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[00:18:52] <mirraj2> I'm trying to package my project for the web, but it is dying
[00:18:53] <mirraj2> [ERROR] Error: Could not create the Java Virtual Machine. [ERROR] Error: A fatal exception has occurred. Program will exit.
[00:20:53] <mirraj2> hmm, maybe its because my PATH isn't set correctly
[00:22:57] <mirraj2> ah yes, that seems to be the problem
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[00:37:50] <mirraj2> ok, so I got my project working in html5, however every time I make a little change and want to test it in the browser, it takes 3 minutes to run gradlew html:dist. Is it supposed to take that long?
[00:38:23] <nexsoftware> Don't use dist each time
[00:38:32] <Shiu> o/
[00:38:45] <mirraj2> how do I run it in the browser without dist?
[00:38:48] <nexsoftware> Hia Shiu
[00:38:57] <Shiu> hey nexsoftware
[00:38:57] <nexsoftware> html:superDev
[00:39:15] <mirraj2> oo
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[00:50:03] <workerbee> If a rectangle bounding box A overlaps box B, how would i know which side it has collided of box B?
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[00:50:31] <Tomski> The position of the boxes will tell you
[00:52:04] <Tomski> e.g. compare the x coordinate of a with x coordinate of b, if x is greater thaan b, chances are it collided with the right side of box b
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[00:55:13] <workerbee> ah yes ofcourse
[00:56:03] <nexsoftware> Pshh, that only narrows it down to 3 potential sides
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[00:58:38] <Tomski> Or do SAT
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[01:01:27] <kalle_h_> just calculate difference of centers of boxes. Normalize that and use that to pick side
[01:01:45] <Tomski> If they dont rotate its trivial
[01:02:10] <kalle_h_> it all depends what you want to do
[01:02:55] <kalle_h_> also you should scale normalized vector by ratio of box width/height
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[01:03:01] <kalle_h_> but trivial problem
[01:03:06] <kalle_h_> going to sleep
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[01:04:38] <Yajinoki> Hey Room! I have a question. I have setup an actor and added a touchDown listener so that when the actor is touched the a shape renderer will draw rectangles around the actor kind of like Fire emblem. However it is not working. But it does work when I write it in the show method of my screen class. Ideas?
[01:05:24] <Yajinoki> Clarification. The ShapeRenderer method is inside a class that extends Actor
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[01:27:22] <sliddy> so, when i spawn 50 objects on screen that just move around i get 30fps on my galaxy s3
[01:27:24] <sliddy> well, more like 20
[01:27:24] <sliddy> is that normal?
[01:27:41] <sliddy> the only thing they do is move
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[01:28:51] <mirraj2> FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':html:draftCompileGwt'. > Process 'command 'C:\Program Files\Java\jdk1.7.0_40\bin\java.exe'' finished with non-zero exit value 1
[01:29:07] <mirraj2> it doesn't tell me what went wrong, just says the compileGwt failed
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[01:32:56] <sliddy> ohhh, beginning and ending the batch alot slows the phone down
[01:32:56] <sliddy> i just didnt notice that on my pc
[01:34:00] <sliddy> guess i got to blame my overkill videocard for that, heh
[01:34:02] <sliddy> thanks anyway!
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[02:00:27] <TEttinger> sliddy, yeah I noticed my GS3 was a bit slow too. power save mode affects graphics performance badly
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[02:02:12] <sliddy> TEttinger: i am not using powersafe mode, i was just making waay to many gpu calls
[02:02:20] <TEttinger> heh
[02:02:24] <TEttinger> aren't we all
[02:02:42] <sliddy> *too many unnecesarry gpu calls
[02:03:28] <sliddy> Anyway, off to bed
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[02:04:24] <sliddy> Night all
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[02:24:07] <isdera> hey. how do I make libgdx use per-vertex lighting on my 3d models.. instead of per-pixel lighting, which his apparently killing my performance.
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[02:38:38] <nexsoftware> I thought the default shader used per-vertex lighting
[02:42:57] <isdera> it does? my FPS is low when an object fills my whole screen. I think Xoppa said this is due to the number of fragments on the screen
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[03:20:14] <RichyTheNewbie> Hi
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[03:21:51] <RichyTheNewbie> I'm concerned about doing LibGDX, if I can do it with bare java and build everything my self. Can anyone tell me what are the benefits of using LibGDX and just doing bare java and making from scratch?
[03:22:38] <TheUnkn0wn0ne> RicyTheNewbie: The cross-platform ability of libGDX is probably the best function
[03:23:01] <ShivanHunter_> also, as a game library, it handles a lot of nity-gritty OpenGL stuff for you
[03:23:17] <ShivanHunter_> (you can work with OGL directly but you usually don;'t need to)
[03:23:32] <TheUnkn0wn0ne> RichyTheNewbie: If you want to access OpenGL directly you can by using Gdx.gl
[03:24:05] <ShivanHunter_> also tons of cool libraries are supported e.g. box2d
[03:24:39] <ShivanHunter_> (though box2d and some others don't work with html5, since it uses GWT)
[03:24:43] <BlueProtoman> RichyTheNewbie: What they said, plus tools. Wanna use particles? Wanna not write them by hand? Wanna use sprite sheets but not write out the coordinates by hand? God bless.
[03:25:08] <TheUnkn0wn0ne> ShivanHunter_ box2d does indeed work with GWT
[03:25:25] <ShivanHunter_> hmm! It didn't when I tried last ludum dare
[03:25:36] <Tomski> yup!
[03:25:47] <BlueProtoman> ShivanHunter_: Did you include the GWT-flavored Box2D?
[03:26:06] <TheUnkn0wn0ne> That's odd. There are some minor differences because we use the GWT emulation API for box2d since it doesn't support native code
[03:26:17] <ShivanHunter_> no, I just stumbled on some blog post that said it didn't work
[03:26:22] <TheUnkn0wn0ne> But they shouldn't affect anything other than preformance
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[03:28:07] <RichyTheNewbie> Okay, seems LibGDX is more powerful than I thought.. Gonna stick with it, although it's not that newbie friendly from what I see.
[03:28:29] <RichyTheNewbie> How did you guys learned it, reading the documentation?
[03:28:34] <ShivanHunter_> it's very usable once you get into it, but documentation is kinda spread out :/
[03:28:37] <ShivanHunter_> yeah
[03:28:59] <ShivanHunter_> Googling for various blogs/tutorials/etc usually answers my issues
[03:29:11] <TheUnkn0wn0ne> RichyTheNewbie: When I first started using libGDX I couldn't render a simple texture by myself in pure opengl
[03:29:43] <TheUnkn0wn0ne> RichyTheNewbie: I can barely do that now :P, so I better buy a book on that asap, but I learned from the wiki and tutorials online
[03:31:51] <cackling_ladies> they removed the old pipeline long ago
[03:33:31] <RichyTheNewbie> Thanks the unknown, at least I know im not the only one struggling, but it try my best to make a simple game, cuz i really want one
[03:36:35] <nexsoftware> You really want a simple game?
[03:37:23] <BlueProtoman> LibGDX is decently newbie-friendly, but I think some improvement on the API docs is in order.
[03:38:10] <nexsoftware> Boo docs
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[03:48:43] <TheUnkn0wn0ne> I do agree that the docs do deserve some love. I think the best way to start is hiding/removing documentation on apis that no longer exist
[03:49:24] <TheUnkn0wn0ne> Theres also a few things to fill in on the wiki, but I think eventually we'll get there
[03:51:30] <isdera> i would recommend watching dermetfan's videos on youtube. I used those to help me understand the basics of Libgdx like setting up the project, and how the Screen classes work.
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[03:52:34] <fauge> hi
[03:52:38] <nexsoftware> People always talk about docs needing improvement then never improve the docs
[03:53:02] <fauge> i would love more examples on the docs
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[03:53:47] <TheUnkn0wn0ne> nexsoftware: I think I might go through a few and update them soonish. The last major thing I did was create an article on networking, not much but I thought it should be documented
[03:56:44] <nexsoftware> Cool beans
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[04:02:59] <TheUnkn0wn0ne> Downloading libgdx repo again at a steady 224 Kilobytes a second. :(
[04:03:26] <nexsoftware> At least it isn't 224 kilobits
[04:03:27] <TEttinger> TheUnkn0wn0ne, dayumn. are you in the australian outback?
[04:03:46] <TEttinger> wait 224kbps isn't bad
[04:03:56] <TheUnkn0wn0ne> nexsoftware: Yeah I'm thankful for that
[04:03:57] <TEttinger> I had 6 kbps downloading robovm
[04:04:55] <TheUnkn0wn0ne> Tettinger: No not 6 kbps bad :O, I just wonder why Verizon enjoys throttling github so much
[04:05:19] <bugQ> they enjoy throttling anything
[04:05:22] <TEttinger> jesus christ, this asset project I naively copied from one folder to another is 291 MB. I was expecting just code...
[04:05:58] <nexsoftware> Verizon will happily sell you github download speeds for only 200% increase in monthly bill
[04:05:58] <TEttinger> forgot there were both release and debug versions of multiple art styles I generated
[04:06:50] <nexsoftware> And it will only increase the speed of github
[04:06:58] <TheUnkn0wn0ne> nexsoftware: You got that right. I'd actually be willing to bet if I loaded up a VPN I'd have faster github speeds haha
[04:07:23] <TheUnkn0wn0ne> They charge my Grandmother more than me and she doesn't even have access to the interwebs
[04:08:05] <nexsoftware> Heh
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[04:08:22] <nexsoftware> This is why I haven't had Verizon anything for 14 years
[04:09:51] <TheUnkn0wn0ne> nexsoftware: You're lucky. In this area the only other option is comcast and with that twc merger going down it's not a viable option
[04:10:40] <nexsoftware> Verizon only has wireless around here
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[04:11:16] <TEttinger> google fiber
[04:11:19] <TEttinger> move to austin
[04:11:31] <TheUnkn0wn0ne> I see. I don't use their wireless. I don't feel like paying $80/month for 500mb of data at bare minimum
[04:11:54] <limeArrow> And I finally got my particle effects working with scene2d. Now onto trying to integrate RevMob *again* (first time it didn't work) and my game will be ready for relaunch.
[04:12:47] <nexsoftware> Google Fiber is coming to Phoenix, no need to move.
[04:12:56] <TheUnkn0wn0ne> limeArrow: Nice!
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[04:27:19] <TheUnkn0wn0ne> Dang if only GWT would support a tcp socket things would be so much easier
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[04:30:00] <nexsoftware> It does
[04:30:28] <TheUnkn0wn0ne> nexsoftware: The java.net socket implementation or websockets?
