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[00:10:02] <Neomex> guys, am getting this: http://pastebin.com/ZcRXAutD
[00:10:17] <Neomex> tried to get world manifold in box2d
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[00:12:07] <nexsoftware> What does the log say?
[00:15:42] <Neomex> nexsoftware: http://pastebin.com/1p4FWqup
[00:19:01] <Neomex> looks bad
[00:19:08] <nexsoftware> Heh
[00:19:49] <nexsoftware> What's the java code look like in your handleContacts method? And update.
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[00:20:38] <Neomex> yeah im also thinking it might be me after all... :D
[00:21:27] <Neomex> http://pastebin.com/kchCHr2F
[00:21:37] <Oonej> need some opinions... should my game have sound? personally i hate sound in my games
[00:21:50] <Neomex> update is just contactListener.handleContacts();
[00:23:12] <Neomex> nexsoftware
[00:23:14] <nexsoftware> I'm not certain that Contact can be held on to like that.
[00:23:48] <Neomex> it worked with getting fixtures
[00:24:16] <Neomex> all i did was add getWorldManifold to make it break
[00:25:46] <nexsoftware> For fun, try calling getWorldManifold in the listener
[00:26:58] <Neomex> for fun, it doesn't crash there
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[00:27:34] <Neomex> nice, adapted that idea somewhere from forums
[00:27:38] <Neomex> with list
[00:27:45] <Neomex> now got some rewriting to do
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[00:30:43] <NotTrulyEvil> I'm trying to learn libgdx to write my own game, so I got myself a copy of the libgdx book and started to follow it (code the same game) but I feel like I don't really get anything out of it :/ There is also very much code that is illogical and unexplained in the book (at least compared to other programming books). How did you guys learn the framework/to make games?
[00:31:42] <nexsoftware> Indeed, that book isn't very good unfortunately.
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[00:33:04] <NotTrulyEvil> So how do you suggest learning? I mean as I have very little understanding of how to write games just reading the documentation wont do :(
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[00:34:43] <Oonej> nottrulyevil: I have a background in programming, strong in java/c# so i just played with things, researched things i was trying to do and learned as i went
[00:34:49] <nexsoftware> I sort of just dove in myself. I hear Mario's book Beginning Android Games is pretty good, but is specific to Android.
[00:35:10] <nexsoftware> It doesn't use libgdx, but presents a framework that is similar to libgdx.
[00:35:22] <NotTrulyEvil> Doesn't he use any framework what so ever (except the android framwork then)?
[00:35:31] <Oonej> nottrulyevil: I would recommend come up with a basic game idea... something simple... and move forward learning each step
[00:36:34] <Xoppa> NotTrulyEvil, "I have very little understanding of how to write games", do you have understanding of how to write applications in general?
[00:36:35] <Oonej> my first game was following a guy on youtube doing a astroids type game
[00:37:03] <nexsoftware> The book builds a framework that is similar in structure to libgdx
[00:37:32] <NotTrulyEvil> Xoppa, I'm pretty good in c++ (have written "real" applications) and just learned the java syntax so it's mainly games I'm having trouble with
[00:38:36] <Xoppa> i guess most games are written in c++
[00:38:59] <NotTrulyEvil> Yeah but not android games though : (
[00:39:06] <Xoppa> sure they are
[00:39:23] <Xoppa> im not saying you should do that btw
[00:39:32] <Oonej> most games are c++, but libgdx / java will work well for a beginner
[00:39:53] <nexsoftware> I write all my games in Visual Basic
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[00:40:39] <Oonej> nottrulyevil, box2d is c++ isn't it? which is incorporated into libgdx
[00:40:51] <Oonej> or am i mistaken?
[00:41:04] <NotTrulyEvil> I doubt most android games are c++, the NDK is not very good to write games with and google even say specifically that you shouldn't use the NDK just cause you prefer c++
[00:41:26] <NotTrulyEvil> Oonej, you might be right, libgdx uses a java port iirc
[00:41:45] <Oonej> so program your game in c++ and make a java port :D
[00:42:11] <Oonej> i like libgdx! ITS AWESOME!
[00:42:50] <NotTrulyEvil> haha, altough I don't really know how to write games in c++ either : ( It's not my java skill that is lacking it's the game writing concept
[00:43:39] <nexsoftware> Xoppa: Using jglfw works on the mac vm
[00:43:55] <Xoppa> ow thats nice
[00:44:12] <Xoppa> i dont care about audio anyway
[00:44:35] <nexsoftware> Boo audio
[00:44:40] <Oonej> nottrulyevil essentially writing a game is just loop-logic, update things in your render loop and make crap interactive.... thats a game lol
[00:45:07] <Oonej> start with something simple... then move on to something a little more challenging, learning as you go
[00:45:09] <Oonej> thats the best way
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[00:45:14] <NotTrulyEvil> Oonej, and writing a OS is just 0s and 1s in the end :|
[00:45:35] <Oonej> eh, its more assembly... you don't really write it in 1's and 0's
[00:45:47] <NotTrulyEvil> I mean it gets down to that in the end
[00:45:55] <Oonej> everything gets down to that end lol
[00:46:09] <NotTrulyEvil> haha I don't hope I go down to 1s and 0s
[00:46:15] <Oonej> but libgdx is slightly hire level than binary haha
[00:46:24] <NotTrulyEvil> Slightly ^^
[00:46:31] <Oonej> that was sarcasim
[00:46:35] <Xoppa> i'm pretty sure that if you have a very close look at e.g. your hard drive that you won't see any 0 or 1
[00:46:52] <Oonej> lol xoppa
[00:47:39] <NotTrulyEvil> Xoppa if I have a REALLY close look I think I might be able to see the "1s and 0s", like on offs
[00:47:50] <Oonej> it is actually in a SSD drive
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[00:48:03] <Xoppa> still no 0s and no 1s
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[00:48:16] <Oonej> the representation of 0's and 1's ....
[00:48:30] <Oonej> high's and low's
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[00:53:33] <Oonej> https://play.google.com/store/apps/details?id=com.bossastudios.twadroid&hl=en
[00:53:37] <Oonej> this game looks like libgdx
[00:54:43] <mobidevelop> Why is that?
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[00:55:02] <Oonej> just does lol...
[00:55:05] <Tomski> Libgdx doesnt have a look
[00:55:17] <Tomski> Unless you use the testing skin and scene2d
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[00:55:25] <Oonej> well it looks like the box2dcamera setup
[00:55:29] <Tomski> then you can spot it from a mile off
[00:56:00] <Oonej> box2dlights i think*
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[00:58:19] <NotTrulyEvil> Hm so you think it's worth reading the Beginning Android Games Mario book? Seems to be a huge book... Anyone that has read it? And how is the transition to libgdx afterwards (as I'd prefer crossplatform games)
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[01:06:52] <RichyTheNewbie> Hello!
[01:07:28] <NotTrulyEvil> hi
[01:09:22] <RichyTheNewbie> Just finished learning basic core java to start libgdx
[01:09:33] <RichyTheNewbie> Is it easy to grasp?
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[01:10:27] <NotTrulyEvil> I'm new so I dunno really
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[01:12:37] <Xoppa> RichyTheNewbie, https://www.youtube.com/user/dermetfan
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[01:13:49] <RichyTheNewbie> Xoppa: Thanks!!
[01:14:21] <Xoppa> altough you probably want to replace the first part(s) (setup or alike) with http://libgdx.badlogicgames.com/documentation.html
[01:16:28] <RichyTheNewbie> ok
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[01:23:51] <RichyTheNewbie> Can anyone help, http://puu.sh/aDBuu/4a28d01b12.png
[01:24:07] <RichyTheNewbie> I cant run in from Run, but i need to go to configurations and run it there manually
[01:24:13] <RichyTheNewbie> Why it doesnt show up in the meny
[01:24:15] <RichyTheNewbie> Menu
[01:26:18] <Tomski> You have the adt plugin?
[01:26:51] <RichyTheNewbie> Let me check
[01:27:09] <RichyTheNewbie> http://puu.sh/aDBDr/65cac023b7.png Heres my desktop
[01:27:34] <Tomski> Step 1 is to follow this: https://github.com/libgdx/libgdx/wiki/Setting-up-your-Development-Environment-%28Eclipse%2C-Intellij-IDEA%2C-NetBeans%29
[01:27:36] <Tomski> Did you do that?
[01:27:57] <RichyTheNewbie> Yep
[01:28:08] <mutilator> anyone good at identifying fake benchmade bali-songs? I have a knife I'm not 100% sure if it's real, It's this knife as far as i can tell.. http://www.bladehq.com/item--Benchmade-42-Balisong-Knife--10925 here are pics... https://www.dropbox.com/sh/dayemd2czu1llb6/AAAnyKLfxQ3yudT1j288bB2ra
[01:28:15] <RichyTheNewbie> I mean i can run it on my android, but i cant run it from Run at the hotba
[01:28:41] <RichyTheNewbie> Idk if this is the right channel for it
[01:28:44] <Tomski> Add a run configuration that does it
[01:29:06] <RichyTheNewbie> Okay, il try
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[01:30:24] <RichyTheNewbie> mutilator: They look same to me
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[01:33:47] <RichyTheNewbie> Tomski: Thanks, I fixed it
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[01:55:37] <Progrmor_> Where can I download the uiskin.json?
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[01:56:36] <RichyTheNewbie> https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests-android/assets/data/uiskin.json
[01:58:41] <Progrmor_> But I need the file? Not just the code?
[01:58:59] <Tomski> The atlas is there too
[01:59:19] <Tomski> nd png
[01:59:30] <Progrmor_> I dont understand. I was told to put these files in my Assets folder and load them via eclipse ?
[01:59:59] <Tomski> uiskin.json is a file
[02:01:25] <Progrmor_> Yes. But I cant see how I can download the "File" from that site I was sent?
[02:03:01] <Neomex> ctrl+c, ctrl+v
[02:03:04] <Neomex> always works
[02:03:24] <Progrmor_> Ok.. but where to put all this code then??
[02:04:24] <Neomex> file
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[02:07:27] <RichyTheNewbie> What did i press, normally when you use a program it overlaps the ones your not using, but now its behind, only if i drag it
[02:09:01] <RichyTheNewbie> Okay, so its only happening to eclipse
[02:09:48] <hextileX> I updating libgdx with gradle. Do I only need to update gdxVersion = '1.0.0' to '1.2.0'. What is with roboVMVersion = '0.0.11' ? Stays this the same?
[02:10:07] <Tomski> Its the version of robovm you want to use
[02:10:35] <Tomski> The current setup uses 0.0.14
[02:14:59] <hextileX> thanks
[02:18:15] <hextileX> Updated and works!
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[02:32:48] <Frog_Master> yo yo yo
[02:32:57] <Frog_Master> how it go
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[02:36:05] <Frog_Master> question of curiosity
[02:36:33] <Frog_Master> when you implement and override methods from an interface, how does java know what to do
[02:36:43] <Frog_Master> since interfaces have body-less methods
[02:37:00] <Frog_Master> how doe it know to constantly update the render method for example
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[02:42:20] <Frog_Master> anyone awake?
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[02:44:30] <RichyTheNewbie> Im goin mto sleep
[02:44:32] <dermetfan> Frog_Master: If you implement/override methods from an interface, you write down what to do
[02:44:50] <RichyTheNewbie> dermetfan: Your the one from youtube?
[02:44:54] <dermetfan> Frog_Master: the render method is called from somewhere else
[02:44:55] <dermetfan> yes
[02:45:02] <RichyTheNewbie> dermetfan: Holy smokes
[02:45:09] <Frog_Master> lol
[02:45:14] <Frog_Master> i had the same reaction too
[02:45:19] <Frog_Master> hes a celeb
[02:45:26] <RichyTheNewbie> dermetfan: Yea
[02:45:31] <RichyTheNewbie> wups
[02:45:31] <Frog_Master> well amongst developers
[02:46:07] <Neomex> idk him
[02:46:10] <Frog_Master> somewhere else?
[02:46:12] <Neomex> will check
[02:46:19] <RichyTheNewbie> https://www.youtube.com/user/dermetfan/
[02:46:33] <dermetfan> Weird, Mario is more celeb than me and people don't react like they met a celeb if they talk to him... How does he do that
[02:46:36] <Frog_Master> he has fantastic video tutorial for libgdx and other stuff
[02:46:41] <Neomex> ohh i actually know you
[02:46:50] <Neomex> been watching video or two in the beginning
[02:46:51] <Frog_Master> mario?
[02:47:00] <RichyTheNewbie> Whos mario?
[02:47:17] <Frog_Master> the guy who fights bowser?
[02:47:18] <dermetfan> Guys... Mario Zechner, the "boss" of libGDX
[02:47:25] <Frog_Master> never heard
[02:47:28] <RichyTheNewbie> Oh
[02:47:30] <RichyTheNewbie> Yeah right
[02:47:31] <RichyTheNewbie> :D
[02:47:46] <RichyTheNewbie> Meh, is he in this chat?
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[02:48:02] <Frog_Master> no but i think sometimes he joins
[02:48:40] <RichyTheNewbie> dermetfan: Is it okay, if i watch your libgdx series, because some say its outdated
[02:48:44] <RichyTheNewbie> Like the first bits
[02:49:33] <Frog_Master> i didn't find it outdated
[02:49:37] <shadowrunner> I really like dermetfan tutorials
[02:49:41] <Frog_Master> well maybe in some areas
[02:49:58] <dermetfan> RichyTheNewbie: Yeah unfortunately it is... The setup and project structure are different now, however most of the API didn't change. Watch Mario's setup videos on the documentation page on the website and then you can skip a few episodes of my series
[02:50:26] <RichyTheNewbie> How do you make your nickname red? :D
[02:50:36] <Frog_Master> oh yeah i guess if you are using the lastest build it would be different
[02:50:56] <Frog_Master> that happens when someone calls your name like this <RichyTheNewbie>
[02:51:07] <RichyTheNewbie> Frog_Master: Did it work?
