phibedy> line 318 in fh
[20:23:12] <mobidevelop> Yeah
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[20:23:25] <mobidevelop> It must have failed to create the first then
[20:23:34] <mobidevelop> dirs
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[20:24:19] <Phibedy> pastebined error: http://pastebin.com/jey5XD6g I dont think it failed to create direct
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[20:24:59] <Phibedy> hmm yes it failed, the directory doesnt exist
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[20:25:33] <mobidevelop> You don't have write permission
[20:25:55] <mobidevelop> Did you add the WRITE_EXTERNAL_STORAGE permission?
[20:26:32] <mobidevelop> Or the sdcard is unavailable
[20:26:55] <nooone> hmmm, okay, label.setColor(...) works as well
[20:27:04] <nooone> it's just the standard actor color
[20:27:06] <Phibedy> Let me have a look. The app is already in the playstore and worked xD
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[20:27:45] <mobidevelop> Phibedy: is this your device? Or a user error report?
[20:27:55] <Phibedy> it's my device :)
[20:27:59] <Phibedy> ah, it's the first time I run android after setting up gradle. I really missed that permission.
[20:28:13] <Phibedy> thanks for help^^
[20:28:22] <mobidevelop> No problem
[20:28:39] <mobidevelop> I wonder why we don't have that in the manifest by default
[20:32:39] <[twisti]> someone should add a generator for this to libgdx http://imgur.com/gallery/CBBXOIa :p
[20:33:09] <InspiredNotion> that looks awesome Twisti
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[20:33:42] <InspiredNotion> how was that created?
[20:33:47] <[twisti]> no idea
[20:34:02] <Phibedy> ha I am not the only one who wonders :D
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[20:34:21] <InspiredNotion> :)
[20:34:23] <mobidevelop> Magic
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[20:34:37] <Phibedy> I would like to create sth like that using opengl^^
[20:34:37] <InspiredNotion> Mobi fart i guess.. and there it was ;)
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[20:36:08] <Phibedy> if you create a gernerator for it you have to bind it with music. Dubstep for example. That would be so beatufil <3
[20:36:16] <Phibedy> *ful
[20:36:23] <InspiredNotion> just got a book through the post on OpenGL ES2 hoping it will be a good place to start with this kinda stuff
[20:36:58] <[twisti]> could probably do something like that with a custom shader doing some nicely alpha blended 2d effect
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[20:38:40] <InspiredNotion> kk
[20:39:07] <InspiredNotion> in the book it touches on 3d firework effects so should be interesting once i get there
[20:39:33] <InspiredNotion> article firework to be precise
[20:39:39] <InspiredNotion> Particle*
[20:40:00] <InspiredNotion> but yeah that is a cool effect
[20:40:44] <InspiredNotion> twisti you done much with3D?
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[20:40:57] <bhldev_> hi guys
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[20:41:01] <InspiredNotion> hi
[20:41:02] <bhldev_> two weeks working at a game company and its awesome
[20:41:09] <InspiredNotion> :)
[20:41:11] <InspiredNotion> nice
[20:41:13] <sinistersnare> noice!
[20:41:14] <Ashiren> as coffee maker
[20:41:16] <[twisti]> no InspiredNotion
[20:41:22] <mobidevelop> Did they let you touch code yet?
[20:41:22] <InspiredNotion> kk
[20:41:31] <bhldev_> yeah I'm writing unity plugins
[20:41:37] <mobidevelop> Ew
[20:41:38] <bhldev_> and modifying their proprietary javascript engine
[20:41:39] <Ashiren> :f
[20:41:43] <TheCze> hi everyone
[20:41:46] <InspiredNotion> hi
[20:41:48] <Ashiren> coffe maker sounds better
[20:41:52] <InspiredNotion> lol
[20:41:54] <mobidevelop> Sounds dreadful bhldev_
[20:42:20] <bhldev_> well I like it
[20:42:34] <mobidevelop> That's what matters
[20:42:37] <InspiredNotion> true
[20:42:38] <bhldev_> not like libgdx though
[20:42:47] <bhldev_> I didn't expect to be shitting out a game right away
[20:43:24] <bhldev_> would you guys take a pay cut to work at a game company
[20:43:29] <mobidevelop> Nope
[20:43:45] <InspiredNotion> yeah sure, would love it to get experience
[20:43:58] <mobidevelop> Or a pay increase
[20:44:13] <bhldev_> how much more would they need to buy you mobidevelop
[20:44:22] <bhldev_> you c# dev right making 80-100 maybe 120 would you do it?