[04:30:45] <nexsoftware> Web sockets of course
[04:31:03] <Shorttail> Sometimes in my application I get a crash when switching music. It's usually when music is changed several times in a short time span, but it's not always. I get a vorbis decoding error coming from a stream closed error. Should I just try to catch the error and play the music again?
[04:31:23] <TheUnkn0wn0ne> I wish java.net was support I meant. Sorry for the lack of clarification
[04:31:39] <nexsoftware> I was at one time working on a websocket/tcp abstraction
[04:33:37] <TheUnkn0wn0ne> nexsoftware: That sounds pretty cool
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[04:40:25] <TheUnkn0wn0ne> I came across an old mmorpg recently that had been closed last year. It's minimum system requirements for networking speed was a 56k modem :O
[04:41:14] <shadowrunner> ive played a lot of diablo 1 with a 56k modem haha
[04:42:15] <TheUnkn0wn0ne> Ah those days. Having to get off the internet to call a friend to get on a game, than leave the call and reconnect to the internet
[04:42:28] <TheUnkn0wn0ne> I'll never forgot that modem sound
[04:42:51] <shadowrunner> yeah!
[04:43:25] <shadowrunner> me neither
[04:43:45] <shadowrunner> the most nostalgic sound ever
[04:46:08]
<TheUnkn0wn0ne> shadowrunner: http://savethesounds.info/ has a modem sound that you can play. The nostalgia was killing me
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[04:48:30] <aplace21> hola compadres
[04:49:35] <Shorttail> Is there any way to make OggInputStream getting an IOException not crash the entire program without editing source?
[04:49:49] <aplace21> use try catch
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[04:50:49] <Shorttail> The exception is not thrown on music.play(), it's thrown later and the try catch doesn't do
[04:51:42] <TEttinger> Shorttail: make the thing it's trying to load exist
[04:51:46] <TEttinger> like a silent off
[04:51:47] <Shorttail> Should I create a new Music every time I switch track instead of storing them all at once?
[04:51:47] <TEttinger> ogg
[04:52:59] <Shorttail> The thing does exist. It plays most of the time, only sometimes when switching it dies
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[04:54:28] <TEttinger> well I think "the program crashes sometimes" is a good reason to change the source
[04:55:04] <Shorttail> I loaded all the Music files into a map on startup. I changed it now so that it always loads it anew. I'm not producing the error anymore
[04:55:29] <Shorttail> Never mind, still dies
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[04:56:23] <TEttinger> is it a specific piece of music that it crashes on?
[04:56:30] <TEttinger> like a case sensitive issue?
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[04:57:27] <Shorttail> I have two pieces alternating, one for walking around and one for battle. I keep switching in and out of battle and sometimes it dies on stream closed
[04:58:33] <TEttinger> might be good to see some code here, there's not much I can suggest
[04:58:35] <Kren__> hola mis amigos
[04:59:08] <TEttinger> "First off, the retarded don't rule the night. They don't rule it, no one does."
[04:59:21] <Shorttail> I'll dump it on pastebin
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[05:10:00] <Shorttail> I can't reproduce the crash right now
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[05:19:54] <TheUnkn0wn0ne> Alright everyone I'm packing it in for the night. Good night.
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[05:56:29] <ChinChinn> Yo !
[05:57:07] <mobidevelop> !
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[05:59:34] <foo2> Hello.
[05:59:57] <ChinChinn> hi
[06:04:10] <foo2> How can I make a scalable UI?
[06:04:36] <foo2> I currently have a skin defined as skin = new Skin(Gdx.files.internal("uiskin.json"));
[06:05:22] <BlueProtoman> foo2: Use tables
[06:05:26] <foo2> I am adding some elements like label and TextButton to the stage. They look fine but if I resize, they look ugly
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[06:05:41] <BlueProtoman> Wait, do the UI elements themselves stretch?
[06:05:44] <foo2> Like the text is all stretched out
[06:05:54] <BlueProtoman> Then you'll need to update the viewport
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[06:07:19] <foo2> BlueProtoman: where and how should I do that?
[06:09:00] <BlueProtoman> foo2: theStage.getViewport().update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight())
[06:09:11] <foo2> in resize?
[06:09:22] <BlueProtoman> Yes
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[06:10:17] <foo2> BlueProtoman: it's still doing the same
[06:10:19] <foo2> let me paste some code
[06:11:49] <foo2> What am I doing wrong? I am very new to libgdx
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[06:12:47] <BlueProtoman> You don't need to create a new stage every time the window is resized
[06:13:19] <BlueProtoman> Since you're using a Table, call table.pack() whenever the screen is resized (make sure the stage is the same size as the screen)
[06:13:41] <BlueProtoman> Also, you can replace Gdx.graphics.getWidth() with just width, same for height
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[06:14:28] <limeArrow> Ok, so anyone here have any experience implementing/integrating AppBrain with libgdx?
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[06:18:45] <foo2> BlueProtoman: do you know of any simple opensource "best practice" project?
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[06:20:38] <foo2> Okay, thanks a lot
[06:22:01] <foo2> Should I be setting up my UI elements in the constructor?
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[06:24:06] <BlueProtoman> I'd do it in create() or show(), personally
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[06:34:56] <foo2> okay
[06:35:24] <foo2> My UI text still gets ugly stretchy when I resize btw
[06:35:47] <foo2> Maybe I need to resize the actual widgets when I resize
[06:42:05] <BlueProtoman> Try packing the table
[06:42:08] <BlueProtoman> table.pack()
[06:42:14] <foo2> I did
[06:42:19] <foo2> It's still the same
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[06:49:25] <foo2> in fact it's the same if I don't use table
[06:49:39] <foo2> Is it because I am using basicui,json?
[06:50:36] <BlueProtoman> No idea, sorry; I gotta call it a night, I'm about to pass out
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[06:57:45] <phoenixw> Are there any examples of a dialog system in libgdx?
[06:58:08] <phoenixw> Specifically for conversational-type UI in a top-down sort of RPG
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[07:05:46] <phoenixw> Also, does anyone know if it's possible to 'group' console debug messages in intellij?
[07:06:04] <phoenixw> Like maintain a count of messages rather than show them line by line if they're repeats
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[07:13:24] <rudedogg> Is there an easy way to scale a texture and maintain its aspect ratio? Or do I just need to do the math?
[07:13:57] <TEttinger> rudedogg, there should be some various scale methods in Texture
[07:15:42] <TEttinger> ah nvm thinking of Sprite
[07:16:34] <rudedogg> TEttinger, oh I was wondering, I kept looking through the api but didn't see anything :). It's for a logo, I guess I'll just do the math
[07:16:52] <TEttinger> sure, seems best
[07:17:05] <TEttinger> width * 1.5, height * 1.5
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[07:20:52] <cosh> morning
[07:23:29] <rudedogg> ty TEttinger
[07:23:37] <TEttinger> np
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[07:47:02] <phoenixw> When you're creating re-usable box-shaped UI components, is it best to inherit from Table? What is a good scene2dui design pattern for that?
[07:47:15] <cackling_ladies> is libgdx file access forced singleton?
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[08:39:58] <rockkky> hi
[08:40:21] <rockkky> just started lingdx today loving it so far
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[08:43:06] <mk1> hi wjrbvksd/rockkky
[08:43:19] <mk1> feel free to ask questions if you have any. :)
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[08:45:49] <wjrbvksd> k haha
[08:46:15] <wjrbvksd> so i was thinking between libgdx and cocos 2d x
[08:46:26] <wjrbvksd> what would u choosen
[08:48:27] <mk1> libgdx because I don't own Apple products
[08:48:58] <mk1> in short: libgdx runs on multiple platforms which is imo essential when publishing games
[08:49:05] <wjrbvksd> k
[08:49:25] <wjrbvksd> but i noticed that there arent many popular gamed made with libgdx
[08:49:30] <mk1> if you're in the mobile market you should exclude neither Apple nor Android
[08:49:43] <mk1> well, how about Ingress for starters?
[08:49:53] <wjrbvksd> yeah k
[08:49:59] <mk1> also, you may not know if a game used libgdx
[08:50:11] <wjrbvksd> true
[08:50:28] <wjrbvksd> anyway loving libgdx so far
[08:50:35] <mk1> for what it's worth, libgdx is very capable of making a complete, good looking game and I like the API. I started just 4 months ago
[08:50:38] <wjrbvksd> know any good tutorials/books
[08:51:09] <mk1> if already have some background, just start. if you try to make a 2d game, have a look at the spritebatch class
[08:51:21] <wjrbvksd> k
[08:51:28] <mk1> I started without any tutorials except the wiki pages and they cover most of what is necessary
[08:51:50] <wjrbvksd> haha i started progamming java and c++ about 2 year ago, im only 14
[08:51:56] <wjrbvksd> k thanks for ha advice
[08:52:22] <mk1> I see. in that case (if you want to make a 3d game) you should look into some video tutorials about linear algebra (vectors, matrices etc)
[08:52:44] <mk1> programming isn't hard. finding solutions to a problem is the difficult part
[08:52:45] <mk1> yes
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[08:53:10] <wjrbvksd> yeah already made 3d games but i cant do good graphics so i turned into 2d
[08:53:25] <mk1> I know that feeling. :-D
[08:53:28] <wjrbvksd> yeah finding the sol. is hard
[08:53:32] <wjrbvksd> haha
[08:53:43] <mk1> where're you from?
[08:53:54] <wjrbvksd> new zeland
[08:53:57] <wjrbvksd> u?
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[08:54:32] <matthewt> old zealand
[08:54:41] <wjrbvksd> yeahh
[08:55:14] <mk1> Germany
[08:55:24] <wjrbvksd> ahh k
[08:56:02] <wjrbvksd> do u know any good book?
[08:56:22] <mk1> don't waste your time on books
[08:56:37] <wjrbvksd> why?
[08:56:57] <mk1> engines develop the fast, when the book is published it's often already outdated
[08:57:17] <wjrbvksd> ahh i see
[08:57:20] <mk1> look at the samples, ask questions here or on the forums and you'll get going much faster
[08:57:22] <wjrbvksd> thanks
[08:57:51] <mk1> also, working on your own game rather than programming "by book" will confront you with problems you need to figure out on your own. the learning curve is much steeper
[08:58:02] <wjrbvksd> hmm i see
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[08:59:44] <wjrbvksd> umm so does any of u know how i can make a "button" in android
[09:00:05] <wjrbvksd> to control the player
[09:04:53] <mk1> help to help yourself: you want to add a button to the game. is that 2d, 3d or UI
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[09:27:34] <whuop> hi
[09:29:13] <whuop> is it possible to compile and test iOS stuff from windows with libgdx?
