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[00:00:03] <[twisti]> i have a game map consisting of millions of plots
[00:00:16] <rachard> or maybe there is some averaging going on with the frame rate
[00:00:26] <[twisti]> i would like to display it all the way zoomed out, but millions of triangles like that will not perform well
[00:00:47] <[twisti]> any suggestions for a good solution ?
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[00:00:56] <kalle_h_> modern pc's can do tens of millions
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[00:01:21] <kalle_h_> but I need lot more info to give proper advice
[00:01:22] <[twisti]> hm then maybe my test code was wrong
[00:01:34] <[twisti]> it was very chokey even with only like a mil visible
[00:01:59] <Xoppa> rachard, fps is the number of times the render method is called in a second, it is not used to detect hickups, you could use getDeltaTime (or getRawDeltaTime) for that
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[00:02:45] <kalle_h_> this is 70Mil with 7fps https://pbs.twimg.com/media/BtLdwZwIQAA_FM0.png
[00:02:46] <rachard> Xoppa: Yeah, I think I understood it wrong first.
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[00:03:19] <rachard> Is there some way get log message in RoboVM, if there was garbage collection event?
[00:03:31] <[twisti]> very pretty, i guess i need to go back to research and see what made my stuff so slow then
[00:03:38] <kalle_h_> [twisti]: million is possible even with mobile devices
[00:04:00] <kalle_h_> I once tested scene with 800k polys with ipad4 and it wasn't problem
[00:05:10] <Xoppa> kalle_h_, single draw call, single render target?
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[00:06:11] <kalle_h_> Xoppa: it was kinghunt map scene when I tested adding tesselation for procedural land scape
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[00:06:40] <kalle_h_> so it was top of the rest of the game
[00:07:37] <kalle_h_> https://www.youtube.com/watch?v=47uXsc25ZDo This is game that actually use that much polygons on real game
[00:07:42] <kalle_h_> Ag driver
[00:07:50] <kalle_h_> but they are all static and quite unlit
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[00:08:08] <dermetfan> BlueProtoman: superDev gives me the same error as you got. Failed on draftCompileGwt
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[00:08:24] <TrofSivart> hi guys
[00:08:44] <Xoppa> nice
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[00:08:56] <BlueProtoman> dermetfan: Then the problem must be with my own project...except I didn't do anything with GWT.
[00:09:07] <TrofSivart> anyone have experience with letterboxing?
[00:09:30] <TrofSivart> it works for me in window but when i switch to fullscreen the letterboxing doesnt work and the game gets stretched
[00:10:02] <TrofSivart> http://pastebin.com/5wuGB3FM
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[00:10:18] <TrofSivart> ^ my letterboxing code
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[00:13:58] <Xoppa> TrofSivart, looks like you want to use a Viewport
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[00:16:04] <kalle_h_> [twisti]: how you are drawing those one million plots
[00:16:22] <[twisti]> spritebatch
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[00:17:17] <cobolfoo> ag driver remind me of mega race
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[00:17:49] <kalle_h_> [twisti]: if they are static use spriteCache
[00:18:59] <[twisti]> i didnt know that one, ill have to read up on it, but thanks for the tip, 95% of it will be static
[00:20:21] <TrofSivart> Xoppa, I just implemented a FitViewport and the same issue occurs.
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[00:21:00] <cobolfoo> TrofSivart: are you catching the resize event when you set the game in fullscreen ?
[00:21:09] <cobolfoo> I mean your viewport need to be manually updated when it is happening
[00:21:16] <[twisti]> oh thats cool, you can have multiple caches, so i can divide my map into chunks
[00:21:30] <[twisti]> yes this looks very useful for my problem
[00:22:06] <gentlemandroid> Xoppa: http://imgur.com/McJlBh3
[00:23:14] <TrofSivart> Yep, I just traced to make sure. It calls the function, even with the right dimensions, its just that it doesn't create the letterboxes.
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[00:23:55] <Xoppa> very cool gentlemandroid, mesh following on a path?
[00:24:23] <gentlemandroid> Profile shape yea
[00:24:36] <gentlemandroid> Finally got the twists out
[00:24:57] <Xoppa> looks high poly? do you remove redundant vertices somehow?
[00:25:25] <Xoppa> ow nvm, it doesnt look high poly :D
[00:25:38] <gentlemandroid> That's 32 segments * however many edges the profile shape has
[00:26:06] <gentlemandroid> It's using splines so it kind of has adaptive built in
[00:26:16] <Shiu> lofting :)
[00:26:26] <gentlemandroid> And you can do facetted or smooth shaded edges
[00:26:47] <gentlemandroid> It's a sweep, although I did want to add lofting too (different profile images
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[00:27:03] <TrofSivart> I think something about the fullscreen display mode may be overriding the glviewport call?
[00:27:04] <Shiu> whats it for ?
[00:27:36] <gentlemandroid> Stuff
[00:27:53] <gentlemandroid> Procedural generation stuuuuuff
[00:28:16] <Xoppa> well done!
[00:28:24] <Xoppa> so we can expect an additional pr soon :D
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[00:28:50] <gentlemandroid> Yep I wanted to get it more ironed out first
[00:29:01] <Shiu> stuuuuuuuff is the best reason ever
[00:29:02] <gentlemandroid> I still need to work on the texture coords, they're wonky
[00:29:19] <Shiu> gentlemandroid, seen this http://esotericsoftware.com/blog/Automatic-skinning-weights ?
[00:30:16] <gentlemandroid> Very cool man
[00:30:34] <Shiu> works really well
[00:30:52] <Shiu> beats distance based weighting
[00:31:05] <gentlemandroid> I look forward to the IK stuff too
[00:31:13] <Shiu> that's already in
[00:31:17] <Shiu> has been for a month now
[00:31:23] <gentlemandroid> The runtime stuff?
[00:31:26] <Shiu> oh
[00:31:28] <Shiu> uhm.. no
[00:32:42] <gentlemandroid> You know eventually you're just going to have a full 3d animation package
[00:32:46] <gentlemandroid> It's going to creep up on you
[00:33:08] <Shiu> haha unlikely
[00:33:28] <Shiu> If we suddenly introduce a Z axis I think Spine will grow legs and run away
[00:33:32] <kalle_h_> Shiu: what algorithm you use for skinning weights?
[00:33:39] <Xoppa> :D eventually autodesk will buy them
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[00:34:08] <Shiu> kalle_h_, http://igl.ethz.ch/projects/fast/
[00:34:13] <gentlemandroid> No, resist it Shiu
[00:34:17] <gentlemandroid> Don't take their blood money
[00:34:27] <Shiu> Xoppa, and stop all innovation.. The autodesk way
[00:34:39] <gentlemandroid> What's the coolest project you've seen so far using Spine?
[00:34:46] <gentlemandroid> Is there a showcase somewhere?
[00:34:57] <Shiu> http://esotericsoftware.com/forum/viewtopic.php?f=5&t=3059 probably this here
[00:35:00] <Shiu> that's freaking well done
[00:35:18] <gentlemandroid> Ridiculous
[00:35:21] <gentlemandroid> That's like better than 3d
[00:35:35] <Shiu> that guy is GOOD
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[00:36:00] <kalle_h_> Shiu: did authors of that help you=
[00:36:14] <Shiu> https://www.youtube.com/watch?v=KXBUQfMYFuQ&feature=youtu.be that also looks really nice
[00:36:15] <Shiu> kalle_h_, no
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[00:37:09] <kalle_h_> Shiu: was it hard to implement?
[00:37:39] <kalle_h_> paper look bit complex
[00:37:47] <Shiu> you'll have to ask Nate about that
[00:37:53] <Shiu> he's spent about 5 days on it I think.
[00:38:04] <Shiu> the results are very very good though.
[00:38:23] <Shiu> I tested it on that raptor I made, did no manual weighting and it just worked.
[00:38:52] <gentlemandroid> Have you thought anymore about secondary motion type stuff? Like ponytails or capes?
[00:38:54] <kalle_h_> Have you tested it by comparing manual weights vs auto weights?
[00:38:59] <kalle_h_> which are better
[00:39:21] <mobidevelop> BlueProtoman: get it sorted out?
[00:39:22] <kalle_h_> 5days is not that much for complex new feature
[00:39:43] <Shiu> manual weights are always better if enough time is spent on them. But you can do auto weighting and then have something that is nearly perfect, then edit the weights afterwards or just smooth them.
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[00:40:18] <Shiu> for example, https://vine.co/v/M9u5pxvLYqK this one took me about 10 minutes to weigh manually, but with auto weights it took me 20 seconds.
[00:40:58] <kalle_h_> sounds like awesome workflow optimizer
[00:41:03] <Shiu> it is :)
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[00:42:43] <Shiu> currently Nate is making the automatic mesh generation
[00:42:49] <kalle_h_> that blog post would use link to that paper
[00:44:11] <Shiu> I guess yeah
[00:44:28] <Shiu> or a link to Alec's personal blog
[00:44:36] <kalle_h_> that too
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[00:45:53] <TrofSivart> hm is this a bug? fitviewport not letterboxing on fullscreen?
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[00:49:26] <kalle_h_> Shiu: do you have any new cool features in mind after auto meshing
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[00:50:08] <Shiu> mostly smaller things
[00:50:11] <gentlemandroid> Secondary motion
[00:50:17] <gentlemandroid> wiggly parts!
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[00:55:35] <c0ke1> If I have an external library that isn't reachable through maven
[00:55:44] <c0ke1> What is the correct way for me to add this to Gradle?
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[00:56:15] <c0ke1> Feel free to tell me to bugger off and read the gradle docs, just wondered if it was a one liner :P
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[00:58:27] <TrofSivart> I did it like this: compile fileTree(dir: 'libs', include: '*.jar')
[00:59:08] <Shiu> gentlemandroid, simple enough in the editor, but the runtimes :S
[00:59:14] <Shiu> then it would have to be plotted
[00:59:30] <TrofSivart> c0ke1, also: https://github.com/libgdx/libgdx/wiki/Dependency-management-with-Gradle
[01:00:10] <c0ke1> Just found that myself TrofSivart thanks, I must have scrolled right over it earlier, perhaps it's time for bed :P
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[01:08:13] <TrofSivart> So if I want to get fitviewport to work in fullscreen mode, do I have to do anything special when I call Gdx.graphics.setDisplayMode?
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[01:21:39] <gentlemandroid> Shiu: I know, but I still have to champion for the wiggle!
[01:22:08] <Shiu> animate one manually :P
[01:22:18] <Shiu> I bet you like twerking as well!
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[01:23:46] <gentlemandroid> Twerk button!
[01:24:00] <gentlemandroid> You know it would go well with the automatic weighting feature
[01:24:17] <gentlemandroid> Twerk should be the way you test the weighting
[01:24:42] <Shiu> lol
[01:24:54] <Shiu> button that says "twerk it"
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[01:25:43] <Shiu> don't think Nate will approve
[01:25:47] <Shiu> and well, I don't either for that matter
[01:27:12] <gentlemandroid> Okay so here's a huge ppt file: https://code.google.com/p/box2d/downloads/detail?name=GDC2012_ErinCatto_RagdollsVideos.pptx
[01:27:34] <gentlemandroid> Attractive I know, but there's a neat demo of secondary motion used in Diablo 3
[01:27:44] <gentlemandroid> For wiggly stuff
[01:27:57] <Shiu> but that means I have to install stuff to test it
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[01:28:18] <gentlemandroid> I feel you, I don't even know where I got powerpoint
[01:28:30] <gentlemandroid> This machine was a hand-me-down from a friend
[01:28:57] <Shiu> probably the only reason you got it, powerpoint is such ancient technology
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[01:29:25] <Shiu> meh.. I'll check it out
[01:29:54] <Shiu> or not :S
[01:30:07] <gentlemandroid> You go tell the father of box2d he's using shitty presentation software then
[01:30:21] <Shiu> got network error when downloading
[01:30:22] <Shiu> wtf
[01:30:29] <Shiu> first time I've ever seen that
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[01:31:11] <Shiu> yup, won't let me download that file
[01:31:13] <Shiu> weird
[01:31:19] <gentlemandroid> Probably for the best
[01:31:49] <Shiu> you suck at links
[01:32:00] <gentlemandroid> I just thought it was neat the way they did secondary motion
[01:32:13] <Shiu> stop talking about it! cause now I want to see it
[01:32:33] <ChinChinn> Hi there, what you think about my first game ? please check it https://play.google.com/store/apps/details?id=com.flapjump.game.android
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[01:32:54] <gentlemandroid> All the characters are basically handled kinematically, but the secondary motion like trinkets hanging off staffs or hair/clothes are handled by the dynamics system they use for ragdolls
[01:33:08] <Shiu> yeah I figured as much
[01:33:44] <gentlemandroid> So they cheated and slid part of the character animation into the wiggly parts
[01:34:16] <Shiu> probably simple enough to get box2d inside of Spine (all is relative), but the problem is not all of the toolkits we support use box2d
[01:34:24] <Shiu> then that motion needs to be plotted
[01:34:27] <gentlemandroid> So they kind of teleport them part of the way, but leave enough out so the wiggly parts can react to jerks and changes in momentum
[01:34:48] <ChinChinn> no one ?
[01:34:58] <gentlemandroid> Right I'd think you might want to somehow pass your box2d world into the Spine runtime
[01:35:11] <gentlemandroid> And let it work only if it was supported or something like that
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[01:35:36] <Shiu> don't think that's trivial
[01:35:45] <gentlemandroid> ChinChinn: Flapjump?
[01:35:54] <gentlemandroid> C'mon :|
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[01:36:06] <Shiu> then it's probably just as easy to just do the box2d implementation yourself, I know some people already do that
[01:36:24] <ChinChinn> there is something wrong ?
[01:36:26] <gentlemandroid> Yea totally, but you know if you start to run out of things to add :D
[01:36:34] <Shiu> haha we wont
[01:37:01] <Shiu> couple of really big things, like a value graph that spans the entire area, that's a TON of work and it will be a while before we can even get to it
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[01:37:49] <gentlemandroid> ChinChinn: I wish you all the luck in the world but I've decided "flap" is a scarlet letter word for gaming
[01:38:19] <gentlemandroid> But hey you finished something, that's better than I can do
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[01:45:06] <davebaol> Cool, siondream and I have just had a fruitful discussion :)
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[01:53:50] <Shiu> bedtime for me.. nn fellas
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[01:56:05] <Progrmor_> Can anyone explain how to make this side of code into an actual file and place in the assetsfolder? https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests-android/assets/data/uiskin.json
[01:57:03] <gentlemandroid> Click raw
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[01:57:48] <Progrmor_> and then?
[01:57:57] <gentlemandroid> Save it?
[01:58:13] <Progrmor_> as a textdocument?
[01:58:28] <gentlemandroid> It is a text file yes
[01:58:55] <gentlemandroid> You can prevent the txt extension if you change the file type drop-down to *.*
[01:59:10] <Progrmor_> ok. does it matter?
[01:59:34] <gentlemandroid> Your app is going to look for a filename
[01:59:40] <gentlemandroid> It needs to be what your app looks for
[01:59:47] <Progrmor_> ok. thanks
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[02:00:53] <Shorttail> What is this a sign of? java.lang.NoSuchMethodError: com.badlogic.gdx.scenes.scene2d.ui.Table.add(Ljava/lang/String;)Lcom/esotericsoftware/tablelayout/Cell;
[02:01:10] <gentlemandroid> Outdated jars
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[02:03:40] *** roberto3d is now known as |3DRoberto|
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[02:04:11] <|3DRoberto|> hi all ;)
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[02:08:55] <TheUnkn0wn0ne> Hello |3DReberto|
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[02:09:52] <Progrmor_> Can anyone tell me where in my code to put this: http://www.badlogicgames.com/wordpress/?p=3110 ?? Im getting syntax errors whereever I put it
[02:10:50] <gentlemandroid> Progrmor_: Those are skin styles
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[02:11:48] <gentlemandroid> Progrmor_: https://github.com/libgdx/libgdx/wiki/Skin#skin-json
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[02:13:55] <Progrmor_> ok thanks
[02:16:24] <Progrmor_> line 95: http://pastebin.com/md6uwMBz Tried doing as it stood but get error still
[02:19:10] <TheChubu> its not java
[02:19:16] <TheChubu> you're putting non-java code into a java file
[02:19:23] <TheChubu> java compiler can't compile that
[02:19:42] <TEttinger> not anymore, TheChubu
[02:19:47] <TEttinger> check the pastebin
[02:20:01] <gentlemandroid> No he still is
[02:20:11] <gentlemandroid> Line 95
[02:20:14] <cobolfoo> mixed up json and java :)
[02:20:21] <TheChubu> lol
[02:20:27] <TEttinger> oh yeah
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[02:20:30] <TEttinger> I just saw
[02:20:37] <gentlemandroid> As an aside Progrmor_, please use the Java formatter when you pastebin java code
[02:20:38] <cobolfoo> this is a skin style declaration
[02:20:42] <gentlemandroid> I have old-man eyes
[02:20:55] <TEttinger> yeah Progrmor_, that goes in uiskin.json
[02:23:21] <Progrmor_> oh... srry
[02:23:39] <TEttinger> the line 95 part
[02:24:49] <Progrmor_> ye I understand. Thanks again
[02:25:06] <Progrmor_> I still get "Field not found: listbackground" though
[02:26:27] <gentlemandroid> Probably something missing from the skin definition
[02:26:53] <Progrmor_> is there an updated version of the Skin then? Since I gotta change a lot of thing as it seems
[02:27:10] <Progrmor_> the Json file I meant
[02:27:11] <gentlemandroid> Are you using latest libgdx?
[02:27:16] <Progrmor_> Yes
[02:27:26] <gentlemandroid> Then that json you get from github should be latest
[02:27:37] <Progrmor_> Wierd..
[02:27:52] <Progrmor_> Might be a update on libgdx then..
[02:28:08] <gentlemandroid> There is a listbackground field in that blog post you linked
[02:28:23] <gentlemandroid> I've not messed with the new listbox style so I can't really say what all is required
[02:28:44] <gentlemandroid> You can probably determine it from looking at the code
[02:29:02] <TEttinger> yeah, get all the various styles from the blog post, and paste them in order into the uiskin.json
[02:30:28] <gentlemandroid> I'm assuming the uiskin in source just isn't updated to include all the new options in this recent feature addition
[02:30:41] <TEttinger> it's a year old, gentlemandroid
[02:30:48] <TEttinger> the blog post
[02:31:14] <gentlemandroid> Shhh
[02:31:17] <gentlemandroid> I don't read things
[02:31:48] * gentlemandroid hugs TEttinger cautiously
[02:31:49] <Shorttail> So all my dependencies in Eclipse were set with 'gradlew eclipse'. The desktop distribution works just fine, but when run in Eclipse it throws this: java.lang.NoSuchMethodError: com.badlogic.gdx.scenes.scene2d.ui.Table.add(Ljava/lang/String;)Lcom/esotericsoftware/tablelayout/Cell; In Eclipse I'm able to compile just fine and look at the source of the Table class, so I don't get what is wrong
[02:33:01] <TEttinger> is the esotericsoftware package still in use???
[02:33:15] <Shorttail> Wait...
[02:33:50] <gentlemandroid> http://www.badlogicgames.com/wordpress/?p=3458
[02:33:54] <Shorttail> That's what it imports in Table
[02:35:47] <TEttinger> the Cell you should be using is in libgdx
[02:35:48] <TEttinger> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/ui/Cell.java
[02:36:01] <TEttinger> you're using an outdated TableLayout jar
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[02:36:45] <TEttinger> and also maybe an outdated libgdx, somehow -- https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/ui/Table.java
[02:36:58] <TEttinger> Table does not mention esotericsoftware
[02:37:09] <gentlemandroid> <gentlemandroid> Outdated jars
[02:37:13] <gentlemandroid> :D
[02:37:41] <Shorttail> Newer than 1.2?
[02:38:10] <TEttinger> I doubt it
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[02:38:58] <TEttinger> the one that had all the changes was around June 10
[02:39:00] <TEttinger> https://github.com/libgdx/libgdx/commit/d04e0cc92fde99b49d76d76e3cfe9fb35ec32e58
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[02:44:38] <Shorttail> If I can't get the right jars with 'gradlew eclipse', what should I do? Is it the gdx.jar that is bad?