[20:44:25] <bhldev_> nobody would pay that much though
[20:44:50] <mobidevelop> bhldev_: I have no interest in working at a game company
[20:44:59] <bhldev_> lifestyle?
[20:45:20] <mobidevelop> I am a java dev, and c# dev
[20:45:44] <[twisti]> i hear game development is pretty psychologically damaging
[20:45:44] <mobidevelop> I don't make games, so working at a game company is meh
[20:46:01] <mobidevelop> I interviewed with a game company not long ago
[20:46:03] <[twisti]> with all the insane crunch time shit and living or dying on first week sale numbers
[20:46:08] <bhldev_> only at the wrong places
[20:46:26] <mobidevelop> But it was an educational game company so a bit different
[20:46:33] <bhldev_> I am working somewhere where they apparently don't care about numbers more than improving their engine and tooling because they have a couple cash cows
[20:46:46] <[twisti]> that sounds nice
[20:47:28] <bhldev_> yeah so I can just work on tools and the engine or new games that might not need to make money
[20:47:40] <TheCze> Just created a new libgdx 1.2.0 project using the gradle setup to mess with the new AI stuff, but com.badlogic.gdx.ai is missing. Anyone know why that might be the case?
[20:48:08] <sinistersnare> TheCze: use the nightly.
[20:48:17] <sinistersnare> 1.2.1-SNAPSHOT
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[20:50:54] <TheCze> Okay stupid question, how do I use the nightlies with a gradle build? The setup would not let me select it.
[20:51:35] <mobidevelop> Is the ai extension added to the setup?
[20:52:46] <TheCze> I supposed the new AI stuff is not an extension, at least there is no option for it
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[20:52:57] <icbat> TheCze: gradle lacks a convention to do so (on purpose). What you'd need to do is point to the latest SNAPSHOT version, which will only help you until the next release
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[20:53:31] <Xoppa> https://github.com/libgdx/libgdx/wiki/Dependency-management-with-Gradle#ai-gradle
[20:54:07] <TheCze> Ok thanks for the help
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[20:56:49] <mobidevelop> Someday the ai extension should have ai
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[20:58:00] <[twisti]> import global.skynet;
[20:58:36] <[twisti]> "Press Like! if you want to live!"
[21:00:29] <TheCze> got it working, thanks everyone!
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[21:13:31] <Oonej> I'm trying to use 'FitViewport' but its now adjusting my input processor, camera.unproject.... i tried googling for a solution but can't much material on it. anyone have suggestions?
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[21:18:14] <nooone> use viewport.unproject
[21:19:48] <InspiredNotion> @Xoppa: where would you suggest i start with your tutorials, want to get to grips with 3d
[21:20:15] <sinistersnare> xoppas blog!
[21:20:49] <InspiredNotion> yeah, thats where i am at but there are loads of blogs.. just wondering if he could recommend an article to get started on
[21:20:50] <Xoppa> InspiredNotion, i'd suggest to start at the beginning
[21:20:56] <Tomski> index.html
[21:21:10] <Xoppa> http://blog.xoppa.com/basic-3d-using-libgdx-2/
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[21:21:28] <Tomski> In the beginning, Xoppa created a 3d scene with a skybox
[21:21:35] <InspiredNotion> cheers thats great
[21:21:46] <Tomski> Xoppa 1:1
[21:21:58] <Xoppa> every tutorial should contain a link to the next one
[21:22:03] <witnessmenow_> Hey Guys, I was asking last night, but does anyone have a good link/guide for doing OAuth in libgdx?