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[09:31:09] <mk1> no
[09:31:15] <noone> whuop: nope, maybe with a virtual machine, but not really
[09:31:15] <mk1> how should that be possible?
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[09:32:21] <whuop> read somewhere that someone had managed to do it
[09:32:27] <whuop> but couldn't find an answer as to how to do it
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[09:45:11] <cackling_ladies> hey guys does the asset manager support callback?
[09:45:36] <cackling_ladies> I really dont want to call get()
[09:46:16] <cackling_ladies> err I meant update(
[09:47:10] <mk1> why not?
[09:47:47] <cackling_ladies> why?
[09:49:59] <cackling_ladies> let's say I tell it to load 10 textures. Update will not return true until it finish loading all 10 of them.
[09:50:07] <cackling_ladies> but I could make do with say, 5
[09:50:25] <cackling_ladies> so if it support call back, I'd get my textures as they arrive.
[09:50:39] <mk1> and what would that be good for?
[09:50:48] <cackling_ladies> for doing just that
[09:51:07] <mk1> why would you want to load only 5 textures?
[09:51:09] <cackling_ladies> what's the point of async texture loading if I still have to look at a blank screen until it's done?
[09:51:25] <mk1> the point is that you can display a loading screen while loading the assets
[09:51:30] <cackling_ladies> so I can show textures as they become available?
[09:51:49] <cackling_ladies> no I dont have a loading screen. I need my texture or nothing.
[09:51:49] <mk1> ok, I see where you're going
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[09:54:52] <rsi2m> Hello guys!
[09:55:35] <mk1> you can still implement this yourself. Since it's only textures it shouldn't be too difficult
[09:56:06] <cackling_ladies> I'm not a fan of loading screens Users are too impatient to show them loading screens. They're best served website-style, one image at a time.
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[09:57:26] <rsi2m> Does libgdx offer some sort of end-to-end tesing framework?
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[10:00:29] <mk1> cackling_ladies: afaik the asset loader uses a queue, so if you know the loading order you can query for the next item in the queue
[10:01:09] <cackling_ladies> I'm looking at it but the code is fairly complicated
[10:01:57] <mk1> ln 330
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[10:02:34] <mk1> or better: ln432
[10:02:57] <mk1> so yes, it's a queue (though poorly executed)
[10:05:27] <cackling_ladies> I can hear the sound of mobidevelop writing down your name in his black tome.
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[10:06:27] <mk1> fair enough
[10:08:25] <mk1> I've often heard that people consider me arrogant
[10:08:35] <cackling_ladies> no I was just joking
[10:08:42] <cackling_ladies> cause you said "poorly executed"
[10:08:59] <mk1> yeah
[10:09:16] <mk1> on the other hand I wouldn't let anyone look at my (private) code
[10:09:43] <cackling_ladies> hmm I can extend Asset manager and rewrite its get(function so it return null instead of throwing errors
[10:09:54] <cackling_ladies> then call that every render cycle if I have stuff being loaded
[10:10:12] <cackling_ladies> it's load of bullshit but better than nothing, I guess.
[10:11:14] <cackling_ladies> tho if you can send in a RFE for callback support on my behalf that'd be great :)
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[10:13:14] <mk1> you better add a callback when a task has finished
[10:13:37] <cackling_ladies> too much work to be honest.
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[10:14:23] <mk1> you can also enclose your get call by a try catch block ;)
[10:14:43] <noone> ^ always do that
[10:14:47] <InspiredNotion> Morning
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[10:15:12] <noone> morning
[10:15:17] <mk1> morning
[10:15:45] <cackling_ladies> I dont want to do that, mk1. Check around line 106. They dont have errors internally.
[10:15:58] <cackling_ladies> so it's better to override instead of try catching
[10:19:09] <mk1> what do you mean by that: "They don't have errors internally"
[10:19:39] <cackling_ladies> I mean they've already handled any possible conflicts.
[10:19:53] <mk1> exactly
[10:20:12] <mk1> that what you want, don't you?
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[10:25:20] <cackling_ladies> yeah well if they've already caught any possible problems, why should I try catch?
[10:26:40] <mk1> uh, so you know if the assets was loaded?
[10:27:05] <mk1> try { assets.get("whatever.png"); } catch { loadingFailed = true; }
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[10:30:29] <InspiredNotion> please excuse erratic typing.. 1 yr old button bashing
[10:32:53] <cackling_ladies> mk1, no I mean instead of try catch I extend AssetManager and override that method with something that return null when fail.
[10:33:12] <cackling_ladies> so I can do asset = get(name)
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[10:37:29] <mk1> try { asset = get(name; } catch { asset = null; }
[10:37:32] <mk1> solved
[10:37:53] <mk1> except for the missing parenthesis
[10:39:44] <cackling_ladies> as I said, I wont need try catch if I override the very get method.
[10:40:27] <cackling_ladies> also you dont need asset = null in the catch.
[10:40:41] <cackling_ladies> because if it cause error there'd be no assignment ;p
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[10:42:18] <mk1> yeah, but why override it it works like this?
[10:42:22] <mk1> *if
[10:42:49] <cackling_ladies> because I can?
[10:43:19] <cackling_ladies> sure I waste more time if I optimize it like that but I'd be more stressed if I dont.
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[10:55:40] <cackling_ladies> imagine there's this crumped piece of paper on the floor
[10:56:02] <cackling_ladies> but the floor is otherwise very clean
[10:56:11] <cackling_ladies> picking up the paper is a waste of time
[10:56:23] <cackling_ladies> since there're nothing else to clean
[10:56:36] <cackling_ladies> most people would still pick it up
[10:56:39] <cackling_ladies> we're all premature
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[10:57:02] <mk1> bad example. considering the code nobody but you can see the paper
[10:57:27] <cackling_ladies> they can run the code and feel the outcome.
[10:57:28] <mk1> it doesn't matter performance wise. in fact it could introduce incompability to the actual asset loader if you clone it
[10:57:40] <cackling_ladies> I have no problems seeing paper on the floor :)
[10:58:14] <cackling_ladies> I have long hair in a culture where men with long hair get wierd look.
[10:58:35] <cackling_ladies> my usual quip is "if you dont like it, turn to another direction"
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[11:07:24] <HunterD> hi! I want to do a simple terrain collision detection algorithm. I will intersection with a sphere. the sphere will represent a flying object and it will not touch the ground (will have a minimum distance d). the terrain will be split into patches. now I have no experience with terrain collision, will every triangle from a patch be tested for intersection with the sphere? what are the...
[11:07:26] <HunterD> ...approaches for fast collision detection?
[11:07:40] <HunterD> *I will test intersection...
[11:08:06] <cackling_ladies> wierd, the assetmanager doesnt seem to do anything
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[11:09:42] <mk1> HunterD: calculate position on terrain, get the triangles you need to test against and then just test them
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[11:11:29] <HunterD> mk1: how to get the triangles? is a specific data structure required for fast triangles retrial?
[11:12:13] <HunterD> *retrieval .!?
[11:12:30] <HunterD> need to google translate that
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[11:14:01] <HunterD> firefox crashed
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[11:14:58] <dreamer> How can i use a nested iterator?
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[11:21:25] <dreamer> Or do i ave to use 2 different arrays?
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[11:33:52] <noone> you cannot use nested libgdx iterators
[11:34:22] <noone> you can use a little hack though by just having a copy of that array...
[11:34:47] <noone> but why do you need nested array iterators?
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[11:38:26] <dreamer> to see if a group of rectangles overlap eachother
[11:39:00] <dreamer> before i was using two foreach loops
[11:39:32] <cackling_ladies> mk1, I found out that assetloader only work if it's initialized on the OpenGL thread
[11:39:44] <mk1> obviously
[11:40:48] <cackling_ladies> other than being stinky, it kind of work.
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[11:43:45] <Phibedy> hey, I renamed my core project -> gradle doesnt like it. But I cant find the setting that specifies how it's name
[11:43:57] <Phibedy> *named
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[11:46:00] <cackling_ladies> abandon your project and make a new one with the name you like using gradle
[11:46:18] <cackling_ladies> then point it to all the existing files
[11:46:33] <cackling_ladies> gradle way or the high way
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[11:47:13] <tommy_the_dragon> so I'm doing the third party integration for a game I developed. About half way through the facebook stuff and I havent blown my head off with a sawn off yet so all is going well! Next is analytics. I was wondering what people use/would recommend. Looking for something free (open source would be nice) that's not too tricky to implement.
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[11:48:03] <cackling_ladies> google?
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[11:48:34] <tommy_the_dragon> any other options I should look at?
[11:48:56] <mk1> bing
[11:49:07] <tommy_the_dragon> lol
[11:49:23] <mk1> lycos maybe
[11:49:36] <tommy_the_dragon> what about ask?
[11:50:39] <cackling_ladies> never use ask
[11:50:49] <cackling_ladies> dunno why I've always find them scummy
[11:50:53] <mk1> use yahoo answers
[11:55:37] <Slijt> has anyone worked with the facebook, twitter and google+ api here? aka integrated it into ur project etc
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[12:31:37] <Djal> Hiall
[12:33:25] <Slijt> hi
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[13:21:04] <startingBox> Hi, I am developing a Tetris-like board game and I`m reading everywhere that Scene2D is the "Perfect Match" for board games. Could someone enlighten me why is that so? (as normally we would have Arrays storing the data, maybe somehow we dont need separate Arrays while using scene2d?) Thanks
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[13:24:03] <TEttinger> startingBox: scene2d is good for things where you have, say, click or drag actions on sprites
[13:24:10] <TEttinger> which makes total sense for board games
[13:24:12] <mutilator> probably becaues it makes manipulations of simple things easy
[13:24:14] <mutilator> yea
[13:24:27] <TEttinger> there's other good stuff it does
[13:25:39] <startingBox> So you would still have arrays storing the data like in any other frameworks, and scene2d for handling the movements?
[13:26:32] <Slijt> the nice thing with scene2d is that it is flexible and gives the user good control of things right from the getgo
[13:27:01] <Slijt> yes naturally you'd store data in arrays etc like for everything else
[13:27:49] <noone> startingBox: no, you will extend "Actor" and each actor will have its own data... the Stage is actually your list
[13:28:07] <noone> stage consists of a bunch of actors
[13:29:44] <startingBox> @noone "no" as in i dont store them in arrays, but instead having each actor store the position data? (so no data duplicates)
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[13:32:46] <aptwebapps> What's the best way to get rid of box2d bodies after use?