[02:51:10] <Frog_Master> yup
[02:51:15] <RichyTheNewbie> ok
[02:51:17] <Neomex> why is unity indie standard
[02:51:18] <Frog_Master> its just to alert you
[02:51:20] <Neomex> its so nasty
[02:51:23] <dermetfan> which IRC client do you use
[02:51:30] <RichyTheNewbie> Browser one
[02:51:33] <shadowrunner> HexChat here
[02:51:37] <Neomex> hexchat aswell
[02:51:56] <dermetfan> Ah ok, I was wondering since I don't see any red names
[02:52:34] <RichyTheNewbie> dermetfan: I have watched and done marios documentation tutorial, can i watch yours?
[02:52:45] <RichyTheNewbie> dermetfan: Because I think the concept must be the same
[02:53:34] <dermetfan> RichyTheNewbie: sure just skip the episodes where I create the project and maybe one or two more
[02:54:02] <RichyTheNewbie> dermetfan: Okay
[02:54:10] <RichyTheNewbie> Guys help me remove that toolbar
[02:54:10] <RichyTheNewbie> http://puu.sh/aDH85/17a854d216.png
[02:55:17] <dermetfan> which one
[02:55:34] <RichyTheNewbie> the one where is my mouse pointed at
[02:55:48] <RichyTheNewbie> Okay, it vanished
[02:55:50] <Tomski> pin the tail on the mouse
[02:56:14] <shadowrunner> dermetfan, I rly like your videos man, that Box2MapObjectParser is also great.
[02:56:28] <shadowrunner> *Box2d
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[02:56:56] <dermetfan> shadowrunner: Thanks, happy to have helped :)
[02:57:01] <RichyTheNewbie> The toolbar thats bettwen my code editor and the tabs
[02:58:13] <dermetfan> RichyTheNewbie: That's called the Breadcrumb, forgot how to disable it without that toolbar you have disabled though
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[02:59:51] <RichyTheNewbie> Thanks, I just enabled the one you mentioned and disabled it, dermetfan saves the day!
[03:00:55] <RichyTheNewbie> https://www.youtube.com/watch?v=1vt2UJiBOvY&list=PLXY8okVWvwZ0JOwHiH1TntAdq-UDPnC2L&index=2 at 6:12 he swears
[03:01:02] <Neomex> one more month and my first commercial game will be ready
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[03:01:08] <Neomex> wonder how it feels like
[03:01:10] <Neomex> lol
[03:01:40] <Neomex> if i sell 100 copies ill be on 0
[03:01:57] <Neomex> if i sell 1000 will be happy
[03:02:02] <Neomex> lets hope i sell 10000
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[03:02:32] <shadowrunner> will it be for android only?
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[03:03:25] <RichyTheNewbie> Neomex I can be a beta tester !
[03:03:25] <RichyTheNewbie> :D
[03:03:46] <Neomex> pc/mac/linux
[03:03:51] <Neomex> top down shooter
[03:04:17] <shadowrunner> box2d?
[03:04:22] <Neomex> yep
[03:04:25] <shadowrunner> cool
[03:04:41] <shadowrunner> i cant wait to try box2dlights
[03:05:02] <Neomex> finally fixed them today
[03:05:16] <Neomex> got on my nerves, of course 100% my fault
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[03:08:15] <Neomex> i really really hope i can make a living out of indie games
[03:08:24] <RichyTheNewbie> Neomex: Im on pc
[03:08:54] <TEttinger> make lots of indie games then, like throwing spaghetti at the wall to see if something sticks
[03:09:04] <TEttinger> there's a story about zombie dice...
[03:09:43] <Neomex> i think i could throw out some medium - complex 2d games in about 3 months
[03:09:53] <Neomex> which even with shitty sales could make money
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[03:10:32] <Neomex> got 3 more years of uni to do just that and hopefully succed
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[03:11:54] <shadowrunner> 1 and a half for me
[03:11:55] <shadowrunner> hehe
[03:12:00] <RichyTheNewbie> Why you all guys go in uni? Im at grade 9 only ....
[03:12:30] <TEttinger> http://penny-arcade.com/report/article/kill-deer-get-into-walmart-how-ditching-zombies-allowed-a-dice-game-to-find
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[03:14:09] <TEttinger> Neomex, interesting story there about how adding from a nerd-centric zombie theme to a more... hick-friendly deer hunting theme got them a lot more sales. both games use exactly the same rules
[03:16:04] <Neomex> yeah i actualyy want to release top down shooter in two themes
[03:16:20] <Neomex> start with cyberpunkish one and then more traditional
[03:16:30] <Neomex> because lets be honest, users mostly judge by graphics
[03:16:51] <TEttinger> yeah, most games for sure
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[03:17:07] <TEttinger> especially 3d games
[03:18:35] <Neomex> i got really nice 2d artists
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[03:21:02] <RichyTheNewbie> Neomex: Can people see this private msg?
[03:21:14] <TEttinger> RichyTheNewbie: yes
[03:21:27] <TEttinger> use /msg Neomex some message here
[03:21:27] <RichyTheNewbie> Okay, then its not private
[03:21:29] <RichyTheNewbie> Okay
[03:21:49] <Neomex> http://imgur.com/SZYdLG8,TZDLpHI
[03:21:53] <RichyTheNewbie> Guys, can you reccomend an irc client?
[03:21:58] <Neomex> hexchat
[03:22:13] <RichyTheNewbie> Neomex: Is that your game?
[03:22:16] <Neomex> yeah
[03:22:29] <RichyTheNewbie> Wow, How long did you make it?
[03:22:39] <RichyTheNewbie> How long it took
[03:22:47] <Neomex> about 2 months so far
[03:23:04] <RichyTheNewbie> Neomex: And you animated that all by our self?
[03:23:20] <Neomex> nah, hired artist
[03:23:34] <TEttinger> that's important, yeah Neomex. I've been making my own graphics, and I can't decide whether I should switch from isometric to orthographic view. Isometric is current, ortho would take some work: http://tommyettinger.github.io/IsoVoxel/tall/ ; http://tommyettinger.github.io/IsoVoxel/ortho/
[03:23:58] <RichyTheNewbie> Neomex: Is it expensive to hire artist, I am playing Game Tycoon and there pretty expensive :D
[03:24:13] <TEttinger> holy crap Neomex, that's awesome
[03:24:24] <Neomex> if you hire from 3rd world country then it isnt...
[03:24:52] <Tomski> TEttinger, iso
[03:24:54] <TEttinger> Neomex, heh that's what I've noticed
[03:24:56] <RichyTheNewbie> TEttinger: Did you draw all those tanks and background your self?
[03:25:27] <TEttinger> RichyTheNewbie, technically no. I drew 30 or so voxel models and wrote a program to render them in all those angles and animations
[03:25:56] <Neomex> i think it looks better in isometric
[03:25:59] <TEttinger> but the voxels and code are all mine, except for the castle I guess which is a heavily modified sample
[03:26:08] <Neomex> id say it depends what kind of controls you do etc
[03:26:42] <RichyTheNewbie> TEttinger: you could explain me whats voxel model, please
[03:26:43] <RichyTheNewbie> :D
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[03:27:14] <Neomex> what kind of game is it going to be?
[03:27:35] <TEttinger> it's interesting, I've gotten one guy saying strategy games shouldn't be iso (what about disgaea and FFT then?), one guy saying the ortho models look clearer, and two people with actual games saying iso looks better
[03:28:02] <Xox> Hi guys, I want to chat with someone who's willing to help me figure out how to start with game development...
[03:28:15] <TEttinger> RichyTheNewbie: I made 3d models with magicavoxel https://voxel.codeplex.com/wikipage?title=MagicaVoxel%20Editor&referringTitle=Home
[03:28:26] <Neomex> Xox, you know how to program?
[03:28:43] <RichyTheNewbie> Xox: I think first you need to watch some tutorials on how to program in Java
[03:28:48] <Xox> I know basic programming, but I have 0 experience with games.
[03:28:49] <RichyTheNewbie> Like the core
[03:28:55] <Xox> I know OOP
[03:28:55] <TEttinger> they use a format that I can control using code, and I wrote code to draw a little box where every voxel (3d cube) is in the model
[03:29:01] <Neomex> TEttinger: what about age of empires? cant say they make wrong choice :)
[03:29:26] <Neomex> idk xox, i started the painfull way, C++, allegro, this kind of this
[03:29:39] <Neomex> but i supposse it would be much easier to just start with libgdx
[03:29:48] <RichyTheNewbie> Xox: Well then, this place is where you discuss code and stuf, but if u want to learn how to do this libGDX, i suggest you go and watch youtube tutorials like me atm
[03:30:55] <Xox> I wanted to get some tips from you guys, like for example should I start with a game engine that helps you create games faster or with another that you should code more
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[03:31:46] <Neomex> the other will be more painfull but you will learn more
[03:31:49] <TEttinger> Xox, the stuff like Game Maker... it's possible to make decent games with it, but harder to make good ones I would say
[03:32:02] <shadowrunner> TEttinger, the isometric one is looking better in my opinion
[03:32:02] <TEttinger> also, Game Maker isn't exactly a job skill
[03:32:23] <Neomex> is it portfolio material the game im making?
[03:32:25] <Xox> So, I should start with libgdx?
[03:32:25] <TEttinger> shadowrunner, thanks, I will probably stick to iso
[03:32:30] <Neomex> i think it would be quite badass
[03:32:38] <Neomex> atleast it shows i can finish a project
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[03:32:52] <RichyTheNewbie> Xox, Yea I would suggest that
[03:32:55] <TEttinger> Neomex, depends on the code -- if your game looks great for 5 frames and then crashes, that's a no
[03:33:05] <Tomski> Lots of really good games have been made in game maker
[03:33:14] <Neomex> so far it doesn't
[03:33:18] <RichyTheNewbie> Tomski, Like what?
[03:33:20] <Neomex> i know only hotline miami
[03:33:25] <Xox> I'm sorry if I'm bothering you guys, but it's really difficult for me and I want to make sure I start with the right tools
[03:33:28] <TEttinger> right, there is that
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[03:33:39] <Tomski> gunpoint, spelunky
[03:33:56] <TEttinger> Xox, most important is just getting the experience on how games are built, which only comes from experience (with any tools)
[03:33:58] <Neomex> gunpoint was gamemaker? must have hurt to code it
[03:34:08] <Tomski> stealth bastard was too I think
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[03:34:20] <Tomski> Neomex, Tom Francis wasn't a programmer
[03:34:30] <Xox> Thanks TEttinger.
[03:34:41] <TEttinger> libgdx is a great set of tools though
[03:34:54] <TEttinger> good docs, you'll want to have the wiki on speed dial
[03:35:08] <TEttinger> https://github.com/libgdx/libgdx/wiki
[03:35:17] <Neomex> if you did mostly java try libgdx
[03:35:20] <Xox> Thanks, I bookmarked it :D
[03:35:32] <Neomex> monodevelop for c#
[03:35:37] <Tomski> I think most of Vlambeer's games are game maker too
[03:35:38] <Xox> I mostly coded in C++, C#, but I guess Java is similar to C#
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[03:35:53] <Neomex> xna/monodevelop is good
[03:36:03] <TEttinger> Neomex: Monogame you mean?
[03:36:08] <Neomex> yeah
[03:36:14] <Neomex> 4 am... :D
[03:36:37] <Neomex> c++ you could try sfml
[03:36:48] <Neomex> it doesnt have built in timing though
[03:37:00] <TEttinger> I've also heard good things about SDL 2 or whatever the latest is
[03:37:18] <Neomex> yeah seems like all SDL1 people are porting to it
[03:38:03] <Neomex> so much life wasted...
[03:38:11] <Neomex> it better start paying of soon... :D
[03:40:00] <RichyTheNewbie> HexChat is a really neat client. I just downloaded it and it looks minimalistic and just what you need
[03:40:12] <cackling_ladies> I've been using it for months
[03:40:13] <RichyTheNewbie> Thanks for suggesting it
[03:40:45] <cackling_ladies> wait, nvm, misread. I use xchat :{
[03:41:18] <Neomex> https://www.kickstarter.com/projects/324283889/potato-salad
[03:41:22] <Neomex> 55k, bastard
[03:41:23] <Neomex> :D
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[03:41:37] <cackling_ladies> you're kickstarting it?
[03:41:47] <Neomex> potato salad? no :D
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[03:43:59] <cackling_ladies> that's rpbably the most over funded project by ratio
[03:44:13] <cackling_ladies> cant beat that 500,000%
[03:45:16] <Neomex> thats what everyone was missing
[03:45:24] <Neomex> potato salad
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[03:47:14] <cackling_ladies> i eat that regularly
[03:47:23] <RichyTheNewbie> Wtd patato salad
[03:47:26] <RichyTheNewbie> What is that
[03:47:39] <cackling_ladies> I was born to an asian family but I'm more of a potato man than a rice man. Sorry, mom.
[03:48:47] <RichyTheNewbie> ]I dont understand, he got 55k to make himself food?
[03:49:56] <cackling_ladies> Abandon game making! Go to the kitchen!
[03:50:14] <Tomski> RichyTheNewbie, he has to give 1272 people some potato salad
[03:50:51] <Tomski> 589 ingredients to add, 464 people to watch him make it ect ect
[03:51:10] <RichyTheNewbie> Are you serious? :D What kind of goal is that? To give potato salad :D
[03:51:23] <RichyTheNewbie> Thats funny
[03:51:23] <Tomski> Look at the pledges you can do
[03:51:29] <RichyTheNewbie> Ok
[03:52:19] <TEttinger> I mean, I thought the Reaper kickstarters did pretty well. 60K goal and made over 2 Million
[03:52:29] <TEttinger> but potato salad takes the cake
[03:53:07] <RichyTheNewbie> IS he going to give potato salad to poor people or eat it with those who donated?
[03:53:23] <TEttinger> I don't even know
[03:53:26] <cackling_ladies> 600 ingredient potato salad. I'm sure at least 20 of that would be something that begin with horse and end with radish
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[03:53:35] <cackling_ladies> Much fun would be had.
[03:53:43] <TEttinger> habanero
[03:54:01] <TEttinger> huitlacoche
[03:54:18] <TEttinger> you don't know what huitlacoche is? look it up
[03:54:27] <TEttinger> I think I spelled it right
[03:54:38] <cackling_ladies> someone sould petition him to add in pork, beef and fish ingredient.
[03:54:46] <cackling_ladies> that should piss off lots of backers
[03:55:01] <cackling_ladies> wait not fish. Bird
[03:55:08] <RichyTheNewbie> huitlacoche, is that moldy cornflake?