[02:45:37] <TEttinger> well the weird thing is, it's possible the gradlew is very old (like 1.0, so it downloads 1.0 by default unless changed)
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[02:45:57] <Shorttail> I set the gdx version to 1.2.0
[02:46:03] <TEttinger> ah, in setup ui?
[02:46:06] <Shorttail> In Eclipse I can see it's the one linked
[02:46:11] <Shorttail> What?
[02:47:01] <TEttinger> did you use the gdx setup ui to get the project set up? it might perform some steps to ensure things are up to date that gradlew eclipse doesn't?
[02:47:32] <TEttinger> and yeah this is an odd issue
[02:47:49] <Shorttail> No, I used that a while ago when I created the project. Is it possible to use the ui on an existing project?
[02:48:04] <TEttinger> gentlemandroid, know ye the answer?
[02:49:06] <gentlemandroid> No idea
[02:49:25] <TEttinger> that question has come up before, and I don't know the answer
[02:49:50] <gentlemandroid> You looked at this? : https://github.com/libgdx/libgdx/wiki/Updating-LibGDX
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[02:52:32] <Shorttail> I'll give it a try
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[02:58:17] <Shorttail> Woot, it worked, thank you. <3
[03:00:58] <Shorttail> Hmm, stuff refer to the same jar files as before ~~
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[03:24:48] <gentlemandroid> Is there a way to access the underlying shape of a font in libgdx?
[03:24:57] <gentlemandroid> For fonts that aren't bitmaps based
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[04:00:20] <TheUnkn0wn0ne> Finally got around to fixing up my udp extension. :D
[04:00:32] <TheUnkn0wn0ne> At least I know it works now
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[04:05:32] <TrofSivart> hi guys
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[04:06:57] <TheUnkn0wn0ne> Hi TrofSivart
[04:08:01] <TrofSivart> Can you guys help me with something that's been bugging me?
[04:08:31] <TrofSivart> My FitViewport isn't letterboxing when I switch to fullscreen
[04:09:34] <TheUnkn0wn0ne> I'm really not the guy for that department, but a few people on here are
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[04:13:17] <mobidevelop> O.o
[04:13:19] <mobidevelop> o.O
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[04:13:43] <mobidevelop> Call update in your resize method
[04:14:29] <mobidevelop> viewport.update that is
[04:16:39] <TrofSivart> Already done.
[04:16:57] <TrofSivart> It's odd, the letterbox works perfectly as intended in windowed mode.
[04:17:11] <TrofSivart> But when I switch to fullscreen the viewport stretches
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[04:19:21] <mobidevelop> Do you get a resize event?
[04:19:46] <TrofSivart> Yep, and it stores the correct dimensions too.
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[04:22:42] <mobidevelop> Welp, in that case can't say without code.
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[04:23:48] <TrofSivart> Through some debugging I think I can see the letterboxes for one frame when I swap to fullscreen. I think something may be overriding the glviewport call in fullscreen mode
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[04:40:53] <TrofSivart> Gah, this is really frustrating
[04:41:11] <cobolfoo> Imagine when you will find why it is not working :)
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[04:44:04] <phoenixw> Is it possible to build UIs with relative percentages of the screen?
[04:44:16] <phoenixw> Or do I need to calculate based on screen size manually
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[04:45:21] <phoenixw> Oooo just found Value.percentHeight()
[04:45:22] <phoenixw> nice
[04:45:39] <TrofSivart> or you could use scene2d.ui
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[04:45:58] <TrofSivart> phoenixw: https://github.com/libgdx/libgdx/wiki/Scene2d.ui
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[04:47:24] <cobolfoo> Scene2D tables!
[04:47:39] <phoenixw> thanks, just trying to figure out the table api
[04:47:59] <cobolfoo> it works mostly like HTML tables
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[04:50:02] <TrofSivart> AHA!!!
[04:50:23] <TrofSivart> I have found a solution!
[04:50:40] <cobolfoo> hope is not too hackish :)
[04:52:03] <phoenixw> I'm trying to get a table to have rows that are percentages of the screen, not sure how to do it yet
[04:52:51] <TrofSivart> not too hackish. basically you have set the glviewport in render while in fullscreen mode. which is weird since you don't have to in windowed mode.
[04:53:22] <TrofSivart> but I'm using a static class to set the letterbox so I basically have to return a rectangle which represents the viewport.
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[04:53:28] <TrofSivart> not that bad imo
[04:53:37] <dotp> Hey can someone tell me what MathUtil.clamp() does?
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[04:54:21] <cobolfoo> clamp(value,min,max)
[04:54:45] <dotp> What does it do?
[04:54:55] <cobolfoo> if your value is < min, it returns min, ifvalue > max it returns max, else it returns value
[04:55:05] <dotp> ooooh
[04:55:05] <cobolfoo> for instance, clamp(10,1,5) will returns 5
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[04:55:08] <dotp> okay thanks :)
[04:55:08] <BlueProtoman> dotp: If a value is within the given range, return the value. If not, move it to whichever edge of the range it's closest to
[04:55:18] <dotp> <33
[04:55:25] <cobolfoo> BlueProtoman: not a natural english speaker here :)
[04:55:53] <BlueProtoman> cobolfoo: And?
[04:56:01] <cobolfoo> your version is easier to understand
[04:56:12] <BlueProtoman> Ah, okay. Thanks. :)
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[04:57:53] <Lysander> 8========D();
[04:58:04] <phoenixw> Is this a travesty? table.add(currentDialog).expandX().height(Gdx.graphics.getHeight() * 0.3f).fill();
[04:58:50] <mobidevelop> O.o
[04:59:07] <cobolfoo> phoenixw: this is ok
[04:59:15] <cobolfoo> but I dont understand why you want percentage-based display
[04:59:25] <cobolfoo> In the end, font size defines the experience
[04:59:40] <mobidevelop> Use Value.percentHeight
[04:59:41] <cobolfoo> in 320x240, you will render 1px fonts in a 30 px dialog box height? :)
[04:59:44] <phoenixw> Trying to make a dialog box UI where I have a TextButton that fills the bottom third of the screen
[05:00:03] <phoenixw> And the user hits that button to progress dialog
[05:00:20] <phoenixw> What do you recommend as an alternative?
[05:00:36] <cobolfoo> define a dialog in pixels and align it to the bottom
[05:01:19] <phoenixw> But then I have the opposite situation where "50" is fine for 320x240 but the dialog box is locked to a really small size on a large resolution
[05:01:45] <cobolfoo> I like to create a game for a specific resolution like 1024x764, and then multiply all my pixel values by a scaling factor when the resolution is not the same
[05:02:23] <cobolfoo> float scaleFactor = currentHeight / 1024;
[05:02:37] <phoenixw> I've got a completely percentage based solution that I prototyped in Kivy and Python which works really well for phones/orientation/desktop
[05:02:39] <cobolfoo> Since I also generate fonts at runtime I could create bitmap fonts from TTF using the same approach
[05:02:52] <TrofSivart> is anyone here making a desktop game with libgdx? sometimes I feel like everyone is using android :O
[05:02:58] <cobolfoo> TrofSivart: I do
[05:03:09] <phoenixw> I am just trying to get started on desktop
[05:03:10] <cobolfoo> In fact, I dropped the mobile platform for gaming, too overcrowded
[05:03:28] <phoenixw> I want to support an xbox controller-ish scheme
[05:03:43] <cobolfoo> phoenixw: anyhway if you have something that already work do as mobiledevelop suggest(Value.percentHeight)
[05:04:06] <phoenixw> Table doesn't seem to be responding well to that
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[05:04:36] <cobolfoo> you could add the dialog directly to the stage
[05:04:40] <cobolfoo> dialog si a table :)
[05:04:41] <cobolfoo> is
[05:04:46] <phoenixw> gotta read the Value docs
[05:04:47] <TrofSivart> I'm making a component framework using ashley and libgdx with some box2d
[05:05:18] <phoenixw> this just ends up being really small: table.add(currentDialog).expandX().height(Value.percentHeight(0.3f)).fill();
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[05:26:25] <TrofSivart> i think the hardest thing about building a little framework is naming the classes
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[05:28:40] <TrofSivart> I have a class named KinematicTransformComponent
[05:28:48] <TrofSivart> that seems too long, doesn't it?
[05:30:24] <Aryantes> Long class name is fine with me, as long as it is descriptive
[05:31:21] <TrofSivart> hmm Aryantes that's a good point. should focus on clarity
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[05:33:46] <mobidevelop> KTComponent
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[05:34:29] <cackling_ladies> I have a 80 character per line limit
[05:34:52] <cackling_ladies> your choice of name makes me squirm
[05:35:37] <TrofSivart> yeah I don't exactly have the widest screen either. I hate when a line trails off the screen
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[05:37:44] <Aryantes> Also depends if its a class that you intend other people to work with or not. if you are coding for yourself, could care less, name it LOLTransformer doesn't matter, you'll always know what it does.
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[05:39:02] <TrofSivart> I think eventually other people will use it
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[05:41:45] <cackling_ladies> comment block exist for a reason.
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[05:42:47] <TrofSivart> yeah i mean if i was going to let other people use it i would most certainly make docs
[05:42:55] <nexsoftware> Boo dos
[05:42:57] <nexsoftware> docs
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[05:43:05] <TrofSivart> but still, it's helpful to have class names be informative
[05:43:30] <rudedogg> Should a ScreenViewport scale when I resize a desktop window? Reading the docs I thought it would never scale, but it is :\
[05:44:26] <TrofSivart> It should never scale
[05:45:54] <rudedogg> Could an Orthographic camera make it scale?
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[05:47:10] <TrofSivart> you can "zoom" in and out by making the viewport a smaller or larger resolution than the window size
[05:47:14] <TEttinger> cackling_ladies: https://github.com/EnterpriseQualityCoding/FizzBuzzEnterpriseEdition/blob/master/src/main/java/com/seriouscompany/business/java/fizzbuzz/packagenamingpackage/impl/strategies/EnterpriseGradeFizzBuzzSolutionStrategy.java
[05:47:50] <rudedogg> Hmm I removed the camera and it's still scaling :|
[05:48:26] <TEttinger> rudedogg, do you have multiple viewports?
[05:48:53] <cackling_ladies> TEttinger, that looks more like what C# people make than java :|
[05:49:24] <TEttinger> oh, and try camera.setToOrtho() with the new width and height
[05:49:38] <TEttinger> I've had issues where resizing scales if I don't have that
[05:50:21] <rudedogg> I don't think so, here's the Class: http://pastebin.com/pDYuABtv
[05:50:40] <TEttinger> my resize method looks like https://github.com/tommyettinger/CommandersUnite/blob/master/commanders-unite/core/src/main/scala/CommandersUnite.scala#L426-L432
[05:50:49] <cackling_ladies> http://upload.wikimedia.org/wikipedia/commons/c/c7/Wolfe%2B585.jpg
[05:51:48] <TEttinger> I'm surprised you can draw anything without a camera
[05:51:48] <rudedogg> I wanted to kind of dynamically scale the graphics myself. So I don't want the viewport or w/e scaling it, I want to do it manually on a per texture/image basis
[05:52:24] <cackling_ladies> TEttinger, line 308 crashed my browser ;p
[05:53:50] <TEttinger> haha cackling_ladies. 306 is longer though
[05:54:06] <TEttinger> err 305
[05:54:37] <cackling_ladies> java can chain command between different lines you know?
[05:54:47] <cackling_ladies> you can do System.
[05:54:49] <cackling_ladies> out.
[05:54:53] <cackling_ladies> println(....);
[05:55:15] <cackling_ladies> and it'd trim all the spaces inbetween.
[05:55:16] <TEttinger> I have a monitor made in this millennium, so I'm fine
[05:56:20] <TrofSivart> that's what scala looks like... huh...
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[05:57:09] <rudedogg> Hmm my scaling issue must be something related to the desktop settings. It doesn't scale on Android
[05:57:39] <TEttinger> TrofSivart, it's what my noob scala looks like
[05:57:56] <TEttinger> I was porting a C# program
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[05:59:06] <TEttinger> the compiler caught almost all the bugs while I was porting all 3-4K or so lines, the few it didn't were easy fixes
[06:00:27] <hextileX> I use something like this to store all accepted subclasses for a slot.
[06:00:27] <hextileX> Set<Class> acceptClasses = new HashSet<Class>()
[06:00:28] <hextileX> Eclipse gives me these warnings: Class is a raw type. References to generic type Class<T> should be parameterized
[06:00:28] <hextileX> Any idea how to solve this?
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[06:01:30] <TEttinger> but yeah TrofSivart, it can be written pretty closely to java, just with types after the variable name or just inferred from context (var arr = Array(1, 2, 3) instead of int[] arr = new int[]{1, 2, 3};)
[06:02:13] <TEttinger> hextileX, I think you can ignore it, but that looks pretty nasty
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[06:02:48] <TEttinger> maybe you could use Class<?> , not sure if that is a java 7 thing
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[06:03:33] <TrofSivart> TEttinger, scala comes with a bunch of convenience methods right? that's why you use it?
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[06:04:11] <TEttinger> TrofSivart, not just that. I was porting functional-programming-heavy C# which doesn't translate well to java
[06:04:51] <cackling_ladies> why do you need to port it?
[06:05:04] <TEttinger> cackling_ladies, the C# didn't run on anything but windows
[06:05:12] <TEttinger> scala works on win/mac/linux/android
[06:05:17] <hextileX> Yes will not checked at compiletime. could be create nasty runtime error
[06:05:54] <TEttinger> also the scala turned out to be much faster than "C# using libgdx through a messy hack"
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[06:09:15] <cackling_ladies> the longest thing I've named is an object called stuffBeingLoaded
[06:09:32] <cackling_ladies> it doesnt even have any comments.
[06:11:17] <TEttinger> cackling_ladies, are you coding in a terminal?
[06:11:45] <cackling_ladies> TEttinger, what do you mean with "terminal"?
[06:12:07] <TEttinger> like windows cmd.exe or bash on linux
[06:12:36] <TEttinger> why the 80 char limit?
[06:12:37] <TrofSivart> I cant imagine coding in a terminal
[06:12:53] <TrofSivart> I am so dependent on intellij
[06:13:13] <TEttinger> it's definitely possible if you learn vim or nano even
[06:13:16] <TEttinger> but not for java
[06:13:35] <TEttinger> emacs could be used for java I guess
[06:13:51] <TrofSivart> my java professor used emacs
[06:14:14] <TEttinger> emacs usually uses a much larger terminal than 80 wide
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[06:14:59] <cackling_ladies> no I use a normal editor
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[06:15:36] <TrofSivart> are you using a small laptop cackling_ladies?
[06:15:46] <cackling_ladies> with the recent 16:9 bullshit I can almost put two tabs up and have it display full lines just fine.
[06:16:33] <cackling_ladies> no I just prefer shorter lines so I can skim the text.
[06:16:34] <TEttinger> 1366x768 is really barely usable
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[06:17:07] <TEttinger> one of the most common resolutions too
[06:17:40] <cackling_ladies> it's never the resolution that matter, mostly the size
[06:17:50] <cackling_ladies> and the aspect ratio
[06:18:23] <cackling_ladies> 9:16 is nice but they dont sell rotatable here.
[06:19:37] <TEttinger> I use a 17 inch 1920x1080 laptop, it's really nice. the amount of horizontal room though means I should be using wide lines rather than spreading over multiple vertical ones
[06:20:14] <TrofSivart> my first laptop was 1366x768, I hated it with a passion. now I'm on 1680x1050 which is nicer but I want that 1920x1080
[06:20:41] <TrofSivart> TEttinger, im so jealous. but that must be heavy!
[06:21:06] <TEttinger> it is, but lighter than my older HP with the same screen size
[06:21:16] <TEttinger> that HP was quite bulky
[06:21:22] <TEttinger> current one is an MSI
[06:21:30] <TEttinger> surprisingly good build quality
[06:22:33] <cackling_ladies> I only have a 15" at work. At least at home I have a 24"
[06:23:08] <cackling_ladies> I use large text with both tho. I prefer to keep the screen away at arm's length
[06:24:00] <TrofSivart> I use 14-16pt font.
[06:24:31] <cackling_ladies> http://i.imgur.com/MyKocfK.png here's what it look like at the moment.
[06:25:03] <cackling_ladies> 12pt font here cause 768 vertical isnt enough for 16 -.-
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[06:29:48] <Aryantes> wow crazy low res hehe
[06:30:04] <TEttinger> rendering spaces as dots is... odd. I can see it being useful
[06:30:40] <TEttinger> cackling_ladies: I have made some fonts that would be legible at a smaller size at 12 pt
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[06:31:26] <cackling_ladies> probably not at arm's reach and with grandpa eyesight tho :)
[06:31:56] <TEttinger> heh
[06:33:20] <TEttinger> there's a preview here, but it fits in a 6x12 box per char https://dl.dropboxusercontent.com/u/11914692/zodiac-narrow-100x100-black.png
[06:34:23] <cackling_ladies> cant read that.
[06:34:25] <TrofSivart> here's my setup: http://i.imgur.com/0BP5mfn.png
[06:35:11] <TEttinger> it's a variant of mandrill, which looks better zoomed in https://dl.dropboxusercontent.com/u/11914692/Mandrill%20Preview.png (12x32 px IIRC)
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[06:35:48] <TEttinger> mandrill has vietnamese chars, which was more work than I thought it would be!
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[06:37:53] <Aryantes> Ever since I started developing, I invested in a setup for screen real estate. http://imgur.com/Vtsjktk
[06:39:28] <TrofSivart> battlestation!
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[06:40:51] <cackling_ladies> people who code in non-english should be tarred and feathered
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[06:41:06] <cackling_ladies> and their offices should be in the basement.
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[06:42:19] <TrofSivart> on the contrary, I think what the coding world desperately needs is a non-english-centric programming language. or some high level wrapper to make it easier for people from non-english countries to develop
[06:44:24] <nexsoftware> O.o
[06:45:53] <cackling_ladies> TrofSivart, imagine one day your company decided to use a library from a japanese library and you're tasked to work with an API whose methods you dont even know how to type down.
[06:47:44] <TrofSivart> That's the barrier that every non-english dev has to go through when first learning. If there was an easy way to convert code into different languages I think it would be a boon for everyone.
[06:47:56] <cackling_ladies> how do I query memory usage in libgdx?
[06:49:08] <TrofSivart> cackling_ladies : https://github.com/libgdx/libgdx/wiki/Profiling
[06:49:37] <TrofSivart> eh might not exactly answer your question but a good place to start maybe
[06:49:47] <cackling_ladies> no, I am not asking for that.
[06:50:47] <TrofSivart> ah, sorry
[06:51:44] <cackling_ladies> I need to know memory consumption so the game know when to discard old images.
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[06:54:04] <HunterD> which version of the bullet library is used by libgdx?
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[07:08:57] <cackling_ladies> cfg.useGL20 = false; // cannot find symbol: variable useGL20
[07:08:57] <cackling_ladies> location: variable cfg of type AndroidApplicationConfiguration
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[07:09:14] <cackling_ladies> err I think this is left over from when I updated 0.99 to 1.2
[07:09:20] <cackling_ladies> how do I solve this?
[07:09:48] <cackling_ladies> just remove?
[07:10:17] <telostia> hey guys. is there a ios lib for xml binding like simple xml for android?
[07:11:15] <telostia> im using xml for parsing http messages. i need something similar for ios. if anyone knows
[07:12:00] <cackling_ladies> there's an xml parser built in java.
[07:12:13] <cackling_ladies> http://docs.oracle.com/javase/7/docs/api/javax/xml/parsers/package-summary.html
[07:12:39] <telostia> thats not what i wanted though
[07:12:57] <telostia> it doesnt parse schemas like jaxb
[07:13:36] <telostia> jaxb works for android but i need something for ios
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[07:14:06] <telostia> so most likely have to bind the lib to robovm
[07:15:53] <nexsoftware> There are a couple xml parsers
[07:16:36] <telostia> parsers xsd files? marshal/unmarshal?