[13:32:54] <startingBox> Because if I understand what noone suggested correctly, that is what i would expect from the title "Perfect Match", that is no duplicated data necessary to makes in work. (ofc i still need arrays if i need to save game states etc)
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[13:45:45] <noone> startingBox: yes, that's exactly what I meant
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[13:46:59] <noone> aptwebapps: you cannot destroy a body while the simulation step is working
[13:47:14] <noone> you are probably trying to get rid of a body in a callback
[13:47:27] <aptwebapps> Correct
[13:47:56] <mk1> lazy delete
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[13:48:14] <mk1> make a list of objects you want to delete, then do it once the simulation step is finished
[13:48:23] <aptwebapps> Decided to just recycle one sensor anyway and move it off screen when not in use.
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[13:50:14] <Phibedy> How can this code cause a nullpointer exception? FileHandle fh = Gdx.files.local("screen/current.txt");
[13:51:13] <Phibedy> hmmm maybe files is null
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[13:55:26] <workerbee_> My game is dropping boxes from the sky. How could i implement something that will stack up the boxes if they fall on an overlapping position?
[13:56:16] <startingBox> Thanks everyone for the answers. Let´s see what I can cook up with today! ;p
[13:57:23] <workerbee_> without box2d
[13:57:50] <Phibedy> write a simple rectangle collision code and stop moving if they hit :)
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[13:58:45] <workerbee_> ok yes i have that. But if there are like 50 boxes colliding wouldn't it be to much?
[13:58:52] <workerbee_> if there are stacking up
[13:59:00] <workerbee_> *if they all are stacking up
[13:59:21] <noone> do you want them to stack "perfectly"? that means 100% straight?
[13:59:44] <noone> or in a "realistic" way -> physics?
[14:00:09] <workerbee_> with physics
[14:00:16] <noone> then you need box2d
[14:00:37] <Phibedy> has someone used services + libgdx? My service starts on boot and that's why Gdx.files is null
[14:01:44] <noone> I came up with a "hack" which just starts another libgdx application which doesn't do anything but instantly quit itself
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[14:02:07] <noone> that way everything gets initialized
[14:04:10] <noone> what stops you from using box2d?
[14:04:20] <noone> it's even available for the browser backend
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[14:06:17] <workerbee_> Well, i didn't really know if box2d could help me with that
[14:06:32] <workerbee_> but i guess it does :)
[14:06:38] <workerbee_> I'll start with box2d then
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[14:10:20] <mk1> Phibedy: a service using libgdx?
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[14:11:35] <mk1> it's better to write android stuff in this case
[14:12:00] <Phibedy> ah ok thx :)
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[14:20:02] <HunterD> is it possible to see the libgdx native lib sources?
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[14:23:23] <TEttinger> HunterD, I wondered that too
[14:23:43] <TEttinger> in general you don't want to recompile them
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[14:26:24] <nich-et> what do you think is the best way to create little stars? I'm talking like 1-4px little stars to scatter on a black background? seems like a little sprite is an overkill
[14:26:36] <HunterD> I am curious at the coding style, the library is amazing, and I guess the c/c++ code is well thought also, might learn some c++ magic
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[14:27:21] <HunterD> nich-et: will a 1-4 px blob look like a star?
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[14:27:46] <nich-et> sure, why not?
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[14:35:56] <mk1> nich-et: if they don't move create a mesh
[14:36:07] <mk1> if there are many consider just rendering a background image
[14:37:20] <nich-et> mk1: they move and change size
[14:37:55] <nich-et> but if its too hard for the mobile processor I will just do a simple background image
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[14:41:06] <mk1> there's nothing wrong in using a spritebatch
[14:42:02] <nich-et> k
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[14:48:57] <TEttinger> HunterD, most of the C++ code is not part of libgdx
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[14:49:14] <TEttinger> I've seen the stuff from lwjgl's natives. it's a nightmare
[14:49:31] <TEttinger> it needs to interop with java through JNI, which is just agh
[14:49:38] <TEttinger> at least the way they do it
[14:49:53] <HunterD> do you have link?
[14:50:10] <HunterD> what else is in the natives? sound? maths?
[14:50:20] <TEttinger> yeah, the issue I faced was that I couldn't find a particular method in the natives
[14:50:39] <TEttinger> this is because the names all get mangled and changed between C++ and Java
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[14:50:50] <HunterD> yeah..
[14:51:06] <HunterD> spaghetti coding
[14:52:37] <TEttinger> that one friggin' method
[14:52:45] <TEttinger> it kept crashing on load of that
[14:52:51] <TEttinger> but where is it implemented>
[14:52:53] <TEttinger> ?
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[14:54:29] <TEttinger> totally unrelated everything
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[15:02:43] <HunterD> :(
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[15:15:27] <Sameer> Is there a method I can use in a Screen to get the width and height of the game?
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[15:16:07] <Sameer> Would this work? Gdx.app.graphics.getWidth();
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[15:18:08] <mk1> Sameer: yes
[15:18:25] <mk1> it's the actual display size
[15:18:55] <aptwebapps> nooone and mk1 earlier: Thanks, got called away. I will add a list of bodies to destroy and do it out of the simulation. Additional question: do I need to destroy all the fixtures manually as well?
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[15:23:06] <Phibedy> What could cause the app to not find the class that extends ApplicationListener? Eclipse doesnt show an error but running it on android fails...
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[15:24:27] <TEttinger> Phibedy: all sorts of stuff. did you rename anything?
[15:25:00] <TEttinger> I had an issue where proguard wasn't keeping my main class because I renamed it; quick fix
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[15:27:45] <Phibedy> No I just set up a new project to set new app-name
[15:29:57] <nexsoftware> Usually that means the core project wasn't exported
[15:30:20] <noone> aptwebapps: fixtures get destroyed with a body
[15:30:42] <Phibedy> yes it also dont find the libs that are compiled with the core
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[15:30:58] <Phibedy> *doesnt
[15:31:09] <noone> aptwebapps: there is no destroyFixture in world, but you need to care about Joints as well
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[15:34:39] <aptwebapps> I had looked at the code for destroyBody() and it calls destroyJoint() on all the joints, and removes the fixtures from the world's fixture list but doesn't call body.destroyFixture().
[15:36:11] <nexsoftware> The fixtures are destroyed by box2d native when destroying the body AFAIK.
[15:38:03] <aptwebapps> Cool
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[15:41:52] <RichyTheNewbie> I want to make a game on libgdx , but i dont know what resolution it should be, can anyone tell me whats the default resolutin ]
[15:42:03] <RichyTheNewbie> resolution for a game
[15:42:28] <RichyTheNewbie> or which is commonly used
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[15:44:39] <Phibedy> the resolution of the device ;)
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[15:49:56] <Phibedy> Gradle seems to hate me. I created a new Project -> import -> eclipse says that it cant find the core main class. removing code and adding it doesnt help.
[15:50:21] <[twisti]> why would core have a main class
[15:50:35] <[twisti]> there should be no main class in core
[15:50:52] <Phibedy> the ApplicationAdapter
[15:51:15] <[twisti]> that really shouldnt have a main
[15:51:35] <[twisti]> the only main in a libgdx project should be in the desktop projects class
[15:51:50] <Phibedy> I said main class not main method :)
[15:52:07] <[twisti]> so eclipse cant open that java file ?
[15:52:12] <Phibedy> but maybe that was missleading
[15:52:15] <[twisti]> im totally confused as to what you are trying to do
[15:52:51] <[twisti]> maybe try to screenshot the actual error, or describe how youre getting it ?
[15:53:31] <Phibedy> I just created a new project -> import -> I cant run it because it's my new MyApplicationAdapter is red. buildpath + everything else is fine. I can also write it with autocomplete. Restarting eclipse doesnt help either.
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[15:53:59] <[twisti]> have you tried gradle refresh, then project clean ?
[15:54:13] <Phibedy> Yes :)
[15:54:25] <[twisti]> what does it say when you hover the mouse over the red ?
[15:54:40] <Phibedy> cant resolve it but it's inside the buildpath
[15:54:47] <Phibedy> I can even autocomplete it
[15:54:51] <[twisti]> but you get no error on the import statement ?
[15:54:59] <Phibedy> I get that too
[15:55:06] <[twisti]> same error ?
[15:55:09] <Phibedy> yay
[15:55:42] <Phibedy> I will create a new project xD 3 projects for renaming an existing one. Seems to be a good day xD
[15:55:51] <nexsoftware> What is the actual error? It is a class not found exception at runtime?
[15:56:40] <Phibedy> no, I cant even start it, it says that I should create a package and the class. But if I click on it I am leaded to the class.
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[15:56:50] <Phibedy> some eclipse whatever bug
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[15:57:09] <nexsoftware> Weird
[15:57:15] <nexsoftware> Way to break it
[15:57:28] <[twisti]> ah
[15:57:30] <[twisti]> Phibedy
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[15:57:40] <[twisti]> did you try to change the class eclipse cant find ?
[15:57:46] <[twisti]> just put in a space and save
[15:58:00] <Phibedy> yes, I also rampaged my F5 key.
[15:58:21] <[twisti]> i dont mean the class where the error is but the class that is supposedly missing
[16:00:09] <Phibedy> I already reimported it, now it works like a charm, but thanks for help anyways :)
[16:00:19] <Phibedy> *helping
[16:01:08] <[twisti]> how could you
[16:01:12] <[twisti]> now i never get to solve it!
[16:01:21] <Phibedy> I am sorry :(
[16:01:29] <[twisti]> you really ought to be!
[16:02:29] <mk1> about scaling?
[16:02:34] <aptwebapps> When it says "… drawing a Sprite with a width of 2.0f (2 meters) … " where do the pixels come in?
[16:02:39] <mk1> nowhere
[16:02:53] <aptwebapps> I mean, if I'm using textures to render the sprites, do I scale pixels to meters?
[16:03:14] <mk1> aptwebapps: this is a little more complicated
[16:03:42] <mk1> everything rendered uses a coordinate system, totally indpedendent from your screen size
[16:04:18] <mk1> one texel of your sprite covers one unit in this coordinate system, provided, you don't scale the sprite
[16:04:57] <mk1> the size on screen is determined by the camera. in case of a 2d game you'll likely use an orthographic camera (objects far away don't get smaller)
[16:05:15] <mk1> an orthographic camera has the parameters viewportWidth and viewportHeight
[16:05:33] <mk1> it states how many units of the coordinate system are squeezed into your display
[16:06:07] <mk1> if viewportWidth is equal to your actual screen width (Gdx.graphics.getWidth()) then one unit is equal to one pixel on your screen
[16:06:29] <mk1> i.e. one texel of your sprite is displayed as one pixel on your screen
[16:06:52] <aptwebapps> That's where I was tripping up because the Box2d manual is quite insistent that you should not use pixels as the scale is too large: that bodies should ideally be between 0.1 and 10 meters in size.