[21:22:27] <witnessmenow_> I have a version working with the desktop, but I want to enable it for Android now too
[21:23:01] <sinistersnare> I know not of a library for it, but you can create an interface, and then use platform specific libs for it
[21:23:14] <witnessmenow_> The desktop version is using a pin, which doesnt really work for mobile
[21:23:22] <witnessmenow_> yeah, I think I will need to do that
[21:23:32] <witnessmenow_> I just am not sure how to do the android part of it
[21:24:44] <sinistersnare> find a library for doing oauth on android, and abstract the interfaces into your own interface
[21:24:47] <nexsoftware> I used signpost last time I did oauth
[21:24:59] <nexsoftware> that was a looong time ago
[21:25:13] <sinistersnare> yeah seems ~2012 lol
[21:25:27] <nexsoftware> well, oauth hasn't changed a whole lot
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[21:26:13] <witnessmenow_> I am looking to integrate with fitbit which is using an old version of Oauth as well as far as i know
[21:26:16] <sinistersnare> true, if it works sure
[21:26:43] <witnessmenow_> Did you have a webview integrated into the libgdx game?
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[21:27:57] <nexsoftware> I've never used a webview with libgdx
[21:28:18] <witnessmenow_> yeah, that is the problem im running into
[21:28:38] <witnessmenow_> that I want to authenticate with a webview rather than the pin method
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[21:29:44] <bhldev_> time to try out this gradle shit
[21:29:54] <witnessmenow_> maven4life :)
[21:29:55] <bhldev_> haven't tried it since it went from 0.9.8
[21:29:56] <nexsoftware> You don't need a webview for ouath
[21:30:12] <bhldev_> long weekend so time to blow
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[21:30:27] <nexsoftware> at least you didn't when I worked with it
[21:30:28] <witnessmenow_> do you not need one to allow the user to authenticate?
[21:30:42] <witnessmenow_> There are two methods as far as I can tell
[21:30:46] <nexsoftware> Back in the day, we did the authentication
[21:31:02] <nexsoftware> passed that to the service, and they gave a token
[21:31:24] <witnessmenow_> one is callback, which does require it (as far as i know, but i dont really)
[21:31:31] <witnessmenow_> and the other is a pin
[21:31:34] <witnessmenow_> you could be right though
[21:31:50] <nooone> Xoppa: ping
[21:32:03] <witnessmenow_> but I would have though it was like 3rd party twitter apps
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[21:32:27] <witnessmenow_> they open the twitter page and has a kinda "Do you want this app to have access to your account" type page
[21:32:44] <witnessmenow_> bhldev, long weekend here too
[21:32:57] <witnessmenow_> and raining cats and dogs
[21:33:06] <witnessmenow_> so no excuse not to dev :P
[21:33:41] <Xoppa> nooone, pong
[21:33:47] <nexsoftware> Showing a webview is pretty easy though, has little to do with libgdx
[21:35:38] <witnessmenow_> it does a little though right? Like I want it to show on top of the game?
[21:35:44] <nexsoftware> Not really
[21:35:47] <witnessmenow_> I tried to follow the example here
[21:35:48] <witnessmenow_> https://github.com/libgdx/libgdx/wiki/Admob-in-libgdx
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[21:36:05] <witnessmenow_> well, by example I mean I tried to do similar
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[21:36:50] <witnessmenow_> and im after relaising I'm not doing something....
