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[00:02:00] <Azazel> is there a dialog in libgdx that I can show without using a stage?
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[00:07:43] <TrofSivart> hmmmmmmmmmmmmmmmmmmmmmmmmmmmm
[00:09:39] <Azazel> I'm so disappointed by YouTube's HTML5 player. It always goes to shit for longer videos in FireFox, especially at 720p. The video stops, gives me the loading icon, but audio goes on, even after I close the tab
[00:10:30] <Azazel> the technology that was supposed to succeed the megashite that is the Flash Player, and rid us once and for all of all its maladies
[00:10:36] <Azazel> YOU WERE SUPPOSED TO BE THE CHOSEN ONE!
[00:11:25] <[twisti]> i always thought that was a very inapropriate reaction
[00:11:31] <TrofSivart> So i plugged the new bitmap font into a debug text thign and it works
[00:11:32] <[twisti]> he was supposed to bring balance to the force
[00:11:40] <TrofSivart> but in my new hud code it doesn't seem to want to show
[00:11:41] <[twisti]> by the time he was done, there were two sith and two jedi left
[00:11:47] <[twisti]> seems like he did his job
[00:12:57] <Azazel> he did it with some terrible acting though
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[00:14:58] <Azazel> so can I use a dialog without a stage, or do I have to put one in there?
[00:15:16] <Azazel> oh sod it
[00:15:32] <Azazel> I'm about to ask the same thing I asked the last time, and I was told to read the wiki
[00:15:55] <Azazel> might as well read it
[00:16:23] <TrofSivart> ah, i figured it out
[00:16:37] <TrofSivart> apparently im not supposed to set a projection matrix when im rendering font?
[00:16:45] <TrofSivart> i don't even know what it is really so... idk
[00:18:38] <Azazel> "Child actors always work... " man, taken out of context this sounds awful
[00:22:39] <TrofSivart> also, what's weird is that the font seems to move accoring to 2x viewport width and height
[00:22:44] <TrofSivart> im probably doing something wrong
[00:26:14] <davebaol_> <@mobidevelop> Someday the ai extension should have ai
[00:26:17] <davebaol_> hopefully it will do soon
[00:26:17] <davebaol_> I'm almost done with steering behaviors
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[00:31:23] <Tomski> heh
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[00:38:08] <mobidevelop> davebaol_: cool
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[00:39:57] <mobidevelop> So, OSX makes olicons of new app all sparkly, that's fancy
[00:40:02] <mobidevelop> Icons
[00:40:24] <mobidevelop> I wonder what olicons are
[00:41:17] <Tomski> im switching, you've sold me
[00:42:05] <mobidevelop> My job is done
[00:43:01] <BlueProtoman> Ubuntu master race
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[01:33:14] <TenCashMan> Does anyone here have a libgdx game out on any market?
[01:33:33] <TenCashMan> (iOS or Android, specifically)
[01:33:59] <mobidevelop> I do
[01:34:12] <TenCashMan> Awesome!
[01:34:21] <TenCashMan> Do you do it for money or just for fun?
[01:38:16] <TenCashMan> I'm about to go back to work. I'd be overjoyed if you could answer a few questions once I'm off in a few hours :)
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[01:53:02] <Frog_Master> hey ho
[01:53:35] <sinistersnare> ho hey
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[01:58:12] <mobidevelop> TenCashMan: I don't do it for money
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[01:59:47] <TEttinger> kalle_h_, I'm setting up the removal of Timers now
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[02:03:40] <hextileX> I searching for the exact "split" meaning for scene2d ui. I know this is used to strech my ui elements. But I am not sure about the 4 values.
[02:04:21] <hextileX> I mean where is 0x0 in the split meaning?
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[02:13:24] <limeArrow> TenCashMan, I do it because making money is fun. lol
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[02:15:54] <harrydog> can't figure out how to use texturepacker
[02:16:51] <hextileX> found it
[02:17:01] <hextileX> harrydog: its easy
[02:17:26] <harrydog> i'm trying to package the textures outside my project directory
[02:17:39] <harrydog> don't know what i'm doing :/
[02:17:41] <hextileX> harrydog: Is your problem the texturepacker or the textureatlas or both
[02:18:03] <harrydog> well, like where is gdx.jar:gdx-tools.jar?
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[02:18:07] <hextileX> are you using the nice texturepacker ui?
[02:18:17] <hextileX> its extern
[02:18:23] <harrydog> i found some old files from a previous release, but i think it's different now with the gradel setup
[02:18:29] <harrydog> nope, i'll try that
[02:18:33] <hextileX> ah yes
[02:18:45] <hextileX> download the latest binary of libgdx
[02:18:49] <hextileX> manually
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[02:18:55] <hextileX> there is everything
[02:19:14] <hextileX> with the ui its easy to package your texture
[02:19:28] <hextileX> in libgdx you can then load the texture with textureatlas
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[02:20:41] <limeArrow> Anyone here have any experience using RevMob with libgdx? Libgdx isn't listed on their available sdks list @ http://sdk.revmobmobileadnetwork.com/
[02:20:57] <harrydog> the texturepacker ui tool is in the download? looking..
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[02:21:36] <hextileX> should be in the latest binary
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[02:22:43] <hextileX> http://libgdx.badlogicgames.com/nightlies/
[02:23:00] <hextileX> or you can compile it yourself
[02:23:15] <harrydog> looks like it was removed from the latest nightly (the gui)
[02:23:25] <harrydog> yeah, trying to do it by command line
[02:26:03] <harrydog> like, if i do it by the command line, i can't just do it from the root directory of my project, right?
[02:26:04] <harrydog> java -cp gdx.jar:extensions/gdx-tools/gdx-tools.jar
[02:27:55] <hextileX> yes
[02:28:08] <hextileX> but the ui was nice
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[02:30:31] <harrydog> i can always piece everything together in photoshop :)
[02:32:13] <harrydog> nevermind, got it to work
[02:32:35] <harrydog> wront paths to things in the command line, though this is through an older release
[02:35:13] <harrydog> ok, so it says i have to add texturepacker to the build.gradle file, how do i do that? and does that mean i have to create a new project, or can i update the one i'm already working on?
[02:35:24] <Tomski> The command line tool?
[02:35:31] <harrydog> yeah
[02:35:38] <Tomski> Add tools as a dependency
[02:35:50] <harrydog> uh, before or after i create the project?
[02:35:52] <Tomski> https://github.com/libgdx/libgdx/wiki/Dependency-management-with-Gradle#tools-gradle
[02:36:01] <Tomski> You can add it to already created projects
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[02:40:32] <harrydog> hmm, add tools as a dependency
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[02:41:44] <genidoi> Hey guys
[02:42:07] <harrydog> so, add compile "com.badlogic.gdx.tools.texturepacker.TexturePacker" in build.gradle under android > dependencies?
[02:42:09] <genidoi> Is there any way to catch a box2d "Assertion failed!"?
[02:42:18] <genidoi> Ie try/catch
[02:42:28] <Tomski> harrydog, no, I pasted a link to the article that has all the info
[02:42:37] <Tomski> texture packer is included in the tools dependency
[02:42:49] <BlueProtoman> genidoi: No, that's the native code seeing that there's something wrong and aborting
[02:43:02] <genidoi> But I don't know why its failing
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[02:43:34] <BlueProtoman> What's the assertion?
[02:43:54] <genidoi> Expression: b2DistanceSquared(vertices[i-1], vertices[i]) > 0.005f * 0.005f
[02:43:59] <genidoi> When creating a chainshape
[02:44:33] <genidoi> The thing is, I am doing error checking before hand to ensure each vertex is greater than 0.005f * 0.005f apart
[02:44:49] <BlueProtoman> Odd...
[02:44:58] <BlueProtoman> You're sure that you're passing in the same values you're checking?
[02:45:31] <genidoi> I'll paste a screenshot of my code
[02:45:58] <BlueProtoman> No, use Pastebin
[02:46:29] <genidoi> Ok
[02:46:51] <harrydog> only thing, is the link you pasted, it says android not compatible
[02:47:24] <Tomski> harrydog, it isnt. Why are you trying to use it in the android project?
[02:47:33] <harrydog> oh, good point
[02:48:01] <harrydog> so, put it under "core"? i don't see desktop int he build.gradle file
[02:48:09] <Tomski> Do you have a desktop project?
[02:48:29] <harrydog> no
[02:48:37] <harrydog> i only selected android
[02:48:42] <Tomski> Its not really suited for core, because android will inherit it
[02:49:20] <Tomski> Either create a desktop project, or just use it in core, and expect android to fail
[02:50:21] <harrydog> ok, i'll try making a new project
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[02:51:46] <genidoi> BlueProtoman
[02:51:46] <genidoi> http://pastebin.com/TckRLMUZ
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[02:55:08] <genidoi> Have you taken a look at it?
[02:55:21] <BlueProtoman> I am, but I can't make any sense of it
[02:55:36] <genidoi> What doesn't make sense
[02:55:51] <BlueProtoman> Try simplifying it a bit. For example, you don't need to check if a vector and both of its neighbors are close--just a vector and its previous neighbor
[02:56:18] <genidoi> Okay
[02:56:52] <harrydog> well, doesn't work from the built gradle project, added the dependency, but that's ok, i can build it from the latest nightly i downloaded
[02:58:32] <genidoi> Still crashes
[02:58:39] <genidoi> Distance between left and problematic: 1.4063144E-5
[02:58:59] <BlueProtoman> genidoi: Lemme see your new code
[02:59:43] <genidoi> Well its the same thing just a different if statement
[02:59:44] <genidoi> if (b2dpoints.get(i).dst2(b2dpoints.get(i-1)) <= 0.000025f) {
[02:59:57] <Tomski> harrydog, you have to work with it in the desktop project if you have made a new project
[03:01:05] <genidoi> I'll upload the whole thing
[03:01:39] <genidoi> http://pastebin.com/ZStfZyZE
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[03:02:16] <BlueProtoman> And you get the same output?
[03:02:37] <genidoi> Yes
[03:03:28] <BlueProtoman> You're sure that the first and last point in the array of points being passed in aren't the same?
[03:07:04] <genidoi> yes they are completely differen
[03:09:55] <genidoi> any clue
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[03:12:09] <BlueProtoman> No, I seriously don't have any idea. Maybe since you're removing vertices while traversing over the array, you're skipping some and not checking them?
[03:12:22] <genidoi> Thats possible
[03:12:50] <genidoi> Do for loops use their middle condition as a final
[03:12:57] <mobidevelop> No
[03:13:30] <genidoi> So if I say for (int i = 1; i < b2dpoints.size-1; i++) is it going to cycle over the initial value of b2dpoints.size-1 regardless of its current value?
[03:13:31] <TenCashMan> limeArrow, mobidevelop, do you have any suggestions for the process of releasing your game and such and what markets are you guys in?
[03:13:36] <BlueProtoman> There you go. Don't remove elements from an array while traversing it.
[03:13:56] <BlueProtoman> genidoi: No, it will evaluate b2dpoints.size - 1 after every iteration, and whenever you remove an element, it's gonna change
[03:14:10] <genidoi> Oh... right
[03:14:19] <genidoi> So what would be a better alternative?
[03:14:29] <mobidevelop> TenCashMan: I only release on Android
[03:14:43] <TenCashMan> That's my target market
[03:15:34] <BlueProtoman> genidoi: Don't remove any vertices until you finish traversing the array. Store the indices you want to remove, then remove them when you exit the for loop
[03:15:47] <BlueProtoman> (Or store the values, that's fine too)
[03:16:01] <mobidevelop> for (int I = 0, n = b2dpoints.size - 1; i < n; i++)
[03:16:15] <mobidevelop> When you remove, decrement i and n
[03:16:40] <mobidevelop> Or wait until after to remove
[03:16:51] <BlueProtoman> That's just what I said
[03:17:08] <mobidevelop> Yup
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[03:17:17] <genidoi> I'll give that a try, thanks
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[03:19:31] <mobidevelop> TenCashMan: I don't have many suggestions, I don't release my own stuff very often
[03:21:59] <TenCashMan> Okay :(
[03:22:22] <genidoi> That works flawlessly, thanks blue/mobi :)
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[03:22:51] <mobidevelop> TenCashMan: biggest tip, get the word out before and after you release
[03:23:06] <mobidevelop> Don't spend money on marketing
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[03:23:40] <mobidevelop> And don't clone flappy bird
[03:23:47] <genidoi> mobi, does the third part of the for loop act as a terminating constraint? i < n
[03:24:07] <mobidevelop> yes
[03:24:30] <mobidevelop> When that is false, the loop exits
[03:26:04] <sinistersnare> what can i use to just render a png image?