[16:07:12] <mk1> and that's indeed an issue
[16:08:05] <mk1> the paragraph encourages you to use the same size for the sprites (in units) as the size is in box2d
[16:08:23] <mk1> this is just for simplicity's sake. you can do whatever you want
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[16:10:36] <aptwebapps> Ok, thanks. I will deal with scaling just because I don't want to put a lot of effort into something that has quirky physics bugs later. I prefer the bugs to be my fault and thus fixable. ;)
[16:13:03] <nexsoftware> davebaol: I think in the future we should strive to develop APIs more openly, with input from other contributors... Rather than having all the design discussion at PR time when the API is "finished".
[16:13:14] <gentlemandroid> Did you try pressing f5 standing on your head?
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[16:20:40] <Phibedy> Nope, not enough space :/
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[16:22:46] <noone> NateS: Classes don't ALWAYS need their actual parent type as part of their name. Label is a good example for that and so is ProgressBar, but that's because a Label is a Label and it's obvious what it is. Everyone knows it and the term is not overloaded
[16:22:57] <Sameer> I am incrementing a integer variable when my player is touching the screen. However, it increments very quickly. Is there anyway to slow that down?
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[16:23:49] <mk1> Sameer: add artifical delays
[16:24:04] <noone> NateS: But if something is called Seperator and Alignment, then I instantly a different meaning in my mind... calling it "AlignmentBehavior" would instantly clear that up
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[16:25:21] <noone> it's also just natural that when Reading "FollowPath" I'd expect it to be a path, not a behavior :/
[16:25:45] <noone> don't you agree?
[16:25:48] <nexsoftware> noone: I'm with you
[16:25:54] <Sameer> mk1: What do you mean?
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[16:30:33] <mk1> ah little complicated
[16:31:27] <mk1> if(touched) { someCounter += Gdx.graphics.getDeltaTime(); if(someCounter > 0.4) { yourCounter++; someCounter -= 0.4; }
[16:31:37] <mk1> increments yourCounter every 400ms
[16:31:50] <mk1> missing bracket at end of line, sry
[16:31:55] <mk1> you get the idea
[16:32:07] <mk1> brb
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[16:39:09] <mk1> re
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[16:45:10] <mk1> has someone tried gradle refresh?
[16:45:12] <mk1> > Could not download artifact 'com.badlogicgames.gdx:gdx-freetype-platform:1.2.1-SNAPSHOT:gdx-freetype-platform-natives-armeabi-v7a.jar'
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[16:46:25] <nexsoftware> The jar is there
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[16:56:08] <Sameer> I created a new Texture but I'm getting an error saying the car.png does not exist
[16:56:15] <Sameer> carImage = new Texture(Gdx.files.internal("car.png"));
[16:56:28] <maximtwo> eclipse?
[16:56:32] <Sameer> Netbeans
[16:56:36] <maximtwo> lol
[16:56:52] <maximtwo> try refreshing your project
[16:56:55] <Sameer> I did
[16:56:58] <maximtwo> that was my recommendation for eclipse anyway
[16:57:42] <Sameer> Project\core\assets - thats where I put the image
[16:57:55] <mk1> put in Project\android\assets
[16:58:30] <Sameer> I don't have an android project
[16:58:38] <Sameer> I'm making this for HTML5
[16:58:59] <mk1> doesn't matter
[16:59:15] <Sameer> So should I just make that folder
[16:59:24] <Sameer> It doesn't exist at the moment
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[16:59:50] <nexsoftware> O.o
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[17:00:13] <Getterac7> i thought the setup utility always made an android assets folder?
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[17:00:26] <Sameer> Ah well it worked now
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[17:02:10] <TEttinger> mk1, what's this?
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[17:02:42] <mk1> testing astar/dijkstra for ship movement
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[17:05:59] <mk1> anyway, gotta go. c ya guys
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[17:08:03] <Phibedy> how do you communicate between core and android project?
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[17:10:38] <Getterac7> Phibedy: what are you trying to communicate?
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[17:10:58] <Phibedy> calling a native android method from core project
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[17:12:35] <Phibedy> ah ok thx, that's how I am doing it atm. I thought there might be a fancier way of doing it :)
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[17:17:49] <rottz> anyone uses Android Studio? I am trying to migrate to AS today but am having a hard time to add the RoboVM bindings as dependencies
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[17:19:53] <rottz> I think I’ll just switch back to ADT and stop wasting time
[17:24:01] <mobidevelop> I use Android Studio, but don't do RoboVM.
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[17:28:37] <Djal> For libGDX I do not use AS but intelliJ
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[17:34:19] <rottz> yeah I tried AS last year when it was first publicly released and I found it crap… now I think it’s pretty good, but I cant afford to waste time on it so I’ve just rolled back to ADT… in a few months I might try it again
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[17:45:28] <badlogic-mbp> hey folks
[17:45:37] <badlogic-mbp> anyone good with svg/inkscape? i need help :/
[17:45:43] <badlogic-mbp> i need this logo, but without the gloss
[17:45:47] <badlogic-mbp> it should look like our normal logo
[17:45:49] <badlogic-mbp> and it should be svg
[17:46:15] <badlogic-mbp> i have no idea how i can get rid of the silly gloss :/
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[17:49:22] <badlogic-mbp> wooh i did it in the svg itself
[17:49:24] <badlogic-mbp> fuck inkscape :D
[17:50:23] <mobidevelop> O.o
[17:50:26] <mobidevelop> o.O
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[17:55:42] <aptwebapps> maximtwo: Needs some lens flare.
[17:55:44] <badlogic-mbp> you are right
[17:56:08] <maximtwo> v2 on its way
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[18:01:35] <maximtwo> heh, photoshop has too many types of lensflare now
[18:01:38] <maximtwo> too hard to decide
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[18:07:03] <dermetfan> 1st world problems
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[18:08:59] <Sameer> I have a car in my game and it goes to the cursor whenever I touch the screen. However, I only want it to move when my cursor is dragged
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[18:09:21] <Sameer> And also move only the same length as my cursor drag length
[18:12:00] <mobidevelop> Program it to do that
[18:12:31] <Sameer> Do I have to implement InputProcessor to do that?
[18:14:50] <aptwebapps> I think you can just use InputAdapter and override the touchDragged method.
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[18:24:27] <hax0r> hello
[18:24:45] <hax0r> i tried to "install" libgdx
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[18:25:15] <Guest76614> but when i press import project by eclipse, the message appears "no projects to import"
[18:25:15] <maximtwo> well there's your first problem
[18:26:02] <Sameer> Is there a method to check if a user is touching a rectangle? I thought contains would do it, but it didn't work
[18:26:02] <Sameer> if (car.contains(Gdx.input.getX(), Gdx.input.getY())) {
[18:26:09] <Guest76614> though the latest gradle setup whatever from libgdx created this
[18:26:31] <gentlemandroid> He changed your name TO guest_number_barf, I think we're dealing with a sociopath here
[18:26:46] <Guest76614> maximtwo the link is dead :D
[18:26:50] <maximtwo> Sameer, you'll need to convert from your screen coordinates to world coordinates
[18:27:10] <maximtwo> Sameer, are you using a camera?
[18:27:14] <Guest76614> fail
[18:27:25] <Sameer> maximtwo: Yes
[18:27:34] <maximtwo> you can use camera.unproject to convert that for you
[18:28:12] <Sameer> batch.setProjectionMatrix(camera.unproject);
[18:28:26] <gentlemandroid> Er
[18:28:26] <maximtwo> ok thats fine
[18:29:01] <Sameer> Actually that doesn't work
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[18:29:47] <Guest76614> the import doesnt work but why?
[18:30:33] <atoll> Guest76614: because the customs refused ?
[18:30:59] <gentlemandroid> Guest76614: Did you import a gradle project?
[18:32:01] <Guest76614> nope, these online tutorials work instantly, now im understanding that i need a gradle plugin import or something like that
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[18:32:17] <Guest76614> but how can i get this most possible easy
[18:32:36] <gentlemandroid> Are you an anime character?
[18:32:43] <maximtwo> lol
[18:33:07] <maximtwo> follow those instructions
[18:33:24] <gentlemandroid> You can do it with or without gradle, but you need to be consistent obviously
[18:35:29] <gentlemandroid> "iOS Development does not work on Windows/Linux thanks to Apple." sweet sweet burn
[18:35:30] <davebaol> @mobidevelop: I agree with you. I'm far from considering the api finished though
[18:35:43] <davebaol> maybe a branch would be more appropriate
[18:36:07] <maximtwo> it's a plugin for eclipse
[18:36:12] <Guest76614> then im ready,?
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[18:37:00] <maximtwo> Guest76614, you'll also need ADT for eclipse
[18:37:15] <maximtwo> it's linked right above the gradle plugin on that wiki page
[18:37:57] <Guest76614> i have adt etc.
[18:38:25] <Guest76614> but why the fuck the tutorial creater can instantly import and work with the projects ?
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[18:38:45] <maximtwo> because he did all the prerequisites stuff first?
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[18:39:30] <maximtwo> a lot of developers all ready have most of it installed
[18:39:36] <maximtwo> *already
[18:40:37] <Guest76614> ok im in the install new software window
[18:40:56] <Guest76614> now i have extension (gradle ide etc.) and a point uncategorized
[18:41:05] <Guest76614> what do i need to download?
[18:42:01] <maximtwo> i think you need to download the ability to read the wiki and figure some things out for yourself, this isn't rocket science
[18:43:05] <davebaol> wow siondream is here. you worked as ai programmer right? I'd like to discuss the sb api with you too :)
[18:47:32] <mobidevelop> That maximtwo
[18:47:55] <maximtwo> can you tell i'm in a grumpy mood today mobidevelop?
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[18:48:43] <mobidevelop> Are you?
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[18:50:01] <davebaol> cool I just learnt a new word: grumpy :)
[18:51:14] <maximtwo> heh well not really but i guess i'm not in a very patient mood
[18:52:53] <gentlemandroid> What do you think grumpy means dave?
[18:53:54] <Guest76614> im imported that with install new software, but i can't still import...