[21:37:03] <witnessmenow_> brb
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[21:38:56] <nooone> Xoppa: I want something like that: http://www.f-lohmueller.de/pov_tut/backgrnd/p_sky9d.htm ... it's in german but the pictures are enough to understand what I mean
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[21:39:29] <nooone> There are some classes called Cubemap and AmbientCubemap, but I'm not sure they would help me with that
[21:39:38] <Xoppa> they won't
[21:40:18] <nooone> okay :(
[21:40:29] <Xoppa> that's called skybox (basically the less precise version of a skysphere which i used in the tutorials) and is just a box model with a texture attached to it
[21:42:25] <Xoppa> nooone, http://blog.xoppa.com/loading-a-scene-with-libgdx/
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[21:44:07] <nooone> okay thank you :)
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[22:09:39] <isdera> hey. can I add a both a BlendingAttribute and a ColorAttribute to a material?
[22:09:53] <Xoppa> yes
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[22:12:24] <InspiredNotion> would cam.update be called in the render method or in the create method?
[22:13:07] <InspiredNotion> i thought create() only got called once..
[22:13:16] <Tomski> It needs to be called any time you change the camera
[22:13:55] <InspiredNotion> ah kk so if the camera is not moving, no need to call it.. gotcha.. thanks
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[22:18:49] <isdera> xoppa.. do you know what is the default ColorAttribute?
[22:19:06] <Xoppa> there's no default, but i guess you mean diffuse
[22:19:16] <workerbee> What is a good way to implement controls for my character? Currently using a switch that checks the state, but thats difficult if there are like two buttons pressed at once
[22:19:53] <isdera> when I create a model + model_instance, the materials shimmer when the light hits them at a certain angle.
[22:19:56] <nooone> always use InputProcessor, never poll...
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[22:20:41] <Xoppa> shimmer is probably specular
[22:20:43] <Lecherito> Hi!
[22:21:06] <nexsoftware> Xoppa, such a tease
[22:21:49] <workerbee> i do use the inputprocessor: http://pastebin.com/qx6qMAy3
[22:22:30] <workerbee> *InputAdapter
[22:23:02] <workerbee> my problem is that when i press jump it obviously ignores for intstance the slowing down of the x velocity
[22:23:22] <workerbee> i mean when i press jump and right key at the same time
[22:23:32] <Xoppa> nexsoftware, what do you mean?
[22:23:53] <nexsoftware> "Sure, we can always hope."
[22:24:30] <Xoppa> ow, heh, well that question just asked for that kind of answer :D
[22:30:13] <isdera> is it possible for my game to run the 3d scenes at 720p, and the 2d scenes at 1080p? (if they are different Screen instances)
[22:31:00] <nooone> sure
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[22:31:19] <AngelKing47> Hey partay people, is there a way to detect a Fling event went through an actor
[22:31:50] <AngelKing47> A visual example maybe, pool. And when you move your finger accross the table, it detects weather or not it has hit the actor(ball in this case)
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[22:34:37] <rainvargus> whether* :P
[22:36:03] <AngelKing47> yes I got those confused all the time
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[22:43:42] <isdera> xoppa.. if I wanted to create the effect of a car's windshield reflecting the sky, could I use TextureAttribute.Specular and pass in a Texture of the sky?
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[22:46:28] <Xoppa> isdera, no that would require a custom shader (there's an example in tests though) and a reflection color attribute and environment cubemap https://github.com/libgdx/libgdx/wiki/Material-and-environment#cubemapattribute
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[22:54:03] <[twisti]> what do you guys write your shaders in ? the best my eclipse does is a text editor, no syntax highlighting, no code formatting, etc
[22:54:48] <Tomski> I use .c file extension in idea
[22:55:40] <[twisti]> thats right, they are c, right ? maybe a c eclipse plugin
[22:55:40] <Tomski> There are some plugins for it, but they failed, not sure if there are any for eclipse
[22:55:44] <Xoppa> there's an eclipse highlighter although i've got it actually to work, selecting the c hightlighter does a good job, if you need a better editor then use a shader profiler
[22:56:05] <Xoppa> *i've not got
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[22:56:34] <isdera> Xoppa you wrote an example in your blog where you culled the space invaders by building boundingboxes around each one and checking whether they were in the camera's frustum. My problem is my game's map is one big .g3db file. So I could either split it into a bunch of little models (a pain) and use your approach- OR.. would it be possible to iterate
[22:56:34] <isdera> through all the meshes in the model and determine whether they are in the frustum?