[07:18:15] <telostia> i got alot of xml bindings so im not using raw xml files. i dont see libgdx using xml schemas
[07:18:31] <nexsoftware> I never do anything fancy with xml, so simple sax parsers do the trick for me
[07:18:34] <telostia> or is there something im missing?
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[07:19:26] <telostia> for me to convert back to xml is gona be torture :/
[07:20:22] <nexsoftware> Why xml?
[07:20:31] <telostia> jaxb or jibx is the closest thing i need for android but for ios idk
[07:20:38] <telostia> for network protocols
[07:20:55] <telostia> large amounts of info for a multiplayer game
[07:21:55] <nexsoftware> Boo xml
[07:22:08] <telostia> games like zynga poker uses custom xml too
[07:22:17] <telostia> custom protocols
[07:22:35] <telostia> normally its either json or xml
[07:23:24] <nexsoftware> Sounds dreadful
[07:23:50] <telostia> well im sure mmo uses those :D
[07:24:22] <telostia> yes dreadful if used raw xml
[07:24:29] <nexsoftware> most likely they use custom binary formats for transfers
[07:24:31] <telostia> bindings . not so much
[07:24:46] <telostia> im sending raw bytes over http
[07:24:58] <nexsoftware> xml is awfully wasteful
[07:25:09] <telostia> nah. its normal for web service
[07:25:41] <nexsoftware> I know
[07:25:49] <telostia> well the problem is the marjority of the code is already done
[07:26:03] <telostia> so its just the last phase. tackling ios...
[07:26:18] <nexsoftware> If it works on Android using Android's runtime libraries it should work on iOS
[07:26:20] <telostia> so yeh . kinda stuck ... lol
[07:26:36] <telostia> nah i had to use custom for android
[07:26:37] <nexsoftware> Since RoboVM uses Android's runtime
[07:26:42] <telostia> it wasnt through the core
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[07:27:08] <cackling_ladies> I dont get it. what's so special about jaxb schema parse?
[07:27:12] <telostia> im using jaxb for gradel
[07:27:21] <nexsoftware> Well, whatever you did to make it work on Android should work on RoboVM
[07:27:59] <telostia> theres no jaxb on ios
[07:28:10] <nexsoftware> there's no jaxb on Android
[07:28:20] <telostia> yes thats why i customized the jar
[07:28:25] <nexsoftware> So use that
[07:28:53] <telostia> how does robovm works anyway?
[07:29:18] <nexsoftware> it takes your java bytecode and converts it to something ios understands
[07:29:25] <nexsoftware> magic
[07:29:28] <nexsoftware> the blackest kind
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[07:29:52] <telostia> how come some people had to modifiy obj c code for mic lib
[07:30:05] <nexsoftware> because they had to access ios native apis
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[07:30:17] <telostia> ic
[07:30:45] <telostia> so u'r saying doesnt matter what i use for android. it should work for ios?
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[07:31:31] <telostia> tbh coming from other multiplatform .
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[07:31:40] <telostia> that is how i normally do
[07:31:56] <nexsoftware> RoboVM is based on Android's runtime, so the vast majority of things that work on Android (that don't use Android native apis) will work on robovm
[07:32:26] <telostia> i had to disable the ios parts for xml thinking it would crash since theres no jaxb
[07:33:14] <telostia> i was wrestling with android to get jaxb working
[07:33:24] <nexsoftware> you should try it before you try to find other options
[07:33:27] <telostia> something about android doesnt like reflection much
[07:33:50] <telostia> im actually forcasting . i just didnt want to dive too deep
[07:34:12] <nexsoftware> I'd venture a guess it will work
[07:34:57] <telostia> guess i should give it a shot then. i mean other than that most other stuff builds on ios
[07:35:17] <telostia> but damn android studio eats up alot of ram on mac
[07:35:33] <telostia> had to add xml mem just to build it :/
[07:35:37] <telostia> xms*
[07:35:49] <nexsoftware> sounds about right
[07:35:59] <telostia> thats why i only use it to build and not to dev on it
[07:36:12] <nexsoftware> .
[07:36:26] <nexsoftware> Why don't you just build on command line?
[07:36:31] <telostia> mac mini with 6gb kinda sux on it lol
[07:36:47] <telostia> through network?
[07:36:55] <nexsoftware> Got a shell?
[07:37:04] <telostia> cgwin?
[07:37:16] <nexsoftware> whatever terminal you use
[07:37:31] <telostia> on windows or mac
[07:37:45] <nexsoftware> Whichever machine you are building on
[07:37:56] <telostia> i dev on win and build on mac
[07:38:21] <telostia> well. atm im just doing a cheap way
[07:38:34] <telostia> copy the project and run it on mac lol
[07:38:34] <nexsoftware> You use gradle?
[07:38:37] <telostia> yes
[07:38:51] <telostia> but its painful that way
[07:38:52] <nexsoftware> gradlew android:assembleRelease
[07:39:05] <telostia> yeh i do that
[07:39:14] <nexsoftware> No need for Android Studio
[07:39:19] <telostia> but how do i load it on my mac from win
[07:39:44] <telostia> i want to build over network. is that possible?
[07:40:05] <nexsoftware> The same way you would to open it in Android Studio on the Mac
[07:40:15] <nexsoftware> Copy it I presume
[07:40:15] <telostia> i mean . it works with another framework
[07:40:26] <telostia> nah i just want to run it straight
[07:40:51] <telostia> i can access win files on mac
[07:40:55] <nexsoftware> ok, then I don't see the problem
[07:41:01] <nexsoftware> Just run it from the mac
[07:41:13] <telostia> u mean the command ?
[07:41:23] <nexsoftware> Yes, the gradle command
[07:41:31] <telostia> it overrides all my settings on windows
[07:41:52] <nexsoftware> What settings?
[07:41:55] <telostia> so everytime i load it on windows android studio. i had to make changes again
[07:42:07] <telostia> alot of things. cant remember
[07:42:20] <nexsoftware> running a gradle command doesn't affect anything but the build folder
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[07:42:38] <telostia> maybe im refering to running studio on it i guess
[07:42:57] <nexsoftware> Oh, yeah that would screw everything up I'm sure
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[07:43:07] <nexsoftware> In terms of the project files
[07:43:12] <telostia> i've tried running the project on mac studio through network and that was hell lok
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[07:43:39] <telostia> u sure the command wont affect?
[07:44:06] <telostia> i mostly use ipadlaunch gradle
[07:44:07] <nexsoftware> it should not affect anything
[07:44:21] <telostia> or devielaunch
[07:44:26] <telostia> devicelaunch
[07:44:54] <telostia> ok lets put it to the test :D
[07:45:17] <nexsoftware> I use a osx vm running in vmware on my windows laptop
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[07:45:39] <telostia> isnt that slow
[07:45:55] <TEttinger> if your computer is slow, yes.
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[07:46:14] <telostia> my laptop is i7
[07:46:15] <nexsoftware> It isn't bad, I have enough ram and a quadcore so it works ok
[07:46:15] <TEttinger> my friend runs two VMs at once on a powerhouse windows machine
[07:46:23] <TEttinger> it mostly needs RAM yeah
[07:46:40] <telostia> without the ide. how much ram is it using
[07:46:56] <nexsoftware> I only give the vm 2 gb
[07:47:03] <telostia> i ran linux on vm all fine
[07:47:16] <telostia> havent tried mac
[07:47:34] <telostia> what vm u using?
[07:47:47] <telostia> is virtualbox ok?
[07:47:54] <TEttinger> I use it yeah
[07:48:03] <nexsoftware> I use VMware myself
[07:48:24] <TEttinger> maybe not for full graphics stuff, but for builds and stuff virtualbox is great
[07:48:33] <nexsoftware> well, vmware player because it is free
[07:48:39] <telostia> i got vmware too
[07:48:46] <telostia> but i like virtualbox
[07:49:02] <telostia> feels more lightweight for somer reason
[07:49:35] <nexsoftware> I had a prebuilt vmware image so path of least resistance, I've used virtualbox for linux typically
[07:49:36] <telostia> u know i had to take the 4gb from laptop and chuck it on the mac mini to run android studio on mac
[07:49:45] <TEttinger> also I have in the past made VMs available over RDP for virtualbox. very cool feature, very fast too (1080p streaming, but the laptop hosting the VM only has a tiny screen!)
[07:50:09] <telostia> maverick on the vm?
[07:50:29] <nexsoftware> yeah, if that's what the latest is
[07:50:39] <nexsoftware> 10.9.whatever
[07:50:44] <telostia> yeh 10,9
[07:51:04] <telostia> damn thats gona kill my ssd space xD
[07:52:02] <telostia> lets see if this works on the mac mini first before i make the vm
[07:52:14] <nexsoftware> Mine is currently using ~27gb
[07:52:39] <nexsoftware> It has the bare minimum on it for libgdx devlelopment
[07:55:00] <cackling_ladies> cfg.useGL20 = false; refuse to compile
[07:55:11] <cackling_ladies> but if I comment it out, android bitch about must use gl20
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[07:55:59] <seitensei> cackling_ladies: iirc ES1 is deprecated/unsupported
[07:56:23] <seitensei> cackling_ladies: http://www.badlogicgames.com/wordpress/?p=3311
[07:56:23] <cackling_ladies> seitensei, yes, and?
[07:57:33] <seitensei> cackling_ladies: If you're not using GL20, what are you using? 3.0?
[07:58:05] <cackling_ladies> I'm using 2.0 but it the flag doesnt exist anymore somehow.
[07:58:23] <nexsoftware> it was removed because it is not necessary
[07:58:38] <seitensei> "LwjglApplicationConfiguration and AndroidApplicationConfiguration do not have the useGL20 flags anymore."
[07:59:11] <cackling_ladies> I get this error if I compile with it commented out: "com.badlogic.gdx.utils.GdxRuntimeException: Libgdx requires OpenGL ES 2.0"
[07:59:19] <seitensei> Since GL10/11 was dropped, GL20 is default
[07:59:22] <nexsoftware> are you running on an emulator?
[07:59:41] <cackling_ladies> yes I am. Something with the configuration is off?
[07:59:45] <nexsoftware> emulators only support gles 2 under certain circumstances
[07:59:57] <cackling_ladies> what the hell?
[08:00:26] <cackling_ladies> are there any ways to force them?
[08:00:33] <nexsoftware> you have to have your emulator on Android 4.0.3+, have the Use Host GPU option checked when starting the emulator
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[08:01:15] <nexsoftware> And then pray that it actually works
[08:01:38] <cackling_ladies> alright the latter is now ticked.
[08:02:03] <cackling_ladies> I'd go have lunch, visit the john, and have a nap as it start.
[08:02:13] <nexsoftware> lol pretty much
[08:03:51] <telostia> ugh. iosexception
[08:04:19] <telostia> IO.Exception i mean
[08:04:45] <telostia> whats operation not supported?
[08:05:07] <telostia> something with taskartifacts
[08:05:19] <nexsoftware> O.o
[08:05:41] <telostia> the files are linked with smb by wifi
[08:05:54] <telostia> so im running straight from /Volumes/...
[08:05:57] <nexsoftware> This is the mac running against the windows files?
[08:06:11] <telostia> yeh on mac building windows files
[08:06:16] <cackling_ladies> IO.Exception? o.O
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[08:06:27] <nexsoftware> Sounds like no write permission
[08:06:47] <telostia> even with admin access?
[08:06:54] <telostia> or ownership?
[08:07:11] <nexsoftware> no clue
[08:07:24] <telostia> system is locking process
[08:07:31] <telostia> maybe im using studio lol
[08:08:13] <cackling_ladies> nexonsoftware, that helped.
[08:08:14] <telostia> gdi stupid windows sometimes. lock process
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[08:10:02] <pmartino> damn, wav is way bigger than ogg
[08:10:13] <telostia> tell me about it lol
[08:10:35] <pmartino> 7 mb vs 800kb
[08:10:43] <pmartino> for a 1 min clip
[08:10:45] <nexsoftware> moar
[08:10:56] <telostia> i only use wav for sfx
[08:11:09] <TEttinger> yeah, wav is not meant for music
[08:11:17] <cackling_ladies> I use mp3 for both
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[08:11:25] <TEttinger> my game is 7 MB on android btw
[08:11:38] <nexsoftware> ogg seems to loop better than mp3
[08:11:46] <pmartino> just made a 1 min track , exported in mp3 and it was 8mb
[08:11:52] <cackling_ladies> I'll ask for some and see how that goes then.
[08:11:55] <nexsoftware> but ogg won't work on ios
[08:11:57] <TEttinger> depends on bitrate, pmartino
[08:11:59] <pmartino> really?
[08:12:05] <TEttinger> mp3 can be compressed in many ways
[08:12:13] <pmartino> ogg doesnt work for ios? lol
[08:12:20] <nexsoftware> it doesn't
[08:12:20] <pmartino> wonderwhy
[08:12:27] <nexsoftware> no decoder
[08:13:15] <pmartino> well seems dumb to have a simple game blow up in size because of the soundtrack
[08:13:25] <nexsoftware> use mp3
[08:13:38] <pmartino> ok let me try that
[08:14:06] <telostia> yeh ogg better for looping even using audiobuffer
[08:14:34] <telostia> mp3 i had to hack it
[08:14:42] <telostia> because android sound is gay
[08:14:56] <nexsoftware> heh
[08:15:06] <pmartino> sexy, its small in mp3 also
[08:15:07] <nexsoftware> It leaves a lot to be desired
[08:15:29] <telostia> android l better not dissappoint me google
[08:15:30] <pmartino> i had some cracking noise the last time i used mp3
[08:15:41] <pmartino> thats why i started using wav to begin with :S
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[08:16:18] <telostia> damn. dont think that build is gona work. i see theres a samba bug...
[08:16:20] <cackling_ladies> there're some mp3 artifact if you recompress them
[08:16:30] <cackling_ladies> especially on upsampling :|
[08:16:33] <pmartino> i have no idea what you mean
[08:16:50] <cackling_ladies> wave/flac -> mp3 should be fine
[08:17:05] <cackling_ladies> mp3 -> mp3 god oh why
[08:17:14] <pmartino> oh ok
[08:17:31] <nexsoftware> samba bug, I don't even know what a samba is
[08:17:41] <telostia> lol
[08:17:45] <pmartino> sounds like some kind of dance
[08:17:47] <telostia> smb file sharing
[08:17:53] <telostia> apple loves it
[08:18:59] <cackling_ladies> huh? apples dont even let you access local files
[08:19:03] <cackling_ladies> I'm sure they hate it
[08:20:08] <telostia> talking about apple. i was looking at their new language swift
[08:20:16] <telostia> and it resembles lua
[08:20:23] <cackling_ladies> swift to die
[08:20:38] <telostia> are they gona lock us out of low lvl programming?
[08:20:59] <cackling_ladies> uh no
[08:21:12] <cackling_ladies> but they want to encourage you to use something that only run on their machines
[08:22:01] <mk1> too many languages
[08:22:11] <mk1> all doing more or less the same thing
[08:22:23] <mk1> C# vs. Java
[08:22:28] <TEttinger> yep. but apple wanted their own Google Go
[08:22:40] <mk1> don't forget Dart
[08:22:55] <TEttinger> even though they are already funding LLVM and could easily just make objective C better...
[08:22:59] <pmartino> remind me what dart / google go is
[08:23:13] <TEttinger> dart compiles to JS and eventually will run native in chrome
[08:23:17] <pmartino> oh
[08:23:38] <TEttinger> go is a systems language with higer level features than C++ and a better typesystem, but odd problems of its own
[08:24:03] <TEttinger> Hugo is an interesting go project
[08:24:21] <pmartino> sounds kind of unnecessary
[08:24:26] <TEttinger> http://hugo.spf13.com/
[08:24:39] <TEttinger> it's meant for highly parallel fast stuff, which google needs
[08:24:51] <pmartino> i see
[08:25:01] <telostia> i thought squirrel would replace lua but damn it died(kinda)
[08:25:02] <TEttinger> hugo is just a neat project, not by google
[08:25:10] <TEttinger> luajit is awesome though
[08:25:24] <cackling_ladies> nowsaday I'm not unterested in any languages unless it already has a huge code base so I dont have to do boilerplates
[08:25:25] <telostia> i like lua. but i need it to have more power
[08:25:40] <nexsoftware> alrighty, I'm going to bed. have fun guys.
[08:25:41] <cackling_ladies> so dart go swiftly arent my thing. yet.
[08:25:46] <TEttinger> if you've seen ToME4 (a very popular Roguelike/RPG), it's almost all written in Lua, even particle code
[08:25:48] <pmartino> gn
[08:25:50] <telostia> ok cya nexsoftware thx for ya help
[08:25:58] <nexsoftware> pleasure
[08:26:00] <cackling_ladies> take care.
[08:26:08] <TEttinger> later nex
[08:26:29] <telostia> yeh i cant live without lua for making rpgs :D
[08:26:51] <TEttinger> telostia, there was a project that died down called Vortex
[08:26:51] <telostia> imagine doing all the inventory stuff with raw java? ugh
[08:26:58] <TEttinger> basically Lua + lots of stuff
[08:27:06] <mk1> Angelscript!
[08:27:09] <TEttinger> compiled to LuaJIT lua
[08:27:18] <mk1> although this is only interesting for c++ devs
[08:27:30] <telostia> luajit sounds good.
[08:27:39] <telostia> is it like java jit?
[08:28:19] <telostia> yeh no c++ for me. too much coding lol
[08:28:47] <telostia> doing c++ instead of java or c# is like doing asm when everyones doing c++
[08:28:54] <cackling_ladies> {} is android log's equivalent of null right?
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[08:29:38] <TEttinger> telostia, yeah, luajit is probably the fastest widely used jit compiler for a "dynamic" language. it puts python's JITs in the dust, ruby over the horizon
[08:29:40] <telostia> TEttinger, was vortex a game?
[08:29:45] <TEttinger> telostia: https://quaker66.github.io/vortex/
[08:29:47] <TEttinger> language
[08:29:52] <cackling_ladies> there's nothing wrong with C++
[08:30:05] <telostia> yeh only boring lol
[08:30:15] <cackling_ladies> it's not boring, either.
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[08:30:24] <TEttinger> luajit is about as fast as C# under mono, and the compiler does this without type signatures
[08:30:25] <telostia> imo it is :D
[08:30:34] <cackling_ladies> In fact, trick wise, it's vastly superior to java or c#
[08:30:37] <TEttinger> so slower than java, but also smaller
[08:30:59] <telostia> i can chuck in some c++ here and there but to fully code in c++? damn
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[08:31:30] <TEttinger> luajit has a tiny memory footprint too compared to java or C#
[08:31:31] <telostia> im leaning towards lua or luajit cos im getting lazier lol
[08:31:44] <TEttinger> also all lua 5.1 runs on luajit
[08:31:49] <TEttinger> 5.2 most will
[08:31:52] <telostia> cool
[08:32:10] <telostia> i gota check that out
[08:32:26] <TEttinger> if you're interested in RPGs, I'd be curious to see what you think of T-Engine (what ToME4 is built on)
[08:32:39] <TEttinger> http://te4.org
[08:32:56] <TEttinger> te4 does not run on android, sadface
[08:33:11] <telostia> bah
[08:33:15] <TEttinger> libgdx still wins on speed and portability
[08:33:42] <telostia> thats the kinda game im making
[08:34:06] <telostia> although i want different variations for different platforms
[08:34:10] <TEttinger> but luajit is good stuff, and if you don't use the libs TE4 uses, it can run on iOS and android just fine
[08:35:14] <telostia> is it open source?
[08:35:23] <TEttinger> I have done some teensy benchmarks and luajit is quite fast. in particular, on tightly nested loops it can outperform MSVC (likely by using processor extensions that MSVC is reluctant to use)
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[08:35:39] <TEttinger> TE4 and LuaJIT (separate things) are both open
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[08:35:59] <mk1> parallel_for to the rescue
[08:36:40] <telostia> so te4 is using luajit?
[08:36:53] <telostia> "made in Lua" it says
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[08:37:27] <mk1> if I ever finish the game, I'll add "made with (a lot of) coffee" to it
[08:37:36] <telostia> i think if i bind lua to libgdx it could work
[08:37:39] <LiquidNitrogen> im having an issue where my libgdx desktop runs a little choppy in windows, but as soon as i start up fraps, it looks very smooth. and ideas what might cause that?