[03:55:25] <nich_drikn> everytime i see your name cacking_ladies , I think of a womanizer
[03:55:28] <TEttinger> https://en.wikipedia.org/wiki/Huitlacoche#mediaviewer/File:Taco-de-Huitlacoche.jpg yes
[03:55:32] <TEttinger> corn smut
[03:56:24] <cackling_ladies> nich_drikn, it's basically laughing_whores but that name was taken.
[03:56:41] <nich_drikn> :-)
[03:57:15] <cackling_ladies> http://i0.kym-cdn.com/photos/images/newsfeed/000/094/149/4chan-screenshot-girls-laughing.png here's some thing to illustrate the point.
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[03:58:18] <nich_drikn> the longer i've been married the lower my standards get...
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[04:00:54] <Neomex> laughing_whores is more straightforward, cackling_ladies more gentle, lol
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[04:01:10] * cackling_ladies cackle
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[04:05:52] <RichyTheNewbie> OKay cya guys
[04:05:57] <RichyTheNewbie> Ima go to bed
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[04:27:21] <BlueProtoman> If anyone is a college student in the northeastern United States, Stony Brook University is holding a hackathon! http://www.unhackathon.org/ Disclaimer: I am a student here, but am not involved with the organization of the event.
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[04:43:37] <KatNurd> I'm having a bit of trouble cleaning working with Netbeans 8.0 and libgdx. I can create a project; but, when I load the project in Netbeans, all of the classes that depend on anything inside libgdx fail, because the larger project doesn't work. I've tried downloading the actual source and creating Neatbeans projects with the source there, but I'm having trouble, and it's very trying. Is...
[04:43:38] <KatNurd> ...there an easier / standard way to make Neatbeans think that a project I made with libgdx will work?
[04:46:08] <Tomski> Are you using the netbeans gradle plugin?
[04:47:16] <KatNurd> Yes, and I'll open the core subproject of, for example, 'superjumper-master', and when I open any file, for example Animation.java, I have squiggly lines everywhere from files not being found and so on
[04:47:31] <Tomski> Have you refreshed in hte IDE?
[04:47:41] <Tomski> gradle refresh that is
[04:48:08] <KatNurd> I did just now, nothing changed
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[04:49:28] <Tomski> The Reload Project in the context menu right?
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[04:49:55] <KatNurd> "Refresh Project Node" is what I did, since it sounded like what you said. Trying the other one now.
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[04:51:40] <TEttinger> KatNurd, check the references? do all of the projects have the correct path to libgdx's jars?
[04:51:44] <KatNurd> It alerted me to this: "org.gradle.tooling.model.UnsupportedMethodException: Unsupported method: Dependencies.getJavaLibraries(). The version of Gradle you connect to does not support that method. To resolve the problem you can change/upgrade the target version of Gradle you connect to." I'll see what I can do next. Could Netbeans' gradle reader be out of date?
[04:52:02] <TEttinger> wow interesting
[04:52:05] <Tomski> When did you create the project?
[04:52:14] <Tomski> Do you know what version of gradle you are using?
[04:53:27] <KatNurd> I copied it from this repository: https://github.com/libgdx/libgdx-demo-superjumper yesterday or the day before
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[04:55:54] <TEttinger> KatNurd, also is your netbeans version old?
[04:56:18] <KatNurd> Netbeans 8.0, Java 1.8.0_11
[04:56:40] <KatNurd> I set up a whole new environment for all of this within the last week
[04:57:12] <Tomski> Bit of a pain, whats the netbeans plugin version?
[04:57:16] <TEttinger> hm, interesting. https://github.com/libgdx/libgdx/wiki/Setting-up-your-Development-Environment-%28Eclipse%2C-Intellij-IDEA%2C-NetBeans%29#setting-up-netbeans
[04:57:20] <TEttinger> it seems like yours should work
[04:57:53] <KatNurd> gradle support: version 1.3.1, groovy and grails: 1.30.1
[04:58:39] <KatNurd> Yeah, those are the instructions I followed, and then I loaded one of the sample projects to see if I could make it work. The sample code compiled after I downloaded a few more parts of the Android SDK; but it doesn't display properly in Netbeans
[04:59:09] <Tomski> hah, they have gradle 2.0 support, nice
[04:59:09] <TEttinger> there's debugging stuff here https://github.com/kelemen/netbeans-gradle-project
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[05:04:40] <Tomski> god I hate googlesource
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[05:06:22] <Tomski> KatNurd, I guess you are using the gradle wrapper?
[05:06:25] <KatNurd> This is interesting. The link you gave, TEttinger, doesn't seem to have any relation to the stack trace I was given with my failure.
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[05:06:56] <KatNurd> stack trace with failure from above: http://pastebin.com/L2rQ51LZ
[05:07:18] <KatNurd> Tomski: Honestly, I've never used gradle before, so I don't know. All of this is new to me and I'm a bit bumbling around
[05:07:34] <Tomski> KatNurd, Im not too sharp with netbeans, so same from the other end :)
[05:07:42] <Tomski> We can try a few quick things
[05:07:54] <Tomski> in gradle/wrapper/gradle-wrapper.properties
[05:08:11] <Tomski> Bump the distribution url version up to 1.11
[05:09:07] <Tomski> In the root build.gradle, change the version of the android tools plugin to 0.10+
[05:09:27] <Tomski> should be classpath 'com.android.tools......' near the top of the script
[05:10:15] <KatNurd> tools classpath updated.
[05:10:26] <KatNurd> Looking for gradle-wrapper.properties
[05:10:36] <Tomski> You should have a gradle folder in the root directory
[05:10:41] <Tomski> of your project
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[05:23:38] <KatNurd> That error is still happening,but it's silent. More importantly, it looks like some underlying problems were fixed, because I'm no longer seeing the red squiggly lines that represent file not found / source file non-existent / etc.
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[05:24:16] <KatNurd> Maybe it just has to do with the project being >= 2 months old and some minor changes to how the project is made that don't matter for gradle but do for Netbeans?
[05:24:56] <Tomski> Yep, especially if you have a new version of the netbeans plugin, they could have dropped support or who knows
[05:25:08] <Tomski> KatNurd, can you run the project from the command line? Just to check everything is in order gradle wise
[05:25:09] <mobidevelop> I'm still amazed every time I see someone using netbeans on purpose
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[05:26:04] <mobidevelop> Yes! The trifecta!
[05:26:38] <Tomski> hehe
[05:26:54] <Tomski> I like the idea of people using it accidentally
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[05:27:09] <mobidevelop> O.o
[05:27:24] <mobidevelop> I use it accidentally
[05:27:27] <mobidevelop> At work
[05:27:41] <BlueProtoman> Eclipse master race
[05:27:53] <mobidevelop> Not accidentally but definitely not on purpose
[05:27:59] <KatNurd> mobidevelop: honestly, I just don't like the key bindings and experience in Eclipse
[05:28:15] <mobidevelop> I don't particularly care for Eclipse anymore
[05:28:27] <KatNurd> ctrl + shift + i = import all things that aren't imported yet is like ... my favorite command. That, and auto-format.
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[05:28:59] <KatNurd> Tomski: I opened the Desktop project, as well as core. Core shows all code correctly with no strange dependencies missing. Desktop shows the same, and also runs.
[05:29:09] <Tomski> neato
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[05:29:36] <KatNurd> They might update the superjumper game at some point in the future to not have those outdated properties files
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[05:29:49] <mobidevelop> Never!
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[05:30:03] <Tomski> Then what would I do?
[05:30:18] <KatNurd> Be awesome and helpful in other ways?
[05:30:27] <Tomski> sounds like a lot of work
[05:30:32] <KatNurd> True
[05:30:41] <mobidevelop> Tomski: leaves gradle problems as job security
[05:30:54] <Tomski> plants*
[05:31:17] <KatNurd> So far gradle seems finicky, but nice.
[05:31:33] <TheUnkn0wn0ne> Well everyone, I'm packing it in for tonight, good night everyone.
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[05:32:18] <KatNurd> mobidevelop: what do you use, if I may ask? vim / emacs + command line? IntelliJ? Sublime?
[05:32:37] <KatNurd> No intention of Holy War here <.<;
[05:33:02] <mobidevelop> I use IntelliJ for my own projects, Eclipse for libgdx, and Netbeans for work stuff.
[05:33:13] <KatNurd> o.o damn
[05:34:10] <KatNurd> I should buy a personal / single-person dev license for IntelliJ. From my brief experience in Android Studio, its code shortening seems really nice, in particular converting Java anonymous class boilerplate int (x, y) -> { ... }
[05:34:13] <mobidevelop> I use the path of least resistance, work stuff was already set up for netbeans, libgdx is already set up for eclipse
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[05:34:45] <KatNurd> Also a good plan
[05:35:01] <KatNurd> That looks to be changing with Android Studio being rebuilt into IntelliJ
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[05:37:07] <mobidevelop> I like Android Studio for Android stuff better than I like Idea for Android stuff (even though a lot is shared)
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[05:48:12] <FightingCat> why does ModelBuilder.createSphere require width,height,depth but not a radius?
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[06:23:02] <TEttinger> FightingCat, that's odd. maybe it's used for non-spherical ellipsoids?
[06:23:37] <TEttinger> maybe try making an american football :P
[06:23:59] <FightingCat> haha
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[06:32:20] <FightingCat> I follow the tutorial, create a model and set a material, but there is serious aliasing with it, how to fix it?
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[06:51:53] <fauge7> hello
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[06:57:20] <TheChubu> hello
[06:57:21] <TheChubu> jello
[06:57:23] <TheChubu> manello
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[07:15:54] <cosh> morning
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[07:35:34] <sinistersnare> ugh i really want to use a webirc client but theyre all so shitty
[07:35:53] <sinistersnare> webchat.freenode.net (qwebirc) is just really primitive, and kiwiirc just doesnt let me connect sometimes :/
[07:37:07] <sinistersnare> maybe i should just sleep...yeah...
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[07:37:24] <cackling_ladies> just download a fre client
[07:37:45] <cackling_ladies> nvm the bed monster has just claimed him.
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[08:14:54] <FightingCat> I'm using CIRC, a chrome app.
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[08:31:31] <randyyyyy> Hii
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[08:33:09] <randyyyyy> Hi
[08:33:52] <randyyyyy> Does any of u know hiw i can do ui-gui?
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[08:34:59] <randy99> Ssry dusconnected
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[08:36:01] <randy99> Hi
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[08:36:48] <randy99> Hey trep
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[08:59:27] <mk1> is there a ResolutionFileHandleResolver example somewhere?
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[10:20:10] <aplace21> yellow
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[10:33:50] <cackling_ladies> is there a texture count limit on android devices?
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[10:38:52] <mk1> there's a memory limit ;)
[10:39:34] <cackling_ladies> well that I dont worry about :)
[10:40:12] <mk1> your texture count is only limited by what you can keep in memory
[10:41:26] <cackling_ladies> I mean like texcoord for sampling.
[10:42:21] <mk1> ok. you're talking about texture units
[10:42:48] <mk1> you can query this: GL_MAX_TEXTURE_IMAGE_UNITS
[10:42:56] <cackling_ladies> I dont even know the term...
[10:43:19] <mk1> but you can safely assume that there're at least 8
[10:43:33] <mk1> it's the number of textures you can access within a shader
[10:43:47] <mk1> talking about texture coordinates, you're free to use as many as you like
[10:44:08] <mk1> this is only bound by the vertex format and afaik there's no size limit
[10:44:36] <cackling_ladies> you mean aside from the overall size limit (normally 2048^2)?
[10:45:19] <mk1> maybe you should rephrase your question. I'm not quite sure what you want to know
[10:46:55] <cackling_ladies> I want to know GL_MAX_TEXTURE_IMAGE_UNITS but you told me already :D
[10:48:05] <mk1> note, that you need to query it
[10:48:15] <cackling_ladies> yes I know
[10:53:52] <cackling_ladies> mesh doesnt seem to use texture coordinates
[10:54:04] <cackling_ladies> or at least that's what I understand reading the code
[10:54:10] <mk1> what mesh?
[10:54:16] <cackling_ladies> libgdx mexh
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[10:55:09] <mk1> code?
[10:55:17] <cackling_ladies> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/Mesh.java
[10:55:42] <mk1> :-D
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[10:55:46] <mk1> you
[10:55:57] <mk1> you've never really done anything like this before, have you?
[10:56:02] <cackling_ladies> I have never
[10:56:32] <mk1> alright. third time since last week: mesh is more or less a container for the vertex buffer and index buffer
[10:56:58] <mk1> together they tell the gpu how to render the mesh. the vertex buffer contains data about the vertices (obvious, duh)
[10:57:29] <mk1> each vertex is described by "VertexAttributes" which contain information like position, normals, color and also texture coordinates
[10:58:34] <cackling_ladies> and we set the vertex buffer on creation, which include the texcoord and change indice on the fly
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[10:59:08] <mk1> you most probably won't change the indices except if you do some kind of batching. for animations you'd change the vertex buffer though
[10:59:38] <cackling_ladies> huh? isnt animation involve changing that indice?
[11:00:17] <mk1> indices tell the gpu which vertices form a triangle. the position of the vertices is what makes the object animated. since positions are stored in the vertex buffer you need to change that
[11:00:35] * mk1 votes for general information about rendering to be added to the wiki
[11:01:06] <ravenlord> hi
[11:01:25] <ravenlord> i have a small problem when rotating images, maybe someone can give an advice
[11:01:32] <Tomski> mk1, you could always add it instead of doing it 3 times a week :)
[11:01:50] <ravenlord> i have some images which have a TextureRegionDrawable applied to them
[11:02:13] <ravenlord> and each time I recalculate the bounds because they are relative to eachother
[11:02:23] <ravenlord> if i try to use img.rotateBy()
[11:02:31] <ravenlord> then the coordinates remain unchange
[11:02:32] <ravenlord> d
[11:02:34] <mk1> Tomski: yes, if I had the time
[11:02:40] <ravenlord> but the images are displayed out of place
[11:03:24] <ravenlord> for example img.rotateBy(90) on a click, and only when the angle is 0 are they displayed right
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[11:06:08] <mk1> ravenlord: screenshots and code please
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[11:12:29] <noooone> ravenlord: which coordinates remain unchanged?