[03:26:10] <genidoi> Never knew that, cheers
[03:26:38] <genidoi> Also I have one other unrelated issue
[03:27:11] <genidoi> In box2d when the very first collision happens in my world, regardless of fixture, a small stutter occurs
[03:27:34] <genidoi> After that every other collision is fine but the very first one freezes the entire render for 5 or so frames
[03:28:33] <mobidevelop> Weird
[03:29:06] <mobidevelop> sinistersnare: o.O
[03:29:16] <sinistersnare> should i just use a scene2d image?
[03:29:26] <sinistersnare> oh im stupid
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[03:29:36] <sinistersnare> LOL i didnt think about what i was doing.... yep. im a bit tired!
[03:29:39] <genidoi> Any ideas mobi?
[03:32:20] <mobidevelop> genidoi: Not really, sorry. I've never noticed anything like that.
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[03:34:24] <mobidevelop> Are you creating or destroying things at that time?
[03:34:44] <genidoi> No
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[03:35:19] <genidoi> I'm going to use shaperenderer to see if its just the box2d renderer stuttering or the entire scene
[03:35:33] <genidoi> Because I dont have any other moving parts in my game atm
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[03:41:39] <mobidevelop> ShapeRenderer will add even more stutter lol
[03:42:14] <genidoi> Its not lag though
[03:42:25] <genidoi> :P
[03:42:41] <mobidevelop> It will be with ShapeRenderer
[03:43:20] <mobidevelop> By the way, the box2d renders using ShapeRenderer
[03:43:32] <genidoi> I'm using shaperenderer anyway though for graphics
[03:43:41] <limeArrow> TenCashMan, saving up for a mac. Then I'll start releasing for ios too.
[03:44:16] <cobolfoo> kids are sleeping, divinity original sin or libgdx?
[03:44:17] <mobidevelop> Zomg so much water, this is supposed to be a desert
[03:44:28] <limeArrow> TenCashMan, btw, I'm still porting my stuff to libgdx.
[03:44:45] <sinistersnare> cobolfoo: code4lyfe
[03:45:52] <TenCashMan> What did you originally make your games in?
[03:45:59] <TenCashMan> Also, how complicated are your Gamez?
[03:46:01] <TenCashMan> Games**
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[03:46:43] <mobidevelop> We're all gamezerz here
[03:46:53] <TenCashMan> You wanna fight me man?
[03:47:07] <mobidevelop> Heh
[03:47:27] <genidoi> Mobi - it stutters with SR :(
[03:47:35] <mobidevelop> Ha, told you
[03:47:46] <genidoi> :( :(
[03:48:00] <limeArrow> TenCashMan, I've used unity, corona and cocos2dx before. Not that much complexity on my games, but I care a bit too much about every aspect of them. I want them to look nice, play smoothly, etc
[03:48:33] <limeArrow> TenCashMan, I've spent a lot time rewritten parts of my games that already worked perfectly, just for the sake of it looking better or being more organized...
[03:48:41] <limeArrow> rewritting*
[03:48:51] <sinistersnare> Gdx.files.internal("cards") returns the path to .../assets/cards right?
[03:49:09] <genidoi> Well I found the frame it stutters on
[03:49:10] <genidoi> 0.088342614
[03:49:15] <genidoi> Thats the delta time for it
[03:49:19] <sinistersnare> ugh it says it exists, but is empty :/ but its not!
[03:49:29] <mobidevelop> Lol, desktop?
[03:49:34] <genidoi> Yes
[03:49:36] <sinistersnare> yese
[03:49:38] <sinistersnare> :)
[03:49:48] <mobidevelop> That doesn't work sinistersnare
[03:49:53] <sinistersnare> :(
[03:50:03] <sinistersnare> the wiki says it does
[03:50:04] <mobidevelop> There are workarounds
[03:50:21] <sinistersnare> oh that uses local :(I
[03:50:45] <sinistersnare> oh i see
[03:50:52] <sinistersnare> on desktop its 0 len array... why...
[03:50:54] <TenCashMan> limeArrow, can you give me an example of a game you made so I can check it out? I'd be happy to put in a good word for my fellow libgdx user too
[03:51:02] <mobidevelop> Set the assets directory as working directory if you want to list
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[03:51:19] <sinistersnare> ok, how do
[03:51:26] <mobidevelop> Eclipse?
[03:51:43] <mobidevelop> In the run configuration on one of the tabs
[03:51:48] <sinistersnare> oh ok
[03:52:41] <sinistersnare> why is that, mobidevelop ?
[03:53:05] <mobidevelop> Because Eclipse does magic, the assets become class path files
[03:53:06] <limeArrow> TenCashMan, there's only one available at the play store now, but I'd prefer to give its link when I'm done updating it (libgdx). There are lots of changes I've implemented from when I last updated it using Corona
[03:53:25] <limeArrow> Btw, is there any way to pause a game from being downloaded at the Play store?
[03:53:26] <sinistersnare> alright, but itll work on android, right?
[03:53:32] <mobidevelop> Yup
[03:53:37] <sinistersnare> good
[03:53:50] <sinistersnare> Note: Listing of internal directories is not supported on Desktop. I cant read the wiki, apparently
[03:54:11] <TenCashMan> limeArrow, you need to have more confidence in your work man!
[03:54:18] <TenCashMan> How many downloads do you have?
[03:54:37] <mobidevelop> Pause downloads? Meaning remove your app?
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[03:55:14] <limeArrow> mobidevelop, not remove it entirely, but just hide it from the store for a while. I don't want people to keep downloading the Corona version of it.
[03:56:33] <limeArrow> TenCashMan, last time I checked, about 40 downloads. And I've never told anyone about it... that's why I want to hide it from the store
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[03:57:06] <nexsoftware> Fuuuu Google
[03:58:31] <TenCashMan> You want to hide it from the store, limeArrow?
[03:58:34] <TenCashMan> Why?
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[03:59:02] <nexsoftware> My phone rebooted on me
[03:59:05] <nexsoftware> :(
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[03:59:39] <limeArrow> TenCashMan, as I told you, until i'm finished porting this one to libgdx, I'd prefer people not to discover about it and download it
[04:00:07] <TenCashMan> Oh, didn't realize that was your reasoning.
[04:00:08] <limeArrow> TenCashMan, and it's not related to confidence. This game I'm working on is pretty good actually :)
[04:00:10] <TenCashMan> Gotcha
[04:00:32] <TenCashMan> Well, definitely let me know when you release, I'll post a review on it :)
[04:01:10] <limeArrow> I will. And thank you in advance. I think I'll be finished with it tomorrow at max
[04:01:34] <TenCashMan> Oh really? That fast? Excellent :F
[04:01:35] <TenCashMan> :D
[04:01:40] <mobidevelop> limeArrow: why did you publish it if you don't want people finding it?
[04:03:13] <limeArrow> mobidevelop, when I released it, I had plans to keep working on it using Corona. But there were lots of things I hated about the sdk so I decided to port it to something else and then keep working on it
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[04:04:31] <limeArrow> I spend some time looking for an alternative, that was when I tried cocos2d-x. Even though that's a pretty decent and consistent engine, the documentation is very poor. And the community isn't helpfull enough
[04:05:00] <TenCashMan> LibGDX has good docs and a great community :D
[04:05:26] <limeArrow> And here I am now, in love with Libgdx. Finishing this port in record time, with lots of extra funcionality added during that port time, better performance and everything...
[04:05:26] <BlueProtoman> Eh, I think LibGDX's docs could be better, but I've seen worse
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[04:06:11] <TenCashMan> Did you c&p code or do a complete rewrite?
[04:06:39] <limeArrow> TenCashMan, completely rewrote it
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[04:06:53] <mobidevelop> Ah
[04:06:59] <limeArrow> Corona is Lua based, there's no way I could copy and paste the code
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[04:06:59] <TenCashMan> How long have you been working on it?
[04:07:04] <TenCashMan> Oh okay
[04:07:05] <mobidevelop> Just hit the unpublish button and enjoy the no downloads
[04:07:10] <TenCashMan> I haven't ever used Corona
[04:07:28] <TenCashMan> I used to like Lua, but speed started becoming a hassle.
[04:07:40] <BlueProtoman> TenCashMan: LuaJIT
[04:09:15] <TenCashMan> Does corona utilize a JIT compiler?
[04:09:31] <rudedogg> How do I go about compiling as a desktop app with IntelliJ?
[04:09:35] <BlueProtoman> No, but LuaJIT, another implementation of Lua, does
[04:09:48] <TenCashMan> I know Love2d nor any PSP interpreter does :P
[04:10:12] <TenCashMan> Okay, well, that's good, just not convenient for my purposes.
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[04:11:15] <BlueProtoman> I dunno about mobile support, but LuaJIT is fine on desktop
[04:11:51] <TenCashMan> On Desktop, speed isn't as important as on SoC devices :P
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[04:12:01] <BlueProtoman> http://luajit.org/install.html Mobile's fine
[04:12:17] <genidoi> mobidevelop, still here?
[04:12:35] <TenCashMan> Oh. It does mobile?
[04:12:45] <TenCashMan> I'm fine with Java, but I'll bookmark this
[04:12:46] <BlueProtoman> Oh, but iOS doesn't allow JITs, so you'll have to use LuaJIT in interpreter mode. Still faster than stock Lua, apparently.
[04:13:08] <BlueProtoman> I dunno how you can make it work with Corona
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[04:13:38] <BlueProtoman> I do know that it's designed as a drop-in replacement for raw Lua, so you can port existing Lua code and Lua bindings effortlessly
[04:13:40] <TenCashMan> I'm happy with LibGDX for mobile
[04:13:58] <mobidevelop> genidoi: always
[04:14:07] <genidoi> :)
[04:14:12] <TenCashMan> I just hope the 3d support becomes a little more robust
[04:14:22] <genidoi> Found the reason why it stuttered
[04:14:27] <mobidevelop> Yeah?
[04:14:58] <genidoi> It doesn't stutter on my GS3 which got me very suspicious because my pc is significantly more powerful
[04:15:16] <genidoi> turns out config.samples in the desktoplauncher was the problem
[04:15:36] <genidoi> Its fine on android but in desktop whenever I set it to 2, 4 etc it will stutter upon first contact
[04:15:43] <mobidevelop> Weird
[04:15:51] <genidoi> Could that be a bug?
[04:16:10] <mobidevelop> Nope
[04:16:26] <mobidevelop> Maybe a driver bug
[04:16:34] <mobidevelop> A weird one at that
[04:16:51] <genidoi> Oh, I haden't considered that
[04:16:58] <TEttinger> rudedogg, are you using a gradle project?
[04:17:21] <genidoi> Haven't gamed in over a year so my drivers are out of date
[04:17:34] <BlueProtoman> Update them, then
[04:17:36] <TenCashMan> Does anyone else find Gradle to be a huge inconvenience?
[04:17:43] <TEttinger> kalle_h_, I'm not sure how to approach the next bit about timers
[04:17:53] <TEttinger> TenCashMan, if I used it, yes I would
[04:17:56] <Tomski> TenCashMan, if you find it an inconvenience dont use it
[04:18:07] <TenCashMan> I'm just wondering, relax
[04:18:17] <TenCashMan> I wanted to know other people's opinions
[04:18:26] <TEttinger> I was pretty put-off by how slow it was to even load help
[04:18:28] <cobolfoo> I guess gradle is pain in the ass when you have to first use it
[04:18:30] <Tomski> I find it very convenient
[04:18:32] <cobolfoo> but over time it is very nice
[04:18:52] <TEttinger> it's just, every other JVM build tool I have used for non-java has been nicer
[04:19:27] <TEttinger> lein, sbt, I guess that's it
[04:19:59] <TEttinger> people complain about lein startup times in #clojure but they actually have been working on solutions to it
[04:20:36] <TEttinger> one boots with OCaml and has the same functionality, one has a single JVM running in the background always
[04:20:49] <Tomski> Have you used the clojure plugun with gradle?
[04:20:51] <rudedogg> TEttinger, yes, I think I got it. IntelliJ through me off, I thought I was adding the new configuration but it wasn't showing up. I was just editing the defaults, and not saving it :) I had to click the little green add arrow.
[04:21:00] <TEttinger> Tomski, lol why would I
[04:21:23] <TEttinger> every clojure project uses lein's project.clj
[04:21:46] <TEttinger> it's about half the code at most
[04:21:55] <Tomski> So how did you use gradle with clojure? Or havent you?
[04:22:21] <TEttinger> no, nobody would ever want to use gradle with clojure, that's... why would you do that
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[04:22:57] <Tomski> So what other languages have you tried gradle with TEttinger ?