[08:37:55] <TEttinger> telostia, yeah
[08:38:12] <TEttinger> he actually uses a messy fork of luajit internally, not recommended
[08:38:29] <TEttinger> and telostia, unlikely libgdx would work with luajit
[08:38:51] <TEttinger> libgdx likes JVM, lua has ports to JVM but they use java's JIT
[08:39:15] <TEttinger> however, for scripting on the JVM you have many options
[08:39:28] <telostia> ah such a shame
[08:39:38] <TEttinger> there are luajit centric game libs
[08:40:41] <telostia> yeh im looking :)
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[08:41:21] <telostia> i wish all the other lib channels is as active as this. such a shame
[08:41:34] <telostia> psm no one... gideros. no one
[08:41:41] <telostia> cocoa, afew
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[08:43:42] <TEttinger> https://love2d.org/ is pretty active
[08:43:54] <TEttinger> a little sugar-sweet, the page
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[08:47:19] <telostia> but love is abit outdated?
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[08:49:34] <telostia> hah. luajit-mysql
[08:49:42] <Kwai> mornin' guys
[08:49:50] <telostia> too bad no postresql
[08:49:58] <telostia> hey Kwai
[08:50:21] <Kwai> Anyone here tried to make a game using Robovm that uses a tilemap?
[08:50:34] <telostia> good question
[08:50:37] <telostia> i wana know too
[08:50:54] <telostia> mines stil using the old ligbdx
[08:51:23] <telostia> Kwai, have u tried?
[08:51:40] <Kwai> yeah... But it seemes that boehm gc collects too much garbage and causes a STW for ~150ms each 2 seconds.
[08:52:07] <TEttinger> jesus, Kwai! that sounds awful
[08:52:14] <Kwai> I really don't know how to debug it to find if there is a leak, works well on desktop and android
[08:52:24] <telostia> i was going to convert but gave me alot of errors. alot of difference in tilemap calls
[08:52:31] <TEttinger> are you doing any new() in render?
[08:52:40] <TEttinger> or in anything called by render?
[08:53:06] <Kwai> not that I'm aware of
[08:53:17] <Kwai> I guess the TiledMapRenderer does not?
[08:53:26] <Kwai> check it out: https://docs.google.com/file/d/0B00qZbs5lzEVS2NzaFVUWlZRY2s
[08:54:31] <telostia> jesus. thats painful to watch
[08:54:35] <Kwai> Tried to optimize it for a month now
[08:55:22] <telostia> i was thinking a space game with massive objects...
[08:55:49] <Kwai> I guess thats ok, our menu runs smoothly and it has large textures
[08:56:08] <telostia> u'r not running multiple renderers are u?
[08:56:12] <Kwai> then the gc sweeps at ~30ms
[08:56:37] <telostia> with a map like that. gc shouldnt need to kick in yet
[08:57:40] <Kwai> we have one renderer for the tiledmap and one sprite batch
[08:58:32] <Kwai> we don't dispose any object during runtime
[08:58:38] <Kwai> unless they are removed
[08:58:44] <Kwai> pickups etc.
[08:59:22] <telostia> can u check if anything is getting disposed
[08:59:42] <telostia> it looks like gc is getting flooded with disposed
[08:59:54] <telostia> kinda say much. hard to say
[08:59:58] <telostia> cant*
[09:00:11] <Kwai> yeah
[09:00:25] <telostia> do u have debug messages for creating and deleting objects?
[09:00:45] <TEttinger> kwai, game looks great other than the gc issue
[09:01:34] <telostia> personnally i put debug msgs pretty much everywhere. its more a sure way than a debugger imo
[09:02:21] <telostia> what happens when u dont run the sprite batch and just the tilemap
[09:02:30] <telostia> see if it lags
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[09:02:56] <telostia> that way u will know if its the tilemap or the sprite thats the culprit
[09:03:51] <Kwai> not right now, but I guess I should give it another try. Have experimented a lot.
[09:03:52] <telostia> o yeh visually production rdy :D
[09:03:59] <Kwai> Thanks Tettinger
[09:04:12] <Kwai> the heap is around 2mb when sweeped
[09:04:20] <Kwai> but only on robovm
[09:04:37] <TEttinger> is there a bunch of other stuff open on the iPhone?
[09:04:42] <Kwai> well it's already on google play
[09:04:49] <Kwai> nah
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[09:05:09] <telostia> ah nice
[09:05:11] <Kwai> and we get the same result on iPhone 3, 4 and 5. But it's betton on 5
[09:05:42] <TEttinger> best on?
[09:05:44] <telostia> u using latest robovm right? just checking
[09:06:03] <telostia> have u tried the different versions of robo
[09:06:26] <Kwai> yeah, nightlies, Niklas was also kind enough to give us a special version where we can see all the objects in the heap
[09:07:00] <Kwai> didn't help much, just a lot of tiled objects and map properties. Think I got a dump here somewhere...
[09:07:43] <Kwai> haven't tried older, but got this on 0.13 and up
[09:08:16] <TEttinger> I mean my game is slow enough already on a galaxy s3, i hate to imagine on an old iPhone...
[09:08:46] <TEttinger> I guess my speed issue is only on startup
[09:09:13] <Kwai> Well it runs smooth on this little bugger: http://www.gsmarena.com/samsung_galaxy_y_s5360-4117.php
[09:09:23] <cackling_ladies> are there anyways to know the amount of memory I'd recover by calling dispose() or should I guesswork it?
[09:09:39] <Kwai> so I imagine it should be playable on atleast iphone 4
[09:11:30] <Kwai> best bet is to use a profiler, or you could maybe check Runtime.getRuntime().freeMemory() before and after
[09:12:31] <cackling_ladies> I was wondering if it'd force garbage collection
[09:12:39] <cackling_ladies> because if it doesnt, checking wont help :)
[09:12:49] <cackling_ladies> meaning I should guesswork it
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[09:13:55] <cackling_ladies> profiler is of no use. I'm checking for certain automatic routines, not for my humanoid eyes's consumption
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[09:21:49] <telostia> Kwai, u running gradle?
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[09:22:33] <telostia> with gradle. swapping out versions is as easy as 1 line in the build.gradle
[09:22:49] <Kwai> yeah
[09:22:58] <telostia> that should compare if the new one is performing better or worst
[09:23:05] <Kwai> do you think I should try an even earlier version?
[09:23:14] <Kwai> below 0.13?
[09:23:19] <telostia> yeh sure.
[09:23:22] <telostia> doesnt hurt
[09:23:23] <Kwai> won't I need new gdx backends?
[09:23:32] <telostia> nope 12 should be fine
[09:23:46] <Kwai> I'll give it a shot, hold on
[09:23:47] <telostia> i swaped out 11 to 12 just fine
[09:24:12] <telostia> its the only quick fix check atm xD
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[09:24:42] <telostia> after all. we just need to find the culprit
[09:25:41] <telostia> did u also compare the performance against the simulator?
[09:26:00] <telostia> robovm is stil a mystery after all xD
[09:26:11] <startBox> Hi, Im using Intellij and when I try to run "ios:launchIPhoneSimulator", Simulator won´t start and i get this error "Root pattern com.badlogic.gdx.physics.bullet.** matches no classes", which is weird as i don`t use Bullet class
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[09:26:36] <telostia> did u try cleaning first?
[09:26:51] <telostia> how about launch device instead
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[09:30:10] <startBox> launchDevice wont work as it could not find the certificate. (it works in Xcode as im sharing provision certificate, but it cannot find the certificate using "security find-identity -v -p codesigning"
[09:30:45] <startBox> it wont work after cleaning either, could it be that using Java 1.8 is the culprit?
[09:31:30] <startBox> And what is this sorcery? :D -> "Wrong magic number in org.robovm.objc.annotation.Block$Impl: 0
[09:31:31] <startBox> Warning: org.robovm.objc.annotation.Block$Impl is a phantom class!
[09:31:32] <startBox> "
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[09:32:19] <TEttinger> startBox, yeah I kinda would imagine java 8 could be trouble. if you have java 7 try that?
[09:33:23] <startBox> oke, downloading 7 now! would having both Java 1.7 and 1.8 SDKs in build path (intellij) causing troubles? Or should i remove 1.8 first before i run?
[09:33:56] <TEttinger> no, you can select one in intellij
[09:34:21] <TEttinger> although it sometimes needs to be closed and opened to actually see the update on windows...
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[09:37:37] <telostia> hm 1.8 did gave me some probs
[09:37:44] <telostia> i went back to 1.7 myself
[09:38:18] <cackling_ladies> why'd you have 2 jdk in your build path?
[09:38:18] <telostia> idk what oracle did to java but its not looking so good lol
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[09:40:04] <telostia> o yeh. dont mismatch versions in gradle either
[09:40:21] <telostia> i left one on 1.6 by mistake and hell broke loose
[09:41:41] <Kwai> backed to robovm 0.12, no help. Logged all my dispose methods, only 2 logs when going to menu to in game :/
[09:41:55] <Kwai> is there a way to turn on libgdx internal dispose calls?
[09:42:19] <telostia> holy shit TEttinger allua. allegro for lua lol
[09:42:38] <TEttinger> heh yep
[09:42:53] <telostia> hm 2years old
[09:42:54] <TEttinger> there's an SDL binding, I think
[09:43:13] <startBox> cackling_ladies: sorry I meant having 2 JDKs available in module settings
[09:43:22] <telostia> seeing a git 2years old kinda scares me
[09:43:43] <telostia> but a good start i guess
[09:43:56] <telostia> allegro could make any 2d really
[09:44:30] <telostia> this ffi is getting interesting
[09:44:35] <startBox> uhhh guys :((
[09:45:14] <startBox> still same thing after changing Project SDk to 1.7, should i change the JAVA home thingy all to 1.7?
[09:45:29] <telostia> maybe to make luajit work for ligbdx would have to use jni
[09:46:19] <startBox> Got this error: "Undefined symbols for architecture i386:" for :ios:launchIPhoneSimulator FAILED
[09:46:31] <telostia> startBox, does it give u that error on a sample project or blank project?
[09:47:17] <startBox> It is my current project, works fine for Desktop
[09:47:43] <telostia> i mean. did u try a sample project on ios first
[09:47:55] <telostia> with a similar that is
[09:48:01] <telostia> simulator*
[09:48:03] <TEttinger> startBox, yeah change JAVA_HOME or whatever it is on mac to match the JDK you want
[09:48:15] <TEttinger> and telostia, I agree
[09:49:16] <startBox> This current project is kind of blank, yeah ok i will change the Intellij Java version to 1.7 too ( the thing in pList)
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[09:50:02] <Kwai> ah sh*t... removed the rendering of the tile map, just rendering my objects. Still getting the hackin'
[09:50:20] <TEttinger> D: Kwai
[09:50:22] <telostia> ah
[09:50:35] <Kwai> and removed my objects and only displayed the tile map, still getting it as well :/
[09:51:00] <Kwai> but smaller map, fewer game objects, much fewer hacks
[09:51:07] <Kwai> if any at all
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[09:51:25] <telostia> thats weird. robo works fine for normal stuff for me
[09:51:44] <telostia> works good on ipad mini
[09:52:07] <Kwai> yeah, that level features a lot of objects (~100 - 250)
[09:52:07] <telostia> u tried it yet TEttinger ? robovm
[09:52:28] <Kwai> heh, normal stuff :)
[09:52:40] <telostia> so yeh your problem comes from objects not renderers Kwai
[09:52:53] <Kwai> yeah
[09:53:04] <telostia> i can relax abit now lol
[09:53:06] <Kwai> does libgdx cull tilemaps?
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[09:53:31] <telostia> dunno
[09:53:43] <Kwai> err... destroy and instantiate if they are too far away from viewport or getting near?
[09:53:49] <Kwai> I'll check it out
[09:53:57] <Kwai> need to do it on my own objects as well.
[09:53:57] <telostia> unless u wana rewrite the tilemapsl.renderers lol
[09:54:04] <Kwai> sounds like fun
[09:54:12] <TEttinger> telostia, no, no recent mac to test on
[09:54:15] <Delmadan> Does anyone have any tips on how I can mimic a ball moving towards a camera in 2D?
[09:54:23] <TEttinger> http://whyjavasucks.com/Blog/4/Eclipse/1094/That_moment_in_Eclipse I think many of us can relate
[09:54:23] <telostia> i did that on psm and i had to say i didnt enjoy it
[09:54:47] <Kwai> Delmadan scale the ball?
[09:55:05] <telostia> TEttinger, vm might work right?
[09:55:18] <TEttinger> telostia, yeah probably
[09:55:35] <TEttinger> I have an old macbook, but it can't update past snow leopard
[09:55:36] <telostia> sure if if xcode lets u run on device though . license bs
[09:55:47] <telostia> not sure*
[09:56:02] <telostia> thats def not intel based then
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[09:56:32] <Delmadan_> like papertoss
[09:56:39] <Delmadan_> 3d effect in 2d
[09:57:03] <telostia> but damn. to make a whole game in lua. and luajit o.o. exciting
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[09:57:19] <TEttinger> telostia, it is. but a core 2 dup
[09:57:22] <TEttinger> duo
[09:57:45] <telostia> eh why cant u run it. my mac mini is core 2 duo too. i got mavericks on it
[09:57:56] <TEttinger> telostia, luajit lets you use ffi types, use them as much as you want, they're as fast as C's primitive types
[09:58:06] <TEttinger> I'll try
[09:58:13] <telostia> u got enough ram?
[09:58:20] <TEttinger> maybe, it's 1 or 2 GB
[09:58:26] <TEttinger> quite old
[09:58:26] <telostia> if not use ddr3 from your laptop lol
[09:58:36] <telostia> 2gb isnt enough thats why
[09:58:51] <TEttinger> I think the mobo only handles DDR2 as well
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[09:59:06] <telostia> unless its using ddr2. its stil prolly max 4gb
[09:59:11] <telostia> 4gb isnt enough
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[09:59:32] <telostia> when i ran my android studio and building. it was using 4.4gb ram
[09:59:59] <TEttinger> D:
[10:00:00] <telostia> well. good for building command line ;D
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[10:01:16] <startBox> no luck, after changing everything to Java 1.7, still same thing : "Root pattern com.badlogic.gdx.physics.bullet.** matches no classes
[10:01:16] <startBox> Undefined symbols for architecture i386:
[10:01:16] <startBox> "ypeinfo", referenced from:
[10:01:16] <startBox> _MethodAttributes_org_robovm_apple_coregraphics_CGPDFBox_$3Cinit$3E__Ljava_lang_String$3BIJ__V in CGPDFBox.class.o
[10:01:16] <startBox> (maybe you meant: _org_robovm_apple_coregraphics_CGFunctionCallbacks$24CGFunctionCallbacksPtr_typeinfo, _java_security_UnrecoverableKeyException_typeinfo , _com_android_org_conscrypt_OpenSSLSignature$24SHA256RSA_typeinfo , _javax_net_ssl_SSLSession_typeinfo , _java_util_Iterator_typeinfo , _com_badlogic_gdx_graphics_g2d_BitmapFont$24Glyph_type
[10:01:17] <startBox> info , _com_badlogic_gdx_scenes_scene2d_ui_TextField$24TextFieldFilter$24DigitsOnlyFilter_typeinfo , _org_robovm_apple_corefoundation_CFType$24CFTypePtr_typeinfo , _java_math_BigDecimal_typeinfo , _java_util_Collections$24SingletonMap$241_typeinfo , _java_util_IllegalFormatException_typeinfo , _com_badlogic_gdx_scenes_scene2d_ui_Label_typeinfo , _o
[10:01:17] <startBox> rg_apache_harmony_security_asn1_BitString_typeinfo , _com_android_org_conscrypt_ClientSessionContext$24HostAndPort_typeinfo , _com_badlogic_gdx_utils_JsonValue$24PrettyPrintSettings_typeinfo , _com_badlogic_gdx_scenes_scene2d_actions_ParallelAction_typeinfo , _java_lang_UnsupportedOperationException_typeinfo , _com_badlogic_gdx_scenes_scene2d_ui_Di
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[10:01:59] <TEttinger> well that looks like a typo
[10:02:01] <TEttinger> ypo?
[10:02:02] <ShivanHunter_> omg pastebin
[10:02:17] <TEttinger> excess flood quit anyway
[10:02:26] <cackling_ladies> wow massive pasta
[10:02:38] <ShivanHunter_> why do people insist on doing that lol
[10:02:47] <telostia> lol
[10:03:03] <telostia> when u'r in a panic. they usually tend to :D
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[10:03:38] <cackling_ladies> Undefined symbols for architecture i386
[10:03:41] <Djal> Hi
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[10:03:49] <telostia> yo
[10:03:49] <cackling_ladies> I guess that's his problem
[10:04:16] <telostia> something doesnt seem to link right thats the problem
[10:05:05] <telostia> maybe he includes bullet when making the project?
[10:10:22] <telostia> hey TEttinger have u tried sdl for android?
[10:10:49] <telostia> setting it up is kinda messy
[10:11:05] <telostia> not sure if its worth using luajit for it
[10:11:35] <TEttinger> telostia, yeah. maybe look at other luajit engines, it's pretty widely used, I can check
[10:12:00] <telostia> i only see allegro as a whole
[10:12:12] <telostia> most other ones is kinda partial
[10:12:37] <telostia> at least on this page
[10:12:38] <telostia> http://wiki.luajit.org/FFI-Bindings
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[10:13:54] <telostia> guess its time to branch off gideros and corona sdk eh :D
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[10:19:11] <cackling_ladies> err how do I get the content of an object set?
[10:19:23] <cackling_ladies> I wanna check up the textures in a texture atlas
[10:23:51] <TEttinger> telostia: https://github.com/moai/moai-dev looks good but hasn't been updated in a while (you need to build it by hand)
[10:24:09] <telostia> i tried it. didnt like it
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[10:24:20] <TEttinger> corona I have heard good things about
[10:24:21] <telostia> gideros performed better
[10:24:26] <TEttinger> is it still commercial?
[10:24:33] <telostia> yes
[10:24:42] <telostia> only moai is free but outdated and not updated
[10:24:53] <TEttinger> cackling_ladies: object set is one of the libgdx utils?
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[10:25:07] <TEttinger> do you have the exact type?
[10:25:18] <telostia> but stil alot of things i have to rewrite if using those frameworks
[10:25:42] <telostia> like facebook doesnt have graphapi
[10:26:22] <telostia> gideros is clever in running though
[10:26:39] <telostia> but i want something i can port to anything and flexible
[10:26:53] <telostia> not to mention fast :D
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[10:30:35] <Kwai> Hey TEttinger, is there a lot of people using luajit?
[10:30:49] <Kwai> seemes bad ass
[10:31:06] <TEttinger> telostia, there's also other options with libgdx; I know scala and clojure work with android and desktop, and clojure is definitely a flexible thing that interops well with libgdx.
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[10:31:31] <telostia> aaa devs are starting to use luajit i heard
[10:31:43] <telostia> meaning luajit on ps4 xD
[10:32:19] <TEttinger> Kwai, there actually are, it's pretty common in some areas. Lua has always been a big thing for games, it's a major focus for the community. luajit helps a lot, ARM was one of the first platforms he targeted (by writing assembly for each platform)
[10:32:37] <TEttinger> if you look up the games scripted with lua, it's huge
[10:32:48] <TEttinger> psychonauts had more Lua than anything else
[10:33:07] <TEttinger> impossible creatures, I loved that game, very flexible because of lua
[10:33:17] <TEttinger> WoW has UI lua scripting
[10:33:17] <Kwai> cool, I've done a lot of game devvin' but never tried lua
[10:33:25] <telostia> yeh but they mostly use it for top lvl stuff. now we're talking low lvl stuff :D
[10:33:33] <Kwai> yeah
[10:33:46] <Kwai> thats cool
[10:33:49] <telostia> i guess it means. everyones getting lazier
[10:34:12] <TEttinger> big names here https://en.wikipedia.org/wiki/Category:Lua-scripted_video_games
[10:34:13] <telostia> well. it is faster to make games though
[10:34:15] <TEttinger> angry birds
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[10:34:42] <TEttinger> saints row 2-4, crysis
[10:35:06] <wulong710> Hello . I have three Group in my code. One is parentGroup, the others are children group. i know how to use "inputMultiplexer.addProcessor" add parentGroup and stage detect GestureDetector. But don't know how to let children detect GestureDetector. Stage and parentGroup are created at the beginning of the game. Children group are created after game running for few minuts.. How can i do, to let childrenGroup can detect GestureDetector? I post my quest
[10:35:07] <wulong710> ion in here: http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=15772&p=68163#p68163
[10:35:37] <cackling_ladies> TEttinger, yes, sir
[10:35:57] <cackling_ladies> but I found out that I can just for loop it
[10:36:02] <TEttinger> haha cool
[10:36:16] <TEttinger> wulong710, I'll take a look
[10:36:52] <wulong710> TEttinger: ok thank you
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[10:37:42] <cackling_ladies> I tried lua once. Programmed some wicked sick anti-cloakers homun in RO :D
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[10:40:55] <TEttinger> wulong710, just wondering, can you try removing the existing multiplexer when you want to add FirstGroup? then you would clear the multiplexer, add the stage, parentgroup, and firstgroup to the multiplexer , and add it again?