[11:12:52] <ravenlord> noooone: the image's x y, width and height
[11:13:01] <noooone> why would they change when you rotate it?
[11:13:11] <ravenlord> well it's normal that they don't
[11:13:22] <ravenlord> hang on for the screenshots
[11:13:29] <noooone> was that a question?
[11:14:25] <noooone> you might have to transform them to stage coordinates
[11:14:52] <noooone> that will also apply rotation etc
[11:15:01] <ravenlord> noooone: so the stage coordinates are different
[11:15:09] <ravenlord> from what getX() and getY() returns?
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[11:16:48] <noooone> maybe
[11:17:48] <noooone> x and y are just the local position
[11:18:02] <ravenlord> http://pastebin.com/9ZZJY3yM
[11:18:05] <noooone> it's not necessarily the bottom left of your actor
[11:18:08] <ravenlord> this is the chunk
[11:18:32] <ravenlord> http://tinypic.com/view.php?pic=ezn1pc&s=8#.U99P4tbLWeI
[11:18:44] <ravenlord> this is how it looks by rotating with 90 degrees
[11:19:13] <noooone> blue is what, the bounds?
[11:19:46] <ravenlord> http://tinypic.com/view.php?pic=ezn1pc&s=8#.U99P4tbLWeI - 180
[11:19:51] <ravenlord> yes
[11:20:01] <ravenlord> normally they are aligned above the 'star'
[11:20:34] <noooone> tbh, I don't see the problem here, and you posted the same link twice
[11:20:46] <ravenlord> oops
[11:20:48] <ravenlord> my mistake
[11:21:13] <ravenlord> http://tinypic.com/view.php?pic=2wh1r3a&s=8
[11:21:19] <ravenlord> the 180
[11:22:03] <ravenlord> http://tinypic.com/view.php?pic=sz7mtf&s=8 -- by 270
[11:22:35] <ravenlord> http://tinypic.com/view.php?pic=2iih374&s=8 - and this is how they should be aligned
[11:22:54] <ravenlord> so at 0 or 360 they are in the correct positions
[11:23:37] <noooone> you need to set the center
[11:23:46] <noooone> to the middle
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[11:26:07] <ravenlord> the center of the image?
[11:26:10] <ravenlord> before rotating?
[11:26:54] <mk1> before
[11:27:09] <noooone> doesn't matter much I think
[11:27:22] <mk1> img.setCenter(img.getWidth()/2, img.getHeight()/2);
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[11:27:51] <noooone> it's not actually rotated when you call rotateBy, you should understand that
[11:28:13] <noooone> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/Actor.java#L569
[11:28:30] <ravenlord> img.setCenterPosition((img.getX() + img.getWidth()/2, img.getY() + img.getHeight()/2);
[11:28:33] <ravenlord> it has no effect
[11:28:56] <ravenlord> i guess it's rotated in the scene
[11:29:36] <mk1> ravenlord: do you have a design document for your game?
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[11:30:05] <ravenlord> mk1: not really, why?
[11:30:12] <noooone> the center is in local coordinates
[11:30:16] <noooone> not stage coordinates
[11:30:22] <noooone> no img.getX() + necessary
[11:30:48] <mk1> ^
[11:30:55] <mk1> ravenlord: because I'
[11:31:10] <ravenlord> noooone: if I put them without width or height then they will be placed in the bottom left corner
[11:31:11] <mk1> I'm working on a similar game. although yours seems to be a clone of MoO2
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[11:31:13] <ravenlord> all above the other
[11:31:25] <ravenlord> mk1: it's a port actually of birth of the empires
[11:31:30] <mk1> ok
[11:31:33] <ravenlord> mk1: or it will be
[11:31:54] <ravenlord> mk1: when and if it ever will be done. I want to modify the UI a bit though
[11:32:03] <noooone> ravenlord: not without width/height, without x/y
[11:32:06] <Mobaxe> hi guys is there anyone used box2d before ?
[11:32:19] <noooone> Mobaxe: why do you ask?
[11:32:29] <ravenlord> noooone: I meant without x/y.. .sorry
[11:32:41] <mk1> ravenlord: http://mk-scape.de/ex_ship.png working on a similar game
[11:32:41] <Mobaxe> http://pastebin.com/ZiZVrsR1 this is my code for drawing walls
[11:33:03] <Mobaxe> i have 4x walls is ok
[11:33:05] <noooone> you are not drawing anything there imho
[11:33:18] <Mobaxe> nop just a few part of my code
[11:33:38] <Mobaxe> i want to draw a goal line
[11:34:24] <Mobaxe> like this -------- ----------
[11:34:28] <noooone> rendering has actually nothing to do with box2d
[11:34:47] <Mobaxe> when ball gets the blank side
[11:34:50] <Mobaxe> it will be a goal
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[11:35:48] <noooone> and where's the problem?
[11:36:02] <Mobaxe> i couldn't draw :D
[11:36:36] <noooone> why not?
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[11:40:09] <noooone> (now it's your turn Mobaxe, you need to write something, that's how IRC works)
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[11:41:53] <Mobaxe> sorry i wasnt here. look new Vector2(-utils.getHalfWidth(), -utils.getHalfHeight()), this makes lines
[11:41:58] <Mobaxe> i have 5 lines
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[11:42:10] <Mobaxe> i create new vector 2 but it doesnt work
[11:42:22] <Mobaxe> and btw this is the first time i deal with box2d
[11:42:27] <Mobaxe> just 2 hours
[11:42:47] <mk1> WHAT doesn't work?
[11:43:12] <noooone> "it", duh
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[11:43:24] <mk1> obviously. how could I be so blind
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[11:43:40] <mk1> well, Mobaxe, you just need to draw "it"
[11:43:51] <ravenlord> noooone: ah it's img.setOrigin(img.getWidth()/2, img.getHeight()/2);
[11:43:55] <ravenlord> not setcenter
[11:43:56] <ravenlord> thanks :)
[11:44:11] <noooone> oh, what does setCenter do then? weird
[11:44:32] <noooone> aahhh, I got it
[11:45:05] <noooone> that's probably why it was renamed to "setCenterPosition"
[11:45:12] <Mobaxe> mk1 1 sec
[11:45:32] <noooone> Mobaxe: how do you actually draw anything? Box2DDebugRenderer?
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[11:47:52] <Mobaxe> http://pastebin.com/nBWwe5uk
[11:48:41] <mk1> still can't see any rendering
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[11:49:16] <Mobaxe> ah anyway
[11:49:18] <Mobaxe> thanks
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[11:49:44] <noooone> there is a Box2DDebugRenderer
[11:49:54] <noooone> but that's actually not how you should render stuff....
[11:50:27] <noooone> and you don't show how you render it
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[11:54:57] <Mobaxe> yea i see
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[11:55:23] <InspiredNotion> Hello
[11:56:05] <InspiredNotion> I noticed in swing there is GridLayout, does LibGDX have somthing similar?
[11:56:36] <noooone> Table
[11:57:39] * mk1 begs the libgdx development team to fix the color markup bug in Label
[11:57:41] <InspiredNotion> Ahh kk, that woulddn't really do for a block game though i image.. whats the best way to create a grid to draw actors to?
[11:58:00] <InspiredNotion> image = Imagine
[11:58:53] <InspiredNotion> Not to worry will figure it out
[11:59:09] <mk1> InspiredNotion: you shouldn't use this for your game map
[11:59:23] <noooone> why would Table not work though?
[11:59:24] <mk1> either use the tilemap classes or write your own
[11:59:40] <mk1> well, it works, but you can't optimize shit
[11:59:43] <cackling_ladies> how does texture atlas manage its pages?
[11:59:52] <InspiredNotion> kk thanks mk1
[11:59:52] <mk1> rendering order depends on the table only
[12:00:11] <mk1> cackling_ladies: what do you mean by "manage"?
[12:00:28] <mk1> each atlas region has a reference to the page which is just a texture
[12:00:34] <mk1> *its page
[12:00:44] <noooone> Table does nothing but creating a grid for actors, I don't see why this would not be appropriate
[12:00:50] <cackling_ladies> each pages are a seperate texture? I see.
[12:01:13] <cackling_ladies> what's manage btw? Aging men? like wine?
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[12:01:30] <mk1> noooone: you can't dynamically change the order of rendering, which might be a good idea when using multiple textures or pages
[12:02:00] <noooone> ???
[12:02:16] <noooone> textures? pages? we were talking about a grid of actors
[12:03:09] <noooone> if those actors use a spritebatch for rendering, multiple textures won't be a problem
[12:03:09] <InspiredNotion> i am looking to crceate something like a gem game, but would like the functionality of actors
[12:04:01] <noooone> then better just set the positions yourself
[12:04:12] <InspiredNotion> right right
[12:04:18] <noooone> you cannot move an actor from one cell to another via an animation if you use Table
[12:04:23] <noooone> which is probably a usecase
[12:04:52] <InspiredNotion> kk yeah table would not be appropriate
[12:05:22] <noooone> but there's nothing else in this case, but also swings gridlayout would not be appropriate in this case
[12:06:11] <mk1> of course the batch can handle multiple textures but it knows nothing about the sprites until it's trying to render it. that's why it could result in multiple texture swaps, which kills performance
[12:06:31] <noooone> it can not, sprite batch cares about that
[12:07:04] <noooone> at least I think it optimizes that... I have never checked that?
[12:07:35] <mk1> it doesn't
[12:07:35] <noooone> why else would it be a batch
[12:07:51] <mk1> it just accumulates data until a texture switch is needed
[12:08:12] <mk1> so if you the sprite render order is A B A B A B it does a texture switch for each sprite
[12:09:02] <noooone> probably still won't be a problem for a gem game ;)
[12:09:46] <mk1> maybe, maybe not. in any case it uneccessarily drains battery
[12:10:03] <mk1> *unnecessary
[12:10:03] <cackling_ladies> should texture pack all the gems together
[12:10:07] <cackling_ladies> c'mon it's not that many stuff
[12:10:35] <mk1> yeah, as long as it's all in the same texture it doesn't matter. also you can use one gem and tint it
[12:10:37] <cackling_ladies> even if your gem has terrific animation you can still pack like 16 types in one page :)
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[12:15:01] <Djal> Hello all
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[12:18:41] <[twisti]> im planning on rendering a bunch of textures to a bunch of triangles whose vertices i need to manually set (so i cant use spritebatch). whats the least low level thing in libgdx thats apropriate for that ?
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[12:20:57] <noooone> I think there is an ImmediateModeRenderer?
[12:21:19] <mk1> [twisti]: are they changing on the fly?
[12:21:23] <[twisti]> i heard thats horrible, noooone
[12:21:26] <[twisti]> mk1: yes
[12:21:30] <mk1> yes, it's horrible
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[12:21:41] <noooone> everything where you need to generate and render triangles yourself is horrible
[12:21:43] <mk1> [twisti]: could you explain what you want to achieve?
[12:21:44] <[twisti]> its the surface of an isometric/3d map
[12:22:11] <mk1> okay, so you just need to change height dynamically?
[12:22:43] <[twisti]> height of the vertices, yes, and also dynamically add and remove faces (from vertical sides)
[12:23:01] <[twisti]> it seems like mesh is the way to go
[12:23:41] <mk1> yes, mesh
[12:23:54] <mk1> I guess, you don't need to add the sides dynamically though
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[12:24:12] <[twisti]> im thinking sides as in sides of a pillar for example
[12:24:14] <mk1> if two quads have the same height, they side just have a height of 0
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[12:24:28] <[twisti]> that wont work for 3d maps
[12:24:38] <mk1> it does
[12:24:53] <[twisti]> how would that allow for more than one surface per side ?
[12:25:05] <mk1> why multiple sufaces per side?
[12:25:09] <mk1> that doesn'T make much sense
[12:25:17] <[twisti]> i might not have explained what im doing well, think minecraft but with slopes
[12:25:29] <[twisti]> the map is real 3d, not just a plane that stretches up and down
[12:25:57] <[twisti]> for any given x/y there can be multiple 'surfaces'
[12:26:37] <mk1> ok
[12:26:59] <mk1> in that case, dynamically generated meshes. split map into chunks so you can minimize regeneration
[12:27:37] <[twisti]> yeah i was going with chunks anyways
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[12:29:23] <[twisti]> damn
[12:29:31] <[twisti]> i should not have image googled isometric
[12:29:35] <[twisti]> now i feel puny
[12:29:50] <[twisti]> theres a lot of awesome stuff out there, and isometric is a great looking perspective
[12:30:37] <TEttinger> oh yes [twisti]
[12:31:05] <TEttinger> have you seen the failed "Partisan Tactics Battles" project?
[12:31:34] <[twisti]> this ? http://fil.razorback.free.fr/Partisan/blog/screen_bleu.png
[12:34:13] <[twisti]> sadly a lot of the images are 404s now
[12:34:42] <TEttinger> yeah
[12:34:52] <TEttinger> I was trying to find non-404 ones
[12:34:59] <TEttinger> it was pretty incredible
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[12:37:15] <TEttinger> http://pixelmetric.tumblr.com/
[12:37:48] <[twisti]> thats neat pixel art
[12:38:03] <[twisti]> i suck at that, so im going to go for 3d and see how itll turn out
[12:38:30] <[twisti]> oh wow @ http://pixelmetric.tumblr.com/image/58082955449
[12:38:41] <[twisti]> great use of shadows
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[13:16:55] <[twisti]> short question for confirmation on https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-Shadows - in step 1, the occlusion map is specified as RGBA8888, but that would be unneccessarily wasteful, right ? it seems like the occlusion map is basically a stencil buffer and doesnt really need colour information, let alone that fine, or am i misunderstanding it ?
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[13:19:50] <mk1> yes
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[13:52:19] <HunterD> when using ModelInstance.transform.translate() will the translate be performed in world space or in the model instance local space ? does it make sense ? :)
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[13:54:51] <mk1> does it matter?
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[13:59:51] <HunterD> if I do rotation on Y of the model instance and then translate(1,0,0) the model will move in it's local x direction. how can I translate on global x a model that is rotated?