[04:23:16] <TEttinger> I tried java with it, and moved to other languages with their own tools
[04:23:22] <TEttinger> scala has sbt, which is ok
[04:23:26] <TEttinger> clojure has lein
[04:23:34] <TEttinger> both can compile java stuff
[04:24:29] <TEttinger> I honestly never had any trouble with lein, a little with sbt from not knowing how it's configured
[04:24:56] <TEttinger> I mean, gradle's going to get better
[04:25:11] <TEttinger> google's backing it, it'll be all right. eventually
[04:25:16] <nicklatech> i like gradle, but it was hard to get started
[04:25:17] <Tomski> Well if you dont like it now, you probably wont like it later
[04:25:26] <Tomski> What is it you dont like about it ?
[04:25:30] <nicklatech> it will grow on you, like cancer?
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[04:26:01] <genidoi> I've yet to be given a straightforward answer to what gradle does
[04:26:14] <nicklatech> ? genidoi: stuff
[04:26:17] <nicklatech> dude it does stuff
[04:26:19] <nicklatech> geez
[04:26:30] <nicklatech> it makes building slow
[04:26:48] <nicklatech> so you have to buy a faster computer... right tomski?
[04:26:49] <Tomski> genidoi, it does everything you would otherwise do manually
[04:26:51] <Getterac7> genidoi: http://en.wikipedia.org/wiki/Gradle - "Gradle is a project automation tool that builds upon the concepts of Apache Ant and Apache Maven and introduces a Groovy-based domain-specific language (DSL) instead of the more traditional XML form of declaring the project configuration."
[04:27:02] <Tomski> nicklatech, I dont find it slow, 3-4 seconds to launch libgdx desktop project
[04:27:07] <Tomski> on a 5 year old laptop
[04:27:09] <Getterac7> genidoi: so basically it's a mix of Ant and Maven.
[04:27:25] <genidoi> I don't know what any of those are
[04:28:03] <Getterac7> genidoi: it lets you run commands on the command line, like make and delete files and directories, zip files, move files... basically it's like a scripting language for the filesystem.
[04:28:38] <nicklatech> tomski: seems like gradle tries to pull an update when i build
[04:28:52] <TEttinger> Tomski, it parses every project before it takes an action (like listing the version). if there were errors in the project, would it be able to give me anything from any command? I don't know. all the build tools can grab deps now, except Ant I guess. there've been frequent speed issues with maven central; it took me hours to get the deps for an iOS project I wasn't even using when I tried to build Programmr's game
[04:28:53] <Tomski> nicklatech, go offline mode, dont point at snapshots
[04:29:24] <nicklatech> i've never seen it actually pull an update..
[04:29:28] <nicklatech> just check
[04:29:42] <Tomski> TEttinger, not with configure on demand
[04:29:53] <Tomski> TEttinger, what do you mean would it be able to give you anything from any command?
[04:30:00] <nicklatech> i cant get gradle running on my other computer so I cant program libgdx on it... :-)
[04:30:18] <mobidevelop> Sure you can
[04:30:21] <nicklatech> it took you a while to fix my computer to get it atleast running on this one
[04:30:28] <TEttinger> I did gradlew desktop:compile or whatever it was, and it took hours. I don't know what congigure on demand
[04:30:31] <nicklatech> which i've very happy you help me tomski
[04:30:32] <TEttinger> (is)
[04:30:39] <nicklatech> one computer is better than none
[04:31:04] <Tomski> TEttinger, then you are doing it very very wrong
[04:31:08] <nicklatech> i used to code on libgdx on three different computers.... actually, i dont think i like grade very much :-)
[04:31:08] <mobidevelop> TEttinger: hours means something was broken
[04:31:15] <TEttinger> it was robovm
[04:31:28] <TEttinger> it fetched it. on windows...
[04:31:40] <TEttinger> for the desktop project
[04:31:49] <Tomski> TEttinger, you are trying to use robovm on windows?
[04:31:55] <TEttinger> it wasn't my project, I was helping out programmer
[04:32:02] <TEttinger> Programmor or whatever the name
[04:32:20] <Tomski> And the robovm project wouldn't get configured with configuration on demand
[04:32:46] <TEttinger> but yeah, it could be slow internet, it could be maven was buggy that day
[04:32:53] <Tomski> It only configures projects that are relevent, desktop:compileJava < configures core & desktop
[04:33:14] <Tomski> nicklatech, whats the problem on your laptop?
[04:33:21] <Tomski> Or your other computer
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[04:33:49] <mobidevelop> Gradle has never taken more than a couple minutes to do anything for me
[04:33:51] <nicklatech> tomski: do you really want to debug it? cause i'd love to have another working libgdx dev box
[04:33:57] <Tomski> Sure
[04:33:57] <mobidevelop> Including downloads
[04:34:00] <nicklatech> sweet
[04:34:06] <nicklatech> let me boot it up
[04:34:08] <Tomski> nicklatech, send me some pms
[04:34:31] <Tomski> mobidevelop, ever ran gwt compile with --debug?
[04:36:05] <nicklatech> will do
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[04:37:40] <nich_laptop> ok i'm on my laptop'
[04:37:52] <TEttinger> kalle_h_: I'm trying to debug the Timer replacement code. how do you handle it if, due to GC or something, it doesn't actually render for one of 16 frames of a "slide" animation? right now it just skips it (stopping for a frame) and jerks forward when the timer ends
[04:37:56] <TEttinger> "Timer"
[04:38:12] <TEttinger> it jerks forward when the total deltatime is reached
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[04:38:34] <mobidevelop> Tomski: nope because that is a dumb thing to do
[04:38:47] <Tomski> :)
[04:39:07] <TEttinger> should it call the function for the task (let's say it's a Runnable, so run() ) again, once per skipped frame?
[04:39:48] <TEttinger> oh it's pre-morning in kalle_h_ land
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[04:42:34] <TEttinger> mobidevelop, Tomski: how would you recommend replacing code that uses Timer for scheduling logic and some animations? I've been following kalle_h_'s recommendation; using a collection of "Tasks", each with a Runnable, a counter, an interval to execute on, and a number of times to repeat, and adding the delta in render to each Task's counter, running if it reached the interval
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[04:48:39] <isdera> whats the best way to light a 3D scene? apparently per-pixel-lighting kills my performance on ouya (I was using a directional light before). What should I use?
[04:49:55] <nicklatech> thanks tomski for the help
[04:50:20] <Tomski> np
[04:50:20] <nicklatech> if i open the same project on a different computer in a different directory is it going to change the project files?
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[04:51:38] <Tomski> TEttinger, just accumulators probably
[04:52:38] <Tomski> nicklatech, two different projects? A copy and pasted project? Or accesing the same project over a network?
[04:52:51] <nicklatech> accessed over the network
[04:53:00] <nicklatech> its on a shared drive.. sorta
[04:53:03] <nicklatech> google drive
[04:53:32] <nicklatech> so its a local copy
[04:53:39] <Tomski> Does it sync though?
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[04:54:20] <nicklatech> yes
[04:54:55] <Tomski> then yes
[04:55:22] <nicklatech> yes, it will change the project file and break the world ?
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[04:55:36] <Tomski> It wont break, unless you break it
[04:55:46] <nicklatech> k
[04:55:55] <Tomski> There will be a local.properties file that you will want to exclude
[04:56:09] <Tomski> As that is system dependent
[04:56:18] <Tomski> If you have android_home set on both machines, you can delete it all together
[04:56:19] <genidoi> Whats the best way to incoorporate a levels system in libgdx
[04:56:27] <genidoi> In a similar way to angry birds
[04:56:42] <genidoi> Do you have each screen as a level?
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[04:58:08] <nicklatech> thanks tomski
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[05:30:39] <nicklatech> is there a clean all projects?
[05:31:07] <nicklatech> i'm manually deleting the build directory
[05:33:25] <cobolfoo> type ./gradelw tasks and look
[05:33:28] <cobolfoo> gradlew
[05:33:48] <Tomski> ./gradlew clean
[05:33:56] <Tomski> cobolfoo, I think that is deprecated
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[05:34:01] <Tomski> or removed entirely
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[05:34:25] <Tomski> Or maybe that was something else
[05:34:28] <nicklatech> what is deprecated?
[05:34:35] <cobolfoo> ./gradlew tasks still work here
[05:34:46] <cobolfoo> I use it a lot, I always forget the command to install on ios device :)
[05:34:57] <Tomski> I wonder if it was removed for a version
[05:35:08] <Tomski> Something wasn't allowed on root anymore, you had to supply a project
[05:35:59] <Tomski> Maybe I invented it in my head
[05:36:17] <cobolfoo> we invent stuff every day
[05:36:43] <Tomski> oh, it was dependencies
[05:40:11] <mobidevelop> They wouldn't tale away the tasks task
[05:40:14] <mobidevelop> Take
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[05:42:26] <nicklatech> when I copied my project to a new directory, I lost all my gradle build commands
[05:42:30] <nicklatech> whats up with that?
[05:43:05] <cobolfoo> you cpied the folder or the files inside? (hint: hidden files?)
[05:43:50] <nicklatech> maybe i missed some hidden files
[05:44:01] <nicklatech> i copied the contents of the root directory
[05:44:11] <cobolfoo> there is a .gradle folder (on linux)
[05:44:24] <cobolfoo> in the root of my project
[05:45:30] <Tomski> nicklatech, what do you mean by you have lost them?
[05:45:51] <nicklatech> screenshot on the way
[05:46:08] <nicklatech> http://www.pasteall.org/pic/74886
[05:46:35] <Tomski> Run configurations are specific to the machine
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[05:46:47] <nicklatech> when i first setup the project with libgdx i created those configurations
[05:47:06] <nicklatech> but its on the same machine? not a big deal, i'm sure i screwed it up
[05:47:26] <nicklatech> it still builds and runs so i'm happy
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[06:00:05] <Qtron> Hi!
[06:00:27] <Qtron> somebody can helpme with Sprite movement
[06:00:49] <Qtron> a need it move smoothly like an actor moves with Actions.moveTo
[06:01:03] <sinistersnare> interpolation?
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[06:04:00] <limeArrow> Qtron, are you using deltaTime?
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[06:14:23] <Qtron> yes
[06:15:11] <Qtron> but i need that smooth movement becouse im getting position coordenates every 0.5 seconds
[06:15:18] <Qtron> it's an online game
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[06:16:51] <cobolfoo> interpolation is the solution :)
[06:17:27] <Qtron> :O
[06:17:32] <cobolfoo> It is a fast paced game ?
[06:20:18] <cobolfoo> If I ask that, it is not uncommon to send positions every 50 ms, not 500.
[06:20:43] <cobolfoo> since you can only interpolate from two previous states received, 50 ms lag is ok, 500 is not.
[06:24:17] <TEttinger> nicklatech: you can check a box in the run configuration, upper right corner called "Share" -- it saves the config in a format that any other computer with your version of IntelliJ can read
[06:24:45] <nicklatech> nice
[06:24:47] <nicklatech> thanks man
[06:27:04] <TEttinger> If the directory-based project format is used, the settings for a run/debug configuration are stored in a separate xml file in the .idea\runConfigurations folder if the run/debug configuration is shared and in the .idea\workspace.xml file otherwise.
[06:27:26] <TEttinger> so copy that folder, nicklatech, should be able to see it (may need to fix some paths, I haven't tried)
[06:27:50] <nicklatech> excellant
[06:31:38] <TEttinger> so I'm having similar issues to Qtron. when I was using a Timer, my movement was all smooth, but kalle_h_ vehemently convinced me to avoid Timer for logic (instead tracking deltaTime), but now my movement is much jerkier
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[06:33:15] <cobolfoo> TEttinger: you use deltaTime for extrapolation or interpolation ?
[06:33:40] <TEttinger> what is extrapolation in this context?
[06:34:01] <TEttinger> I'm trying to in this case make a sprite move in line with the camera
[06:34:14] <cobolfoo> You have the last known position, you know the velocity, you add velocity vector to your position time
[06:34:16] <TEttinger> so the sprite should be at the center of view
[06:35:02] <cobolfoo> About interpolation, are you updating the position of your objects directly ?
[06:35:10] <TEttinger> yes
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[06:35:32] <TEttinger> it's an isometric game so it takes some fiddling
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[06:35:49] <TEttinger> worldX is different from gridX is different from screenX
[06:35:56] <cobolfoo> You have an accumulator variable that you use to define a threshold in time before moving an object?
[06:36:03] <TEttinger> yeah
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[06:36:15] <cobolfoo> This will create stutter
[06:36:37] <TEttinger> how should I get away from that then?