[18:55:24] <davebaol> gentlemandroid: irritable or something like that
[18:56:15] <kalle_h_> hello
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[18:57:03] <maximtwo> is that all manual right nwo gentlemandroid, are are you able to extrude a long a spline?
[18:57:16] <gentlemandroid> Along a spline
[18:57:21] <gentlemandroid> Those are catmull-roms
[18:57:27] <maximtwo> very snazzy man
[18:57:41] <maximtwo> you just doing this for kicks or ?
[18:57:44] <gentlemandroid> You can also vary the scale of the profile shape using an interpolation function
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[18:58:01] <gentlemandroid> And vary color with gradients
[18:58:27] <gentlemandroid> I have lots of uses for it but I do intend on PRing it to Xoppa
[18:58:40] <maximtwo> right on
[18:59:32] <gentlemandroid> It was a bitch figuring out how to get the twists out of the spline
[18:59:47] <maximtwo> i prefer to twist spines
[18:59:57] <[twisti]> oi, dont invoke my name in vain
[19:00:01] <gentlemandroid> And it's in need of a refactor to remove the tooth picks and bubble gum holding it together
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[19:02:51] <maximtwo> oh look, it's little milk
[19:03:08] <Lecherito> maximtwo: !
[19:03:12] <maximtwo> hey man
[19:03:22] <Lecherito> how are you dude
[19:03:28] <Lecherito> are you still late with poi? :D
[19:03:30] <maximtwo> not too shabby, how about yourself?
[19:03:41] <maximtwo> Lecherito, i think im all caught up
[19:03:46] <maximtwo> it's been off the air for ages now
[19:04:04] <Lecherito> yes xD
[19:04:17] <Lecherito> but who knows
[19:04:27] <[twisti]> poi
[19:04:27] <[twisti]> ?
[19:04:29] <maximtwo> heh, im usually only a couple of weeks behind at most
[19:04:32] <maximtwo> person of interest
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[19:04:38] <[twisti]> thats a great show
[19:04:42] <maximtwo> yup
[19:04:46] <Lecherito> reese 2 gud
[19:04:53] <[twisti]> new eps in september
[19:05:12] <[twisti]> its like watching the birth of skynet in slow motion
[19:05:18] <maximtwo> haha
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[19:05:53] <gentlemandroid> I started watching The Leftovers last night
[19:06:02] <gentlemandroid> That's possibly the worst HBO show I've ever seen
[19:06:14] <[twisti]> supposedly it gets better
[19:06:19] <maximtwo> lol
[19:06:24] <maximtwo> what's it about?
[19:06:26] <gentlemandroid> I think they lost me
[19:06:38] <gentlemandroid> Whining mostly
[19:06:41] <maximtwo> haha
[19:06:48] <maximtwo> have you watched silicon valley?
[19:07:09] <gentlemandroid> Silicon Valley is great
[19:07:28] <maximtwo> oh so they're looking for something to possibly replace true blood?
[19:07:33] <gentlemandroid> You know that Peter Gregory actor died right?
[19:07:58] <maximtwo> did he?
[19:08:00] <maximtwo> damn
[19:08:03] <maximtwo> he was a riot
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[19:08:13] <gentlemandroid> Like right before the end of filming
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[19:08:46] <gentlemandroid> I think he was meant to be in the end of the show more but they didn't have the heart to Weekend at Bernies him you know?
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[19:09:09] <maximtwo> i want to laugh at that but at the same time im quite sad
[19:09:23] <gentlemandroid> He was great in that role
[19:09:31] <maximtwo> yeah he really was
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[19:18:56] <InspiredNotion> Hello
[19:19:14] <InspiredNotion> Just a quick question about moving project between mac and pc
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[19:20:36] <InspiredNotion> The gradle project needs the SDK location when you create the project, I got around this between my laptop and desktop by placing the SDK in the same location on both, c:/SDK, but with Mac i can't do this. how would i specify the location for the new SDK location?
[19:22:05] <mobidevelop> Use the ANDROID_HOME environment variable instead of local.properties
[19:22:33] <InspiredNotion> sorry i am noot familiar with that command, would you be able to help me implement that?
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[19:23:18] <mobidevelop> I don't use Mac so have no clue how to set environment variables there
[19:23:46] <InspiredNotion> kk, will google it, thanks though
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[19:27:45] <Fel_Ix> or you could just have a separate local.properties (located in the gradle project folder) and change the sdk path in such archive on your mac
[19:28:14] <InspiredNotion> true
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[19:31:28] <noone> davebaol: ping?
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[19:43:39] <Azazel_> I've made a folder in android\assets called Buttons. It contains the files button.pack and button.pack.png
[19:43:54] <Azazel_> on desktop everything works
[19:44:15] <Azazel_> but on android, kaboom! fatal error! unable to find buttons/button.pack
[19:44:28] <Azazel_> what gives?
[19:47:42] <Azazel_> oh
[19:47:44] <Azazel_> case sensitive
[19:47:46] <Azazel_> my baaaad
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[19:49:01] <Azazel_> I know Android runs on Linux, which has a case sensitive file system, but I read that since SD cards usually use FAT32, which is case insensitive, Android's file system was also made case insensitive
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[20:04:12] <[[derek]]> does anyone want to populate my friends list and dicsuss hypothetical situations?
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[20:04:36] <Getterac7> [[derek]]: what kind of hypotheticals?
[20:04:46] <[[derek]]> like
[20:05:04] <[[derek]]> if you could go back in time what would you "invent" to become a millionair in your time peroid
[20:05:14] <[[derek]]> stuff like that
[20:05:43] <[[derek]]> 360AF079D8FF7D08B301F9C21D05DA6A39F01790144229F26F642C053A04A21518A08306BD2E
[20:05:52] <Unimatrix325> go back in time with any books, or just with own mind and knowledge ? :-)
[20:06:23] <maximtwo> this is exactly why i download all of wikipedia to my phone once per week
[20:06:30] <Azazel_> I won't be your friend, but I'll discuss hypothetical situations
[20:06:30] <Unimatrix325> :-)
[20:06:45] <Azazel_> so put your hands...
[20:06:47] <Azazel_> down my pants...
[20:06:48] <Unimatrix325> maximtwo : is that really possible, or are you kiding ? :)
[20:06:56] <Azazel_> and I bet you'll feel nuts!
[20:07:08] <Azazel_> you and me, baby, are nothing but mammals
[20:07:20] <[[derek]]> I like to have mind exersizes where I can recall as much as posible that would help me improve the middle ages were I to appear there tommrow
[20:07:30] <Unimatrix325> maximtwo : coool :)
[20:07:45] <Azazel_> I'm kind of in the manic phase of my self-diagnosed borderline manic-depressive disorder
[20:07:47] <Unimatrix325> derek : yeah, I like this idea as well :)
[20:08:06] <Azazel_> [[derek]]: I actually fantasize about doing that
[20:08:08] <[[derek]]> I think it would be quite good to be sent back with a stack of printer paper
[20:08:10]
[20:08:15] <Azazel_> but never really do it
[20:08:17] <maximtwo> sounds like you guys need to play some D&D
[20:08:38] <[[derek]]> "I give you this paper as a gift, give me 100 of your top students and they too will be able to make this paper"
[20:08:41] <Azazel_> I guess I'll have to make sure that when I do go back in time I'll have a database of all human knowledge with me
[20:09:13] <[[derek]]> would be quite nice to go back into a fantasy setting and see how you can apply science to whatever magic they are using
[20:09:16] <Unimatrix325> I think it is funny, how unprepared modern age human could probably not recreate almost nothing from modern technology :)
[20:09:34] <[[derek]]> you could probelly teach a lot of math though
[20:09:43] <Unimatrix325> don't be mistaken !
[20:09:46] <[[derek]]> someone else will get round to inventing the stuff
[20:09:48] <Unimatrix325> most of the math is pretty old
[20:10:02] <Unimatrix325> except for higher college stuff
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[20:10:10] <Unimatrix325> which is probably like 1900s+
[20:10:11] <[[derek]]> day
[20:10:14] <[[derek]]> *say the year 0
[20:10:21] <[[derek]]> how much maths would they already know?
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[20:10:26] <Unimatrix325> a lot actually :)
[20:10:33] <Azazel_> actually I think there was no year 0
[20:10:37] <Unimatrix325> :)
[20:10:40] <Azazel_> they started from year 1
[20:10:49] <Azazel_> why am I even here
[20:10:54] <[[derek]]> I would also inscribe game of thrones spoilers into the bible or something with a hashed key
[20:11:00] <Unimatrix325> derek :-D
[20:11:08] <Azazel_> haha
[20:11:48] <Azazel_> I made a vile comment on a GoT fan page on Facebook, and got over 700 likes. I've never felt such a sense of accomplishment in my whole life
[20:11:58] <Unimatrix325> few things I could come up with, that I could (theoretically) do : steam powered engine, penicilin, blood groups
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[20:13:03] <Unimatrix325> all could be a major breakthrough actually
[20:14:05] <Unimatrix325> allthough the steam engine depends on the exact year and the overall ability to handle metals
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[20:20:18] <[twisti]> why are so many libgdx tutorials/guides styled using x/y for coords and having you 'float' at z ?
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[20:20:35] <[twisti]> it seems infinitely more sensible to have x/z as coords
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[20:25:52] <noone> Xoppa: ClosestNotMeRayResultCallback should not be used, right?
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[20:33:24] <lxknvlk> hey!
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[20:34:03] <lxknvlk> i've learnt that i must dispose Textures, but why cant i dispose Sprites?
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[20:36:05] <[[derek]]> lxknvlk: sprites are just contianers for textures and a set of vectors and primate vairables
[20:36:29] <[[derek]]> lxknvlk: you only really need to dispose the texture, so use .getTexture() or whatever and dispose of it
[20:37:01] <lxknvlk> but my sprites get texture from TextureAtlas
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[20:37:29] <lxknvlk> oh, nvm
[20:37:31] <lxknvlk> getTexture().dispose();
[20:37:35] <lxknvlk> works
[20:37:58] <lxknvlk> but its unefficient do get and dispose each texture separately
[20:38:18] <kalle_h_> lxknvlk: you don't need manage sprites
[20:38:29] <kalle_h_> and its quite error prone
[20:38:38] <kalle_h_> you can have 1 texture and 100 sprites
[20:38:55] <kalle_h_> you can't dispose same texture 100times
[20:38:57] <lxknvlk> yup, that whats im talking about
[20:39:04] <lxknvlk> should just dispose the atlas?