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[14:04:45] <RichyTheNewbie> Hi
[14:05:14] <RichyTheNewbie> It shows for me 14:04 at the left side, is it the same for all of you, probably not
[14:05:51] <noooone> for me yes
[14:06:30] <Ashiren> for me its 14:06 :c
[14:06:43] <RichyTheNewbie> Ye same :D
[14:06:48] <TEttinger> [05:06;40]
[14:07:10] <RichyTheNewbie> TEttinger, You live in USA?
[14:07:17] <TEttinger> yeah, california
[14:07:47] <[twisti]> [14:05:13] <RichyTheNewbie> It shows for me 14:04 at the left side, is it the same for all of you, probably not
[14:08:10] <[twisti]> for logs i have the whole range
[14:08:11] <TEttinger> heh, [twisti] is 1 minute different
[14:08:35] <mk1> HunterD: transform your translation
[14:08:45] <[twisti]> [2014/08/04 14:05:13] <RichyTheNewbie> It shows for me 14:04 at the left side, is it the same for all of you, probably not
[14:08:46] <TEttinger> RichyTheNewbie, so you're in high school in europe?
[14:09:07] <RichyTheNewbie> TEttinger, Nope, grade 9
[14:09:10] <mk1> translate(cos(angle_in_rad)*dist, 0, sin(angle_in_rad)*dist)
[14:09:20] <TEttinger> that would be high school in US
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[14:09:28] <RichyTheNewbie> Oh
[14:09:38] <TEttinger> when do you graduate?
[14:09:41] <RichyTheNewbie> In sweden its different
[14:09:45] <RichyTheNewbie> Amm
[14:09:48] <RichyTheNewbie> Well after 9th class
[14:09:52] <HunterD> mk1: so there is no api support for translation of an object in world space directly?
[14:09:53] <RichyTheNewbie> We go to gymnasium
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[14:10:22] <HunterD> *considered the object is rotated like crazy
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[14:10:29] <RichyTheNewbie> 9th-->Gymnasium-->High School
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[14:10:50] <TEttinger> university after high school?
[14:10:59] <[twisti]> HunterD: setTranslation, but that will overwrite your rotation, i believe
[14:11:01] <TEttinger> or are we all confused :)
[14:11:24] <RichyTheNewbie> :D, im confused too, I mix them all, collage, uni, high school
[14:11:31] <RichyTheNewbie> let me check
[14:11:32] <TEttinger> oh yeah
[14:11:45] <Ashiren> gymnasium?
[14:11:47] <TEttinger> high school is primary in US, college is secondary school
[14:11:58] <[twisti]> RichyTheNewbie: high school is what people in america do between 14 and 18 years old
[14:12:17] <[twisti]> what comes after gymnasium is called college or university in english
[14:12:33] <Ashiren> isnt gymnasiu place for doing... gymnastics
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[14:12:47] <RichyTheNewbie> haha
[14:12:48] <RichyTheNewbie> :D
[14:12:52] <[twisti]> gymnasium
[14:12:52] <[twisti]> dʒɪmˈneɪzɪəm/
[14:12:52] <[twisti]> noun
[14:12:52] <[twisti]> noun: gymnasium; plural noun: gymnasia; plural noun: gymnasiums
[14:12:52] <[twisti]> 1.
[14:12:52] <[twisti]> a room or building equipped for gymnastics, games, and other physical exercise.
[14:12:53] <[twisti]> 2.
[14:12:53] <[twisti]> a school in Germany, Scandinavia, or central Europe that prepares pupils for university entrance.
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[14:13:46] <TEttinger> [twisti]: Gymnasieskola
[14:13:52] <RichyTheNewbie> Okay , so in Sweden its like this Compulsory school 7-16 years
[14:13:58] <RichyTheNewbie> Idk what you call it
[14:14:02] <RichyTheNewbie> PRimary maybe
[14:14:11] <Ashiren> elementary - middle - high :?
[14:14:11] <TEttinger> elementary and middle school, or primary schoool
[14:14:21] <TEttinger> Gymnasieskola is high school
[14:14:21] <RichyTheNewbie> then 16 - 19 is gymnasium
[14:14:32] <RichyTheNewbie> Then uni
[14:14:40] <Ashiren> and then mcdonalds
[14:14:42] <TEttinger> upper secondary school
[14:14:49] <RichyTheNewbie> :D mcdonalds
[14:14:51] <[twisti]> over here we have primary from 6 to 10, then either gymnasium from 11 to 19, 'realschule' from 11 to 17 i think, or 'hauptschule' from 11 to 16
[14:14:53] <TEttinger> Ashiren, haha
[14:15:10] <TEttinger> sweden has a really large amount of college graduates
[14:15:12] <RichyTheNewbie> [twisti], youre in germany?
[14:15:23] <[twisti]> gymnasiums lets you attend university/college, realschule only lets you attend a special kind of college where a more practical education is offered
[14:15:28] <[twisti]> yes RichyTheNewbie
[14:15:56] <RichyTheNewbie> Although , In Sweden studies are free, not like USA
[14:16:05] <[twisti]> hauptschule is basically like being a school dropout, they are filled with borderline retarded people, immigrants and criminals, its considered a huge issue in germany
[14:16:32] <[twisti]> if you only finish hauptschule, you generally cant get any jobs that involve being able to write or do basic math
[14:16:51] <RichyTheNewbie> wow, then whats the need to even go to it
[14:16:51] <RichyTheNewbie> :
[14:16:59] <mk1> actually graduating Gymnasium should be an honor, but since PISA (comparison of European schools) the standards were lowered.
[14:17:07] <[twisti]> required by law to go to school as a minor in germany
[14:17:25] <mk1> now every graduation is worth less and Hauptschule almost equals to not having any graduation at all
[14:17:45] <[twisti]> youre from germany too, mk1 ?
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[14:18:12] <mk1> depends on who is asking
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[14:19:00] <RichyTheNewbie> Wow, look at this ppl, we are all here from different countries and can communicate with each other, like before in 19s u couldnt do that
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[14:19:32] <RichyTheNewbie> Amazing
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[14:19:35] <TEttinger> [twisti] got the name from the shape of a swastika
[14:19:36] <TEttinger> netsplit ahoy
[14:19:36] <[twisti]> hey, we had a basic internet in the 90s!
[14:19:36] <TEttinger> and I was joking
[14:19:57] <[twisti]> its fine i dont mind being made fun of as a nazi
[14:20:02] <[twisti]> fuck political correctness
[14:20:32] <TEttinger> just what a nazi would say?
[14:20:53] <[twisti]> i dont actually know any nazis so i wouldnt know
[14:21:02] <mk1> I'm just tired of having a "historical obligation"
[14:21:30] <TEttinger> mk1 graduated from all the schules
[14:21:45] <[twisti]> mk1: i heard a nice saying the other day, "the day germans wont feel shame over their past anymore is the day hitler is truly beaten"
[14:22:18] <mk1> I don't. I'm just fed up with the government telling us to fulfill some "historical obligation"
[14:22:25] <TEttinger> you'll have some other national shame by then
[14:23:16] <TEttinger> merkel is trying to take over europe (economically), germans seem to like to lead...
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[14:24:44] <TEttinger> but I'm loopy on american-made chinese-manufactured sleeping pills
[14:27:41] <mk1> Merkel isn't doing much. everyone else is just bitching
[14:28:56] <mk1> when the EMU was founded there were strict guidelines who may enter so that the stability of the Euro could be ensured
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[14:29:38] <ollipekka> dang, looks like my premultiplied alpha pr was the source of breaking the old formats
[14:29:52] <ollipekka> mobidevelop: thanks for fixing it
[14:30:03] <mk1> these constraints were made weaker and weaker to let Spain, Greece and other states participate. now that the economies have gone to shit, stable states shall come to the rescue. I feel sorry for each individual but I can
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[14:30:13] <mk1> can't see how it's Germany's fault
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[14:48:01] <noooone> it's all germany's fault, always
[14:49:02] <noooone> germans are bad I hate them
[14:49:15] <mobidevelop> O.o
[14:49:54] <ollipekka> mobidevelop: or did you fix that particle format error issue?
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[14:51:06] <mobidevelop> ollipekka: I did
[14:51:29] <ollipekka> thanks, my bad for not testing with the old file beforehand
[14:52:19] <mobidevelop> No worries, I blame Nate.
[14:52:48] <mobidevelop> He's never here so I get to blame him for everything here.
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[14:53:23] <noone> why actually? a month or two ago he was here every day
[14:54:14] <mobidevelop> Why is he never here?
[14:54:41] <mobidevelop> He doesn't want to waste time chatting when he should be doing other things I guess.
[14:54:44] <ollipekka> maybe taking time off?
[14:54:47] <ollipekka> or that
[14:55:20] <mk1> Nate = Nathan?
[14:55:36] <mobidevelop> I gave him a hard time which prompted him joining us for a while
[14:55:37] <ollipekka> i could probably work on the particlesystem json refactoring. but idk if its worth it at this point. i guess it'd be much smarter to refactor it later down the road when point sprites can be supported
[14:55:45] <ollipekka> its "good enough" as it is
[14:55:49] <FightingCat> you are always here...
[14:55:50] <ollipekka> its not blazing fast
[14:56:17] <mobidevelop> The loading isn't blazing fast?
[14:56:37] <mobidevelop> mk1: yes
[14:56:43] <noone> badlogic also doesn't visit us often anymore
[14:56:49] <mobidevelop> Nope
[14:56:54] <ollipekka> the particle system isn't blazing fast compared to implementation where the work is offloaded to gpu
[14:56:56] <mk1> too bad. he seems to be the only one that could fix the color markup bug
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[14:57:14] <mobidevelop> badlogic likes his solitude
[14:57:28] <noone> there are also no more libgdx releases
[14:57:31] <mobidevelop> mk1, anybody could fix it
[14:57:37] <sspiff> Hi, is there any documentation on how to add kotlin code to a project created with the libgdx setup tool?
[14:57:51] <sspiff> (I'm not familiar with how gradle works and am using IDEA)
[14:58:00] <ollipekka> noone: badlogic said that he's ready to pull the trigger, but agaik things are not ready to publish 1.20.1
[14:58:13] <mobidevelop> 1.3.0
[14:58:24] <noone> 1.3.0? why is that?
[14:58:34] <mobidevelop> api changes
[14:58:43] <ollipekka> i guess we need the 3 particle thing for that. i am not sure if we really need different particle system for 2d though.
[14:58:51] <ollipekka> the 3d particle system should probably take over
[14:59:11] <mobidevelop> not sure if the 3d particles are more performant than 2d
[14:59:22] <mobidevelop> My gut says no
[14:59:27] <ollipekka> mobidevelop: does the 3d use point sprites?
[14:59:38] <mobidevelop> It can I believe
[14:59:42] <ollipekka> yeah, i think supporting mobile is the big deal here
[14:59:48] <mk1> mobidevelop: yes, but I haven't compiled the source myself yet and I currently don't have time to do that. However I need this stuff soon(ish)
[14:59:54] <noone> lordjone was working on the performance for weeks
[15:00:03] <mobidevelop> Indeed
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[15:00:49] <noone> if anyone wants to try the 3d particle editor: http://pixelscientists.com/downloads/flame.jar
[15:01:01] <ollipekka> i'll try it later
[15:01:33] <noone> you should be able to find out what stuff it supports, I suppose
[15:01:51] <mobidevelop> mk1: Nate is back from his vacation, so maybe he can look into it
[15:02:07] <mk1> would be great
[15:03:02] <mobidevelop> He may need a nudge
[15:04:46] <mobidevelop> I don't think there is anything really holding back the next release at this point
[15:04:52] <noone> https://github.com/libgdx/libgdx/pull/2201 why is this not being merged btw?
[15:05:11] <noone> it's just a small bugfix
[15:05:19] <FightingCat> I feel that many things are not well documented, I'm not sure if it is because of language difficult.
[15:05:44] <mobidevelop> noone: because Nate didn't come back to it after his comment
[15:06:38] <Getterac7> noone: the 3d editor seems to work fine here in Linux/OpenJDK 7.
[15:07:14] <noone> the pleasures of Java :)
[15:07:32] <mobidevelop> People actually use the random play mode?
[15:07:45] <noone> I did, but it seems like I was the first one to ever use it, lol
[15:07:56] <mobidevelop> What did you use it for?
[15:08:38] <mobidevelop> I guess with a long frame duration it could be useful
[15:08:59] <noone> an animated potion... the liquid inside is moving a bit, with bubbles and stuff and the randomness made it look less... static
[15:09:27] <mobidevelop> Got it
[15:09:41] <mobidevelop> Merged
[15:10:02] <noone> oh, thank you :)
[15:10:37] <mobidevelop> It can't be any more broken than it was right?
[15:10:47] <noone> haha, right lol
[15:18:45] <mobidevelop> This one... I still have trouble calling density resolution. https://github.com/libgdx/libgdx/pull/2163
[15:18:51] <RichyTheNewbie> Can anyone tell me what is the difference between sprite and texture, because I want to add a character to my screen
[15:21:15] <mobidevelop> You want to use Sprite for that
[15:21:19] <mk1> how often is the libgdx snapshot updated?
[15:21:50] <mobidevelop> Up to every hour, usually at least one time per day
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[15:22:30] <mobidevelop> Unless someone manually starts a build, or the build server is down.
[15:22:35] <mk1> mobidevelop: https://github.com/libgdx/libgdx/pull/2191 could you take a look at this?
[15:23:29] <mobidevelop> I'm about to go to work so can't look at it until this evening
[15:23:41] <mk1> ok
[15:24:15] <FightingCat> Is a defaultMotionState necessary in bullet?
[15:24:29] <mobidevelop> I'll only be able to test it on windows and android
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[15:30:16] <noone> FightingCat: defaultMotionState?
[15:30:27] <noone> I haven't heard of that, so probably not necessary
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[15:31:50] <RichyTheNewbie> Can anyone help me, when I test my game through desktop, I check it and exit out, but then my pc starts lagging, I check task manager and the game is still running(javaw.exe) ??
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[15:31:55] <FightingCat> thanks for noticing me T_T
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[15:33:45] <noone> RichyTheNewbie: did you do Gdx.app.exit() ?
[15:34:00] <noone> that kills the JVM
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[15:34:12] <RichyTheNewbie> noone, Where? dispose()?
[15:34:21] <noone> for example
[15:34:31] <noone> how do you exit the game?