[06:36:45] <cobolfoo> You should move your object on each render call if possible
[06:37:05] <cobolfoo> let say you have P1 and P2, which are X,Y positions
[06:37:22] <TEttinger> I'm also trying for pixel=perfect movement
[06:37:32] <TEttinger> so no blurry half-positions
[06:37:44] <cobolfoo> You could always round the position to pixel
[06:37:53] <TEttinger> I probably will
[06:38:17] <cobolfoo> anyway, you usually get position updates less often than render calls
[06:38:25] <cobolfoo> between P1 and P2, you might have let say 60 render calls
[06:38:53] <cobolfoo> you have to do something like P2 - P1 to find the total distance moved then split it in 60 equal chunks
[06:39:04] <cobolfoo> I over simplify but I think you might understand what I am typing
[06:39:08] <TEttinger> I'm pretty sure I'm doing that now
[06:39:23] <Qtron> why is good to avoid timer?
[06:39:23] <TEttinger> except I have the accumulator
[06:39:26] <cobolfoo> You've said you are using a threshold
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[06:39:54] <cobolfoo> Qtron: I guess timers are ok if they are run in the same thread
[06:40:11] <TEttinger> well I mean what if framerate drops below 60?
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[06:40:39] <cobolfoo> TEttinger: ok more complex stuff then :) Instead of using frames as reference, use local time
[06:40:43] <cobolfoo> (in ms)
[06:41:29] <cobolfoo> you mark each position update with local time, then in your render loop you use the current local time to find how much you move
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[06:42:31] <TEttinger> I'm trying to understand that
[06:42:53] <cobolfoo> The thing is that you have to create some lag, because interpolation need two previous states to work
[06:43:13] <TEttinger> I have two two cells each move is between
[06:44:10] <cobolfoo> let say you receive position update every 50 ms, you have the last two states (P1 and P2), P1 was received at time 0, P2 at time 50, you are currently rendering at time 57, you substract 50, you get 7. Then you have to find the position for (P2-P1) * 7/50
[06:44:35] <cobolfoo> the substraction is because you create an aterifical lag of 50 ms to make sure you always have at least two last states in store
[06:46:25] <cobolfoo> Since network is unreliable, in my case I do both interpolation and extrapolation. Extrapolation is used when you dont have the two last states, you have a previous state but a old one, then you use the velocity of the object, the passing time, to get the correct position, this will usually cause jitters over network, especially for fast moving objects
[06:46:41] <cobolfoo> or for turning objects.
[06:46:59] <cobolfoo> Some people implement smoothing algorithms for that, but I think it is out of the scope.
[06:48:01] <TEttinger> ok, so I will have render, instead of calling my function that adds to the position when the threshold is reached, calling a function with an argument of the amount of time passed. the latter function sets the position directly based on the last position, how much time passed and the velocity
[06:48:31] <TEttinger> is there code for interpolation in libgdx already? I think I've seen it
[06:48:38] <cobolfoo> Yes there is
[06:48:42] <cobolfoo> but it is funny to do yourself :)
[06:49:29] <cobolfoo> but interpolation in libgdx is mostly used for animations, creating bouncing effects
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[06:50:38] <cobolfoo> Vector2/3 objets have a nice interpolate() function that might save you time
[06:51:54] <cobolfoo> something like: Vector2 currentPos = oldPos.interpolate(newPos, 7.0f/50, Interpolation.linear)
[06:53:01] <TEttinger> also, oldPos.lerp(newPos, 0.5f)
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[06:53:22] <cobolfoo> yes this is even better
[06:53:50] <TEttinger> ok, so this shouldn't be too bad
[06:53:53] <cobolfoo> Now the only thing you need to get right is the alpha value
[06:54:17] <TEttinger> yeah, that's based on how much it has already moved and how much is left, right?
[06:54:38] <TEttinger> or am I way off
[06:55:24] <cobolfoo> you dont have to know how much you already moved
[06:55:41] <cobolfoo> the alpha value is a float from 0 to 1.0f, like a percentage
[06:56:03] <cobolfoo> for instance, if you put 1.0f you will have the same stutter as before :)
[06:56:53] <cobolfoo> You have a moving object that is at position 0 at time 0, and position 100 at time 10, where the object is at time 5 ? position: 50. 5/10 = 0.5f <- your alpha value
[06:57:32] <cobolfoo> 0.5f = your object have reached 50% of is final position.
[06:57:53] <cobolfoo> its
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[07:02:01] <TEttinger> ah, ok
[07:02:43] <TEttinger> so I'm always doing a lerp from P1 to P2, not ever from P{somewhere in the middle} to P2
[07:02:50] <cobolfoo> thats it
[07:02:51] <TEttinger> just the alpha is different
[07:02:55] <cobolfoo> no need to use deltaTime :)
[07:03:05] <TEttinger> wait wha
[07:03:07] <cobolfoo> always use the absolute local time :)
[07:03:14] <TEttinger> ok
[07:03:14] <Qtron> TEttinger How did u use timer for smooth movement?
[07:04:23] <TEttinger> Qtron, it was not a good solution
[07:04:29] <cobolfoo> libgdx provide a class: TimeUtils, with a static function: TimeUtils.millis(); which return you a EPOCH time in milliseconds
[07:04:57] <cobolfoo> mark your position update with a long for time, in render() loop get the current millis to find your alpha value
[07:05:14] <TEttinger> Qtron, I basically had to rewrite Timer so it didn't hook into LifeCycle events (which you want on phones, but on desktop, if you minimize your timers all die)
[07:05:33] <Qtron> aahm ok
[07:05:50] <TEttinger> it also would have been hard to debug because Timer is multithreaded
[07:06:11] <cobolfoo> multi-threading sucks for gaming :)
[07:06:58] <cobolfoo> You end using IPC/communication channels and have threads that work like different applications talking together
[07:07:21] <Qtron> so send coordinated with a Timer is a bad idea too?
[07:07:44] <Qtron> im using gms realtime multiplayer service
[07:08:06] <Qtron> gps* google play services
[07:10:42] <TEttinger> ok, so cobolfoo: I should be storing the movement-start-time and the movement-should-end-time in the task (what I'm using to move the sprite), and alpha is (current time in millis - start time) / (end time - start time)
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[07:11:36] <cobolfoo> yup make sense
[07:12:23] <cobolfoo> it will be smooootth :)
[07:13:20] <cobolfoo> I do this is my game that receive position updates 20 times per second, but render like 600 times per second, it is very very smooth, at this point milliseconds are not precises enough for sub-pixel precision but this is not much of a problem, after adding all my effects, the game will crawl at 60 fps
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[07:57:16] <TEttinger> cobolfoo, technically yes, it is smooth now
[07:57:29] <TEttinger> however the animations are half the length I expected?
[07:57:45] <TEttinger> not sure quite what's up here
[07:58:43] <TEttinger> so I'm storing endTime and startTime in the class, called SmoothAction, that's basically a Runnable
[07:59:08] <TEttinger> a.run((millis - a.startTime) * 1.0f / (a.endTime - a.startTime)) // this is called every render for every remaining SmoothAction
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[08:03:48] <cobolfoo> at least you now have another problem to play with :)
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[08:11:54] <TEttinger> ha
[08:13:00] <TEttinger> hm, cobolfoo: the weirdest part is that camera moves are sometimes smooth, sometimes not, in the same function
[08:13:17] <TEttinger> midpos = oldpos.lerp(newpos, t) // this is what I'm using to for camera position
[08:15:35] <cobolfoo> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/math/Vector2.java
[08:15:44] <cobolfoo> check the function lerp()
[08:15:53] <cobolfoo> look like it overwrite this, in your case: oldpos.
[08:16:19] <cobolfoo> do you reset oldpos to proper value on each render loop ?
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[08:20:33] <TEttinger> damn you're right
[08:21:06] <cobolfoo> Tell this to my wife
[08:21:43] <cobolfoo> I guess you could reset oldpos on render loop
[08:21:53] <cobolfoo> but beware garbage collection :)
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[08:29:04] <ShivanHunter> how do I implement distance fog in a 3D scene?
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[08:29:27] <ShivanHunter> does libgdx have an easy way to do it or do I need to use the opengl functions
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[08:29:37] <cobolfoo> render a semi-opaque texture at proper distance ? :)
[08:29:42] <cobolfoo> you need to use opengl functions
[08:30:03] <cobolfoo> https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/FogTest.java check this
[08:30:28] <ShivanHunter> ahh it
[08:30:31] <ShivanHunter> 's in Environment
[08:30:35] <ShivanHunter> thx
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[08:42:20] <ShivanHunter> hmm. Is there anything I need to enable for that to work?
[08:42:25] <ShivanHunter> it's not doing anything
[08:43:46] <limeArrow> And trying to make RevMob work with libgdx failed in this first try...
[08:44:31] <cobolfoo> ShivanHunter you are using modelBatch ?
[08:44:35] <ShivanHunter> yes
[08:44:51] <cobolfoo> it should work, you might want to check if the extension is supported by your hardware/phone ?
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[08:46:20] <ShivanHunter> how would I check that? It's a new card so it should be supported but there could be driver weirdness
[08:46:53] <cobolfoo> have you tried to compile and run FogTest.java first ?
[08:47:20] <ShivanHunter> I added all the relevant bits, but alright, I'll set up a project for it
[08:50:33] <ShivanHunter> lol Gradle had a NullPointerException importing the new project. Not sure if this is going to work :/
[08:51:48] <Tomski> ShivanHunter, usually its because you are overlapping the workspace
[08:52:10] <ShivanHunter> ...ok, the test code doesn't compile because of the InputMultiplexer constructor
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[08:53:27] <ShivanHunter> alright the FogTest works
[08:53:56] <ShivanHunter> I'm going to stare at my code for a bit until it works
[08:57:09] <TEttinger> damn, my game is smooth like cobolfoo's wife
[08:57:24] <TEttinger> thanks cobolfoo
[08:58:00] <TEttinger> there's still some minor issues with it moving the camera too soon
[08:58:19] <TEttinger> significantly smoother frames though
[08:58:22] <cobolfoo> hehe
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[08:58:56] <ShivanHunter> ahhhhhhhhhhhhhhhhhhhhh it's based on the clipping plane
[08:59:02] <ShivanHunter> and I had mine set to 8192
[08:59:18] <cobolfoo> weird setup
[08:59:32] <ShivanHunter> I was erring on the side of rendering all the things
[09:00:04] <TEttinger> oh, and cobolfoo, I used "midpos = new Vector3(oldpos).lerp(newpos, t)" in centerCamera. there will be a teensy bit of garbage collection, but a Vector is what 3 floats?
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[09:01:03] <cobolfoo> little bit more, but the rule is: no NEW in render loop! :)
[09:01:47] <cobolfoo> Use a temporary vector to store your info, and use v.x, v.y to directly assign coordinates, no v.cpy() or crap like that
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[10:17:56] <SudsDev> Can I force a scene2d.ui tree to be single-selection only?
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[10:18:19] <SudsDev> by default, you can shift-click to select multiple.
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[10:39:06] <rachard> Hi, does someone know how to get admob smartbanner height in RoboVM? It is something like GADAdSizeSmartBannerLandscape. However, I cannot find that variable.
[10:39:33] <rachard> The other solution would be to check whether the user has Ipad or Iphone. Is there some function for that?
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[10:48:48] <TEttinger> rachard, also retina stuff could impact that
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[10:58:19] <siondream1> Any Ashley users/interested people over here? I'm working on performance improvements and made a PR instead of pushing to master just to see what people thought
[10:58:32] <siondream1> feedback is appreciated! https://github.com/libgdx/ashley/pull/38
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[11:01:26] <HunterD> siondream1: I currently have a small project using ashley, will look over your modification today. thank you for improving it :D
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[11:18:09] <siondream1> my pleasure HunterD
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[11:18:30] <siondream1> right not it performs worse than Artemis CPU, it's better memory wise and has a much simpler API
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[11:33:13] <noooone> does anyone have an algorithm for a 3D decal to keep looking at the player in a realistic way? or an article somewhere? I just can't get it right
[11:34:03] <noooone> like grass or bitmap enemies, like in doom and those old games 15 years ago
[11:34:28] <TEttinger> billboard would be the term to search for
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[11:35:24] <noooone> yeah, I tried that already, but couldn't find anything
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[11:40:48] <SudsDev> noooone: googled "billboard that always faces the player" http://stackoverflow.com/questions/5467007/inverting-rotation-in-3d-to-make-an-object-always-face-the-camera
[11:41:57] <SudsDev> Most engines you would use would have a lootAt() method though. You basically just want to find the direction from the object to the camera, then set the object's direction to that.