[20:39:06] <kalle_h_> so you only dipose the texture
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[20:39:14] <kalle_h_> and never the sprites
[20:39:53] <zambo> hello all, is there a way for me to check a pixel’s color for a sprite when it is drawn (including scale, rotation, flip that may have been applied to the texture)?
[20:40:36] <kalle_h_> no
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[20:41:23] <kalle_h_> zambo: what you are trying to achieve?
[20:41:57] <kalle_h_> zambo: basically you would need to read from gpu to cpu which is really slow and never good idea
[20:42:20] <zambo> Sounds like overkill. I’m doing drag and drop on shapes, but sometimes when two irregular shapes overlap, I get a drag on both
[20:42:49] <kalle_h_> limit the drag to ne
[20:42:51] <kalle_h_> *one
[20:43:10] <zambo> I’ve done that - I pick the one that the initial touch’s drag is closest to the center of
[20:43:28] <Getterac7> zambo: are you intersecting the mouse click position with a polygon?
[20:43:42] <zambo> it’s not a polygon, right now it’s Sprite.getBoundingRectangle()
[20:44:11] <Getterac7> zambo: well you aren't going to get super accurate click and drag events with bounding rectangle.
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[20:46:50] <noone> Xoppa: ah I didn't see the constructor which takes the "me" collisionObject... it can be used :D
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[20:53:51] <noone> oh wow > 170 people here
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[20:54:01] <noone> okay, not anymore...
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[21:41:50] <Sameer_> I am trying to make a "Follow The Path" game. Basically the player moves a ball with his/her mouse and has to avoid going off the path. I need some suggestions on how to go about creating the path though
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[21:50:13] <Angergard> If anyone is interested to help, pm me. I will give you more info
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[21:50:41] <Angergard> Thank you
[21:50:51] <mobidevelop> Which class?
[21:52:00] <Angergard> @mobidevelop, in the Player class, I render the "ColorBlock(s)".
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[21:52:30] <mobidevelop> You can't begin both the SpriteBatch and the PolygonSpriteBatch
[21:52:34] <Angergard> in the contructor and for loop, if you make all colorblocks use the same sprite, none of them is visible
[21:53:56] <Angergard> WHAT
[21:53:57] <Angergard> HOW
[21:54:32] <Angergard> Thanks @mobidevelop
[21:55:03] <Angergard> It must have been something with flushing that went wrong
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[21:55:29] <ManaWorld> hi
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[21:58:41] <Angergard> @mobidevelop Why can't you begin both batches at the same time?
[21:59:11] <mobidevelop> Because they both set opengl state and expect it to not be changed.
[21:59:38] <mobidevelop> They also both set shaders in begin
[22:00:39] <mobidevelop> Or, rather, they begin() their respective shaders.
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[22:01:37] <Angergard> Oh, opengl is a state engine right?
[22:01:43] <mobidevelop> Yep
[22:02:01] <Angergard> Thanks you so much!
[22:02:11] <Unimatrix325> Sameer_ : and whats the problem ?
[22:02:23] <mobidevelop> No problem
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[22:04:38] <Angergard> Now it's time for some top gear to round up the day.
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[22:07:20] <Unimatrix325> well as far as generation of the map goes - it is simple a sequence of connected lines. So something like while(running) generate line with random length in certaing range and random direction (of three possible directions)
[22:07:31] <c0ke1> Has anyone used Ocirne23's entity system on Android?
[22:07:32] <davebaol> noone: pong
[22:08:22] <mobidevelop> c0ke1: the reflection thing?
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[22:08:38] <BlueProtoman> davebaol: Any ETA on your steering behaviors being merged?
[22:08:44] <c0ke1> Yeah mobidevelop
[22:08:46] <Unimatrix325> or rather two possible directions
[22:08:54] <davebaol> BlueProtoman: nop
[22:09:21] <mobidevelop> c0ke1: nope
[22:09:24] <Sameer_> Unimatrix325: I would have thought 4 possible directions lol
[22:09:30] <c0ke1> It seems like a really tidy way of managing everything, but the word reflection scares me with Android, I'm worried if the performance will be a problem
[22:09:31] <Sameer_> Top, bottom, left, right
[22:09:56] <c0ke1> From what I can see it uses reflection only when entities are added to the EntityWorld so that isn't the end of the world, but wondered if anyone had any first hand experience
[22:10:08] <Unimatrix325> from the brief look I had it seems as it continues always "forward" so you must ensure it will not turn back
[22:10:09] <mobidevelop> Only one way to find out
[22:10:31] <Unimatrix325> so that the path can not crash into itselfg
[22:11:10] <Sameer_> I also can't tell if the camera is moving or its just the path that moves
[22:11:25] <Unimatrix325> movement is relative :)
[22:11:32] <Unimatrix325> it depends on your data representation
[22:11:39] <Sameer_> How would I go about creating the line
[22:12:17] <Slijt> what line?
[22:12:38] <Sameer_> A line
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[22:12:54] <Unimatrix325> what's so hard on creating a line ?
[22:13:16] <Sameer_> That I don't know how to do it lol
[22:13:33] <mobidevelop> A line
[22:13:34] <Unimatrix325> how to create it, or how to render it ?
[22:13:46] <Getterac7> didn't we recently discuss using triangle strips to do anti-aliased lines in OpenGL?
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[22:14:25] <Sameer_> How to create it
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[22:15:08] <Unimatrix325> you'll have to learn basic geometry to do that
[22:15:42] <Sameer_> I mean is there documentation on how to create the line
[22:15:51] <Unimatrix325> :-D
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[22:18:25] <Slijt> you could use the shaperenderer for rendering lines
[22:18:42] <Slijt> ah, just like Getterac7 linked
[22:18:45] <Unimatrix325> he wanted co create the line, not render it :)
[22:18:49] <mobidevelop> Hold up cowboy, we are just at creating the line. No rendering just yet.
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[22:19:03] <Slijt> oh haha
[22:19:13] <Slijt> then create a shape then
[22:19:15] <Getterac7> oooh, my bad. haha
[22:19:23] <Saymos> Is it possible to have the desktop application starting in a maximized window?
[22:19:31] <Slijt> ye
[22:19:40] <Saymos> How do you do that?
[22:19:48] <mobidevelop> Magic
[22:19:52] <Saymos> :o
[22:19:53] <Slijt> cfg.fullscreen = true;
[22:20:03] <Saymos> Nono, not fullscreen
[22:20:11] <Saymos> Just the window maximized
[22:20:12] <Slijt> cfg being ur lwjglApplicationConfig
[22:20:13] <Slijt> huh?
[22:20:15] <Slijt> oh
[22:20:16] <Slijt> my bad
[22:20:17] <mobidevelop> Full screen and fullscreen are not the same
[22:20:23] <[twisti]> Saymos: provide the jframe it starts in manually and set the jframe to maximized
[22:20:48] <Saymos> How do I do that? :o
[22:20:59] <mobidevelop> Magic
[22:21:04] <[twisti]> 1 sec, ill pastebin some code
[22:21:10] <Saymos> Awesome! :)
[22:21:32] <Sameer_> I could also draw a line with a texture right?
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[22:22:30] <Getterac7> Sameer_: you could probably take a 1x1 pixel TextureRegion and stretch it into a line, but that seems like a hassle.
[22:22:58] <[twisti]> something like that in your desktop class
[22:23:18] <[twisti]> err 2nd line should be frame.setExtendedState(frame.getExtendedState() | JFrame.MAXIMIZED_BOTH);
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[22:23:34] <Saymos> Thanks :) I'll try it out
[22:23:45] <Sameer_> Getterac7: Yeah but what you gave me earlier doesn't look good.. Plus the line needs to be pretty thick
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[22:25:47] <Getterac7> Sameer_: Yeah, not sure you can do line thickness when drawing with ShapeRenderer.
[22:27:05] <Saymos> <[twisit]> it gave me loads of errors :/
[22:27:27] <Sameer_> Also, is there a way to set the camera to follow coordinates?
[22:32:24] <[twisti]> Saymos: like what
[22:33:19] <Getterac7> Sameer_: sure, you do this every frame: camera.position.set(newX, newY, 0); camera.update();
[22:33:43] <Saymos> Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Unable to create OpenGL display.
[22:34:01] <[twisti]> can you paste your whole desktop class on pastebin ?
[22:37:58] <[twisti]> you need to set config.width and height
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[22:38:57] <Saymos> Still get errors with that
[22:39:33] <[twisti]> config.resizable=true;
[22:39:57] <[twisti]> oh, also add this at the end
[22:40:03] <[twisti]> frame.setVisible(true);
[22:41:42] <Saymos> Ok, now it works :) Though... It continues to run even after I close it down (using the X in the top-right corner)
[22:41:50] <[twisti]> 1 sec
[22:42:17] <[twisti]> frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
[22:42:35] <[twisti]> or alternatively add a windowlistener that shuts down libgdx
[22:44:23] <Saymos> It closes it down but gives this error: AL lib: (EE) alc_cleanup: 1 device not closed
[22:45:00] <[twisti]> yeah, if you want that error to go away you need to instead of EXIT_ON_CLOSE do frame.setDefaultCloseOperation(WindowConstants.DO_NOTHING_ON_CLOSE); frame.addWindowListener(new CloseListener());
[22:45:23] <[twisti]> where CloseListener is a class that just implements WindowListener and has nothing but Gdx.app.exit(); in windowClosing
[22:46:25] <mobidevelop> Let's see how many more things need to be added
[22:46:51] <Saymos> Haha well I don't really mind if there is a small error there for now since it doesn't seem to do anythign
[22:47:06] <Saymos> I'll might add it later one
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[22:50:32] <Saymos> Thanks for the help [twisti] :)
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[22:54:50] <mobidevelop> We really should make the default Json output be standard json.
[22:56:03] <[twisti]> mobidevelop: if you have write permissions on github, mind updating the maven archetype to 1.2 ? just need to change the <version> in the main project pom
[22:56:47] <mobidevelop> Sure
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[22:57:27] <[twisti]> i wonder if im the only one here who still clings to maven
[22:58:52] <[twisti]> yes, i think that is enough
[22:59:26] <mobidevelop> We'll see
[23:00:52] <BlueProtoman> dermetfan: You here?
[23:03:06] <mobidevelop> [twisti]: isn't that just the version of the archetype?
[23:03:38] <[twisti]> yeah, but the archetype somewhat hackily uses project.version to specify libgdx version
[23:04:01] <mobidevelop> I see
[23:04:24] <dermetfan> BlueProtoman: yep
[23:04:54] <BlueProtoman> dermetfan: Does libgdx-utils use anything that might internally make use of DateFormat or SimpleDateFormat?