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[22:57:57] <Xoppa> isdera, sure, in that tutorial i used a single g3db file also
[22:58:28] <isdera> do you think it would be to slow to do it the way I proposed? I'm just trying to boost my framerate
[22:58:55] <isdera> and I think the computer is rendering the entire model the entire time, and its killing my performance
[22:59:28] <[twisti]> you would only have to generate the bounding boxes once, when loading your model, its static, right ?
[22:59:39] <isdera> yes twisti
[22:59:58] <isdera> BUT I would be running many many tests to determine whether the individual meshes were within the frustum.
[23:00:36] <Xoppa> "iterate through all the meshes" sounds like a bad idea, it doesnt say anything about there actual location, nor which node(s) they belong to
[23:01:04] <isdera> well I woudl create boudingboxes like you did. sorry, i meant iterate through all the BoundingBoxes.
[23:01:10] <Xoppa> just create a modelinstance for each node like i did in the tutorial
[23:02:04] <isdera> my environment is too complicated for that approach. http://dreamsneverdie.com/stadian/truckshot.jpg
[23:02:33] <Xoppa> how is that complicated?
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[23:02:48] <Xoppa> looks great btw!
[23:03:09] <Xoppa> consider enabling msaa
[23:03:10] <isdera> thanks :] well. I mean I would have to break the environment up into many smaller models.
[23:03:27] <isdera> right now, the concrete Hangar in the backgroudn is one big .g3db model.
[23:03:39] <Xoppa> why would you need to break it up?
[23:03:57] <Xoppa> i only used a single g3db model in the tutorial
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[23:04:33] <isdera> so youre saying I should take each brush of my model, and create a modelinstance from it?
[23:05:04] <Xoppa> what do you mean by brush?
[23:05:14] <isdera> what do you mean by node? :S
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[23:05:31] <Xoppa> http://blog.xoppa.com/behind-the-3d-scenes-part1/
[23:05:37] <isdera> a brush.. like each block I guess.
[23:07:24] <Xoppa> i guess it depends on your modeling application, but the term node should be relatively common i guess
[23:08:19] <isdera> hmm ill read this and see if I can figure it out :P
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[23:09:08] <Xoppa> isdera, that might be better explained in loading a scene tutorial i think
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[23:09:26] <BlueProtoman> Xoppa: The commercial product TexturePacker supports LibGDX TextureAtlases, but not 9-patches. Should I put an issue on the bug tracker to note that someone should bug CodeAndWeb about it?
[23:10:18] <isdera> thank you xoppa
[23:10:45] <nexsoftware> BlueProtoman, definitely not
[23:10:59] <Xoppa> ^
[23:11:18] <nexsoftware> If it is a feature you want from their product, you bug them about it
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[23:11:47] <BlueProtoman> nexsoftware, Xoppa: I thought so. I thought I'd heard somewhere that someone had a hand in their LibGDX support, though?
[23:12:06] <nexsoftware> Not that I am aware
[23:12:48] <nexsoftware> We are just so awesome everyone wants to support libgdx in their tools
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[23:15:03] <BlueProtoman> I sent a feature request once, actually, they told me this: "we are looking into support for nine patch, but I can't tell you as to when it will be ready to release."
[23:15:13] <isdera> to enable MSAA, do I just type "cfg.samples = 8;" where cfg is a LwjglApplicationConfiguration?
[23:16:28] <Xoppa> yes
[23:17:31] <isdera> hmm doesnt seem to look any different on desktop version. maybe cuz im using 0.98?
[23:18:03] <[twisti]> no, that just doesnt work on desktop it seems
[23:18:27] <isdera> ah okay. well whatever doesnt make that big a difference to me.
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[23:34:41] <yuraj> Hello guys ... http://badlogicgames.com/forum/viewtopic.php?t=13806&p=60749 what status of ART problem? Because this scares me a bit..