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[11:44:24] <noooone> I was using decal.lookAt(camera.position, camera.up), but that just doesn't look realistic
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[11:47:03] <noooone> I replayed some games which use this technique, and they never face the player directly (unless the player looks straight at them)
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[11:48:32] <buuguu> Hello,
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[11:50:04] <buuguu> I am currently trying to work on ios ads and followed found this tutorial: https://github.com/libgdx/libgdx/wiki/Admob-in-libgdx - and in the ios setup part, it says « Make sure you are using the latest admob bindings found here (with link to github project)
[11:50:16] <buuguu> what should I do with that? create a project with this files?
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[12:05:46] <TheChubu> hello fellow humans!
[12:06:25] <TheChubu> what a great day to obtain nutrition from chewing on digestible compounds of chemicals!
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[12:39:59] <megasoft78> hi all
[12:40:09] <tibor_> hi one
[12:40:33] <megasoft78> quick question : where is gdx-image extension?
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[12:40:58] <megasoft78> I can't see it in latest version of libgdx
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[12:44:59] <megasoft78> it looks like I have to use older version of libgdx :(
[12:45:21] <[twisti]> yeah it seems to have vanished
[12:46:39] <megasoft78> thank you [twisti] :)
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[13:29:20] <Peter218> Hey :) i have a question about adding an image to a table cell. works fine but just once. is it possible to add it several times?
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[13:33:27] <noooone> it might not be possible. I think when the table layouts the elements, it just sets their position etc, if it's added twice in different cells, the position would be overridden
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[13:33:41] <noooone> ah, he left
[13:33:50] <noooone> okay he is back...
[13:33:53] <noooone> it might not be possible. I think when the table layouts the elements, it just sets their position etc, if it's added twice in different cells, the position would be overridden
[13:33:54] <Peter717> ups my java did go crazy
[13:34:15] <Peter717> yeah thats exactly what happenj
[13:34:32] <Peter717> do i have to initialize the image again with another name? seems litle bit strange..
[13:34:35] <noooone> you probably need to create a copy and add that
[13:34:37] <[twisti]> Peter717: you need to make multiple images, but they can be made off the same texture
[13:35:11] <Peter717> ok thank you very much :)
[13:36:29] <Peter717> Hopefully u can help me out one more time :) I have a Scrollpane and want to set the vertical scrollbar, but it won't work :/ I try it this way: scrollpane.setScrollPercentX(50);
[13:37:45] <noooone> I'd use setScrollPercentY for the vertical bar
[13:37:54] <Peter717> yeah sry knew that this was coming^^
[13:38:07] <Peter717> i tried it with Y already, but doesn't work either
[13:39:28] <noooone> try setScrollPercentY(0.5)?
[13:40:12] <noooone> looking at the code it seems to be between 0 and 1
[13:40:18] <noooone> the method name might be a bit misleading
[13:43:03] <Peter717> mhh didn't even thought about that^^ but it is still not working :/
[13:43:50] <Peter717> the scrollpane is in a table. could this make the trouble here?
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[13:57:22] <tibor_> I wonder if there is a point in making precalculated matrices with today's devices
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[14:03:01] <TheChubu> "precalculated" as in compute mvp on CPU then send to the GPU?
[14:03:02] <TheChubu> yes
[14:03:03] <TheChubu> there is
[14:03:18] <TheChubu> big games even precompute world matrices for multi part meshes in their proprietary mesh formats
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[14:06:58] <tibor_> I know I will have some instances with fixed number of orientations, I could leave it on gdx to calculate it everytime dynamicaly, but constant class with static matrices will be better
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[14:57:03] <evident> hey guys :)
[14:57:54] <siondream1> hey
[14:58:58] <noooone> hihho
[14:59:54] <TEttinger> it's 6:00 in the morning, keep it down you punks!
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[15:02:04] <mobidevelop> Heh
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[15:04:30] <ideasman42> Hi, I wrote a faster version of your tessellator
[15:04:57] <ideasman42> optimized for lager polygons incase your interested
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[15:07:16] <ideasman42> tested and quite fast with up to 100,000 point polygon
[15:07:17] <ideasman42> https://developer.blender.org/diffusion/B/browse/master/source/blender/blenlib/intern/polyfill2d.c
[15:07:28] <ideasman42> under 0.1sec iirc
[15:07:36] <ideasman42> (on my system which isnt that new)
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[15:11:18] <mobidevelop> Neat
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[15:12:30] <mobidevelop> Boo GPL
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[15:12:44] <ideasman42> each to their own
[15:13:08] <[twisti]> what does GPL mean for someone who wants to use it ?
[15:13:21] <ideasman42> read the gpl
[15:13:22] <TEttinger> "suck it"
[15:13:34] <mobidevelop> It means you must release you entire product as gpl
[15:13:38] <[twisti]> i tried, i cant make heads and tails of licenses
[15:13:41] <[twisti]> ouch
[15:13:46] <mobidevelop> Yep
[15:14:00] <ideasman42> well, if it were a company - you also would have to follow their commercial license
[15:14:54] <ideasman42> anyway, if you want to use - just request to dual license
[15:15:37] <TheChubu> more or less, GPL <- if you link or use the code, whatever you do with it must be released with the GPL
[15:15:57] <ideasman42> Im only person who worked on this, so I dont mind to dual license
[15:15:59] <TheUnkn0wn0ne> If you're not intending on releasing the source code for your project, GPL libraries are not want you want to have in mind in most circumstances
[15:16:08] <ideasman42> right
[15:16:32] <mobidevelop> Any circumstances
[15:16:35] <ideasman42> anyway, if you dont like GPL you can re-license your library to something gpl incompatible
[15:16:38] <TheChubu> LGPL <- you can link to the code without releasing your code under the GPL, BUT you have to allow your user s to reverse engineer your application if they want to change the lib version or something related to the LGPL'd lib
[15:16:56] <[twisti]> eugh
[15:17:13] <mobidevelop> ideasman42: we're not going to relicense libgdx to GPL or anything like GPL
[15:17:26] <TheUnkn0wn0ne> Ugh, got to go download eclipse again. :/
[15:17:33] <ideasman42> of course
[15:17:34] <ideasman42> <ideasman42> anyway, if you want to use - just request to dual license
[15:17:37] <ideasman42> ^^^
[15:18:15] <ideasman42> I based my work off yours, and ok to relicense something compat with libgdx
[15:18:19] <mobidevelop> I'm not going to be making any requests for any license
[15:18:22] <ideasman42> if you want to argue gpl blah blah
[15:18:28] <ideasman42> ?
[15:18:44] <ideasman42> eh, Im saying I would cooperate with you
[15:19:02] <ideasman42> anyway, offer is there, gotta go
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[15:19:14] <mobidevelop> Weird
[15:20:13] <TheUnkn0wn0ne> I haven't touched Java for about 3 weeks now, I think it's time for me to end my burnout vacation. :D
[15:20:21] <mobidevelop> Don't do it
[15:21:01] <TheUnkn0wn0ne> mobidevelop: Too late :(, eclipse is being downloaded on my windows installation as we speak
[15:21:26] <gentlemandroid> You still have to setup Eclipse? I see interest burning out fast
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[15:21:39] <TEttinger> but yeah, mobidevelop, ideasman could have dual licensed the the tesselator to Apache/GPL and you could have only used the apache
[15:21:49] <mobidevelop> I think it is fun that guy based his code on libgdx ,code but didn't include the proper attribution then wanted to license it back
[15:21:53] <TEttinger> firefox is tri-licensed
[15:21:58] <TEttinger> he did
[15:22:02] <TEttinger> it is in the code
[15:22:07] <mobidevelop> Where?
[15:22:37] <TEttinger> https://developer.blender.org/diffusion/B/browse/master/source/blender/blenlib/intern/polyfill2d.c;02b66f8a55096ffa9631cfdcf1f53add12841c7f$150
[15:22:45] <TEttinger> maybe not proper
[15:22:57] <TheChubu> "based on libgdx 2013-11-28, apache 2.0 licensed"
[15:22:58] <mobidevelop> Ah
[15:23:14] <TheUnkn0wn0ne> gentlemandroid: JRE and JDK downloaded and installed, eclipse is loading up atm
[15:23:18] <mobidevelop> Anyway, he can make a pull request with a proper license
[15:23:21] <gentlemandroid> I don't understand, he wrote a native code tesselator?
[15:23:28] <TEttinger> but yeah apache can be used in GPL just fine, not the other way around
[15:23:46] <mobidevelop> gentlemandroid: I guess
[15:24:01] <gentlemandroid> Or adapted blender source code or what?
[15:24:02] <TheChubu> and its on Blender wtf
[15:24:26] <gentlemandroid> Does it handle holes?
[15:24:33] <mobidevelop> No
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[15:24:51] <gentlemandroid> Then pfff
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[15:24:57] <[twisti]> pfff
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[15:25:09] <Daranus> why does the new texturepacker work differently ;_;
[15:25:21] <gentlemandroid> I need a tesselator that handles holes and is freebie-to-the-max licensed!
[15:25:47] <mobidevelop> Public domain all the things
[15:25:58] <Daranus> is there some way to tell him just to overwrite the current file or does he always try to add ?
[15:26:29] <gentlemandroid> Daranus are you personifiying the TexturePacker?
[15:26:30] <mobidevelop> Daranus: did you turn on incremental packing? By default it overwrites.
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[15:26:55] <Daranus> We have formed a strong bond over the last year.
[15:27:18] <Daranus> i turned nothing, i just changed it from texturepacker2 to texturepacker in the migration
[15:28:06] <SudsDev> lmao
[15:28:14] <Daranus> and as i just tried to put him to work, he told me "xxx is already there", so i deleted the current packed file and....then it worked. would be a bit stupid if i had to delete it manually before packing though
[15:28:24] <TheUnkn0wn0ne> Trying to clone my libgdx testing repo at 550 kps per second is not working well
[15:28:31] <gentlemandroid> You don't, something is wrong
[15:28:45] <gentlemandroid> You're totes up to date?
[15:28:57] <mobidevelop> http://www.badlogicgames.com/forum/viewtopic.php?f=15&t=15724
[15:29:00] <mobidevelop> People
[15:29:22] <Daranus> Java.
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[15:30:10] <gentlemandroid> That reminds me of a little while ago, I was using nano time and my bodies kept going to sleep before anything interesting happened
[15:31:00] <TheUnkn0wn0ne> Alright I'm back in the game. :D
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[15:32:08] <TheChubu> lmao
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[15:34:21] <TheUnkn0wn0ne> Now I just need to figure out what happened while I went inactive, to the git commit history!
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[15:37:01] <Daranus> A region with the name "BlockDownLeftANI" has already been packed: BlockDownLeftANI
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[15:42:18] <mobidevelop> Don't pack the same thing more than once :P
[15:43:59] <Daranus> o.O
[15:44:10] <Daranus> i pack it
[15:44:14] <Daranus> play with it
[15:44:18] <Daranus> add something new
[15:44:20] <Daranus> pack it again
[15:44:40] <Daranus> or should the workflow be different?
[15:46:18] <mobidevelop> Uh, it works like that for me. You aren't packing to the same location as the source data are you?
[15:46:33] <Daranus> nah
[15:46:41] <Daranus> 2 different folders
[15:47:12] <Daranus> like i said, i used the TexturePacker2 like that for more than a year...not a single problem
[15:48:25] <Daranus> i think in the writePackFile function it clearly states that when there is already a pack file at that location, it looks for the same names in there and exceptions out if he finds one
[15:48:35] <mobidevelop> Not sure, like I said, it works for me
[15:53:01] <Daranus> aight, ty for your help anyways
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[16:03:22] <Unknownone|away> There we go
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[16:15:34] <TheCze> Anyone got experience with the MessageDispatcher? I'm trying to send delayed messages but they'll always seem to arrive instantenously?
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[16:21:59] <SoerenH> Hey guys, i dont know why i've a null pointer exception during i try to get my safed configs. Code; return this.prefs.getBoolean("SoundConfig", true); Snippets: http://pastebin.com/NB2b7nmk
[16:22:37] <noooone> "this" is probably null
[16:23:25] <noooone> </joke>
[16:24:35] <noooone> obviously "prefs" is null
[16:25:12] <noooone> show more code
[16:25:48] <SoerenH> yea prefs was null
[16:25:58] <SoerenH> thank you noooone .
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[17:40:37] <davebaol> TheCze: it's a bug in 1.2.0. Use the last nightly build
[17:41:26] <TheCze> What a timing, it's been 90 minutes since my message and JUST NOW I found the bug myself :D
[17:41:47] <TheCze> Thanks anyway davebaol!
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[17:44:39] <davebaol> next time mention "ai" or "gdx-ai" in your message so my irc client will beep ;)
[17:45:05] <TheCze> Great thanks will do that
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[17:47:59] <Neomex> can i get camera position globally?