[10:41:26] <TEttinger> I'm not sure what all the methods are
[10:41:46] <c0ke> Does the multiplexer pay attention to if a processor returns false or not for handling the input?
[10:41:56] <noone> yep
[10:42:14] <noone> it won't cascade the event anymore as soon as one processor returns true
[10:42:16] <TEttinger> c0ke, yeah here it does
[10:42:33] <c0ke> Then it looks like he's returning true everywhere all the time, my at a glance guess would be he wants to return false for the events he wants to cascade further
[10:42:40] <Kwai> holy shit TEttinger & telostia, if I run System.gc() each tick the game runs without the hackin'
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[10:43:01] <TEttinger> haha that's like the craziest hack. I love it, Kwai
[10:43:04] <Kwai> that scary stuff
[10:43:05] <noone> you have a very fast GC then
[10:43:05] <telostia> lol but is that a good thing?
[10:43:09] <cackling_ladies> Kwai, looks like you have seriious optimization issue
[10:43:33] <Kwai> I don't know
[10:43:33] <TEttinger> if it works, do it, but keep an eye out for why it could be happening
[10:43:34] <cackling_ladies> Ironically, I had a redundant i
[10:43:36] <wulong710> Ok. I modify GestureDetector methods return false. then try again.
[10:43:44] <telostia> but then again i wont complain. i do hack android :/
[10:43:56] <telostia> i mean to make it work for me
[10:44:02] <c0ke> Hope it works wulong710 :)
[10:44:04] <noone> nobody ever wants to have System.GC in every tick
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[10:44:18] <Tomski> lel
[10:44:27] <Kwai> The problem is that the gc gets to big when it want to garbage collect, but if I do it more often with smaller heap the hacks does not appear
[10:44:30] <telostia> maybe it will crash after some time
[10:44:34] <wulong710> c0ke: ok , thankyou.
[10:44:47] <noone> Kwai: try to avoid the GC at all
[10:44:57] <telostia> Kwai, are u caching all objects?
[10:45:04] <TEttinger> wulong710, yeah but if a method handles the event and makes it so no other code should handle it (like tapping pause button, don't want to make that trigger another event), the method should return true
[10:45:04] <noone> initialise stuff, then run GC once, and then re-use the objects
[10:45:08] <Kwai> but now the game runs slow as shit, might need to run system.gc manually each 0.1 seconds
[10:45:24] <Kwai> but there seemes to be a leak or something in robovm
[10:45:32] <Kwai> this does not occur on desktop or android
[10:45:38] <noone> a leak?
[10:45:47] <Kwai> not the onion
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[10:45:51] <TEttinger> yeah, could be just robovm having a slow GC compared to the others
[10:45:52] <c0ke> Sure the desktop / android aren't just a bit faster with their GCs?
[10:45:56] <telostia> lol
[10:46:03] * c0ke high fives TEttinger
[10:46:06] <telostia> i mean u mean leek lmao
[10:46:09] <Kwai> they use boehm gc
[10:46:10] <Kwai> haha
[10:46:11] <telostia> ithink*
[10:46:13] <Kwai> yeah, thats the one
[10:46:18] * TEttinger slaps himself in the face
[10:46:48] <cackling_ladies> Kwai, http://37.media.tumblr.com/tumblr_m3k58aIED71qbx51ho1_250.gif
[10:46:50] <telostia> well robovm is newer. i wouldnt doubt it
[10:46:57] <Kwai> android / desktop gc is super optimized by oracle and google
[10:47:21] <Kwai> I even tried to configure them to gc more often, but still no hackin' :/
[10:47:24] <TEttinger> haha what is that gif, cackling_ladies
[10:47:33] <Kwai> haha
[10:47:39] <Kwai> is that judge judy?
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[10:48:06] <telostia> yeh judy for sure
[10:48:17] <cackling_ladies> some guy was found with anime pictures in his PC. Or something... I think.
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[10:48:45] <c0ke> Can you get a profiler on your game? Find out what's being created a gazillion times, that's the key
[10:49:01] <telostia> anime wouldnt get that effect. prolly child porn or..
[10:49:11] <c0ke> Could be something stupid like a List implementation
[10:49:21] <Kwai> almost forgot about this one: http://cdn0.dailydot.com/uploaded/images/original/2012/3/11/Leekspin.gif
[10:49:28] <Kwai> oh
[10:49:31] <Kwai> tried to profile
[10:49:33] <c0ke> Arrays.asList can catch you out
[10:49:47] <Kwai> but as it's not the same gc they act differently
[10:50:00] <Kwai> alright, searching for it
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[10:50:54] <telostia> TEttinger, thats the drawback of using another language besides lua
[10:51:01] <noone> Xoppa: ping
[10:51:02] <telostia> not enough tutorials
[10:51:08] <telostia> or samples
[10:51:19] <telostia> i like squirrel but no one uses them
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[10:51:32] <telostia> in the end. im on my own :/
[10:51:47] <telostia> so yeh kinda hard to ask questions when im stuck lol
[10:52:01] <telostia> clojure doesnt seem that big a community
[10:52:14] <TEttinger> telostia, yeah the nice thing about using libgdx from other langs is that you can still use all the libgdx docs
[10:52:18] <c0ke> What doesn't make you close the IDE and launch wow instead, only makes you stronger
[10:52:22] <TEttinger> clojure's IRC channel is huge
[10:52:37] <telostia> really?
[10:52:40] <TEttinger> I think more people there than in #java
[10:52:41] <telostia> what about scala
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[10:52:45] <TEttinger> tiny
[10:52:57] <c0ke> #java is a daily accident waiting to happen
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[10:53:05] <TEttinger> scala has kinda a crappy community, but it is a faster language than clojure by far :|
[10:53:08] <telostia> im seeing bits of samples on googling for clojure.no whole libs yet
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[10:53:24] <TEttinger> oh what are you looking for?
[10:53:24] <TEttinger> play-clj is good
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[10:53:30] <c0ke> I've heard great things about dart
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[10:53:46] <TEttinger> really all you need is libgdx
[10:53:50] <c0ke> Just need the industry to like, support it :P
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[10:54:22] <telostia> yeh the result would be to integrate into libgdx but need alot of samples just in case
[10:54:23] <TEttinger> and yeah, telostia, unfortunately clojure has a STEEP learning curve coming from java
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[10:54:31] <cackling_ladies> c0ke why'd you want to give away our edge? ;p
[10:54:43] <TEttinger> scala much milder to learn
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[10:55:03] <cackling_ladies> Would you rather "This is how you get portibility" or "We know how to make it portable. Give us $$$"
[10:55:10] <telostia> learning isnt hard. mastering it is xD
[10:55:23] <telostia> atm its unknown
[10:55:47] <robitx> someone unhappy with gdx?
[10:55:52] <c0ke> If I was the person talking, the latter
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[10:55:57] <c0ke> If someone else was talking, the former ;D
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[10:56:24] <TEttinger> telostia, yeah, and clojure is also much harder to optimize than java or scala, because the language does so much for you. this is partly a good thing, I rewrote LiquidNitrogen's tile splicer (naive version) from his 160 lines java to my 22 lines clojure
[10:56:52] <c0ke> I find the hardest part is actually finding the energy to dive into something unknown telostia, when you know nothing of an API or where to get started, that's where I procrastinate and let projects die, I struggle to 'get around' to properly looking into something new
[10:57:10] <c0ke> Once I've spent a night looking at something I'm usually then comfortable enough to keep going back to it :P
[10:57:21] <TEttinger> that's another trouble with clojure, it's well documented, but the API that comes standard is huge
[10:57:42] <telostia> yeh c0ke i do that alot. so this time im doing alot of research before diving
[10:58:02] <TEttinger> one of the things that comes up a lot in #clojure is people re-implementing lib functions because they don't know about them
[10:58:21] <TEttinger> like partition to split up a collection into subcollections of a specific size
[10:58:48] <telostia> TEttinger, thats a nice saving lol
[10:59:02] <c0ke> I'm trying to write a 2D mmo for android at the moment, I've written this epic client / server architecture that's taken me like 4 months to get just how I want it, got my menu system all working so you can create an account and log in and all that jazz, got in-game, and... ah, right.. the game engine... bollocks :P
[10:59:12] <TEttinger> or "(apply concat [[1 2] [3 4]])" is a good shortcut for writing your own partial flattener
[10:59:30] <TEttinger> (that would return a vector of [1 2 3 4])
[10:59:38] <telostia> lol c0ke
[10:59:45] <telostia> sounds painful
[10:59:56] <telostia> i wrote a game in corona too
[11:00:19] <telostia> that last 10% of unable to do due to the limit is painful
[11:00:20] <c0ke> So I spent last night looking at entity / component systems to use on my client, Ocirne23 has a really nice reflection one that I'm going with for now, though I'm unsure of the performance implications later down the line on Android. Getting around to looking into the entity systems has taken me two weeks though, it's like... ugh, MORE new stuff I have to learn, fml :P
[11:00:55] <telostia> u using java for client server c0ke ?
[11:01:06] <c0ke> Yeah telostia, and hibernate for persistence
[11:01:13] <Kwai> going for lunch, see you guys around
[11:01:18] <telostia> what protocols u using for transport
[11:01:36] <telostia> cya Kwai
[11:01:42] <c0ke> TCP
[11:02:07] <telostia> and the parsing?
[11:02:09] <c0ke> Not using any third party libraries for it, wrote all my own stuff
[11:02:25] <telostia> so sockets eh
[11:02:29] <c0ke> Yarr
[11:02:32] <telostia> me too
[11:03:05] <telostia> u use xml parsing etc?
[11:03:14] <telostia> or json
[11:03:40] <cackling_ladies> I dont need to dispose sprites?
[11:04:12] <telostia> TEttinger, huge isnt an issue if its good and popular
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[11:04:25] <telostia> huge means that the language is powerful :D
[11:04:30] <c0ke> neither telostia
[11:04:31] <wulong710> TEttinger: than you . It seems usless to modify GestureDetctor methos to return false. I follow your advise , Gdx.input.setInputProcessor when i switch visible group.
[11:04:35] <cackling_ladies> what'd happen if I try to use a sprite whose texture already disposed?
[11:04:45] <c0ke> I've got my own DTO implementation, they know how to send / receive themselves
[11:04:48] <cackling_ladies> telostia, huge mean the language is convenient. Not powerful.
[11:04:49] <telostia> o c0ke plain strings?
[11:04:58] <telostia> ah i c
[11:05:06] <c0ke> Sending primitives using datastreams
[11:05:23] <wulong710> Thanks all of you. I am working now.
[11:05:30] <c0ke> yay wulong710
[11:05:38] <telostia> powerful in my case means more customization
[11:05:52] <telostia> not performance
[11:05:55] <c0ke> telostia, think about what you just said xD
[11:06:02] <c0ke> If Java shipped with only the class Object
[11:06:08] <c0ke> it would be more customizable
[11:06:21] <TEttinger> oh yeah, clojure is ridiculously concise. I'd like to see this program in java... https://www.refheap.com/88967
[11:06:52] <telostia> ah i guess my meaning isnt accurate eh ;D
[11:06:57] <c0ke> ^_^;
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[11:07:15] <TEttinger> that clojure is a mess because it needed to fit in one IRC message
[11:07:23] <TEttinger> no spaces between strings, etc.
[11:07:43] <c0ke> I don't know how you guys can be bothered to learn more than a primary language
[11:07:54] <TEttinger> c0ke, it's been eye-opening for me
[11:08:00] <c0ke> I'm going to sit on Java till it rots in the ground, even then I'll probably rot with it
[11:08:00] <TEttinger> and now I pick up languages faster
[11:08:03] <telostia> im always open for new tech
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[11:08:09] <telostia> if it fails. not worried
[11:08:21] <telostia> if its good. then i'd be pissed if werent part of it
[11:08:40] <TEttinger> yeah, clojure got a huge amount of ruby people adopting it, and they brought with them a focus on good tooling
[11:09:19] <TEttinger> leiningen fetches deps like gradle does, but its config files are tiny. it can do everything maven can but with no xml, just a little clojure
[11:10:02] <telostia> sometimes learning new things. u can shave off alot of time
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[11:10:21] <TEttinger> light table... I'm torn about. in theory it should be great. press a keystroke on a piece of code, say, (+ 1 2 3), and it shows 6. but I could never get it to work with libgdx
[11:10:33] <deniska> This kind of tooling always gets me wondering «what if I need to deploy by hands, on a machine without internet access?»
[11:10:48] <TEttinger> deniska, yeah, you actually can
[11:10:52] <c0ke> What is this deniska, the 90s?
[11:10:53] <c0ke> ;D
[11:10:55] <TEttinger> lein has an offline mode
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[11:11:37] <TEttinger> you can lein install or mvn install to get deps in your local cache, and lein --offline or whatever it is will find your local ones
[11:11:54] <deniska> c0ke: may be security reasons
[11:12:14] <TEttinger> yeah that big maven thing that hit the frontpage on HN recently
[11:12:30] <TEttinger> clojure's already got an updated lein to use https for maven central
[11:12:45] <c0ke> bah deniska, security only affects other people
[11:12:55] <c0ke> 0=)
[11:13:01] <telostia> clojure is on maven?
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[11:13:38] <deniska> And learning multiple different languages just makes you smarter =)
[11:14:03] <telostia> lol welcome aboard
[11:14:22] <telostia> the issue is time
[11:14:23] <c0ke> I'm going to be 'that guy' on the dev team that only writes in 'that old language people used' to support 'that old product nobody cares about anymore'
[11:14:48] <telostia> theres many reasons why people dont update language
[11:14:59] <telostia> 1; lazy 2; no time
[11:15:42] <telostia> but if learning can save me time then thats not a valid reason not to learn
[11:16:23] <deniska> Probably "programming as a hobby" vs "programming as a job"
[11:16:31] <c0ke> ^
[11:16:37] <telostia> or both
[11:16:54] <telostia> if the job is not confined to a company
[11:16:58] <deniska> programming as a hobby involves tinkering with interesting stuff
[11:17:17] <c0ke> I used to love programming, then I did it as a job for 6 years, now I am really trying to push myself into doing it as a hobby again but it does really feel like a chore :/
[11:17:43] <telostia> i do web dev. i hate programming for it but i like game programming
[11:17:53] <telostia> so web for job
[11:17:57] <telostia> and game for hobby
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[11:17:59] <deniska> c0ke: because you probably need to learn new exciting thing instead of using something old and boring =)
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[11:18:21] <telostia> in the end. i dont hate programming. its just what u program for
[11:18:51] <telostia> c0ke, reason why u'r here because i love programming :D
[11:19:03] <telostia> u* love sorry lol
[11:19:25] <deniska> http://paulgraham.com/pypar.html somewhat relevant article
[11:19:35] <telostia> man. dont u hate it when your typing is differennt to your thoughts?
[11:19:55] <deniska> telostia: I do it all the time when I eat
[11:20:07] <telostia> its like my hands moved itself lol
[11:20:16] <telostia> or fingers in this case
[11:20:22] <deniska> I confuse letters, words and sometimes whole sentences >_<
[11:20:31] <c0ke> Yeah, I'm really struggling at the moment to progress with this stupid MMO project, it's so big, it's like the sun, you can't look at it :P
[11:20:34] <telostia> haha eating yeh i do that too
[11:20:47] <c0ke> I have to be come jack of all trades of so many things ._.
[11:20:55] <deniska> Good thing english doesn't really have conjugations, otherwise I'd confuse them as well
[11:20:55] <telostia> well mmo is big in nature
[11:21:37] <telostia> to me its just wearing many hats lol
[11:21:49] <telostia> mmo and rpg does that to u
[11:22:05] <cackling_ladies> hmm
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[11:22:10] <cackling_ladies> how do I unlock vsync? XD
[11:22:10] <telostia> i think i know a cure for it
[11:22:24] <c0ke> There's just so much to do. When I get the client-side entity stuff all working and everything all clicks... I then have to implement all of the server handling of everything then rip apart my client and slot everything into that
[11:22:26] <telostia> make a 1 week complete game.
[11:22:40] <telostia> at least u feel u've completed something !
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[11:23:00] <cackling_ladies> c0ke, you should have deved server and client alongside
[11:23:08] <c0ke> I am cackling_ladies
[11:23:22] <deniska> Ludum dare soon =)
[11:23:37] <c0ke> But when I don't know how I want my entity system to work on the client, it's foolish touching the server at all until I get a client experience I want
[11:23:43] <deniska> You have a chance to complete a game in 2 days
[11:24:02] <telostia> nah 1 day lol
[11:24:15] <telostia> but im stretching it out cos we all have day time job
[11:25:00] <telostia> look at the super jumper. im sure u can make that in a day
[11:25:20] <cackling_ladies> bah should have prototyped the entity system on paper.
[11:25:35] <c0ke> I'm on day two of learning what an entity system is, gimme a break xD
[11:25:55] <telostia> the problem is when u do it on paper or plan too much. u dont code as much
[11:26:10] <deniska> cackling_ladies: your average mmo has: players, items (armor, weapons, potions etc), mobs
[11:26:19] <telostia> at least for me. i gett addicted to perfecting my plan/modeling
[11:26:42] <deniska> I personally wouldn't use entity component system for an mmo, but that's just me =)
[11:26:43] <cackling_ladies> deniska, um? I'm not making a mmo. Wrong person?
[11:26:51] <deniska> oh
[11:26:59] <telostia> its c0ke ;D
[11:27:24] <telostia> well my rpg has pretty much the same stuff
[11:27:49] <c0ke> The reason I'm looking to use one is I really like breaking everything out into it's little bits, then having systems that process entities based on the state of their components
[11:27:49] <telostia> i have to write a tool to make my entities
[11:27:59] <telostia> save time!
[11:28:26] <telostia> use xml for your entities. u'll save big time
[11:29:08] <deniska> xml :\
[11:29:16] <c0ke> Not a great fan of xml if I'm honest
[11:29:19] <telostia> its better than u think it is lol
[11:29:30] <telostia> once u get past that boring part
[11:29:33] <c0ke> Rather just hard code everything at the moment, worry about decoupling everything later
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[11:29:56] <c0ke> Guess he isn't a fan of hard coding
[11:29:58] <cackling_ladies> c0ke, please read this http://sol.gfxile.net/mmorpg.html
[11:30:16] <c0ke> I've written one before cackling_ladies in vb6 in the late 90s :P
[11:30:20] <deniska> cackling_ladies: I guess it advice not to make a mmorpg =)
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[11:30:41] <deniska> → I'm saying you shouldn't.