[23:36:16] <nexsoftware> The ART problem is fixed by Google in the next version of Android.
[23:36:45] <nexsoftware> For current devices with KitKat, ART and GDX are not friends
[23:37:44] <yuraj> thanks but that is not a big problem ? :D
[23:38:17] <nexsoftware> Not really
[23:38:27] <nexsoftware> ART is an experimental VM in KitKat
[23:38:57] <yuraj> Is not that enabled for default in 4.4.3 or 4.4.4 ?
[23:39:25] <nexsoftware> No
[23:39:27] <Xoppa> LibGDX only works completely on the Android Runtime (ART) on devices running the Android L developer preview and higher. Some functions will not work on the ART builds in 4.4.x do to an issue in ART that was fixed and included in the L developer preview and on.
[23:39:38] <Xoppa> source: https://github.com/libgdx/libgdx/wiki/Getting-help
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[23:39:49] <nich_code0100fun> is there any reason that when I add files to an atlas they render @ 50% of actual size compared to loading file files directly into a texture?
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[23:43:34] <yuraj> ok thanks guys for information
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[23:47:57] <Azazel> guys, I have an issue with InputProcessor's touchUp method
[23:49:39] <[twisti]> Azazel: its because that line is wrong, the one after the other line
[23:49:45] <[twisti]> best i can do with the details you shared
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[23:50:01] <Azazel> this one: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { ... } Collision detection on a rectangle didn't work as expected, so I debugged it. Turns out while the screenX coordinate increases from left to right (like all the coordinate systems in libgdx as far as I know)
[23:50:08] <Azazel> but
[23:50:39] <libber> hey all, quick beginner question... is there any situation where you would use multiple spritebatches?
[23:50:42] <Azazel> the screenY coordiante increases from top to bottom, exactly opposite to the coordinate system
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[23:50:55] <Azazel> what gives?
[23:51:03] <Tomski> Azazel, are you not using a camera?
[23:51:06] <Xoppa> Azazel, Vector3 worldpos = camera.unproject(new Vector3(screenX, screenY, 0));
[23:51:17] <Azazel> nope, not using a camera
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[23:51:50] <Xoppa> spritebatch.getviewport().unproject(...) then
[23:52:27] <Azazel> woudln't gdx.getheight - screenY be sufficient?
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[23:54:32] <Azazel> [twisti]: last time I asked a question I split it into more lines (mostly for readability purposes) and I got accused of flooding by a mod. So this time I tried to stuff everything into 2 lines, which resulted in me having to take the time to type a long entry. I can either keep the lines to a minimum, or provide information quickly. Not both at the same time.
[23:54:45] <Xoppa> you mean Gdx.graphics.getHeight() ? that's probably more code and less accuracy, but sure, it you like that you can use that as long as it is pixel perfect
[23:55:10] <[twisti]> Azazel: sorry, sometimes im a bit testy, its from being in multiple places at once and arguing in another
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[23:55:40] <yuraj> btw I´ve found a bug in TexturePacker, when I call TexturePacker.processIfModified("somedirectory/nextdirectory", "directory/", "texture"); It works fine but It always process textures (So It has some problem with checking If files were modified - probably because of directories)
[23:55:43] <[twisti]> i try not to let it slip in here, which is a quite polite place, but its hard to switch gears
[23:56:02] <TrofSivart> hi guys :D
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[23:56:07] <Azazel> no problem. my reaction was a bit passive agressive too
[23:56:21] <TrofSivart> I'm trying to import a bitmap font, and it's not showing up on screen
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[23:58:21] <TrofSivart> I know the bitmap font is being recognized by the game
[23:58:29] <TrofSivart> but whenever I try to put it in nothing shows up
[23:58:38] <[twisti]> are you possibly drawing black on black ?
[23:58:54] <TrofSivart> just set the background to blue, still nothin
[23:58:59] <Xoppa> TrofSivart, consider pastebin'ing the relevant code
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   August 2, 2014  
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