[17:48:05] <Neomex> through Gdx. ?
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[17:54:20] <Getterac7> Neomex: camera isn't a global object... you make instances of it.. so no.
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[17:54:48] <Getterac7> Neomex: you have to either pass it down through parameters or make some global storage object to get your camera at will.
[17:55:25] <Neomex> yeah, need to figure something out so wont have to rewrite hundrets of lines
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[18:14:32] <[twisti]> wow, JMH looks so nice
[18:14:36] <[twisti]> http://ashkrit.blogspot.de/2013/07/how-to-write-micro-benchmark-in-java.html
[18:15:13] <[twisti]> that might be pretty useful for people looking learn about small speed stuff like what you do in your render loops
[18:15:35] <[twisti]> i wonder if thatll properly run on android
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[18:24:30] <FightingCat> is there only one kind of bounding box that aabb in libgdx?
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[18:26:50] <FightingCat> for 3d.
[18:27:04] <Xoppa> the BoundingBox class
[18:32:27] <FightingCat> is it obb or aabb, or either one?
[18:32:56] <Xoppa> aabb
[18:33:26] <FightingCat> wow, Xoppa, learnt a lot from your blog posts.
[18:33:55] <FightingCat> I'm a totally newbie ;-)
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[18:34:09] <Xoppa> although i would suggest to just store the dimensions and center offset (like it did in e.g. http://blog.xoppa.com/3d-frustum-culling-with-libgdx/ )
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[18:40:52] <_theone> I have 10 textures each about 5k in filesize applied to my scene and is drastically affecting fps performance
[18:41:06] <_theone> No textures = 60 fps
[18:41:10] <_theone> why would that be?
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[18:46:43] <cobolfoo> _theone, put all your textures in one file
[18:46:48] <cobolfoo> using an atlas
[18:47:14] <_theone> The material with the texture is being re-used on several faces within the scene. Does that mean libgdx is loading the same texture multiple times?
[18:48:37] <cobolfoo> if you have like 200 faces with 10 textures, it might do 200 texture bind per draw call
[18:49:02] <cobolfoo> By putting everything in one big texture, you prevent this problem
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[18:50:18] <_theone> 200 bind per draw sounds about right.... how would TextureAtlas work with a g3db scene?
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[18:51:05] <_theone> reference to the materials are packed within the converted g3db file
[18:51:12] <cobolfoo> texture binds impact performance a lot
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[18:51:49] <cobolfoo> _theone, http://www.badlogicgames.com/forum/viewtopic.php?t=15031&p=65191
[18:51:56] <cobolfoo> you will have to change your UV coordinates
[18:54:25] <_theone> makes sense-- thank you
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[18:55:56] <_theone> the only problem being packing 10 images in a 512x512 image
[18:56:33] <cobolfoo> 512x512 ? You work on a IPHONE1 ? :)
[18:57:07] <_theone> I want to continue supporting second generation android phones or low end devices :(
[18:57:14] <cobolfoo> For mobile I think 1024x1024 is safe, I personnally use 2048x2048 because I dont care of the 1-2% low-end devices still used
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[18:58:04] <cobolfoo> _theone libgdx stopped supporting non ES 2.0 mobile devices a few months ago
[18:58:33] <_theone> iPhone you have more of a controlled environment to target specific devices. I want to support as many devices as possible
[18:59:13] <cobolfoo> you might provide different texture packs then
[18:59:13] <_theone> My second generation HTC G2 supports es 2.0 but experiences texture loss when too many 1024x1024 textures are loaded
[18:59:46] <cobolfoo> don't make the experience sucks for good devices because you want it to run on old phones
[18:59:47] <_theone> yea... probably the way to go
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[19:00:26] <cobolfoo> The game I am developping is using 2048x2048 for desktop, and 1024x1024 for mobiles, I just scale down the original 2048x2048 textures.
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[19:06:03] <[twisti]> http://webglstats.com/ damn this is useful
[19:06:27] <[twisti]> also pretty
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[19:08:41] <siondream1> neat!
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[19:11:21] <TheCze> Is 1.2.1-SNAPSHOT the latest version?
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[19:16:01] <TenCashMan> Mobidevelop
[19:16:12] <TenCashMan> Do you use ads or is your app/s paid?
[19:17:57] <mobidevelop> Ads
[19:18:26] <TenCashMan> AdMob?
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[19:32:34] <mobidevelop> Yes admob
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[19:40:25] <TheCze> I changed gdxVersion to '1.2.1-SNAPSHOT' in gradle.build and did Gradle>Refresh All on all of my projects in eclipse. Is there anything else I need to do to use the latest nightlies? It seems to be still using 1.2.0.
[19:41:29] <dermetfan> TheCze: regenerate the eclipse project files
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[19:41:59] <noooone> I never had to do that
[19:42:09] <noooone> just refresh the projects
[19:42:26] <TheCze> dermetfan: regenerate as in delete and reimport everything?
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[19:43:48] <dermetfan> noooone: I had to IIRC
[19:43:49] <noooone> it is kind of weird that my game runs on 30FPS for a while, then on 60FPS, then again 30 and so on...
[19:43:59] <noooone> I don't understand why
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[19:44:13] <dermetfan> TheCze: yeah delete the project, run gradle cleanEclipse eclipse and reimport the project
[19:44:35] <TheCze> will try that
[19:45:59] <Saymos> Hey guys, I have a question for you: I'm drawing a sprite using a texture atlas and I would like to be able to have a method that returns the name of the picture I used to create the atlas
[19:47:29] <mobidevelop> noooone: sounds like you have some sort of power save thing going on
[19:49:11] <noooone> but why does it switch every few seconds?
[19:49:28] <[twisti]> noooone: maybe your rendering code is just at the edge of being too long
[19:49:47] <[twisti]> so sometimes when you have more than x bullets in the air or whatever, you miss every 2nd frame
[19:50:55] <[twisti]> put a 'long start = System.currentTimeMillies();' at the start of your render loop and a 'System.out.println(System.currentTimeMillies() - start);' at the end
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[19:51:08] <[twisti]> see if it comes out close to 17
[19:51:09] <mobidevelop> nanoTime
[19:51:26] <Oonej> hey guys, i'm using freetypefontgenerator and can't change my font color with new Color(r, g, b, a), it goes to white, i'm guessing its because my font is black... how do i fix that?
[19:51:39] <[twisti]> im never sure about magnitude with nanotime
[19:52:35] <Oonej> it works fine when i do Color.<SOME COLOR>
[19:52:55] <mobidevelop> You probably are using wrong rgba values
[19:53:00] <[twisti]> can you paste how youre trying to set the colour ?
[19:53:09] <[twisti]> rgba go from 0 to 1.0
[19:53:17] <Oonej> oh duh
[19:53:18] <[twisti]> not from 0 to 255 like many people expect
[19:53:21] <Oonej> <-- retarded
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[19:53:40] <esvee> heya
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[19:54:10] <Oonej> that worked. thanks twisti
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[19:56:41] <noooone> [twisti], mobidevelop: I don't understand how I can "miss" every second frame? what should that depend on? I'm not even moving or anything, nothing changes in the visual or physics world, it just changes from 30FPS to 60FPS
[19:58:09] <[twisti]> noooone: did you try what i suggested ?
[20:00:58] <Xoppa> noooone, power saving, like mobidevelop said, typically limits the framerate to 30 or 60 fps
[20:02:19] <Xoppa> it can use weird methods to decide which framerate, e.g. if you have a very fast (almost empty) render method it might actually trigger power saving to lower to 30 fps
[20:03:01] <noooone> my rendering actually takes between 2ms and 4ms
[20:03:19] <noooone> and by rendering I mean one execution of the libgdx render loop
[20:03:53] <[twisti]> then its not what i guessed, and probably a powersaving thing like Xoppa said
[20:04:02] <Saymos> Hey guys, I have a question for you: I'm drawing a sprite using a texture atlas and I would like to be able to have a method that returns the name of the picture I used to create the sprite
[20:04:04] <noooone> yeah, well it's a laptop
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[20:04:07] <noooone> probably that's it
[20:04:28] <noooone> kind of weird that it switches like every 5seconds
[20:04:29] <Xoppa> you cant measure render time by that, because gl calls might be executed at e.g. swapping
[20:04:38] <Xoppa> *like that
[20:05:11] <_theone> 1 node, 30 parts, 10 textures (each under 5k) ... i still dont get why there is a performance issue.
[20:05:46] <_theone> 300 texture bindings?
[20:06:13] <Xoppa> 3d api eliminated texture bindings, it would be very hard to have more than 1 bind per texture
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[20:06:47] <_theone> so why do I have a performance issue?
[20:07:01] <[twisti]> can you show your render loop ?
[20:07:17] <noooone> I had that as well because my graphics card decided that my libgdx is not worthy to be run on real hardware and my CPU had to do all rendering
[20:07:23] <noooone> I had to set it up in the driver
[20:07:25] <_theone> When no texture applied to the material its 60fps... its only when i apply textures
[20:08:22] <noooone> there's GLProfiler, it can tell you how many texture bindings happen
[20:08:50] <_theone> I'm using an old nightly how long ago did the 3d api eliminate texture binding?
[20:09:18] <noooone> all these retro freaks, lol
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[20:10:33] <_theone> By old I mean ... March
[20:11:44] <_theone> Been to scared to update version... that it would break stuff I spent a long time getting to work
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[20:12:16] <noooone> it never really took me more than 5 minutes to do an update with API changes
[20:12:31] <noooone> they are so minor most of the time...
[20:13:17] <Xoppa> texture binder is in there since early last year
[20:14:12] <esvee> how hard it is to write a light-mapper?
[20:14:44] <_theone> I've been using the 3d API
[20:14:57] <Xoppa> if you say "each under 5k" what does that mean?
[20:15:04] <_theone> 5k in filesize
[20:15:05] <esvee> like, a really basic one - only directional and point lights
[20:15:08] <esvee> no shadows
[20:15:10] <_theone> 64x64
[20:15:11] <[twisti]> _theone: filesize means nothing
[20:15:11] <Xoppa> filesize is irrelevant
[20:15:19] <[twisti]> that could be thousands of gigabytes
[20:15:31] <[twisti]> what actual size are the textures, in pixels ?
[20:15:41] <_theone> 64x64
[20:15:49] <_theone> gives me 30fps
[20:15:51] <Xoppa> if you have textures of 64x64 then consider combining them into a single larger texture
[20:15:57] <_theone> 512x512 gives me 8fps
[20:16:40] <Xoppa> either cpu emulation like noooone said or a real gpu burning fragment shader i'd assume
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[20:17:08] <Xoppa> euhm no texture lookup is always 1 op iirc, regardless texture size
[20:17:33] <_theone> 10 64x64 images would need to be packed into 1024x1024 which exceeds the memory limitation of some low end devices. 64x64 is the minimum px I would accept
[20:17:51] <Xoppa> o.O
[20:17:56] <_theone> Why would 10 small images drastically kill performance?
[20:17:57] <[twisti]> i dont think there are any low end devices left that dont support 1kx1k
[20:18:15] <_theone> I have a HTC G2 that crashes on 1024x1024
[20:18:43] <_theone> or it will flicker white
[20:19:05] <mobidevelop> To 64x64 images exceeds 1024x1024?
[20:19:07] <noooone> I doubt that 10 texture bindings really influence performance
[20:19:15] <mobidevelop> What math is that?
[20:19:27] <_theone> I didnt say exceed
[20:19:41] <mobidevelop> You said exceeds the memory
[20:19:51] <_theone> of some low end devices
[20:20:04] <mobidevelop> In what world?
[20:20:06] <[twisti]> obviously 10 64x64 textures would easily fit into 512x512
[20:20:10] <[twisti]> 256x256 even
[20:20:32] <mobidevelop> No low end device ever would run out of memory on 10 64x64 images
[20:20:46] <noooone> 4x 64x64 = 128x128, 16x 64x64 = 256x256?
[20:20:50] <_theone> ugh
[20:20:59] <_theone> Ok
[20:21:05] <_theone> so back to my original question
[20:21:20] <mobidevelop> What was the question?
[20:21:22] <_theone> why would 10 64x64 textures kill performance?
[20:21:36] <[twisti]> they wouldnt, youre doing something wrong
[20:21:47] <tibor_> Hi, I've run across this https://github.com/libgdx/libgdx/wiki/Gdx-audio is there currently a native way to analyze music with fft?
[20:21:53] <noooone> because you are doing something wrong... maybe you load the textures via new Texture("...") every time?