[11:30:44] <telostia> shabby isp disconnected on me
[11:30:45] <cackling_ladies> deniska, no it shows what it really take to write one =)
[11:31:03] <c0ke> https://www.google.co.uk/search?q=mirage+realms&espv=2&source=lnms&tbm=isch&sa=X&ei=rPXhU5SGAazB7Ab6woDQCA&ved=0CAYQ_AUoAQ&biw=1680&bih=989#facrc=_&imgdii=_&imgrc=GuURoMS-P-vxEM%253A%3BfxAeJD8oJH57YM%3Bhttp%253A%252F%252Fimg440.imageshack.us%252Fimg440%252F9128%252F30887138.png%3Bhttp%253A%252F%252Fwww.key2heaven.com%252Fms%252Fforums%252Fviewtopic.php%253Ff%253D222%2526t%253D10889%3B765%3B600
[11:31:14] <c0ke> Some old dwindling screenshots that some people still have of it for some reason
[11:31:23] <telostia> i use xml cos i can connect them to a gui tool and make things the "form" way
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[11:31:33] <c0ke> though most of them seem to be deletafied
[11:32:01] <deniska> something like The Realm of the Mad God can be made alone in sane time I'd think
[11:32:37] <cackling_ladies> are you this pal, c0ke? http://mmorpgcreation.com/forum/showthread.php?tid=196
[11:33:11] <c0ke> Yeah cackling_ladies
[11:33:43] <telostia> your own graphics?
[11:33:50] <telostia> i mean the pixel arts
[11:34:07] <c0ke> The sprites and UI are, the tiles were taken from all over the place
[11:34:27] <cackling_ladies> who's the pal with 12 years in prison?
[11:34:45] <telostia> im taking rpgmake vx sprites as a placeholder
[11:35:03] <telostia> once it works. i'll buy a custom set
[11:35:13] <c0ke> What do you mean, cackling_ladies?
[11:35:23] <cackling_ladies> http://www.mirage-realms.com/
[11:35:37] <c0ke> Oh that isn't my address anymore
[11:35:47] <c0ke> Some asshole advertising spam company bought it the millisecond I let it lapse
[11:35:49] <cackling_ladies> oh? squatted, I see.
[11:35:56] <robitx> legal issues sucks
[11:37:16] <telostia> what kinda battle system u building?
[11:37:31] <telostia> action based?
[11:37:34] <cackling_ladies> why's your twitter still linking to that site?
[11:37:41] <cackling_ladies> assuming you're this guy https://twitter.com/TheMirageRealms
[11:38:03] <c0ke> I haven't gone round and sorted anything out yet cackling_ladies
[11:38:11] <cackling_ladies> then do it.
[11:38:34] <telostia> u said u doing this mmo for 4months?
[11:38:55] <cackling_ladies> more like 14 years
[11:39:22] <c0ke> haha, the community surrounding it is back from the vb6 days
[11:39:39] <telostia> lol holy shyt
[11:40:02] <telostia> thats why ur motivation is degrading
[11:40:14] <telostia> or so i think
[11:40:23] <cackling_ladies> damn I'd love to have a community around my barely existant game too XD
[11:40:24] <telostia> mines about 2years
[11:40:25] <c0ke> Had a go at rewriting it using slick but lost interest, then more recently thought about moving it to the mobile platform, and thought I'd give it another shot
[11:40:38] <c0ke> Yeah there's some loyal fans out there cackling_ladies lmao
[11:40:39] <telostia> but i barely put much effort into it much
[11:40:59] <telostia> open source is a good thing but idk
[11:41:13] <cackling_ladies> hey what kind of system do you have
[11:41:14] <c0ke> I need to get a site together and start rounding everyone back up but I figure it's a stupid thing to do until I have some basic things up people can come and play with
[11:41:17] <cackling_ladies> and do you have a website?
[11:41:40] <cackling_ladies> if I have say, 3 months, do you think I can fork it and make a somewhat functional game?
[11:41:41] <c0ke> Nah not yet, letting the Mirage Realms name hibernate until there's some actual playability in the game
[11:42:31] <telostia> gl man. its not easy
[11:42:37] <c0ke> I've put soooooooooooooooooooooo much work into the client / server stuff to get it this far I'm a bit protective of it at this stage sorry cackling_ladies >.<
[11:42:54] <cackling_ladies> but you're open sourcing it o.O
[11:43:03] <c0ke> Oh you mean the old slick project?
[11:43:12] <cackling_ladies> oh... not the new stuff?
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[11:43:20] <c0ke> Nopes the new stuff is staying closed
[11:43:28] <cackling_ladies> <.<
[11:43:34] <telostia> haha i knew it
[11:43:38] <cackling_ladies> fine I'll write my own mmo.
[11:43:51] <c0ke> Sorry chap, part of attacking the android market is the prospect of prosperity and glory
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[11:43:54] <telostia> theres alot of open source mmo out there
[11:44:08] <cackling_ladies> but I'm sure you'll die of natural causes before I can bask you in my glory.
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[11:44:16] <c0ke> xD
[11:44:37] <c0ke> If I haven't got a running alpha by December the 1st I'll open source it
[11:44:48] <c0ke> That was my deadline for having a playable game
[11:45:14] <telostia> hey c0ke what tutorials gave u the best insite into your mmo u find
[11:45:47] <c0ke> telostia one of my friends used to work on Runescape, he helped me a lot with the original vb6 stuff
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[11:45:59] <telostia> ooh cool
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[11:46:08] <telostia> damn i wish i had programming friends
[11:46:24] <c0ke> More recently... I've just read a lot about scalable systems, networking, yada yada
[11:46:28] <Angergard> telostia Me too :(
[11:46:29] <c0ke> Not really tutorials, more books to be honest
[11:46:49] <telostia> i can only rely on public community for most of the time
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[11:47:02] <Angergard> But I'm starting Swedish high school in two weeks in an IT school
[11:47:10] <telostia> Angergard, i feel ya man. :/
[11:47:17] <c0ke> And every time I get stuck with something specific to LibGDX I just come in here and someone solves my problem or points out what I'm doing wrong within 5 minutes or so
[11:47:25] <telostia> good thing u'r stil young Angergard lol
[11:47:26] <c0ke> We've got it easy with this API :P
[11:47:43] <telostia> yeh man libgdx is a beast
[11:48:14] <telostia> was going to go for unity but that pissed me off
[11:48:16] <deniska> When I'm stuck with something in libgdx I read its source because yay for opensource
[11:48:32] <c0ke> I know little to nothing about it to be honest, but it seems that is enough to achieve everything I could do with BitBlt in vb
[11:48:51] <telostia> i used to do vb6 too
[11:48:52] <TEttinger> yeah I'm always impressed by how flexible libgdx is
[11:49:16] <deniska> vb6 was my first language =)
[11:49:18] <telostia> with libgdx i can chuck in something . not bound to w/e
[11:49:29] <telostia> qbasic is mine
[11:49:43] <c0ke> For example in my old project I had my own mapeditor and proprietary map format etc, started using libgdx, learned about tiled, had a map rendering in about 20 minutes
[11:49:51] <c0ke> Everything is like... done
[11:49:54] <c0ke> :P
[11:50:08] <telostia> yeh tiled def saves big time
[11:50:26] <telostia> not only that the community support for that is huge
[11:50:58] <telostia> nowadays. shouldnt rewrite anything already written. unless u want more power from it
[11:51:37] <telostia> i hope u integrate facebook to it c0ke ;D
[11:51:44] <telostia> cos im too lazy to register
[11:52:20] <telostia> thats the new trend. right guys? :D
[11:52:30] <Angergard> telostia : http://www.develteam.com/
[11:52:56] <telostia> Angergard, thats new to me. is it good?
[11:53:08] <telostia> i tried some like that. but they talk bs
[11:53:44] <Angergard> I was lucky the time I started on a project, but unfortunately it died out.
[11:54:27] <Angergard> Only bad thing is that there isn't many libgdx projects there.
[11:54:43] <telostia> most likely unityers
[11:55:07] <telostia> its a hit and miss really
[11:55:20] <telostia> the pro ones are strick as hell
[11:55:29] <telostia> and the loose ones are newbies
[11:55:37] <telostia> strict*
[11:55:52] <telostia> rpg teams are even worst
[11:56:05] <Angergard> telostia : true
[11:56:20] <telostia> o yeh and timezone...
[11:56:36] <telostia> its no good if im awake while 3 other members sleeping lol
[11:56:47] <TEttinger> telostia, yeah I've gotten so far as a 1-man RPG-like game team
[11:56:52] <Angergard> Telostia where you from?
[11:57:04] <TEttinger> compared to every game team I've been on
[11:57:14] <cackling_ladies> lol I wake up at like 2am whenever I feel like talking with my partners.
[11:57:15] <telostia> im from sydney so im pretty much alone
[11:57:24] <TEttinger> haha
[11:57:31] <TEttinger> LiquidNitrogen is in new zealand
[11:57:41] <TEttinger> there's another dev in NZ I know of
[11:57:45] <TEttinger> Pupnik__ is in australia
[11:57:46] <telostia> right TEttinger :)
[11:57:51] <telostia> i mean nice
[11:58:02] <LiquidNitrogen> hello
[11:58:06] <TEttinger> hello
[11:58:17] <TEttinger> bringing together the southern hemisphere
[11:58:18] <telostia> hey :)
[11:58:30] <TEttinger> telostia, have you seen Dropper?
[11:58:36] <telostia> nope
[11:58:42] <TEttinger> it's getting quite awesome
[11:58:45] <Angergard> Good job Tettinger!
[11:58:45] <telostia> whats that
[11:58:52] <TEttinger> LiquidNitrogen's game
[11:58:56] <cackling_ladies> link?
[11:59:04] <LiquidNitrogen> no my game is mortal terminus
[11:59:04] <telostia> TEttinger, where're u from?
[11:59:09] <TEttinger> california
[11:59:14] <telostia> ah figures
[11:59:15] <LiquidNitrogen> dropper is some spin off i started when i was bored
[11:59:38] <telostia> well being close doesnt mean a thing if we dont tick
[11:59:38] <TEttinger> oh it was a playlist of more than one?
[11:59:42] <TEttinger> mortalterminus?
[11:59:43] <Angergard> Do you know anyone from the north around here Tettinger?
[11:59:54] <TEttinger> north of where?
[11:59:58] <TEttinger> california, or europe?
[12:00:00] <Angergard> Sweden, Norway, Finland
[12:00:03] <TEttinger> yeah
[12:00:03] <Angergard> Denmark
[12:00:05] <LiquidNitrogen> theres various crap on my youtube
[12:00:22] <Angergard> The real north lol jk :D
[12:00:36] <TEttinger> rsaarelm is #rgrd's king of run-on sentences and interesting ways to solve tough problems
[12:00:52] <TEttinger> oddmunds makes music and sails the sea in norway
[12:00:59] <TEttinger> rsaarelm is in finland
[12:01:08] <TEttinger> tenhi is an excellent swedish troll
[12:01:24] <TEttinger> HPL is a swedish developer who's good with retro games
[12:01:41] <Angergard> Man, how do you remeber?
[12:01:53] <TEttinger> years with these people in social settings
[12:02:04] <TEttinger> I've been in #rgrd for 6 years at least
[12:02:20] <c0ke> What is #rgrd ?
[12:02:24] <TEttinger> and they remind me if I confuse finland and sweden
[12:02:26] <LiquidNitrogen> youre compiling a list, admit it
[12:02:28] <TEttinger> roguelike dev channel
[12:02:38] <TEttinger> on quakenet
[12:02:52] <c0ke> cool
[12:02:52] <TEttinger> less formal than here
[12:03:07] <telostia> o.O
[12:03:07] <TEttinger> as in, lots of random behavior and my bot isthere
[12:03:12] <Angergard> Thanks!
[12:03:24] <telostia> is it invite only channel?
[12:03:58] <telostia> i wana get to know a channel where pros breath lol
[12:05:08] <TEttinger> lol, a few pros, many noobs, most in between
[12:05:10] <telostia> btw TEttinger clojure visually looks like c
[12:05:13] <LiquidNitrogen> its a good chanel
[12:05:25] <telostia> what channel
[12:05:34] <LiquidNitrogen> rgrd
[12:05:43] <TEttinger> telostia, it shouldn't. it has () around everything and prefix method calls
[12:06:01] <telostia> yeh i know. just feels xD
[12:06:03] <LiquidNitrogen> good ideas > fart jokes
[12:06:52] <telostia> no one in that channel. which server
[12:06:57] <TEttinger> quakenet
[12:07:41] <telostia> cool thx
[12:07:44] <deniska> TEttinger: C: func(param1, param2, param3), clojure: (func param1 param2 param3)
[12:07:54] <deniska> same amount of parens, less amount of commas =)
[12:08:02] <telostia> lol
[12:08:08] <TEttinger> yes, but there's uh... weirder stuff
[12:08:17] <telostia> i guess i see things differently to people
[12:08:30] <deniska> It's only weird with your average math
[12:08:37] <deniska> (+ a b) instead of a + b
[12:08:54] <TEttinger> like "int x = 3 + y" => "(def x (+ 3 y))"
[12:09:16] <TEttinger> and more importantly, stuff that has no easy parallel in C
[12:09:29] <TEttinger> (map inc [1 2 3]) => [2 3 4]
[12:09:36] <TEttinger> inc is increment
[12:09:52] <TEttinger> map calls a function (passed as an arg) on each element of the collection
[12:09:56] <TEttinger> now...
[12:10:09] <telostia> funny some things seem better some not so good
[12:10:24] <TEttinger> (map + [1 2 3] [4 5 6]) => [5 7 9]
[12:10:37] <telostia> maybe i have to relocate my brains
[12:10:50] <TEttinger> it doesn't take any change, and you can call 1 + 4, then 2 + 5, then 3 + 6
[12:10:55] <deniska> TEttinger: map is a well known higher order function
[12:10:59] <TEttinger> good
[12:11:12] <TEttinger> wasn't sure if telostia had encountered it
[12:11:35] <telostia> is there an advantage to the way they put it like that?
[12:11:35] <TEttinger> more interesting stuff, I'll take this to a channel with a bot
[12:11:44] <TEttinger> yes
[12:12:05] <TEttinger> it comes up a lot in advanced clojure, but -> and ->> are important macros
[12:12:10] <deniska> I get that feeling in java all the time that I'd rather use map, filter etc instead of writing yet another for loop =)
[12:12:22] <TEttinger> deniska, oh god yes
[12:12:29] <TEttinger> scala gives me that yeah
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[12:12:34] <TEttinger> clojure too
[12:12:51] <TEttinger> clojure has for comprehensions, not for loops
[12:12:54] <deniska> I got used to it thanks to python
[12:12:59] <TEttinger> there's basically no reassigning in clojure
[12:13:23] <TEttinger> the only way to do that (that's reasonable early on) is with atoms
[12:13:28] <deniska> with its list/dict/set comprehensions, map and stuff
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[12:13:43] <TEttinger> yeah, let's do one of those
[12:14:30] <deniska> Lua has first class functions but has no typical higher order functions in its stdlib
[12:15:03] <deniska> That gives me much more mixed feelings than java or C where I have pretty much no choice except for `for` loop
[12:15:56] <deniska> In lua I can implement them in few lines of code, but it is not there out of the box and other lua programmers are not used to see functions like `map`
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[12:16:20] <c0ke> deniska you can use Iterator, but that's even more boilerplate nonsense :P
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[12:20:50] <TEttinger> https://www.refheap.com/88974
[12:21:32] <TEttinger> this is a relatively simple thing, typical C stuff where you convert chars to ints to get their number values and get ranges from the numbers
[12:22:29] <TEttinger> but the for comprehension (here, using sorted sets, which I could use set operations on if I wanted) goes through two long collections and gets a mix of all of them
[12:22:52] <TEttinger> clojure's data structures can be passed between most key lib functions
[12:23:09] <TEttinger> for works on sets, dictionaries, vectors, lists, sequences in general
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[12:41:23] <telostia> that channel sure is intense lok
[12:41:25] <telostia> lol*
[12:42:15] <TEttinger> yeah
[12:42:39] <TEttinger> especially now, all the europeans are up and australians (TSMI is new zealander)
[12:43:31] <telostia> man. and there i was looking for people to hire lol
[12:43:40] <telostia> local peeps sux
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[12:44:23] <LiquidNitrogen> i dont work fast enough to be hired
[12:44:39] <telostia> lol LiquidNitrogen as in a day to day?
[12:45:09] <LiquidNitrogen> ever i guess
[12:45:27] <telostia> nah maybe u'r devaluing urself
[12:46:15] <telostia> i like laid back work environment
[12:46:16] <LiquidNitrogen> i get bored of things quickly unless they are either my own idea, or extremely fascinating
[12:46:40] <c0ke> LiquidNitrogen I'm the same
[12:46:48] <c0ke> But there is a place for people like us on a dev team
[12:46:55] <telostia> but theres alot of peeps like that
[12:47:00] <LiquidNitrogen> which place?
[12:47:13] <c0ke> If they need something new investigated and done well, all the manager has to do is get your enthusiasm and he knows he's got a good piece of work at the end of it
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[12:47:40] <telostia> what most boss wants from u is to do your work. no more no less
[12:47:54] <telostia> if u'r better than them. they wont hire u
[12:47:57] <c0ke> The fact you get bored easily is a strength as well as a weakness, as when you are enthusiastic you are awesome. At least, that's how I work, my boss works around that dynamic
[12:47:59] <telostia> if less. same thing
[12:48:20] <c0ke> It's then your bosses job to keep you enthusiastic about stuff and choose your projects carefully around how you work
[12:48:22] <startBox> Hi, i have cloned a git repo of my current project on another computer, but the gradle stuffs is not working properly (libgdx library files not downloaded). I tried both "import project" and "Open project". Im using IntelliJ on both computer, from Mac, to PC
[12:49:53] <TEttinger> startBox! you're back!
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[12:50:04] <TEttinger> don't paste huge lines of text it will get you kicked
[12:50:12] <TEttinger> paste to www.pastebin.com
[12:50:27] <telostia> lol wb
[12:50:45] <TEttinger> interesting, startBox
[12:50:54] <TEttinger> I think I might know
[12:51:00] <startBox> hey TEttinger and telostiam yeah that was my mistake, i didnt meant to, i thought it was 3 lines of codes, but it was actually a long ass line. btw i gave up on IOS Simulator
[12:51:12] <TEttinger> good plan for now
[12:51:13] <telostia> bbl
[12:51:14] <startBox> telostia* :p
[12:51:53] <c0ke> telostia reminds me of dostya from supreme commander
[12:51:56] <c0ke> DOSYA OUT.
[12:51:59] <c0ke> DOSTYA*
[12:52:42] <TEttinger> startBox: you did "gradlew idea" right?
[12:52:56] <TEttinger> or gradlew eclipse
[12:53:02] <startBox> uh what is that?
[12:53:05] <startBox> yes gradle idea
[12:53:24] <TEttinger> that might be it
[12:53:31] <TEttinger> gradlew has a w for wrapper
[12:53:38] <TEttinger> it does extra stuff
[12:53:58] <TEttinger> so try gradlew idea and see if it finds the libs
[12:54:14] <startBox> oh is that a commandline
[12:54:19] <TEttinger> running that from the directory that contains core, android, and project
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[12:54:37] <startBox> oke brb
[12:54:38] <TEttinger> yes, cmd
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[12:57:39] <startBox> it says "SDK location not found". but i have it defined in android modules and it is also in my libraries directory
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[12:58:24] <startBox> It says i can define with sdk.dir in the local.properties, where is local.properties May i ask?
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[13:02:45] <TEttinger> startBox, have you set the android environment variable, uh what's it called...
[13:03:28] <TEttinger> ANDROID_HOME on mine is C:\Progra~2\Android\android-sdk
[13:03:40] <TEttinger> that's Program Files (x86)
[13:03:59] <TEttinger> but you can never have spaces in the install path and expect everything to work
[13:04:21] <TEttinger> startBox, linux, windows, mac?
[13:04:26] <startBox> windows
[13:04:29] <TEttinger> ok
[13:04:37] <TEttinger> where are your android sdks installed?
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[13:05:16] <startBox> C:\Program Files\Google\adt-bundle-windows-x86_64-20130917
[13:05:56] <startBox> I will set up the ANDROID_HOME now.. I didnt need it for my previous project, only this one when i try to clone it from repo and i have these problems :/
[13:06:35] <TEttinger> uh that might not be it
[13:06:49] <TEttinger> is there a Program Files\Android?
[13:07:40] <TEttinger> startBox, it has to do with proguard partly, but if something was configured per-project in some way, you might need to reconfig
[13:08:10] <startBox> no Android folder in both ProgramFilesx86 and x64
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[13:09:23] <TEttinger> very strange
[13:09:37] <TEttinger> oh!