[15:34:46] <RichyTheNewbie> I press the exit button, like every program
[15:34:52] <noone> the red X?
[15:34:56] <RichyTheNewbie> ye
[15:35:12] <noone> hmmm, that should be enough to kill it
[15:35:27] <noone> did you spawn any additional threads?
[15:35:29] <RichyTheNewbie> Il test it more, sum bugs maybe
[15:36:02] <RichyTheNewbie> Man, I dont even know whats threads I spawned my sprite :DD
[15:36:15] <RichyTheNewbie> But il check
[15:36:34] <FightingCat> is it caused by a infinite loop?
[15:37:08] <RichyTheNewbie> check it
[15:37:11] <RichyTheNewbie> http://hastebin.com/foxitazesa.avrasm
[15:38:23] <noone> if this is the whole code, there's not much wrong with it
[15:38:35] <RichyTheNewbie> Yea thats pretty much it :D
[15:38:56] <RichyTheNewbie> Still, im trying to find good source to learn it
[15:38:58] <noone> there's no screen though
[15:40:15] <noone> you could switch Game to ApplicationListener directly
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[15:42:01] <j-renner> hello
[15:42:40] <RichyTheNewbie> Hi
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[15:59:09] <noone> davebaol: holy moly...
[15:59:29] <noone> another 6.5k LOC PR o_O
[16:01:17] <noone> I hope that gets merged quickly, I could use that :)
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[16:02:26] <noone> one day I will be able to write my games with just a single line of code: LibGDX.runGame(String name)... libgdx will parse that name and create the game for me like I imagined it
[16:03:03] <InspiredNotion> lol Hello
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[16:13:08] <mobidevelop> Nothing ever gets merged quickly
[16:13:36] <Ashiren> why so low-level
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[16:14:33] <mk1> why so serious
[16:15:54] <FightingCat> why so technical
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[16:28:11] <mobidevelop> Yikes, a third of that PR is tests.
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[16:28:54] <noone> yikes? isn't that a good thing? ^^
[16:29:19] <mobidevelop> Not really
[16:29:34] <mobidevelop> It means it is a complicated api
[16:30:33] <noone> yeah, but it's still better than no tests... at least that way you can easily check what it does before reviewing it
[16:30:38] <HunterD> regarding ashley, if I have entity with 2 components, is it possible to assign a family to them as a pair ?
[16:30:49] <noone> do all the core devs usually review something like that?
[16:31:27] <noone> how much time do you need for that?
[16:31:36] <mobidevelop> noone: a month
[16:31:59] <mobidevelop> Maybe more
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[16:33:46] <noone> that's probably appropriate
[16:34:04] <InspiredNotion> does the Gdx.graphics.getDeltaTime() update speed device dependant? or is the same across the board..
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[16:36:09] <noone> InspiredNotion: of course it is device speed dependent, what do you mean with "across the board"?
[16:40:56] <InspiredNotion> .. all devices.. thinking about it ah you are right.. i made a timer in one of my games which runs from the delta time which i wont be the same for all..
[16:41:10] <InspiredNotion> i = it
[16:43:08] <noone> but delta time is what you need for a timer that is the same on all devices
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[16:44:16] <InspiredNotion> but i thought the speed of the delta time varied from device to device ?
[16:44:29] <InspiredNotion> sorry might be being stupid here as per normal
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[16:45:04] <noone> it does, but that's exactly what you want
[16:45:15] <noone> if you want a sprite to move 100px per second
[16:45:27] <noone> then you need to move it by 100 * deltaTime
[16:45:30] <HunterD> InspiredNotion: from my understanding 1 sec on a device = 1 second on any other device. but the time between frames (delta time) varies due to CPU / GPU
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[16:46:33] <noone> if you move the sprite like this: position += 1; then it will move by 60px per second on 60FPS and just 20px per second on slow devices which run just 20FPS
[16:46:48] <noone> you always need the deltatime to normalize the device speed
[16:46:49] <HunterD> true story
[16:47:07] <InspiredNotion> kk great that has cleared it up
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[17:05:54] <davebaol> <@mobidevelop> It means it is a complicated api
[17:05:59] <davebaol> the api is quite simple
[17:06:25] <davebaol> but there are a dozen of behaviors to test :P
[17:07:43] <davebaol> also I made each test rather configurable so the user can learn how to tweak parameters to get the desired effect
[17:08:23] <davebaol> lots of code in the tests is just GUI code
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[17:08:57] <HunterD> davebaol: regarding ashley, is it possible to assign a family to a pair of components(or more)?
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[17:09:39] <davebaol> HunterD: never used ashley, sorry
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[18:03:01] <mk1> NateS is back
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[18:10:38] <nexsoftware> mk1: shhh, you'll scare him off
[18:11:01] <mk1> sorry. I'm just so excited
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[18:16:26] <Getterac7> That's a name I haven't heard in a long, long time.
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[18:43:32] <gemurdock> anyone doing anything cool? (Dev's don't count. :P)
[18:44:25] <mutilator> http://www.autoblog.com/2014/08/04/ford-f-series-super-duty-fire-photos-amazing/
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[18:48:13] <gemurdock> mutilator: That is very cool, a self destructing truck... very useful. :)
[18:49:05] <mutilator> heh
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[18:52:02] <gemurdock> mutilator: Really glad im not a fan of Ford trucks. I can't believe it destroyed almost all the metal as well... thats crazy
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[19:07:53] <satnam> In Batch.java, I understand things like x, y, width, height, but what do "u" and "v" stand for?
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[19:08:18] <rachard> Hi, I have been now several does trying to find the reason for hickups in my IOS game. They happen every about 5 second. I was profiling in Android and the only memory being reserved is from Strings. I only make a new string every time, when a score changes.
[19:08:28] <rachard> The score is changing quite often, so still there is some garbage there. Is there any way to avoid strings or avoid allocating new memory? I am using them for font.draw()
[19:09:55] <Unimatrix325> use StringBuffer or StringBuilder
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[19:10:53] <nooone> satnam: u and v are usually the texture coordinates
[19:10:59] <Unimatrix325> but it's hard to imagine creating Strings would cause some performance problems. For score update you won't probably need more than one per second anywaay
[19:11:11] <satnam> ah, thanks nooone
[19:11:42] <rachard> well, if it is not the Strings, I start to think it might be some RoboVM related thing.
[19:12:06] <rachard> I make only new string maximum once per second
[19:12:32] <rachard> At least on Android, there seems to be very littlle garbage.
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[19:14:50] <Unimatrix325> are you sure it's not your code, causing the delays ?
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[19:15:59] <rachard> Well, on Android I see no slowness and there is very little slowness. Also, I don't think I have any IOS specific code running during the gameplay.
[19:16:28] <rachard> I mean on android there is very little garbage. I was saying the same thing twice there.
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[19:17:40] <Unimatrix325> and you can't profile on ios ?
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[19:18:22] <Unimatrix325> you can try calling GC explicitly, with that you can confirm, if it's GC, or not
[19:18:33] <Unimatrix325> (i mean from profiler but also from code)
[19:19:06] <Unimatrix325> or with few iterations, you could meassure your methods time and find out which method consumes the unusual long time
[19:21:31] <rachard> I thing in IOS, there is no profiling. If I am wrong that will be happy news.
[19:21:42] <Unimatrix325> I don't know
[19:22:01] <Unimatrix325> but I think there are also some options for remote profilling...
[19:23:54] <rachard> I think I should try disable code blocks one by one. However, I am not sure, how to detect a hickup. It is visual in the screen, but it seems that Gdx.graphics.getFramesPerSecond() does not seem to get less than 55 during the hickup.
[19:24:42] <Unimatrix325> insert the timemeassurement there... meassure time of method runs
[19:24:52] <Unimatrix325> *measure
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[19:25:39] <Unimatrix325> btw what about logging ? maybe you have some extended and very frequent logging switched on ?
[19:25:50] <Unimatrix325> that usually caused such hickups for me on PC :)
[19:26:00] <Unimatrix325> like 60 lines per second or so
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[19:26:40] <rachard> Unimatrix: There is very little logging. About not at all. I usually disable the logs after I have debugged the related class.
[19:27:02] <Unimatrix325> ok, just an idea
[19:27:12] <rachard> However, that time measurements are a good idea. Thanks for that.
[19:27:36] <rachard> I am closing now this windows computer and going back to mac. Thanks for suggestions.
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[19:27:43] <kalle_h_> hello
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[19:28:43] <vixus> quick question -- what's the difference between Timer.schedule() and Timer.scheduleTask()?
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[19:28:52] <vixus> the docs just say that schedule() schedules on instance
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[19:29:12] <vixus> but i'm not sure what that means.. I'm using one Timer throughout my application
[19:29:42] <vixus> it seems that any task I do through scheduleTask(Timer.Task task, float delaySeconds) gets executed immediately, ignoring delaySeconds
[19:32:52] <[twisti]> whats the fully qualified name of that class ?
[19:33:04] <[twisti]> neither util.Timer nor swing.Timer has a method called scheduleTask
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[19:33:58] <[twisti]> vixus ?
[19:34:38] <[twisti]> oh whoops
[19:34:42] <[twisti]> thought i was in java
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[19:37:52] <nexsoftware> O.o
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[19:38:13] <fauge7> hello
[19:39:32] <Getterac7> hi
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[19:40:59] <kalle_h_> I am really frustrated my lack of skills related of multithreading
[19:41:33] <robitx> kalle_h_: ask your wife for help, they know how to do it
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[19:41:55] <Unimatrix325> not without deadlocks :)
[19:42:10] <robitx> Unimatrix325: +1
[19:42:13] <kalle_h_> implemented basic parellel for query for my entity system and scaling is really lacking. Animation system only gained 2.2x gains with 8cores(4is actually hyper threads)
[19:42:36] <kalle_h_> but frustum culling only gain 1.3X
[19:42:38] <vixus> [twisti]: sorry
[19:42:51] <[twisti]> no, my bad, vixus
[19:43:03] <kalle_h_> and that is fully lockless multithreading model
[19:43:05] <vixus> oh heh
[19:43:06] <[twisti]> are you sure your delay values are correct ?
[19:43:20] <vixus> [twisti]: no, that's something to check
[19:43:51] <[twisti]> that seems like such an obvious issue that i would expect it to have been fixed an hour after being introduced
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[19:44:39] <Getterac7> kalle_h_: you break out threads for subsystems or some sort of job pool with worker threads?
[19:44:52] <vixus> [twisti]: aha :)
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[19:45:18] <kalle_h_> Getterac7: I use data parallelism. so if I have 4k entities for certain system. I then just split it to 4 jobs
[19:45:21] <vixus> [twisti]: thanks you
[19:45:27] <[twisti]> kalle_h_ i find the hardest thing to get right with multithreading is to get those memory freeze actions or whatever right
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[19:45:52] <[twisti]> and with big state you usually dont want to make copies or make stuff immutable or whatever
[19:46:09] <kalle_h_> most systems aren't touching any other memory but itself
[19:46:32] <kalle_h_> so I don't have to do anything
[19:47:10] <kalle_h_> but I think my performance will suffer for using same cache lines or some sort of false sharing
[19:47:34] <kalle_h_> but like I said I don't know these things as well I should
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[19:49:40] <Getterac7> heh, speak of the devil.
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[19:50:01] <Getterac7> But yeah, i'm definitely lacking on the multithreading knowledge as well...
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[19:52:04] <nooone> oh NateS is here :D
[19:52:49] <nooone> just today we were blaming you for everything, because your weren't here... now we need to find someone else :(
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[19:56:16] <fauge7> does anybody have an example with a fsm
[19:57:00] <nooone> fauge7: what kind of example?
[19:57:14] <fauge7> a simple code example
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[19:58:12] <nooone> https://github.com/libgdx/libgdx/wiki/State-Machine
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[19:59:52] <Slijt> I have a question, when I minimize my game on the phone or desktop, and maximize it again, the screen has moved, like the rendering has changed
[20:00:10] <Slijt> it moves back as soon as the camera moves again
[20:00:15] <Slijt> does anyone know how to fix this?
[20:00:44] <Slijt> it's like it doesn't update or resize the window properly when this happends
[20:01:01] <nooone> do you update everything correctly in resize()?
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[20:01:58] <Slijt> Im honestly not sure, how do I know if I'am doing it correctly?
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[20:02:10] <fauge7> im trying to work on a simple "goblin" that walks around in a square
[20:02:14] <fauge7> but he will use ai instead
[20:02:40] <nooone> for that you might want to have a look at the latest PR
[20:02:47] <nooone> https://github.com/libgdx/libgdx/pull/2202
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[20:05:13] <Slijt> do you have any suggestions for me nooone?
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[20:05:37] <nooone> not without seeing any code
[20:06:45] <Slijt> hmm alright, but I guessed it has something to do with the resize method too, since this problem also happends sometime when I zoom
[20:07:11] <Slijt> but if I call the resize method after each zoom, it realigns the screen correctly
[20:07:42] <Slijt> though it's not a good way to do it, since you can see the incorrect screen before it realigns
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[20:11:27] <nooone> davebaol: ping
[20:11:36] <fauge7> pon
[20:11:37] <fauge7> pong
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[20:38:19] <Slijt> nooone: are you here? if I gave you a code snippet would you mind looking at it?
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[20:40:01] <nooone> sure
[20:44:08] <Slijt> nooone: http://pastebin.com/jCq2XLZz
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[20:44:29] <Slijt> nooone: this is the part that seems to make it unproject and project strangely
[20:44:44] <Slijt> when I update the viewport on my game stage
[20:45:05] <Slijt> note that I have an older version of libgdx, about 7 months old or so
[20:45:12] <nooone> what's game and hud? stages?
[20:45:20] <Slijt> yes they are stages
[20:45:21] <nooone> don'T create a new viewport, that also creates a new camera
[20:45:28] <nooone> update the one that already exists
[20:45:39] <Slijt> how would I do that? I though thats what I was doing :o
[20:45:40] <nooone> hud.getViewport().update(width, height, true)
[20:45:53] <nooone> game probably without the true in the end
[20:46:09] <Slijt> I don't have that method since my libgdx version is older
[20:46:17] <Slijt> only setting I have is setViewport
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[20:47:51] <Getterac7> Slijt: time to upgrade :P
[20:48:35] <nooone> wait, ... ah you aren't even using the Viewport class?