[20:21:55] <mobidevelop> It wouldn't, unless you are binging them a shit-ton of times
[20:22:04] <_theone> i'm using 3d api
[20:22:05] <mobidevelop> Binding
[20:22:16] <_theone> scene.g3db
[20:22:23] <[twisti]> just show us some code
[20:22:36] <noooone> yeah, give us CODE, OM NOM NOM, CODE!!
[20:22:52] <_theone> No code changes other than applying textures to the materials
[20:23:04] <_theone> when colored materials... no issues
[20:23:13] <noooone> show the texture applying code then
[20:23:21] <noooone> please, I need code
[20:23:23] <_theone> its the 3d api
[20:23:28] <noooone> T_T
[20:23:33] <_theone> modelbatch.render(models);
[20:23:36] <_theone> lol...
[20:23:42] <[twisti]> alright, im out then
[20:23:50] <[twisti]> keep your super secret code to yourself
[20:23:59] <[twisti]> this is just ridiculous
[20:24:14] <_theone> What other code is there to show?
[20:24:35] <noooone> do you switch the models completely, or where do the textures suddenly come from?
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[20:25:27] <_theone> the texture is referenced in the g3db file
[20:25:57] <noooone> so you are loading different g3db files?
[20:26:23] <_theone> Just a scene.g3db
[20:26:43] <noooone> and you have another scene.g3db without textures?
[20:27:01] <noooone> or how do you know that it's the textures?
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[20:27:36] <_theone> I have an older scene.g3db with no textures applied and a new one with no other change other than textures applied
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[20:28:23] <noooone> did you check that your game really runs with GPU and not CPU?
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[20:29:10] <_theone> i haven't
[20:29:11] <esvee> kalle_h_, here?
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[20:30:16] <_theone> How are you able to determine that or configure that even in libgdx?
[20:30:18] <Xoppa> always use g3dj when debugging, unless you like to read binary json
[20:30:33] <_theone> I also have g3dj files
[20:30:37] <noooone> you could download the libgdx test suite from here http://pixelscientists.com/blog/posts/precompiled-runnable-libgdx-tools and run the "Benchmark3DTest" and check how this performs
[20:30:41] <mobidevelop> We should all guess at what the problem might be for a while longer
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[20:31:43] <esvee> Xoppa, help :| is there a simple way to bake static light information short of implementing a full-blown lightmapper (creating a 2nd UV channel, unwrapping, bin-packing, somehow capture the lighting information of each fragment etc etc)
[20:31:51] <_theone> I should mention the performance issue is on my android device
[20:31:57] <_theone> Samsung Galaxy S3
[20:32:06] <_theone> Desktop is fine
[20:32:15] <esvee> _theone, download the mali debugger
[20:32:44] <esvee> i use it to reverse-engineer shaders from games, but it's awesome in showing where the bottleneck might be
[20:32:45] <Xoppa> esvee, sure, most modeling applications supports that
[20:34:27] <esvee> Xoppa, i'll describe the problem in more detail. i created a level editor, where i import prefabs i created in blender. so basically i have a bunch of meshes in my level places to my liking, and a database of additional information (i.e particle emitters, decals etc etc).
[20:35:06] <Xoppa> sounds creative
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[20:35:30] <esvee> Xoppa, so in order to create a light-map (again, in blender), i have to export the whole geometry once again, import in blender, create the light-map, somehow figure out a way to import the meshes once again
[20:35:44] <noooone> I don't understand the math behind the FirstPersonCameraController here https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g3d/utils/FirstPersonCameraController.java#L71 ... can anyone tell me how to change that so that it's not able to rotate 100% upwards or downwards anymore?
[20:36:23] <esvee> i guess i could use some guid for the mesh's names and... but it all sounds very hacky
[20:36:38] <Xoppa> esvee, why not do everything in blender and just export the final scene to g3dx
[20:36:54] <_theone> here are my material defs in the g3dj file: http://pastebin.com/G76iuVyi
[20:37:04] <Xoppa> noooone, keep track of the angle specfied by deltaY and limit when needed
[20:37:16] <esvee> _theone, http://malideveloper.arm.com/develop-for-mali/tools/analysis-debug/mali-graphics-debugger/
[20:37:29] <esvee> if your phone is rooted it's a piece of cake to get it running
[20:38:04] <noooone> Xoppa: ah I think I understand now what it does, it looked more complicated at first sight then it is, I guess
[20:38:42] <esvee> Xoppa, i need the additional information about the meshes... e.g i use normal and specular mapping, fbx-conv doesn't support that kind of info
[20:38:54] <Xoppa> sure it does
[20:39:13] <esvee> :O
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[20:40:37] <Xoppa> https://github.com/libgdx/fbx-conv/wiki/Version-0.1-%28libgdx-0.9.9%29
[20:41:44] <tibor_> Xoppa: is there currently some native alternative/replacement to gdx-audio extension? or should I start looking for independednt workaround?
[20:42:42] <Xoppa> tibor_, afaik the gdx-audio is no longer supported because nobody worked on it, so i doubt there's an alternative thats being worked on
[20:42:58] <Xoppa> *worked=contributed
[20:43:02] <nich_coden> I have an atlas for an animated sprite. what is the best actor to use for this animated sprite?
[20:43:19] <esvee> so then the pipeline is as such: create level geometry + d/n/s textures + light-map in blender, load it in my level editor, and then place emitters / decals around
[20:43:20] <esvee> sounds fair?
[20:43:44] <dermetfan> nich_coden: Image I suppose
[20:43:56] <dermetfan> nich_coden: if you just want to display it
[20:44:00] <BlueProtoman> Xoppa: What did gdx-audio do, anyway?
[20:44:07] <tibor_> Xoppa: well, I learnd as much from blog, :( me saaaaad
[20:44:24] <tibor_> BlueProtoman: you could analyze music specrtum for example
[20:44:27] <Xoppa> esvee, do everything in the modeling application, use e.g. placeholder nodes where you would place emitters etc. replace them in code. skip the level editor
[20:44:29] <nich_coden> an Image and do a setdrawable every frame?
[20:44:43] <BlueProtoman> tibor_: Seriously? Damn.
[20:45:05] <BlueProtoman> Xoppa: Why was it removed? Was it too buggy/incompatible with the rest of LibGDX to be salvaged?
[20:45:07] <tibor_> http://gtomee.github.io/2012/07/28/audio-spectrum-visualizer-with-libgdx.html
[20:45:11] <esvee> Xoppa, placeholder node? e.g an empty mesh with a specific name?
[20:45:28] <dermetfan> nich_coden: would be an option, but I would put an animated sprite in a SpriteDrawable and put that drawable in the Image
[20:45:45] <Xoppa> BlueProtoman, it practically contained a mp3/ogg/wav loader (native for all platforms except gwt) and openal methods.
[20:45:45] <nich_coden> i need an action to happen on click
[20:46:05] <Xoppa> it also contained some (simple) audio analysis/modify libraries, like e.g. kissfft
[20:46:11] <dermetfan> nich_coden: a click on the image?
[20:46:16] <nich_coden> yes
[20:46:22] <nich_coden> click on an animated image
[20:46:40] <Xoppa> it was removed because noone was old and needed a rewrite, noone contributed that
[20:46:43] <dermetfan> nich_coden: then you can add a ClickListener to the image or use an ImageButton
[20:47:04] <Xoppa> esvee, no mesh (why do you think in "mesh"? anyway) just an empty node
[20:47:16] <nich_coden> dermetfan: then just set the drawable every frame?
[20:47:19] <nich_coden> something like that?
[20:47:35] <esvee> Xoppa, well that's that for static lighting. but afaik blender doesn't support stuff like the unity light-probe generation? i.e if i need to calculate the SH coeffs at a specific point...
[20:47:53] <Xoppa> tibor_, if you like i have a gdx-audio branch in my repo with some modification (as shown on youtube) but it will not work with latest nightly
[20:48:11] <esvee> kalle_h_ pointed me to how they did it @ Anomaly 2, but the dude wrote his own full-blown lightmaper :|
[20:48:20] <dermetfan> nich_coden: That would work, yes. It's easier to have an animated sprite in a SpriteDrawable in the Image though, then you don't have to set a drawable for each frame all the time.
[20:48:47] <Xoppa> esvee, cant you just use SH instead of ambientcubemap in the current environment implementation?
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[20:49:21] <esvee> Xoppa, i can, but i need the lighting to match what i will have created in blender
[20:49:22] <nich_coden> dermetfan: thanks man
[20:49:27] <esvee> (i.e the static lightmap)
[20:49:54] <Xoppa> then make sure to have the lights at the same location (e.g. using placeholder nodes)
[20:51:20] <esvee> actually i think if i modify the loader code a little, i can actually use the actual lights created in blender - i think the nodes do get into the g3dj
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[20:52:08] <esvee> the current defaultshader doesn't work for me though - it's using cacheambientcubemap - so only the last change gets in even if using multiple environments
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[20:52:33] <Xoppa> yeah all nodes (including light and cameras) are includes in the g3dx file, but the properties are obviously not included
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[20:53:03] <tibor_> Xoppa: could you send me a link? I look into it at least
[20:53:10] <Xoppa> whats a cacheambientcubemap?
[20:53:36] <Xoppa> tibor_, https://github.com/xoppa/libgdx/tree/audio
[20:53:43] <esvee> a member of the ACubemap setter inside the DefaultShader class
[20:54:48] <esvee> sorry i have to go for ~10 min to pick up my gf, brb
[20:55:07] <Xoppa> ow, ic, you can replace that with your own setter if you like
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[20:55:31] <Xoppa> (every setter of the defaulshader can be replaced by a custom implementation if you need)
[20:55:41] <tibor_> Xoppa: thanks, I already had to make my own implementation for sensor input, hope this wont be worse :)
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[21:02:33] <Xoppa> esvee, "so only the last change gets in even if using multiple environments" i dont see why that would be the case
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[21:11:26] <BlueProtoman> I get these errors when trying to compile my LibGDX game for GWT, but these aren't my classes or LibGDX's, so I'm not sure what to import. http://pastebin.com/sh1dMhV4
[21:11:35] <BlueProtoman> (Or, inherit, rather)
[21:12:03] <nexsoftware> What libraries are you using?
[21:12:41] <nexsoftware> Chances are likely they are not built with GWT compatibility in mind
[21:12:47] <BlueProtoman> nexsoftware: There's LibGDX, libgdx-contribs, libgdx-utils, and artemis-odb
[21:12:56] <BlueProtoman> Oh, and RubeLoader
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[21:13:41] <BlueProtoman> It says it can't find the source code for java.text.DateFormat, java.text.SimpleDateFormat, and org.json.JSONObject
[21:13:59] <BlueProtoman> And this was in com/google/web/bindery/autobean/shared/impl/StringQuoter.java
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[21:56:38] <BlueProtoman> nexsoftware: Good to see it brought into the spotlight again, ain't it?
[21:57:06] <nexsoftware> Nope
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[21:57:20] <BlueProtoman> >:[
[21:57:44] <nexsoftware> I've never used it, nor wanted to
[21:58:49] <BlueProtoman> It's not worth forcing in Box2D just for Box2DLights, but if you already happen to be using Box2D and want lighting, then Box2DLights is seriously cool.
[21:58:51] <nexsoftware> But by nature of being part of the libgdx org on github I automatically got subscribed to hear about it
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[22:00:40] <gentlemandroid> What's been added to it lately?
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[22:01:03] <Xoppa> gentlemandroid, https://github.com/libgdx/box2dlights/commits/master
[22:01:07] <BlueProtoman> gentlemandroid: Nothing new, but someone just volunteered as maintainer
[22:01:43] <gentlemandroid> Well now I just feel lazy :P
[22:02:40] <gentlemandroid> Xoppa, what do you know about Frenet frames?
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[22:04:13] <isdera> hey xoppa.. do you have any idea why my 3D scene, when I'm close to the buildings (http://dreamsneverdie.com/stadian/city1.jpg) I only get 17 FPS.. but when I'm far away(http://dreamsneverdie.com/stadian/city2.jpg), I get 32 FPS on Ouya
[22:04:18] <Xoppa> nothing, at least not on the tip of my head
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[22:04:58] <Xoppa> isdera, because it are less fragments
[22:06:40] <gentlemandroid> I'm still trying to figure out these sweeps but I think my initial frame is gimping it
[22:06:43] <gentlemandroid> http://en.wikipedia.org/wiki/Frenet%E2%80%93Serret_formulas
[22:07:05] <gentlemandroid> How would I construct an initial frame without the path's second derivative?