[13:09:41] <TEttinger> that's the adt bundle
[13:09:47] <TEttinger> did you download any sdks?
[13:09:55] <startBox> Cant i force the build.gradle to run? I meant the only problem is there is no libgdx files in my library (Error:(3, 24) java: package com.badlogic.gdx does not exist )
[13:10:06] <TEttinger> what the...
[13:10:06] <startBox> yes, i downloaded 19 and 20
[13:10:20] <TEttinger> ok, I'll check the gradle commands
[13:10:40] <Tomski> startBox, you should have a local.properties file
[13:10:56] <Tomski> If you have cloned from a repo, it is ignored with the default .gitignore
[13:11:11] <Tomski> It points to your android sdk location, so if you dont have ANDROID_HOME set, it will still work
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[13:11:47] <startBox> is the local.properties file in Root?
[13:11:56] <Tomski> Its in the root directory of your project
[13:12:25] <Tomski> And if one doesnt exist, you can create one
[13:12:30] <TEttinger> try "gradlew compile" to see if it redownloads gdx
[13:12:32] <startBox> ok i dont see it, and it doesnt appear even after i perform "open project" or "import project", can i create it manually
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[13:12:55] <TEttinger> also, in intellij, you will want to try "refresh all"
[13:13:17] <Tomski> startBox, this is a fresh project?
[13:13:22] <Tomski> Or have you cloned from github?
[13:13:37] <startBox> nah gradlew compile doesnt work too, and it still want the SDK, so yeah that is the problem local.properties
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[13:13:44] <startBox> i cloned it from git
[13:13:51] <Tomski> Thats why then
[13:13:57] <startBox> is "refresh all" a command too?
[13:14:11] <startBox> should i run it? i cannot find it in intellij
[13:14:23] <Tomski> view > tool windows > gradle
[13:14:29] <Tomski> Then you'll see the refresh button
[13:15:39] <startBox> ok so the problem is definitely files left in .gitignore.. how to create them? i expected "import project" would do...
[13:15:52] <Tomski> startBox, that file is system specific
[13:16:02] <Tomski> it makes no sense to push it to a repo
[13:16:15] <Tomski> You just create the file local.properties in the root dir of your project
[13:16:20] <Tomski> and add the sdk.dir= field
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[13:19:15] <startBox> yes! i run gradlew idea again and now i see those delicious libgdx files popping up in my directory! Any local files other than local.properties that i should create manually?
[13:20:16] <Tomski> startBox, nope, thats all you should need
[13:20:30] <Tomski> startBox, if you are importing a gradle project, you dont need to run gradlew idea
[13:20:39] <Tomski> that is only if you want to use File > Open > .ipr
[13:21:49] <startBox> Thanks man! much love! my game runs again! And today i finally found out why i "didnt need" to set ANDROID_HOME like everyone else is saying, haha!
[13:22:18] <startBox> I actually thought setting the Android SDK in the module settings suffices
[13:22:21] <Tomski> startBox, yeah, you can do either
[13:22:32] <Tomski> Either have android_home set, and delete local.properties, or define it in local.properties
[13:23:27] <startBox> So if i guess correctly, the local.properties file comes from the GDX-setup-UI? because no where else had i manually set the sdk directory, if i remember correctly
[13:23:53] <Tomski> startBox, aye, we generate it in the setup
[13:25:18] <startBox> oh wait it is Tomski! Didnt notice the Master change! Anyways thanks a lot to TEttinger and Tomski! At last i have this git thingy working
[13:25:38] <TEttinger> cool!
[13:29:55] <nich-et> whats the most efficient way to add small 1-4 pixel spots around the screen? spritebatch of very small sprites? some type of raw right?
[13:30:03] <nich-et> raw *write
[13:31:48] <TEttinger> nich-et, you can't even see 1-4 px on android phone screens
[13:31:54] <TEttinger> what's this for?
[13:32:03] <nich-et> little stars
[13:32:06] <scape_> I noticed modelbuilder has createfrommesh where you supply vertices and indices, but it says it is deprecated. what is the suggestable method for building a mesh, for example from a terrain heightmap
[13:32:25] <nich-et> TEttinger: let me just say the stars should be very small
[13:32:43] <nich-et> maybe bigger than 1-4 pixels but just really a speck on the screen
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[13:40:46] <startBox> Hi nicht-et, you can generate bitmaps with Pixmap class. But if those pixels/images are relatively constant (you dont need to do manipulation on them), having them as spritebatch is more efficient
[13:42:08] <startBox> I had similar needs to but not as stars, but semitransparent pixel to be stretch across the whole screen as overlay, so just 1 pixel on my Atlas
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[13:49:45] <nich-et> startBox: I think i will think about this for awhile
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[13:50:06] <nich-et> the simplest animation would be to make the stars appear then disappear
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[13:52:36] <startBox> Does your animation concists of multiple images or just appear/disappear?
[13:52:52] <nich-et> i'll make it work
[13:53:03] <startBox> With multiple images for animation, definitely have them as sprites
[13:53:29] <nich-et> i might start with that, then if its too much for phones with my other stuff then I'll try something different
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[14:19:32] <Azael> I have question on gamedev about inputmultiplexer - http://gamedev.stackexchange.com/questions/81432/libgdx-multiplexer-with-one-gameinput-and-stage maybe someone smart enough could help me?
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[14:23:14] <TEttinger> Azael: you want to return true from the touchDown/etc. methods only if you are done with that touch
[14:23:32] <TEttinger> I believe you return true whenever there's a left click or tap
[14:24:06] <Azael> but stage is handled first
[14:24:19] <Azael> theoretically
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[14:27:01] <TEttinger> hm
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[14:28:10] <TEttinger> you can try making it a ChangeListener, which will listen for any differences with the button (or any GUI component)
[14:28:19] <j-renner> I made a thing (open source 3d engine, libgdx): https://github.com/jrenner/gdx-proto/
[14:29:19] <TEttinger> cool j-renner!
[14:29:47] <TEttinger> lol are those sprites from Crawl
[14:30:08] <c0ke> j-renner that looks amazing
[14:30:41] <j-renner> thx!
[14:30:59] <nich-et> damn nice
[14:31:02] <nich-et> good job
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[14:32:54] <c0ke> Your first person demo is also awesome j-renner
[14:33:00] <j-renner> ty
[14:33:02] <c0ke> keep working on that project, it is wicked
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[14:33:33] <c0ke> I like the idea of a retro 2d RPG, in first person using 2d sprites like that
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[14:37:18] <Azael> TEttinger: ChangeListener did not work for me as well? According to wiki I'm doing right... first add stage and then gameinput... I also tried right now to return false from both touchUp and down in gameInput... and stage button is not clickable anyway
[14:37:28] <Azael> first was not question :D
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[14:52:08] <kalle_h_> https://www.youtube.com/watch?v=XXLw8Xaj-hM
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[15:02:31] <NicksCode> Hello everyone
[15:02:48] <s4ge> Hello Guys! I have some questions adressed to the Ashley entity system. Someone here who worked with it so far?
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[15:05:10] <libgdx> worked and dumped
[15:06:48] <s4ge> libgdx himself has thrown away ashley? :)
[15:07:01] <libgdx> ashley not part of me
[15:07:27] <TEttinger> awesome kalle_h_
[15:07:50] <s4ge> Well... would you mind telling me the reason? @libgdx
[15:08:11] <TEttinger> ashley is siondreams's project mainly, it is a libgdx extension
[15:08:51] <TEttinger> IIRC ashley is getting faster quickly with new releases
[15:08:53] <Tomski> ashley was made of bach, its now under the libgdx namespace
[15:09:00] <Tomski> by*
[15:09:00] <s4ge> I knew that it is an independend extension, but that wouldn't change the fact that I would most likely find help in this room
[15:09:06] <libgdx> dude whatever ashley does can be done using OO approach
[15:09:09] <Tomski> s4ge, yes, hes just trolling.
[15:09:15] <Tomski> what are your questions?
[15:10:35] <libgdx> way to go kalle_h
[15:11:16] <TEttinger> yeah, that video really shows how far you've gotten -- how long have you been working on hardland (hardworld?)
[15:11:32] <s4ge> Well, the basic concept isn't that new to me, since I know the Unity engine, which follows a pretty similar approach. But I really rub my head when...well, for example, I'm not really sure how I would implement a tile map using ashley, a scene graph like behaviour of entities, boundaries...
[15:12:30] <telostia> nice j-renner
[15:12:38] <telostia> good framerate
[15:13:07] <telostia> love the sample game ;D
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[15:13:54] <s4ge> While the scene2d system seems to have most of the answers to my questions, I still have a better feeling when i look at how ashley works. But...well...theoretically, I could build a component and a system that would embed a scene2d stage, right? (for the ui for example).
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[15:14:15] <mk1> has anyone here used another than the default ui skin?
[15:14:17] <c0ke> I wouldn't bother using an entity system for your ui s4ge
[15:14:21] <IndiumIndeed> Hi, could someone, please, check/confirm my observation of stuttering in RoboVM IOS http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=15781
[15:14:33] <IndiumIndeed> It seems to happen with minimum amount of code in Iphone 4.
[15:15:29] <s4ge> Well okay, I could go the straight way and have to separate "systems" running in a Screen. Ashley's engine and a scene2d stage, where the stage is drawn on top.... mmhhmmmm
[15:15:43] <s4ge> @c0ke
[15:15:46] <Tomski> s4ge, yes you could
[15:15:58] <c0ke> that's what I'm doing s4ge
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[15:16:07] <Babar> Hi
[15:16:12] <Tomski> Although it might make sense to decouple them
[15:16:20] <c0ke> I'm using an entity system for my in-game elements, then a scene2d ui separately
[15:16:26] <s4ge> Sounds reasonable so far.
[15:16:44] <c0ke> Just get your scene2d ui to alter components as required, then the entity system will handle the rest
[15:17:03] <Babar> Whats the way to get help?
[15:17:08] <Babar> any queue system?
[15:17:18] <Tomski> Just ask your question
[15:17:23] <c0ke> Just asking here is the quickest Babar
[15:17:31] <s4ge> So that means I have actors which knows about the entity system and is able to manipulate it.
[15:17:40] <Babar> http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=15770
[15:17:43] <mk1> if and only if you ask smart questions
[15:17:46] <c0ke> Yeah s4ge
[15:17:48] <Babar> can you please read the question
[15:18:01] <Babar> Actually i didn't knew about the IRC thing
[15:18:22] <s4ge> What happens if something certain happens inside an entity which should change ui....well okay, the actors of course can check for these entity changes on act...right?
[15:18:25] <telostia> welcome aboard then :)
[15:18:37] <Babar> thanks
[15:18:38] <mk1> Babar: the solution is already in the last post
[15:18:46] <c0ke> s4ge then you have a system that handles that
[15:18:53] <Babar> Actually i'm new to game development + libgdx
[15:18:56] <c0ke> that then talks to the UI on behalf of the entities
[15:19:01] <Babar> mk1 not working
[15:19:33] <s4ge> Huh? So I would build a middleman expressed as entity system?
[15:19:35] <Tomski> Babar, you'll have to be more specific about "not working"
[15:19:40] <mk1> this is a really simple thing. do you know how cos and sin work?
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[15:20:06] <c0ke> Entities are bags of components that may have some logic in them
[15:20:12] <c0ke> But the logic is only fired by entitysystems
[15:20:34] <TEttinger> mk1, I'm using a custom skin
[15:20:36] <s4ge> Don't get me wrong, I already understood the basic concept of ashley.
[15:20:37] <c0ke> If you need something to happen when the state of a component changes, you put it in an entitysystem
[15:20:53] <s4ge> I'm just trying to imagine a clean way to make use of both worls.
[15:21:00] <Babar> I have tried the code posted by Zapp
[15:21:01] <mk1> TEttinger: have you considered different DPIs?
[15:21:03] <c0ke> Unfortunately I'm new to all this too s4ge and this is a design issue I am yet to spend time on
[15:21:05] <Babar> but no luck
[15:21:11] <Babar> even i rotate my gun
[15:21:19] <Babar> the bullets still coming from the same position
[15:21:22] <s4ge> At least you already know alot more then me ^
[15:21:23] <Tomski> s4ge, what type of interaction do you need between your ui and ECS?
[15:21:28] <c0ke> s4ge it looks like EntityListener is what we want
[15:21:29] <TEttinger> mk1, unfortunately yes I have. I will link my code, it needs a fixin'
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[15:21:48] <c0ke> 'can be notified of entity related events'
[15:22:02] <c0ke> seems like our UI could be listening to certain entity related events, no? :)
[15:22:06] <s4ge> A simple example would be, if my character takes damage which should change the UI's health bar.
[15:22:09] <s4ge> @Tettinger
[15:22:16] <Babar> mk1 no i don't know about cos and sin
[15:22:16] <mk1> Babar: "ukkr" posted some valuable information in your forum thread. you can't just add 90 degrees to radians
[15:22:21] <TEttinger> https://github.com/tommyettinger/CommandersUnite/blob/master/commanders-unite/core/src/main/scala/commanders/unite/UI.scala#L23-L25
[15:22:33] <c0ke> Well the UI's health bar would surely just be rendering directly against the health component on the entity in question, no?
[15:22:34] <TEttinger> s4ge, huh wha?
[15:22:39] <Babar> mk1 actually that was i just playing with the code
[15:22:49] <Babar> even with adding 90 not working mk1
[15:22:52] <s4ge> @c0ke yep I just remembering that i've read something about signals in ashley.
[15:23:00] <c0ke> I don't think you'd need a signal for that
[15:23:12] <c0ke> You'd just need to get your health bar ui thingy a reference to the entities health component
[15:23:21] <Babar> mk1 can you provide some guidance or snippet/
[15:23:27] <Babar> i'm really stuck into this
[15:23:27] <c0ke> then it can draw directly on the values in the component
[15:23:35] <TEttinger> mk1, you can see how I'm handling scaling on dpi change, but it isn't very good yet
[15:23:39] <Babar> mk1 i'm really bad at cos and sin
[15:23:46] <telostia> hm 2d rpg with decal doesnt sound half bad eh
[15:23:46] <TEttinger> it does intger increment scaling
[15:24:00] <TEttinger> telostia, heheh
[15:24:00] <mk1> Babar: I refuse to do so. this is some really simple thing and you need to learn it by yourself if you want to succeed in game programming
[15:24:00] <s4ge> I'm not sure if I really feel compfortable when UI actors know too much about the entities.
[15:24:26] <Babar> mk1 i appreciate this but i have searched alot not finding much of help
[15:24:33] <mk1> Babar: you can however check this page http://www.raywenderlich.com/35866/trigonometry-for-game-programming-part-1 it might give you a start
[15:24:37] <Babar> and solutions posted are not working for me
[15:24:47] <c0ke> Doesn't bother me s4ge
[15:24:49] <Babar> mk1 most of them are for general programming sytax
[15:25:03] <telostia> Elysian Shadows is doing it nicely. maybe i should join in
[15:25:03] <c0ke> If you have a health bar that's supposed to represent the health of an entity that has a health component
[15:25:07] <s4ge> Using signals in some way would provide a more abstract way of interchanging data, which would make them more reusable?
[15:25:17] <c0ke> Not really
[15:25:32] <Babar> mk1 thanks i will look into this
[15:25:37] <c0ke> If your bar's job is to represent the data in a health component
[15:25:42] <c0ke> why not give it a health component? :P
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[15:26:18] <c0ke> Hold that thought I'll be back in 10
[15:26:19] <s4ge> Mhmm well, if you have a health component....could be fine. Maybe, for some reason, the source of what the health bar displays is changing, what then?
[15:26:31] <mk1> TEttinger: not quite the solution I was looking for. :-D I'm trying to figure out a workflow to create my ui components for different resolutions
[15:26:53] <TEttinger> right, if you aren't doing pixels it ain't great
[15:27:12] <telostia> TEttinger, check http://www.elysianshadows.com/ looks great
[15:27:13] <TEttinger> but still, you can just look up the density and replace assets
[15:28:03] <telostia> ragnarok online style ;D
[15:28:05] <mk1> I'm loading a different atlas. it's just about the actual creation of the ui controls
[15:30:35] <Babar> Good bye every one :)
[15:30:43] <Babar> And thanks for help
[15:30:59] <Babar> mk1 thanks you guided me the right way
[15:31:06] <mk1> you're welcome
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[15:32:06] <s4ge> @c0ke Okay, I could just swap a "health bar component" reference on the actor..
[15:33:02] <Angergard> Box2D physics doesn't work when using setTransform for moving right?
[15:33:47] <Angergard> Do I've to use applyLinearImpulse
[15:34:00] <cobolfoo> It is worst than that
[15:34:13] <cobolfoo> setTransform flush all the cached stuff
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[15:34:54] <cobolfoo> if you use setTransform to move an object, box2d have to recreate his internal trees
[15:35:18] <cobolfoo> setTransform can be ok for spawning a object, thats all :)
[15:35:34] <Angergard> Ok thanks!
[15:35:37] <kalle_h_> Angergard: just think how stable real world would behave if there is objects size of elephants teleporting all over the time
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[15:35:52] <Angergard> lol
[15:35:54] <Angergard> :D
[15:35:57] <cobolfoo> you could use setLinearVelocity() which is less a problem
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[15:36:36] <Angergard> cobolfoo, just the method I need, thanks!
[15:37:11] <Angergard> cobolfoo, is setTransform the only way of rotating a body manually?
[15:37:24] <mobaxe> hey guys. I'm exactly asking for this http://stackoverflow.com/questions/14268001/box2d-mouse-joint-set-to-a-specific-point-on-an-object
[15:37:35] <mobaxe> Can somebody help me ?
[15:38:00] <kalle_h_> mobaxe: just look the box2d example at demos
[15:38:05] <cobolfoo> Angergard: you can apply torque ?
[15:38:10] <kalle_h_> mobaxe: it does just like that
[15:38:11] <cobolfoo> I have a good website for that, you want the link
[15:38:12] <cobolfoo> ?
[15:38:43] <Angergard> I'm mean fixed rotation
[15:38:55] <c0ke> Yeah s4ge, I think it might just be that simple to be honest
[15:38:59] <Angergard> That not a good word
[15:39:00] <Angergard> wait
[15:39:32] <cobolfoo> Angergard: http://www.iforce2d.net/b2dtut/rotate-to-angle
[15:39:36] <cobolfoo> this is the good way to do it
[15:39:48] <cobolfoo> setTransform will works but incur performance penalty
[15:40:46] <Angergard> I'll go with the link, thank you for the help cobolfoo!
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[15:41:21] <cobolfoo> this website have very good and interesting stuff
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[15:46:19] <mobaxe> kalle_h_ where is demos ? could you tell me
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[15:49:40] <kalle_h_> https://github.com/libgdx/libgdx/wiki/Running-Demos
[15:49:56] <mobaxe> thank you
[15:50:54] <kalle_h_> I find that from google. "libgdx demos" first hit
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[15:51:56] <mobaxe> but im looking for this spinning thing
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[15:52:01] <kalle_h_> mobaxe: actually what I wanted to point is Test's not examples
[15:52:03] <kalle_h_> https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/box2d/Box2DTest.java
[15:52:40] <mobaxe> thanks :D
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[15:53:18] <kalle_h_> that test use mousejoint
[15:54:32] <mobaxe> actually im trying these kind of things http://pastebin.com/8uTcHpmd
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[15:57:57] <isdera> so I read that the game Shadowgun uses all pre-generated lightmaps for the world, and completely uses static lighting. If that's true, doesn't that mean that every single surface in the map has a unique texture, since the lightmap is built in to it?)
[15:59:01] <isdera> it seems to me that this method would require a lot more texture memory, since you wouldnt be able to just repeat a texture on a surface becuase the lightmaps are built in
[15:59:20] <c0ke> Why would you pre-render that?
[15:59:44] <c0ke> Build the lightmap then only apply it to the section you are viewing at runtime
[15:59:53] <gentlemandroid> I believe you pack your lightmaps into one texture, and lightmaps can be much smaller
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[16:00:37] <mobidevelop> Render nothing ever
[16:00:45] <c0ke> ^
[16:01:11] <gentlemandroid> http://www.blackpawn.com/texts/lightmaps/
[16:01:19] <isdera> so the lightmap texture is drawn ON TOP of the actual textures?