[20:48:40] <nooone> didn'T expect that ^^
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[20:49:46] <nooone> in that case I'm not sure... I don't remember what the old stuff did exactly
[20:49:50] <Slijt> nooone: yea Im not haha, our project is too large and has been going on for too long to make a switch now that we are about 2 months from release :)
[20:50:12] <Ventura> a question, is the same camera.viewporWidth = 50; camera.viewportHeight=50; than camera.setToOrtho(false,50,50); ?
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[20:51:30] <nooone> Ventura: setToOrtho does a few more things, but in general it's the same
[20:52:15] <nooone> Slijt: I think an update for a large project could be done in about a day
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[20:52:26] <Slijt> Getterac7: haha too much work to switch in this stage of our gamedev :p
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[20:53:08] <Getterac7> Slijt: you might be surprised... i've got a huge chunk of my game done and it only took me a day or two to upgrade from 0.9.8 to 1.2.0
[20:53:53] <nooone> Slijt: you must still be using something below 1.0
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[20:54:47] <nooone> you are at least 2465 commits behind, lol
[20:54:55] <Getterac7> hahaha
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[20:56:10] <nooone> there might also be some features or bugfixes included that will actually SAVE you time in those upcoming 2 months
[20:57:04] <Slijt> We tried to switch, but we have so much custom stuff etc that just doesn't make it worth it in our opinions, and I mean A LOT lol
[20:57:05] <ChinChinn> hi all, can anyone explain me how to import basegameutils properly please ?
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[20:58:13] <nooone> Slijt: you should better have contributed all those things :P
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[20:58:45] <Slijt> nooone: haha yes indeed you are right :p
[20:59:29] <Slijt> I might have found a solution for it though! ur comment about not "creating a new viewport" was pretty good
[20:59:49] <Slijt> Im resizing the group container instead, now it unprojects the camera correctly I think! :D
[20:59:49] <RichyTheNewbie> Is there a hotkey to press, so it generates basic libgdx code, ex. create(), render()... I have only 2 of those, but i need all of the,
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[21:00:10] <Slijt> RichyTheNewbie: what IDE are you using?
[21:00:18] <RichyTheNewbie> Slijt, eclipse
[21:01:01] <nooone> write "extends" or "implements" next to your class, then hover your mouse over the class name that will become red and select "generate missing methods"
[21:01:05] <Slijt> RichyTheNewbie: alt+shift+s
[21:01:15] <ChinChinn> any one ?
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[21:01:25] <Ashiren> or click on the line and ctrl+1
[21:01:31] <Slijt> that should give you a menu on what you can override
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[21:02:19] <RichyTheNewbie> Thank you Slijt
[21:02:44] <[twisti]> ChinChinn: there seem to be a few google entries for that
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[21:03:10] <ChinChinn> twisti yes tested all the solutions but i get some errors !
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[21:03:48] <[twisti]> can i be the first to guess ? my guess is you got an ArrayIndexOutOfBounds error!
[21:04:11] <NicksCode> What the ... after I reinstalled android SDK and my IDE my game makes my CPU go to 100% when running in android
[21:04:17] <ChinChinn> no it's an error in the GameHelper class : GoogleApiClient.Builder mGoogleApiClientBuilder = null; // this line
[21:04:27] <NicksCode> ... and ot 60% on desktop
[21:04:55] <Slijt> NicksCode: did you restart your computer after installing everything?
[21:05:02] <NicksCode> Slijt nope
[21:05:27] <Slijt> NicksCode: give that a shot, maybe it's not handling the resources properly before it has been restarted
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[21:05:47] <[twisti]> ChinChinn: my next guess: you are getting an UnsupportedEncodingException!
[21:05:55] <NicksCode> point is I didnt install any new software to the system level I just downloaded the binaries and run the directly
[21:06:25] <ChinChinn> no i get only one error there is something wrong with this line GoogleApiClient.Builder mGoogleApiClientBuilder = null; ...
[21:06:43] <[twisti]> ChinChinn: my third guess: you are getting a NullPointerException
[21:06:58] <[twisti]> seriously dude, im making fun of you
[21:07:02] <[twisti]> why wont you tell us the error
[21:07:09] <ChinChinn> i told you !
[21:07:12] <Ashiren> why doesnt he post the error :V
[21:07:13] <[twisti]> no you didnt
[21:07:14] <nexsoftware> Heh
[21:07:18] <[twisti]> you just keep repeating the line
[21:07:30] <ChinChinn> The type android.support.v4.app.FragmentActivity cannot be resolved. It is indirectly referenced from required .class files
[21:07:58] <nexsoftware> Add the v4 support library to your project
[21:08:02] <NicksCode> Hmm it happens when I enter the game stage
[21:08:05] <NicksCode> thats weird
[21:08:29] <[twisti]> these dependencies contain that class: http://search.maven.org/#search|ga|1|fc%3A%22android.support.v4.app.FragmentActivity%22
[21:08:32] <Slijt> NicksCode: are you handling resources correctly inside the game?
[21:08:34] <RichyTheNewbie> d
[21:08:48] <Slijt> NicksCode: did it work perfectly untill you reinstalled android sdk?
[21:09:09] <NicksCode> Slijt it worked perfectly file with CPU going up to 20% max on desktop yes
[21:09:17] <NicksCode> and it happened today when I redownloaded my IDE
[21:09:43] <NicksCode> Apears to happen only in the game stage
[21:09:43] <Slijt> NicksCode: hmm thats very weird, but did you reinstall your IDE?
[21:09:45] <nexsoftware> Never update anything ever
[21:10:09] <NicksCode> Ooh ... I got a warning while setting up libgdx that im using a newest version of the SDK tools
[21:10:13] <NicksCode> can that be it?
[21:10:15] <Ashiren> thats why im on libgdx 0.1
[21:10:45] <nexsoftware> Living dangerous
[21:10:45] <Slijt> NicksCode: huh? it shouldn't be a problem using the newest SDK tools version
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[21:11:29] <NicksCode> I need to trace where that performance hit is comming from -.-
[21:11:32] <Slijt> NicksCode: my suggestion is still that you restart your computer, weird stuff happends when you don't do this
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[21:11:56] <Slijt> even if you don't think any system files have been installed you never know what might have changed
[21:11:58] <nexsoftware> If you muat update anything ever, always reboot after.
[21:12:11] <Slijt> as nexsoftware is saying.
[21:12:22] <NicksCode> Whoah whoah woah ... memory is jumping up I think I have a memory leak ... ill reboot in a sec
[21:13:02] <nexsoftware> Reboot before there's no memory left!!!
[21:13:27] <Slijt> rofl I told ya Nick :p
[21:13:31] <NicksCode> going up by 0.1GB per second
[21:13:36] <NicksCode> thats a serious leak
[21:13:44] <Slijt> just reboot already haha
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[21:13:57] <NicksCode> alright, alright brb :p
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[21:16:07] <NicksCode> Aaand back
[21:16:09] <NicksCode> lets see now
[21:16:27] <nexsoftware> Be ready with the sledgehammer
[21:16:55] <NicksCode> Nope
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[21:17:02] <NicksCode> memory and CPU jumping liek crazy again
[21:17:10] <nexsoftware> Sledgehammer
[21:17:14] <[[derek]]> After coding in C, its so nice to be able to switch to python and not have to worry about all the little things
[21:17:30] <NicksCode> How do you hunt down memory leak guys :P
[21:17:35] <nexsoftware> Are you using table debug?
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[21:18:09] <NicksCode> im using normal run mode
[21:18:29] <nexsoftware> So no debug rendering?
[21:18:43] <[[derek]]> Rubber duck rubber duck rubber duck
[21:18:57] <nexsoftware> Quack
[21:19:08] <NicksCode> Seems to happen in the game state... this is the render method:
[21:19:18] <NicksCode> http://pastebin.com/NVpHzNqz
[21:19:21] <[[derek]]> my memory leaks always occur when I accidently duplicate my textures
[21:19:22] <nexsoftware> Phew
[21:19:31] <nexsoftware> I was afraid you'd paste here
[21:19:42] <NicksCode> nexsoftware not that noob :p
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[21:20:01] <nexsoftware> You create lots and lots of bitmapfonts
[21:20:04] <nexsoftware> Don't do that
[21:20:12] <[[derek]]> NicksCode: not to sure, but creating a whole new bitmapfont each render looks crazy
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[21:20:21] <[[derek]]> use the same font and just change the text
[21:20:49] <[[derek]]> create in the create() function and then just call the .draw in the render
[21:20:49] <NicksCode> left it running too long... the swap space is on fire
[21:21:04] <[[derek]]> no need to call it 60 times a seccond
[21:21:24] <NicksCode> 30% CPU... BETTAH
[21:22:07] <NicksCode> CRAAAP... I just realised I have lost about 2 weeks worth of coding because of forgetting to backup my git repo -.-
[21:22:19] <nexsoftware> Smooth
[21:23:07] <kalle_h_> NicksCode: if all the code looks like the one you pasted you didn't lost much
[21:23:14] <Getterac7> hehehehe
[21:23:17] <[[derek]]> 30% CPU isn't much
[21:23:22] <nexsoftware> Harsh
[21:23:22] <[[derek]]> Trying compiling GCC sometime
[21:23:30] <ocirne23> new all the things
[21:23:44] <NicksCode> kalle_h_ nah dont worry that was ONE of the things I fixed, I put that tere liek that cause I was hunting and annoying bug and was like "what the hell im bbored ot make a field"
[21:23:58] <[[derek]]> NicksCode: I suggest you read effective java
[21:24:07] <kalle_h_> you didn't lost the coding experience
[21:24:18] <kalle_h_> which is most valuable
[21:24:20] <NicksCode> kalle_h_ yea but I lost the typed keystrokes :p
[21:24:20] <[[derek]]> NicksCode: you will learn so many new things
[21:24:35] <NicksCode> [[derek]] hmm sounds interesting let me use my google fu
[21:24:39] <[[derek]]> you will probelly write a more effiecnt better version this time anyway
[21:24:59] <[[derek]]> NicksCode: if you really want to wrap your mind, learn Haskell
[21:25:11] <kalle_h_> no one makes good code with first try
[21:25:17] <ocirne23> [[derek]]: prolog
[21:25:20] <NicksCode> [[derek]] uhhh ... no seen some haskel code and not even gonna try
[21:25:24] <kalle_h_> rewrite and refactor all the time
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[21:25:43] <[[derek]]> NicksCode: its like opening your eyes for the first time when you program in haskel
[21:26:57] <NicksCode> I know a *bit* of C
[21:27:16] <[[derek]]> Reading the C Programming Language at the moment
[21:27:29] * nooone pukes.
[21:27:47] <kalle_h_> everyone should learn C
[21:27:50] <nooone> sorryICouldNotKeepItInAnymoreCFunctionsMakeMeSick
[21:28:02] <nexsoftware> Lol
[21:28:14] <NicksCode> im looking for a good IDE something equivalent of intelliJ in java for C
[21:28:26] <nexsoftware> Notepad
[21:28:39] <NicksCode> .... thats not equivalent to intelliJ
[21:28:42] <NicksCode> not even close
[21:28:48] <nexsoftware> Sure it is
[21:28:56] <nooone> Notepad++
[21:29:06] <NicksCode> nooone linux :)
[21:29:07] <nooone> no wait, that's for C++
[21:29:15] <nooone> Notepad is the correct answer, that's for C
[21:29:15] <nexsoftware> IntelliJ has a plugin for C
[21:29:25] <Tomski> notepad++ has a plugin for c
[21:29:28] <[[derek]]> RIP Ritchie :(
[21:29:35] <NicksCode> [[derek]] whos that?
[21:29:43] <kalle_h_> no point of going strict C
[21:29:54] <kalle_h_> visual studio and c++ without any fancies of c++
[21:30:03] <kalle_h_> makes everyone happy
[21:30:05] <nexsoftware> Go strict c
[21:30:11] <NicksCode> kalle_h_ being a linux user... no cant do nu VS here
[21:30:14] <NicksCode> no*
[21:30:31] <nooone> Ritchie wrote that book
[21:30:38] <kalle_h_> http://www.codeblocks.org/
[21:31:05] <ocirne23> codeblocks is a slightly more fancy notepad
[21:31:11] <nexsoftware> Finally, the Fortran IDE I've always wanted
[21:31:15] <ocirne23> but really just go with windows
[21:31:31] <NicksCode> ocirne23 no... im done with the mincrosoft BS
[21:31:36] <ocirne23> 98% of pc games are windows
[21:31:49] <nooone> 100% of windows games are windows!
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[21:32:09] <nexsoftware> Can't beat that market share
[21:32:14] <NicksCode> nooone ocirne23 not in 10 years... steamOS comming
[21:32:18] <NicksCode> and even less
[21:32:24] <ocirne23> see you in 10 years
[21:32:25] <NicksCode> most of the games will migrate to that
[21:32:48] <nooone> games might migrate, but users won't, lol
[21:32:49] <kalle_h_> NicksCode: so is halflife 3
[21:33:16] <ocirne23> HL3 on steam os only is the only ways the os is going to succeed ;d
[21:33:22] <NicksCode> nooone thats why there are cross platform games :)
[21:33:26] <NicksCode> BRB making some dinner
[21:34:01] <nexsoftware> I'm waiting for hl4 before I migrate
[21:34:17] <ocirne23> and to be fair, you dont seem to have the experience to claim that any of microsofts programming tools are bad
[21:34:47] <nexsoftware> Visual Studio is great
[21:34:50] <ocirne23> ^
[21:35:18] <Tomski> There is a visual studio plugin for notepad++
[21:35:19] <kalle_h_> its not great
[21:35:25] <kalle_h_> but its best from the worst
[21:35:41] <nexsoftware> It is pretty great
[21:35:55] <ocirne23> with visual assist its excelent
[21:35:56] <kalle_h_> all c++ IDE's are crippled by c++ compile model
[21:37:05] <NicksCode> back
[21:37:11] <kalle_h_> that was fast dinner
[21:37:22] <NicksCode> I said make not eat :p
[21:37:29] <kalle_h_> 4min to make
[21:37:38] <kalle_h_> damn, my code compilers longer :)
[21:37:43] <kalle_h_> *compiles
[21:38:01] <NicksCode> haha its just a sandwitch... or two
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[21:38:42] <fauge7> i like how you can almost instantly test a libgdx game
[21:38:57] <ChinChinn> nexsoftware thanks
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[21:56:18] <mirraj2> GL_LINE_SMOOTH was available in GL10, but is not available in GL20. What is the best way to antialias lines now?