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[22:07:13] <isdera> but there are more polygons on the screen. i dont get it :/
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[22:07:35] <Azazel> haha
[22:07:44] <Azazel> I read that as Fernet - secret formulas
[22:07:57] <Azazel> I thought it was some secret recipe for booze
[22:08:10] <gentlemandroid> isdera: polygons crunch easier on phone hardware (like ouya, the phone in a box) than fragments, the actual pixels
[22:08:19] <gentlemandroid> Less pixels = good
[22:08:37] <isdera> so I'm going to have crap FPS any time a polygon fills up my entire screen?
[22:08:46] <gentlemandroid> Pretty much
[22:09:00] <[[derek]]> gentlemandroid: to seccond that, the new super mario bros game for the DS was actual 3D instead of 3D looking sprites as the DS could not transition between the sprite frames quick enough
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[22:09:03] <gentlemandroid> Draw front to back as much as you can and you won't end up drawing lots of extra unseens fragments
[22:09:07] <isdera> is this a limitation of libgdx? I've seen some fairly complex 3D games run on ouya just fine
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[22:09:18] <Xoppa> isdera, the amount of times that the fragment shader is called is much more when zoomed in than when zoomed out
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[22:09:34] <isdera> so I need to come up with a more efficient fragment shader?
[22:09:48] <gentlemandroid> More efficient culling more like it
[22:10:00] <gentlemandroid> You're drawing all those building behind that building in front of your camera, all their fragments too
[22:10:02] <Xoppa> isdera, make sure to enable backface culling, supply rout own RenderableSorter if needed and try to implement occlusion culling e.g.
[22:10:22] <Xoppa> *rout=your
[22:10:26] <isdera> I already have backface culling on.
[22:10:45] <isdera> even if I lower the resolution to 720p, I still get crap FPS on ouya
[22:11:34] <Xoppa> gentlemandroid, why do want to know frenet secrets in the first place?
[22:12:37] <gentlemandroid> I'm trying to do sweeps along a path, I need to figure out how to minimize twisting, Rotation Minimizing Frame it's called, but I need at least an initial Frenet frame at the path start
[22:12:42] <Xoppa> isdera, always cheat when possible
[22:12:55] <gentlemandroid> Which from what I can see uses the second derivative of the path
[22:13:02] <gentlemandroid> Which I don't has
[22:13:15] <gentlemandroid> Did I mention I nearly failed calculus?
[22:13:21] <isdera> xoppa what do you mean by that?
[22:13:57] <isdera> maybe if I scale my model down some more, it'll improve performance?
[22:14:23] <Xoppa> isdera, how is scaling related?
[22:14:50] <Xoppa> i meant that you dont have to render a city, but only have to give the impression that theres a city
[22:15:02] <isdera> smaller scale = less fragments? im not sure im grabbing at straws here. my scene isnt that complex and its choppy as hell. im frustrated
[22:16:13] <gentlemandroid> isdera: When you're looking at that building dead on, the renderer still drew a lot of those other building behind it, they were just overwritten, this is called overdraw
[22:16:15] <Xoppa> sure if you render it smaller (and keep everything else, like the camera, the same) then it will be less fragment (pixels)
[22:17:32] <isdera> so youre saying I need occlusion testing to prevent overdraw
[22:17:44] <isdera> uggh why isn't it automatic.
[22:20:05] <Xoppa> because you need to be aware of the scene to implement effecient culling
[22:21:40] <Xoppa> but like i said, always cheat when possible, no need to implement some nifty algorithm if you can just skip some model based on the location of the camera e.g.
[22:22:35] <isdera> yeah i was thinking of doing something like that. whats causing a lot of my issues is that the scene is so open. It'll be easier if I make a map with a bunch of rooms and doors.
[22:22:52] <Azazel> so, neither of the libgdx demos use stage
[22:22:54] <Azazel> bummer
[22:23:27] <nexsoftware> neither should you
[22:25:19] <Azazel> wait. "neither" could only be applied if there were just two demos
[22:25:22] <Azazel> oh the shame
[22:25:36] <Azazel> nexsoftware: you think I shouldn't use it?
[22:25:51] <nexsoftware> Depends on what you want to use it for
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[22:26:20] <Azazel> I want to use the scene2d built in dialog box
[22:26:34] <Azazel> cuz I want a dialog box and am too lazy to code my own
[22:26:46] <nexsoftware> In that case, go for it
[22:27:04] <Azazel> but I can't figure out how the stage will relate to my screen
[22:27:44] <Azazel> especially since the screen implements input listener (or what's its name, I don't have the project on this machine) and I guess it would have to hand that over to the stage
[22:29:14] <nexsoftware> Use InputMultiplexer
[22:29:33] <Xoppa> Gdx.input.setInputProcessor(new InputMultiplexer(stage, screen)); or something like that
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[22:30:11] <Azazel> nexsoftware: can you point me to an example source file? cause I'm kinda fed up with reading the wiki page
[22:30:18] <Azazel> Xoppa: thanks
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[22:30:42] <nexsoftware> I doubt any of the examples show that specifically
[22:31:35] <Azazel> and just for the record, "InputMultiplexer" sounds wicked cool
[22:31:37] <nexsoftware> Holy crap RoboVM compile takes a long time
[22:32:11] <gentlemandroid> Azazel: other than the Screen calling draw and act on Stage, it doesn't really have anything else to do with Stage
[22:32:30] <gentlemandroid> So long as Stage gets input as above
[22:32:37] <nexsoftware> I thought gwt compile was slow
[22:32:59] <Azazel> gentlemandroid: and since my stage doesn't animate anything, I don't even need to call act on it, right?
[22:33:18] <nexsoftware> you do
[22:33:26] <Azazel> what for?
[22:33:29] <nexsoftware> Dialog
[22:33:34] <Azazel> oh
[22:33:47] <nexsoftware> Unless you turn off the fade in
[22:33:59] <Azazel> but only when the dialog needs to pop up right? or every frame?
[22:34:35] <gentlemandroid> I think act handles input interactions too
[22:34:52] <nexsoftware> I'd just call act every frame
[22:34:55] <Xoppa> nexsoftware, do you know what would cause jenkins not to pull in git like this: http://libgdx.badlogicgames.com:8080/job/fbx-conv-win/lastBuild/console
[22:35:20] <Azazel> alright, I'll try that
[22:35:22] <Azazel> thanks guys
[22:36:10] <nexsoftware> Xoppa: what's wrong now?
[22:36:25] <TheUnkn0wn0ne> Dang I really got to finish my UDP extension. :/ 6 months to long
[22:37:02] <Xoppa> nexsoftware, "call rm -rf fbx-conv-master" causes "Permission denied" on every file
[22:37:34] <nexsoftware> Oh
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[22:38:26] <nexsoftware> The process doesn't have the right permissions
[22:38:45] <Xoppa> lets check if it still is a problem, just started a new build
[22:39:05] <Xoppa> nope still an issue http://libgdx.badlogicgames.com:8080/job/fbx-conv-win/25/console
[22:39:12] <serj> Hi all, I have some networking questions, someone care to answer ?
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[22:39:13] <nexsoftware> Mario may have to dork around with the permissions on those files
[22:39:57] <TheUnkn0wn0ne> serj: Hi! What can I attempt to help you with?
[22:40:18] <nexsoftware> Holy crap, robovm tests is still compiling
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[22:43:43] <TheCze> I'm off to bed, good night and thanks for the help everyone!
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[23:04:55] <TheUnkn0wn0ne> nexsoftware: Hey, I was thinking for the sake of issue organization, we should add a Desktop label that could be assigned to issues or maybe a LWJGL label and a JGLFW label?
[23:05:30] <mobidevelop> Do many only affect desktop?
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[23:06:53] <mobidevelop> I wouldn't do a jglfw and lwjgl
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[23:06:59] <TheUnkn0wn0ne> Theres are a few on the tracker like #2087 and #2198
[23:07:35] <TheUnkn0wn0ne> Yeah I was just thinking of a label that says Desktop because Android, iOS, and GWT have them
[23:07:56] <mobidevelop> Go for it
[23:08:04] <TheUnkn0wn0ne> Alright thanks
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[23:12:11] <mobidevelop> TheUnkn0wn0ne: fwiw, I'd probably just close 2198
[23:13:09] <mobidevelop> If you have a Mac try to reproduce, if you can't, close it
[23:13:53] <mobidevelop> Say something nice like please use the forum for questions
[23:14:31] <gentlemandroid> It's all clear to me now: http://imgur.com/4I6xemd
[23:15:52] <TheUnkn0wn0ne> mobidevelop: Unfortantely I don't have a Mac to reproduce. Should I still close it or leave it alone?
[23:18:34] <mobidevelop> I'll try it on my Mac VM, but I looked and the jar is fine so not really anything we can do
[23:19:18] <Tomski> gentlemandroid, having fun?
[23:20:40] <mobidevelop> Out of memory while compiling for robovm
[23:20:44] <mobidevelop> Booooo
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[23:25:32] <gentlemandroid> Nope, hair all pulled out by now
[23:26:12] * gentlemandroid misses his hair, it was comforting pulling it out
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[23:29:05] <Tomski> spray on hair
[23:29:37] <BlueProtoman> Rubbing your hair out isn't quite so cathartic
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[23:33:33] <nexsoftware> I don't think 1GB of ram is enough to run OSX on a VM, especially when then running the iOS Simulator
[23:34:08] <Xoppa> i've assigned it 2gb in virtualbox
[23:34:46] <Tomski> Same
[23:35:01] <nexsoftware> OK, let's try that
[23:35:56] <nexsoftware> I should give it all of my processors as well
[23:36:47] <Xoppa> i only assigned 1 cpu which runs fine
[23:37:14] <nexsoftware> I'm giving it all 4 of mine
[23:37:17] <Tomski> Give it -1
[23:37:27] <nexsoftware> Take that Host OS
[23:37:45] <BlueProtoman> I'm planning on getting a used Mac Mini when I start porting my game to mobile.
[23:38:15] <BlueProtoman> With the bare minimum in fixings. Just a keyboard and mouse--I'll use my TV as a monitor.
[23:38:24] <nexsoftware> I'm planning on Mario buying me a Mac Mini just because
[23:38:34] <BlueProtoman> I'd mostly use it as a personal server, especially for building Mac/iOS stuff
[23:41:15] <Tomski> I'd use it so people would think im cool
[23:41:27] <nexsoftware> ^
[23:41:48] <BlueProtoman> Mac Minis aren't cool, only Macbooks and beefed-up desktop Macs (ideally with a drawing tablet, just because) are cool.
[23:41:57] <TheUnkn0wn0ne> I still wish Apple would allow people to develop iOS apps on linux, I'd even settle for command line tools and no XCode
[23:42:05] <Tomski> If you strap them to your back and use roller blades they are cool
[23:42:36] <nexsoftware> Roller blades make anything cool
[23:42:47] <BlueProtoman> Even other roller blades?
[23:42:52] <Tomski> we should use the pateron funds to get everyone roller blades
[23:43:07] <Tomski> patreon*
[23:43:38] <nexsoftware> agreed
[23:43:43] <Xoppa> +1
[23:44:25] <nich_coden> TheUnkn0wn0ne
[23:44:25] <nich_coden> the only reason i got a mac was to develope for ipads
[23:44:36] <nich_coden> its not a bad computer, buts costly
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[23:45:42] <TheUnkn0wn0ne> nich_coden: It is definitely not a bad computer, the price kills my chances of buying it though. Can't afford it.
[23:46:24] <nich_coden> i got my first one a 2010 macbook air duel core w/ 4gigs for $200 usdn
[23:46:42] <BlueProtoman> nich_coden: Hot damn, where at?
[23:46:46] <nich_coden> used
[23:46:50] <nich_coden> craigslist
[23:47:00] <nich_coden> check ebay
[23:47:10] <Tomski> nich_coden, when did you get it?
[23:47:17] <TheUnkn0wn0ne> nick_coden: Wow!. I occasionally use those virtual mac session services for development, not ideal but it's fine for me since I don't do iOS stuff much
[23:47:19] <BlueProtoman> And it's beefy enough/compatible enough for your needs?
[23:47:22] <nich_coden> when i started with libgdx late 2013
[23:47:24] <nexsoftware> Lame, my VM isn't letting me create an OpenGL display.
[23:47:37] <Neomex> where can i find default particle image libgdx uses?
[23:48:03] <Xoppa> nexsoftware, it does that for me also, but it does in the simulator though
[23:48:04] <nich_coden> now run a macbook pro 2014 quad core i7 and use my other one for backup work
[23:48:28] <nich_coden> due to blender , not libgdx
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[23:48:43] <nexsoftware> Xoppa: Yeah, the simulator worked for me
[23:51:49] <nexsoftware> At one point I had it working, but I had to reinstall Windows
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   August 3, 2014  
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