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[23:08:23] <dermetfan> BlueProtoman: I don't think so, why?
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[23:09:35] <Lysander> The lonley life of a gamedev
[23:09:41] <cobolfoo> BlueProtoman: problem with timezones?
[23:09:43]
<BlueProtoman> dermetfan: I get this error with GWT. http://pastebin.com/dCAeEaYL I've asked about that in here to no avail. I asked the developers of another library I'm using for my game, and after giving them temporary access to my repo they suggested your code might be the problem
[23:09:54] <BlueProtoman> cobolfoo: Yes, except I'm not using them
[23:10:08] <[twisti]> i dont think utils should be part of your gwt project
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[23:10:14] <[twisti]> or am i thinking of something else
[23:10:38] <BlueProtoman> Ask dermetfan, he's the one who made it
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[23:10:56] <[twisti]> oh yeah, nm, i was thinking of gdx-tools
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[23:13:05] <Angergard> Who is going to buy the Moto 360?
[23:14:06] <cobolfoo> people who buy bt gears
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[23:14:26] <dermetfan> BlueProtoman: Well I'm sorry I would be really surprised if something using (Simple)DateFormat was used... I could try my luck with your repo too
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[23:14:43] <Getterac7> Angergard: what is... moto 360.. precious?
[23:15:19] <Angergard> :D
[23:15:41] <[twisti]> weird, you cant search bitbucket repos
[23:15:47] <[twisti]> i swear, these guys have no common sense
[23:16:19] <[twisti]> took them like five years and 10,000 people posting +1 on their issue tracker to add a way to list wiki pages too
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[23:17:03] <BlueProtoman> dermetfan: Sure, if you'd like. Got a GitHub account?
[23:17:28] <dermetfan> Yup, username as usual
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[23:18:09] <BlueProtoman> All righty, you're in
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[23:20:59] <dermetfan> BlueProtoman: JesseTG?
[23:21:06] <BlueProtoman> dermetfan: Yep.
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[23:23:34] <mobidevelop> BlueProtoman: check your gwt xml, you don't seem to be getting the emulation version of the StringQuoter class (which is part of gwt itself)
[23:23:47] <BlueProtoman> mobidevelop: How can I do that?
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[23:25:31] <mobidevelop> Could also be your gradle file is messed up if you are using gradle
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[23:25:54] <BlueProtoman> Yeah, I'm using Gradle--but first, let's try the xml thing. How can I add the emulated StringQuoter?
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[23:26:25] <mobidevelop> It is part of the gwt-user.jar which should be attached to your project
[23:27:01] <BlueProtoman> I don't see it in there.
[23:27:12] <BlueProtoman> In my Gradle dependencies, that is
[23:27:27] <BlueProtoman> I see gwt-codeserver and gwt-servlet
[23:27:31] <mobidevelop> It should be
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[23:28:17] <BlueProtoman> It's not. Now what?
[23:29:24] <mobidevelop> Did you muck around with your build.gradle?
[23:30:13] <BlueProtoman> mobidevelop: My root one, only to add dependencies, and the HTML one only to change the Java version to 7
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[23:31:13] <mobidevelop> Hmm, you should have gotten the gwt-user dependency as a transitive dependency from the gwt backend jar
[23:32:06] <mobidevelop> Really odd you didn't
[23:33:10] <BlueProtoman> Wait, but inside gwt-servlet there is a com.google.user package
[23:33:26] <BlueProtoman> And StringQuoter.class is in there--I just need the source for it
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[23:33:50] <mobidevelop> That's not the one you need
[23:33:57] <mobidevelop> That's the developer version
[23:34:06] <BlueProtoman> Oh, okay
[23:34:12] <BlueProtoman> So how can I get gwt-user, then?
[23:34:37] <mobidevelop> Try adding a dependency on 'com.google.gwt:gwt-user:2.6.0'
[23:35:00] <mobidevelop> Or 2.6.1 if you like
[23:36:32] <dermetfan> Maybe I'm messing something up, but :html:dependencies shows gwt-user 2.6.0 listed as transitive dependency
[23:37:00] <mobidevelop> That's how it should be
[23:37:23] <dermetfan> And it still doesn't work, that's what's odd
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[23:37:36] <mobidevelop> Doesn't work for you either?
[23:37:38] <BlueProtoman> ?
[23:38:00] <dermetfan> Nah this is BlueProtoman's project
[23:38:20] <mobidevelop> But can you compile his project?
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[23:38:30] <Slijt> yo dermetfan, it's been a while since you did a tutorial! hows it going?
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[23:38:49] <BlueProtoman> My project compiles fine on Desktop, by the way
[23:38:58] <BlueProtoman> Guess that's not really relevant
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[23:39:21] <BlueProtoman> And I was trying to compile with the superDev task
[23:39:25] <mobidevelop> Yeah, this seems to be something funky going on with the gwt dependencies
[23:39:41] <mobidevelop> Mine works, so it isn't a general problem
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[23:40:43] <BlueProtoman> I wonder what would happen to this community if we couldn't use GWT as our whipping boy
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[23:41:41] <remonvv> hey guys. I'm a little confused about shader/shaderprograms/defaultshader. I want to create a DefaultShader instance with custom shader code but it needs a renderable to construct. I don't have that renderable at instantation time. I'm assuming this is by design so I'm wondering if my pattern is correct (shader construction in create() specifically)
[23:41:46] <mobidevelop> We'd all be happier without gwt
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[23:42:42] <remonvv> I assumed something like : create() { shader =...} and render() { batch.render(modelInstance, shader);}
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[23:42:59] <[twisti]> Shader shader = new ShaderProgram(...
[23:43:05] <[twisti]> no need for defaultshader
[23:43:24] <remonvv> I want to use the default shader's default stuff
[23:43:29] <remonvv> either way Shader != ShaderProgram
[23:43:53] <remonvv> can't invoke render with a shader program and cant create a shader without a renderable
[23:43:55] <[twisti]> oh
[23:44:27] <mobidevelop> BlueProtoman:weird, you should get that because the user version doesn't use JSONObject
[23:44:28] <dermetfan> Ok so I can't compile it, getting even more errors
[23:44:29] <remonvv> Most demo code seems to use rather artificial/unpractical ways to get to a renderable
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[23:44:40] <mobidevelop> Shouldn't
[23:44:58] <dermetfan> Slijt: I actually made a new one the day before yesterday
[23:45:02] <Xoppa> remonvv, defaultshader (and baseshader) requires a renderable to compile the (uber) shader program according to specified material/environment. If you want to do that, then extend DefaultShaderProvider, override the createShader (might be other named) method and create your shader when needed (according to the material/environment/mesh) with the provided renderable
[23:45:02] <BlueProtoman> mobidevelop: So now what?
[23:45:34] <Xoppa> remonvv, also make sure that your canRender method returns actually whether is *should* be rendered using that shader.
[23:45:35] <mobidevelop> No clue without seeing the stuff
[23:46:01] <BlueProtoman> mobidevelop: Want access into my GitHub repo?
[23:46:21] <mobidevelop> Sure, I can take a look
[23:47:21] <BlueProtoman> mobidevelop: Okay, you're in. Thank you so much!
[23:47:37] <remonvv> Xoppa: And how do I make it use my new ShaderProvider? That still seems to need some weird/bad code to get to a Renderable from a model.
[23:47:42] <remonvv> Let me have a look.
[23:47:59] <Xoppa> new ModelBatch(myShaderProvider) or something alike
[23:48:17] <remonvv> Aha!
[23:48:52] <Xoppa> note that modelbatch will dispose the shaderprovider when it is disposed, so you cant reuse it for multiple batches and dispose all those batches
[23:49:48] <remonvv> Xoppa: Hm, I only ever dispose a batch when the screen is disposed. Is that bad?
[23:49:51] <mobidevelop> BlueProtoman: Cool, I've got a quick meeting but I'll be back in half an hour or so
[23:49:56] <remonvv> I begin/end it every frame
[23:50:20] <Xoppa> no, you only need to dispose it once, after you dont need it anymore
[23:50:29] <BlueProtoman> mobidevelop: Okay, see you then!
[23:50:30] <remonvv> Thought so, got worried there ;)
[23:50:38] <Xoppa> disposing the batch will destroy and free all used shaders
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[23:53:25] <remonvv> Xoppa : What would be the best strategy if you want to select specific shaders based on the type of model I'm rendering? Multiple ModelBatch instances each with their dedicated ShaderProvider or a smarter createShader that inspects the Renderable somehow?
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[23:54:52] <remonvv> Alright, cheers
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[23:56:00] <[twisti]> how come perspective cams are so often set to 66 or 67 ? in games they seem to default to 90
[23:56:09] <[twisti]> like minecraft or quake
[23:56:21] <Xoppa> it horizontal angle vs vertical angle
[23:56:21] <[twisti]> are those different scales ?
[23:56:27] <mobidevelop> BlueProtoman: I got a shit-ton of errors on compile, probably the same as dermetfan got
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[23:56:40] <[twisti]> ah, i thought it was field of view
[23:56:48] <Xoppa> it is
[23:56:48] <dermetfan> They are too many to post on pastebin.
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[23:57:08] <BlueProtoman> mobidevelop: With what task, superDev or dist?
[23:57:14] <dermetfan> compileGwt
[23:57:18] <dermetfan> for me at least
[23:57:29] <mobidevelop> dist
[23:57:57] <mobidevelop> Something seems to be pulling in gwt-dev for compile
[23:58:09] <kalle_h_> [twisti] fov is very sensitive for performance too
[23:58:20] <[twisti]> how so ?
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[23:58:45] <kalle_h_> just increase it by couple degree and shadow map need to be crazy size
[23:58:52] <kalle_h_> or you need to add more cascades
[23:58:53] <mobidevelop> Meeting time
[23:59:01] <rachard> I noticed that Gdx.graphics.getFramesPerSecond() does not follow the real frame rate (at least in IOS).
[23:59:16] <[twisti]> oh yeah i could see that
[23:59:24] <kalle_h_> and it means more objects rendered and tinied triangles(which are more expensive)
[23:59:25] <[twisti]> would increase what, to a power of 3 ?
[23:59:40] <BlueProtoman> dermetfan: I've been using superDev
[23:59:41] <rachard> I don't see drop in framerate, when I have have small hickup. When I did my own time measurement, I can detect the hickup.
[23:59:48] <[twisti]> oh yeah i meant to ask about tiny triangles