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[22:04:38] <Slijt> mirraj2: read this https://github.com/mattdesl/lwjgl-basics/wiki/OpenGL-Line-Rendering
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[22:10:17] <Getterac7> that article seems... unfinished.
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[22:11:59] <mirraj2> Yeah...Slijt, I think the article got cut off somehow
[22:12:15] <Slijt> rofl you are right, sorry!
[22:13:18] <Slijt> hold on I'll dig in my own code
[22:15:06] <[twisti]> drawing lines with opengl is probably a bad idea
[22:15:19] <[twisti]> they tend to look crappy and different on different platforms
[22:15:27] <Slijt> you sohuld be multisampling shouldn't you?
[22:15:29] <Slijt> should*
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[22:17:01] <Slijt> all I do is set the number of samplings in the starter classes
[22:17:07] <mirraj2> I guess I can leave line drawing out of my library
[22:17:18] <mirraj2> how do you set the number of samplings
[22:17:25] <Slijt> for android that'd be something like AndroidApplicationConfiguration cfg = new AndroidApplicationConfiguration();
[22:17:45] <Slijt> then cfg.numSamples = 4
[22:18:20] <Slijt> that'd se it to 4 samples
[22:18:29] <Slijt> set it*
[22:19:11] <Slijt> after that you need to remember to clear the coverage buffer
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[22:19:34] <mirraj2> hrmm, so I guess there is no cross-platform way to do multisampling
[22:20:20] <Slijt> not that I know of
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[22:20:53] <Slijt> but you can set this for each platform
[22:21:10] <Slijt> it's just that you don't have a general setting for it
[22:21:36] <Slijt> this is probably due to the fact that you have different config types deppending on your platform of choice
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[22:33:34] <mirraj2> I see, makes sense.
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[22:34:20] <mirraj2> I have a pull request for Libgdx -- do I create a fork and then make a pull request or do I push my branch directly to Libgdx and make a pull request from there?
[22:34:52] <Tomski> You push your changes to your own fork, then pull request from there
[22:36:09] <mirraj2> thanks
[22:37:27] <Getterac7> mirraj2: make a new branch in your local fork, then do a pull request on your branch.
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[22:38:40] <Getterac7> er, branch was already mentioned... ignore me :P
[22:39:18] <Slijt> anyone of the libgdx site devs here?
[22:39:40] <Slijt> I dunno if you know, but the irc button on the libgdx site is missing
[22:39:44] <Slijt> http://libgdx.badlogicgames.com/community.html
[22:39:50] <Slijt> it's been that way for a few weeks
[22:39:51] <Tomski> It was taken down
[22:39:54] <maximtwo> Slijt, working as intended
[22:39:57] <Tomski> :)
[22:40:12] <maximtwo> damn you Tomski, always beating me to ze punch
[22:40:14] <nooone> why was it taken down?
[22:40:27] <Tomski> To save our souls
[22:40:36] <Slijt> then you should really consider rewriting this part "You can download an IRC client, or use the embedded client below."
[22:40:50] <maximtwo> but that would involve work
[22:41:21] <Tomski> Site should build on changes to the repo
[22:41:22] <Slijt> you should instead make a link to the IRC chanel, aka irc://irc.freenode.net/libgdx
[22:41:52] <Slijt> rofl you guys do whatever you want, just wanted to give you a heads up in case you had forgotten it or something :)
[22:42:58] <Tomski> That page looks loney, maximtwo you should put a drawing on it
[22:43:23] <maximtwo> ive been drawing swords lately
[22:43:29] <maximtwo> could i use a sword, Tomski?
[22:43:41] <nooone> you can use a sword to draw
[22:43:41] <Tomski> I dont know, can you?
[22:44:31] <maximtwo> of course, blood can be your ink
[22:44:58] <Tomski> You are going to draw my blood?
[22:45:16] <Tomski> geddit
[22:45:29] * maximtwo loves a good pun
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[22:46:59] <libgdx-use|31054> I have a question, can someone help me?
[22:47:12] <Tomski> Whats irc?
[22:47:15] <maximtwo> ^ the reason why the irc was removed from the website
[22:47:28] <Tomski> I ruined it for you maximtwo
[22:47:34] <maximtwo> you ruin EVERYTHING
[22:47:36] <Slijt> haha
[22:47:41] <Getterac7> bahahah
[22:47:45] <Slijt> libgdx-use|31054: just ask away bud
[22:47:46] <Getterac7> libgdx-use|31054: just ask
[22:47:50] <maximtwo> my hands are so cold right now im typing very slowly
[22:47:51] <Tomski> for this I am eternally in your debt
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[22:48:19] <Getterac7> !topic
[22:48:22] <Tomski> ahahahaha
[22:48:26] <Tomski> There is a game called Bumbledore
[22:48:31] <Tomski> And you are a bee wizard
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[22:48:45] <maximtwo> it was made with libgdx wasnt it?
[22:48:47] <Slijt> Im curious, does libgdx generate any revenue for you guys?
[22:48:48] <Tomski> yeah
[22:49:08] <Tomski> 4 quid on steam :o
[22:49:15] <Getterac7> Slijt: i'm sure it generates revenue for those who got their LibGDX games on Steam.
[22:49:24] <Tomski> And on google play
[22:49:27] <Tomski> And the app store
[22:49:29] <Tomski> And the amazon store
[22:49:30] <Getterac7> and those, yes.
[22:49:46] <Tomski> Does anyone use opera's store?
[22:49:52] <Getterac7> Opera has a store+
[22:50:01] <maximtwo> Tomski, you still running opera?
[22:50:11] <Tomski> maximtwo, not after it did that weird shit with the irc client
[22:50:20] <Slijt> sorry I'll rephrase the question: Does libgdx generate any revenue for the actual libgdx DEVELOPERS :)
[22:50:20] <maximtwo> serves you right
[22:50:22] <Tomski> That was probably 80% of the reason why I used it
[22:50:31] <maximtwo> Slijt, patreon.com/libgdx
[22:50:33] <Tomski> Slijt, for some, yes
[22:50:35] <maximtwo> pays for server costs mostly
[22:50:39] <Tomski> Oh, libgdx itself? No
[22:51:13] <Tomski> maximtwo, http://libgdx.badlogicgames.com/showentry.html?id=de31f78f-37a2-4fa2-93b1-29cf3ad14411
[22:51:32] <Slijt> ah, big up for you guys then!
[22:51:49] <Tomski> Who thinks of these ideas
[22:52:06] <maximtwo> i can see that turned into a rusty rat special
[22:52:07] <Slijt> Im gonna donate to you guys as thanks for providing us with this fantastic framework :)
[22:52:14] <Tomski> lol
[22:52:52] <libgdx-use|31054> better contribute with more awesome features :P
[22:53:03] <Tomski> Some really nice looking games on the showcase
[22:54:38] <robitx> libgdx-use|31054: btw. didn't you said you had a question?
[22:54:48] <Slijt> libgdx-use|31054: still waiting for that question lol
[22:54:52] <Tomski> jokes on you guys
[22:54:59] <Slijt> haha damn u beat me to it robitx
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[22:55:39] <libgdx-use|31054> my question is about scene2d
[22:55:42] <libgdx-use|31054> it doesn't work
[22:55:51] <robitx> that is normal feature
[22:55:56] <robitx> :D
[22:55:59] <mirraj2> did I do this right? https://github.com/libgdx/libgdx/pull/2205
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[22:56:20] <Tomski> yep mirraj2
[22:56:35] <Tomski> If its good is a different question
[22:56:39] <Slijt> libgdx-use|31that wasn't very explanatory of you
[22:57:16] <Tomski> why have you modified the .gitignore mirraj2 ?
[22:57:35] <mirraj2> after I checked out the project and then did a normal build, those 2 things showed up in git status
[22:57:40] <mirraj2> even though I didn't change them
[22:57:54] <libgdx-use|31054> okay, I will show you the code then
[22:58:01] <libgdx-use|31054> Image rotate = new Image(new TextureRegion(uiTexture, 64, 0, 64, 32));
[22:58:01] <libgdx-use|31054> rotate.setAlign(Align.center);
[22:58:02] <libgdx-use|31054> rotate.setScaling(Scaling.none);
[22:58:02] <libgdx-use|31054> rotate.addListener(new InputListener() {
[22:58:02] <libgdx-use|31054> public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
[22:58:02] <libgdx-use|31054> rotateSprites = !rotateSprites;
[22:58:02] <libgdx-use|31054> return true;
[22:58:03] <libgdx-use|31054> }
[22:58:03] <libgdx-use|31054> });
[22:58:04] <libgdx-use|31054> rotate.setPosition(64, blend.getY());
[22:58:04] <libgdx-use|31054> Image scale = new Image(new TextureRegion(uiTexture, 64, 32, 64, 32));
[22:58:05] <libgdx-use|31054> scale.setAlign(Align.center);
[22:58:07] <Tomski> LOLOLOL
[22:58:12] <ocirne23> xD
[22:58:14] <Getterac7> This is the other reason the IRC link was removed :P
[22:58:17] <libgdx-use|31337> I TOLD YOU
[22:58:26] <libgdx-use|31337> this is why we dont have that feature on the website any longer
[22:58:27] <robitx> I need better smoke
[22:58:27] <aspic> libgdx-use|31054: please use pastebin or some other code sharing tool
[22:58:27] <Slijt> libgdx-use|31: duuuude, use pastebin
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[22:59:45] <libgdx-use|31337> hey nexsoftware, we're baaaaaaaaaaaack
[23:00:33] *** robitx is now known as libgdx-use|001
[23:01:16] <libgdx-use|31054> we should all be named like this. just numbers. we will all be equal
[23:01:41] <Getterac7> you are not a unique snowflake.
[23:02:01] <libgdx-use|001> except that some numbers could kick your ass out anyway
[23:02:27] *** libgdx-use|31054 is now known as libgdx-use|e
[23:03:01] <libgdx-use|e> e is a really cool number :D
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[23:03:36] <Slijt_> I would be pi
[23:03:47] <Slijt_> I'd be the smoothest number out there, hehe
[23:04:57] <Slijt_> really? no comment on that? //Forever alone
[23:05:18] <libgdx-use|001> e^(i Pi)-1
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[23:06:28] *** libgdx-use|001 is now known as robitx
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[23:07:44] <matthewt> seems like entity component systems are all the rage
[23:07:47] <matthewt> what are they
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[23:08:47] <Slijt> libgdx-use: why u be Eulers identity? :|
[23:09:20] <robitx> do you know nicer formula?
[23:09:20] <matthewt> wat
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[23:10:08] <bugQ> robitx: e^(i*tau)
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[23:11:14] <robitx> any special meaning for tau? or is it just a parameter?
[23:11:35] <Slijt> tau is just a parameter for different stuff
[23:12:02] <Slijt> deppending on the situation it is in
[23:12:09] <bugQ> it's not a parameter
[23:12:13] <bugQ> http://tauday.com
[23:12:14] <Slijt> it is a variable
[23:12:34] <robitx> lol
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[23:14:02] <robitx> btw. any of great gdx devs plans to reimplement decoding stuff from removed gdx-audio?
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[23:19:57] <Tikky> what should I do in pause function? dispose resources?
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[23:21:14] <matthewt> lol tau
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[23:24:41] <Pnikosis> Hi guys, one quick question, I just ported my project to Android Studio, in Eclipse I used to use the Gdx.files.local pointing to the specific version folder
[23:24:55] <Pnikosis> but now in Android studio it always point to android/assets
[23:25:21] <Pnikosis> no matter if I use Gdx.files.local or Gdx.files.internal
[23:25:39] <Pnikosis> has anyone an idea what am I doing wrong?
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[23:26:22] <Tomski> Did you import as a gradle project
[23:26:22] <Tomski> ?
[23:27:00] <Pnikosis> I used the setup app, and then copied the files, resolving the dependencies
[23:27:56] <Tomski> So you want desktop to use desktop/assets, android to use android/assets ect
[23:28:06] <Pnikosis> not exactly
[23:28:25] <Pnikosis> I want to use android/assets as Gdx.files.internal
[23:28:34] <Pnikosis> no matter if desktop or android
[23:28:41] <Tomski> Right, thats the default atm
[23:28:51] <Pnikosis> yup, and that's working nice
[23:29:06] <Pnikosis> but for Gdx.files.local, I want different
[23:29:27] <Pnikosis> in android, it uses the local storage, which is OK for me
[23:29:48] <Tomski> Well local works a little differently
[23:29:52] <Pnikosis> but in desktop, it goes and looks in the android/assets as with Gdx.files.internal
[23:30:06] <Tomski> across the different platforms
[23:31:51] <Pnikosis> yeah, I'm kind of aware of that, but in my previous version (when using Eclipse and no Gradle, BTW), the Gdx.files.local looked at my desktop classpath folder
[23:32:01] <Pnikosis> so I was wondering if there is some way to do that
[23:32:04] <Pnikosis> again
[23:32:56] <Pnikosis> /msg NickServ identify angelina
[23:33:48] <Pnikosis> few, wrong password
[23:33:51] <Pnikosis> such an ass
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[23:35:06] <robitx> you should change that pswd soon
[23:35:25] <Pnikosis> it was the old one, thanks anyway robitx
[23:35:41] <Pnikosis> (consequences of lack of sleep)
[23:36:33] <Pnikosis> maybe I should change my gmail account and paypal passwords too, since are the same
[23:36:37] <Pnikosis> nah, just kidding
[23:36:53] <robitx> no problem angelina
[23:36:58] <Pnikosis> haha
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[23:37:29] <Pnikosis> anyway, does anyone know how to set a different folder for local files in desktop?
[23:37:41] <robitx> I dont do desktop
[23:37:49] <Pnikosis> not even for test?
[23:38:49] <robitx> well if I could run sensor fusion on my notebook, then I would...
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[23:43:58] <Pnikosis> oh, I see
[23:44:11] <Pnikosis> ok, I'll be back with my thoughts, thanks people
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   August 4, 2014  
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