[16:01:39] <kalle_h_> lightmaps are diffuse only
[16:01:51] <kalle_h_> and usuallu they present only the indirect part
[16:02:00] <kalle_h_> which is low frequent
[16:02:12] <isdera> if you use diffuse blending mode, than can't you only darken the underlying texture? how would you make it brighter?
[16:02:14] <kalle_h_> so they can use really low resolution textures for lightmaps
[16:02:30] <kalle_h_> isdera: why would they use that kind of model
[16:02:53] <isdera> what kind of model?
[16:02:58] <kalle_h_> diffuse blending
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[16:04:17] <kalle_h_> texure.rgb * (lightmap + direct) + directSpec * mix(albedo.a, 1.0, u_specHack);
[16:04:22] <kalle_h_> this is shadowGun light model
[16:04:57] <kalle_h_> hmm. albdeo.a should be texture.a
[16:05:18] <kalle_h_> actually last part should be mix(albedo, 0.0, u_specScale)
[16:05:46] <isdera> hmm. lol i have no idea what this means. ill never figure it out, maybe I should just use UE4
[16:06:08] <kalle_h_> you need to understand what that mean to get anything out of UE4
[16:06:27] <kalle_h_> nice tools does not automatically make your game look good
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[16:06:51] <isdera> it doesn't? :/
[16:07:13] <kalle_h_> you might get generic unreal look but thats it
[16:07:20] <gentlemandroid> UE4 is moving towards physics based lighting anyway isn't it?
[16:07:49] <kalle_h_> yeah but that mean more math less hacking
[16:08:31] <gentlemandroid> Eventually it just means looking up real light bulb specifications
[16:08:44] <kalle_h_> and scanning textures from real materials
[16:09:05] <kalle_h_> but they are harder to paint without right knowledge
[16:12:09] <telostia> i'd like to see them simulate cold electricity through the light bulb
[16:12:12] <j-renner> kalle_h_: hardland is a PC game?
[16:12:26] <kalle_h_> yeah
[16:14:46] <isdera> does .g3db format support multiple UV maps?
[16:17:35] <Angergard> Why doesn't kinematic bodies collide with other kinematic bodies? Is there a setting for it? I want to be in full control of my box2d bodies
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[16:17:42] <kalle_h_> isdera: are you trying to implemented ligth mapping?
[16:17:52] <gentlemandroid> Angergard: Then you don't want to simulate physics
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[16:18:09] <kalle_h_> Angergard: kinematic never collides with static or other kinematics
[16:18:14] <kalle_h_> Read the manual!
[16:18:25] <kalle_h_> http://www.box2d.org/manual.html
[16:18:40] <kalle_h_> rtfm
[16:19:39] <Angergard> I shall read the flipping manual, I though I had done this before. Looks like I haven't...
[16:19:58] <gentlemandroid> It may not be entirely intuitive, but when you tell box2d something is kinematic you're saying don't simulate this, that you'll provide the velocity
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[16:20:20] <gentlemandroid> If it has no control over the velocity it can't very well handle your collisions for you
[16:20:38] <Angergard> That makes sense, thanks
[16:21:18] <isdera> kalle_h_. Yes I am trying to implement lightmapping
[16:21:34] <gentlemandroid> What you can do is joint a physics body to a kinematic body
[16:21:45] <gentlemandroid> Or a spring
[16:22:10] <kalle_h_> isdera: its really involved
[16:22:10] <gentlemandroid> Then as you move the invisible kinematic body, the dynamic body will attempt to follow but also be affected by the forces in the world
[16:23:01] <kalle_h_> isdera: do you want to learn or do you need them for your game?
[16:23:28] <Angergard> Thanks for the pro tip! gentlemandroid
[16:23:41] <isdera> yes i want to learn, I have been experimenting with a few techniques but cant quite seem to get it
[16:24:37] <kalle_h_> first you need algorithm to create unique uv's for all your static objects/scene
[16:24:42] <kalle_h_> do you have that+
[16:24:45] <kalle_h_> ?
[16:25:16] <kalle_h_> most modern games are abadonded lightmaps ages ago for good reasons
[16:26:20] <kalle_h_> look is hard to match with dynamic object, baking can take hours, too much memory usage, light leaking, slower iterations
[16:26:27] <s4ge> Guys, just to feed my curiousness: Which is the editor/ide of your choice?
[16:26:40] <Shn2> IntelliJ is great but not free
[16:26:42] <gentlemandroid> Stair-stepped lighting if resolution is too low
[16:26:57] <Shn2> Otherwise Eclipse for Java and Visual Studio for C++ projects
[16:27:07] <Tomski> community version is good enough Shn2
[16:27:29] <kalle_h_> I could think lightmapping if I could calculate them lazily at runtime, couple millisecond per frame
[16:27:40] <Shn2> Oh there is a community version ? Didn't even know, my school gave me a license
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[16:28:29] <s4ge> I used to use those environments too, and I never thought that I could be more happy. Fortunately, I finally gave vim a shot, and I love it. Since then, I use vim for everything.
[16:29:14] <c0ke> ^.-
[16:29:14] <Tomski> Shn2, yeah, if you are interested: http://www.jetbrains.com/idea/features/editions_comparison_matrix.html
[16:29:27] <Shn2> @Tomski thanks will check that out
[16:30:01] <Shn2> @s4ge: I used to use emacs for development but I feel like a real IDE will always be better for large projects
[16:30:23] <s4ge> For what reason?
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[16:31:42] <Shn2> Being able to browse your project's hierarchy easily, tools such as refactoring, checking definitions of classes and such with a command, having autocompletion for user defined types
[16:31:48] <s4ge> The only thing that someone could maybe miss is code completion, but if I really would want it, it could achieve that easily with plugins. But I don't want it anymore. Feels better for me to get knowledge for frameworks by typing every line manually.
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[16:32:05] <noone> o_O
[16:32:16] <mobidevelop> O.o
[16:32:29] <kaykay> GG
[16:32:29] <noone> you prefer not to have autocompletion? wow
[16:32:42] <kaykay> perfectionist
[16:32:50] <noone> slowist
[16:33:08] <s4ge> The only thing where you're maybe faster is refactoring, that's true. But until your large project has been loaded in Eclipse, I'm already done :P
[16:33:17] <Shn2> I don't feel like knowing every constructor and every method is efficient, you'll never be able to learn all the libraries in the world and you will make mistakes
[16:33:31] <Shn2> yeah eclipse performance sucks
[16:33:35] <noone> not true
[16:33:46] <kaykay> idea works better
[16:34:09] <mobidevelop> Netbeans4lyfe
[16:34:10] <s4ge> As I said, I used to work with IDE's too. But today, for me, it's all just overhead ^^
[16:34:12] <c0ke> considering its free Eclipse is fucking incredible
[16:34:26] <cobolfoo> I use betbeans eclipse and idea every day, for different reasons, they are all good
[16:34:29] <cobolfoo> netbeans
[16:34:37] <mobidevelop> Me too
[16:34:49] <cobolfoo> I really like the PHP plugin in netbeans :)
[16:35:02] <cobolfoo> and it was my first love, I got introduced to SWING by him
[16:35:19] <cobolfoo> my first JAVA Love, my first love is Borland Pascal hehe
[16:35:25] <mobidevelop> I only use netbeans for java web stuff
[16:35:26] <c0ke> Swing, an enterprise level example of how not to build a UI library xD
[16:35:44] <cobolfoo> yes nicely integrated, the way it handles tomcat/glassfish
[16:35:51] <c0ke> Death to glassfish
[16:36:08] <cobolfoo> c0ke: I guess you really like SWT ?
[16:36:09] <s4ge> Once you've practiced on vimgolf, I would bet that nothing could be faster writing code. Why I think so you may ask, and I say: It's because nothing is faster than your fingers :P
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[16:36:26] <Shn2> @s4ge: I can understand your point but I don't think not using tools makes you a better or a more efficient developer. For small scale projects IDEs are indeed overhead, but for larger projects it's just more efficient
[16:36:29] <c0ke> cobolfoo I prefer TWL actually
[16:36:37] <noone> my computer is faster than my fingers...
[16:36:42] <s4ge> You never click some context menu here and there fast enough to compete to a 3 key combo in vim.
[16:37:04] <s4ge> And I don't talk about silly tasks.
[16:37:05] <noone> IDEs have hotkeys as well, you know?
[16:37:13] <Shn2> @s4ge: Most of the times you have shortcuts for the functionnalities
[16:37:15] <c0ke> Though the easiest UI toolkit I've used has been scene2d and TableLayout used in combination. It's primitive but very rapid
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[16:37:59] <c0ke> I've just spent a fortnight implementing the worlds most convoluted and complicated JTable implementation, swing can drown in a pool of it's own broken promises tbh
[16:38:02] <noone> I have the feeling that s4ge is trolling, nobody will ever move back from an IDE to vim in terms of Java development
[16:38:28] <isdera> kalle-H.. i don't have an algorithm to generate lightmaps, but I can just use Blender to create a shadowmap and export the UVs.
[16:38:51] <s4ge> Sorry, but I am not trolling.
[16:39:13] <Shn2> @noone: I don't think he's trolling, I've met some developers that don't like using IDEs and I was one of them not too long ago (developed in C/C++ with emacs). Then I started using VS2012 and my opinion changed
[16:39:21] <kaykay> i wrote a shader once to use shadow maps
[16:39:28] <c0ke> If someone walked into our office and opened vim to try and work on our software they'd be laughed out of the building :P
[16:39:55] <s4ge> To bring it on a point, it feels right for me, developing and running my apps without even take my fingers off my keyboard, for nothing.
[16:39:57] <c0ke> It's too big, there's too much API, you can't look at it all at once, it's like the sun
[16:40:09] <s4ge> Aaaand, it's beatiful
[16:40:47] <kaykay> btDefaulCollisionCOnfiguration
[16:41:15] <noone> s4ge: you can work like this just as well using any big IDE
[16:41:37] <c0ke> How do you debug Java in vim s4ge
[16:41:42] <s4ge> I have written an Ember app for a customer, counting 50k+ lines of merged javascript (without minification), everything written and developed in vim. So I think it's possible ;)
[16:41:50] <c0ke> Say you get a thread lock somewhere down in core API hell
[16:41:55] <s4ge> From command line
[16:42:01] <c0ke> lmao
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[16:42:10] <noone> Javascript... that explains it all
[16:42:16] <s4ge> Well each debugger in this world runs actually on the command line
[16:42:33] <mobidevelop> Only in this world though
[16:42:39] <noone> ^
[16:42:52] <c0ke> Yeah but if you asked me to debug a thread lock in our transaction code using the command line I'd feed your pets through a tree shredder
[16:43:09] <Shn2> Javascript... so you're a web developer, not a real developer. (just kidding :))
[16:43:17] <mobidevelop> Uh oh
[16:43:35] <cobolfoo> Shn2 it is more like, … pfff scripting, this is not coding!
[16:43:38] <noone> I'm also a web developer, that's why my games suck so much
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[16:43:59] <s4ge> Debugging on the command line looks pretty much the same as in an IDE, you just have to hand over the break points as parameters.
[16:44:45] <kaykay> surely u use some kind of linux
[16:44:48] <s4ge> If you're lazy, you can write a macro in vim for that, so that you could run a vim command like :debug 13 for line 13
[16:45:08] <s4ge> Of course I use linux for my work
[16:45:18] <mk1> how do I add a second textbuttonstyle to my skin?
[16:45:39] <noone> mk1: via vim, ask s4ge
[16:45:47] <Shn2> lmao
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[16:46:23] <isdera> kalle_h_: if you have an alternate strategy to lightmaps, I am interested. This is the only strategy I know of
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[16:46:37] <s4ge> Don't be hating, I do not hate you for your IDE either ;)
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[16:47:30] <noone> I don't hate you, lol
[16:47:32] <kalle_h_> isdera: for what?
[16:47:34] <Tomski> he does
[16:47:38] <noone> I don't care how you develop stuff
[16:47:52] <isdera> for lighting my scene.
[16:48:07] <kalle_h_> what is problem with dynamic lights?
[16:48:10] <s4ge> I do not either, as I said, I was just curious.
[16:48:17] <kalle_h_> lightmapping is just optimization
[16:48:23] <s4ge> http://img.memerial.net/memerial.net/2265/mac-or-pc.jpg :D
[16:48:25] <isdera> well with dynamic lights, there are no shadows.
[16:48:32] <kalle_h_> if your scene, view direction and lights are static
[16:48:43] <Shn2> I don't hate you either, I can understand why you prefer using basic tools for development. But I'm sure it's less efficient than using an IDE for large-scale projects
[16:48:44] <kalle_h_> isdera: what is problem with dynamic shadows?
[16:49:10] <mk1> noone: seriously, how do I do that? there's nothing on the wiki pages
[16:49:10] <isdera> i didnt know you could create dynamic shadows with libgdx. Im lost :/
[16:49:29] <isdera> this is a 3D scene btw.
[16:49:36] <s4ge> @Shn2 As I said, if i want to, I could install a vim plugin which gives me everything eclipse has. From auto completion to refactoring.
[16:49:39] <kaykay> default: { down: default-round-down, up: default-round, font: default-font, fontColor: white }, toggle: { down: default-round-down, up: default-round, checked: default-round-down, font: default-font, fontColor: white, downFontColor: red }
[16:49:47] <Shn2> LibGDX can use shaders, so I'm' sure creating dynamics shadows should be doable
[16:50:16] <noone> mk1: you can do it via the json file, or code, what's your problem?
[16:50:22] <kalle_h_> isdera: just like you "can't" use ligthmapping with libgdx
[16:50:50] <kaykay> i did wrote a shader to implement shadowmap
[16:50:51] <mk1> noone: the problem is that I don't know what to write to add a second style
[16:50:56] <Shn2> @s4ge: But in the end it would just be more tedious than using an IDE :D
[16:51:10] <mk1> oh wait
[16:51:14] <kalle_h_> isdera: lightmapping is about two order of magnitude harder than dynamic shadows :)
[16:51:17] <mk1> I guess I misunderstood something
[16:51:28] <isdera> so what youre saying is I need to use shaders to create dynamic lights and dynamic shadows?
[16:51:36] <noone> mk1: if you look at the file, there are already two different styles
[16:51:36] <kalle_h_> yeah
[16:51:56] <noone> https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests-android/assets/data/uiskin.json#L17
[16:52:01] <s4ge> Not really, for some reason, vim is still faster, even with these overhead features for lazy people.
[16:52:03] <mk1> nvm, I've got it
[16:52:04] <noone> a default and a toggle style
[16:52:04] <telostia> bah who cares vim or ide. i use both. end of story
[16:52:16] <isdera> im happy to take the easy route, but shaders are a little nebulous to me. ill see if I can find some info about this
[16:52:24] <kalle_h_> isdera: this is our current game. Engine is from scracth. https://www.youtube.com/watch?v=XXLw8Xaj-hM we haven't even tought about lightmaps because everything that we need can be done in realtime
[16:52:25] <c0ke> Ide rather use ecipse
[16:52:28] <c0ke> see what I did there
[16:52:29] <isdera> i would imagine a shader-based approach is more expensive?
[16:52:33] * c0ke puts on sunglasses
[16:52:34] <s4ge> @telostia Word. In the end, everyone should develop the way he feels compfortable.
[16:52:56] <telostia> this reminds me of having xbox or ps2 ;D
[16:53:07] <c0ke> more like an atari vs a ps4
[16:53:08] <kalle_h_> isdera: lighmapping is more expensive in iteration time but faster at runtime
[16:53:17] <telostia> i use both ;D problem solved lol
[16:53:30] <Shn2> Xbox or PS2 ? I'll take Gamecube :D
[16:53:37] <isdera> this is pretty :]
[16:53:39] <s4ge> Well, no arguments here. I don't own consoles, I stick with the master race
[16:53:58] <isdera> so I just need to figure out how to program a lighting/shadow shader lol.
[16:53:59] <Shn2> Yeah me too, pc master race ftw but this is getting off topic :p
[16:54:01] <telostia> but yeh. i think its how u master a tool. if it works. why upgrade
[16:54:05] <Getterac7> PC master race reporting in.
[16:54:19] <kaykay> idera: a experimental one is already there i guess
[16:54:23] <s4ge> Downgrade in my case *choke
[16:54:24] <isdera> this game looks sweet
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[16:54:30] <c0ke> telostia that's like saying I've mastered a skateboard so why get a 1000cc fireblade
[16:54:39] <isdera> kaykay: an experimental one, where?
[16:54:47] <cobolfoo> mk1: https://github.com/cobolfoo/gdx-skineditor
[16:54:48] <kaykay> the deafult one
[16:54:49] <telostia> nah thats totally diff
[16:55:02] <isdera> kaykay: the default shader in libgdx doesnt do shadows
[16:55:03] <c0ke> Both modes of transport, one works fine
[16:55:07] <kaykay> it does
[16:55:11] <kaykay> see shadow test
[16:55:15] <telostia> they arent just transport lol
[16:55:20] <isdera> kaykay: thats 2D shadows though isnt it
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[16:55:24] <telostia> i call them hobbies
[16:55:24] <c0ke> No the fireblade does a lot more right?
[16:55:28] <telostia> i take a car haha
[16:55:31] <kaykay> dont think so
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[16:55:50] <isdera> oh youre right. theres a shadowtest.glsl
[16:56:25] <isdera> how did I not know about this until now lol.
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[16:56:59] <s4ge> Well, I've just seen and manually written a scene2d stage setup including the viewport and already remember the namespaces, classnames and constructor signatures. Applies for everything in libgdx so far. Feels good ^^
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[16:57:42] <noone> and you think using an ide prevents that?
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[16:57:56] <kalle_h_> isdera: if this kind of stuff interest. you should read some computer graphics book.
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[16:58:44] <s4ge> Well @noone, it's pretty alluring to trust the IDE when it auto completes stuff and automagically add imports.
[16:59:07] <Shn2_> Why wouldn't you trust it ...
[16:59:28] <Shn2_> Especially when, in case of type conflict, it prompts you for resolution
[16:59:28] <isdera> kalle_h_: if you have any recommendations, I am interested. I've mostly just been doing google searches, reading forums, and asking questions here which is like trying to put puzzle pieces together.
[16:59:33] <telostia> its true though. having ide makes u lazy too
[16:59:48] <s4ge> What I mean is, at least from my personal expierience, that it indeed let you slower learn the frameworks.
[16:59:51] <telostia> i tend to use notepad++ because of that lol
[16:59:53] <isdera> and I could really use some shadows and whatnot: http://dreamsneverdie.com/stadian/truckshot.jpg
[17:00:04] <noone> why do I need to remember in which package a class is?
[17:00:21] <noone> what advantage does that give to me?
[17:00:36] <telostia> the whole picture perhaps?
[17:00:39] <s4ge> Memorization makes everything faster. Not only in programming. But thats actually not a new fact.
[17:00:42] <Shn2_> The advantage of KNOWLEDGE :D
[17:00:53] <noone> it does not make anything faster
[17:00:56] <kalle_h_> http://www.amazon.com/gp/product/1568814240?tag=realtimerenderin&pldnSite=1
[17:01:19] <c0ke> ctrl + shift + t = your memory of where classes are in eclipse
[17:01:25] <Shn2_> -- Gabe Newell, President, Valve, May 2008
[17:01:31] <c0ke> Just remember the classnames and it takes you right to them :P
[17:01:36] <Shn2_> Holy molly this book is GabeN approved
[17:01:40] <Shn2_> brb buying on amazon
[17:01:52] <telostia> different people thinks/remembers differently too
[17:02:00] <s4ge> And while you're looking up the auto completion selection popup because you're not remembering the class name, I've already typed it 4 times.
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[17:02:42] <c0ke> Fine s4ge, you got me
[17:02:48] <c0ke> vim really is a superior IDE
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[17:02:59] <c0ke> Uninstalling eclipse as we speak
[17:03:03] <telostia> but if u remember too much s4ge u might not fit more stuff in your head at the time lol
[17:03:13] <Shn2_> My sarcasm detector just went through the roof
[17:03:15] <Shn2_> what happened
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[17:03:18] <c0ke> Anyone got the GWT plugin for vim?
[17:03:36] <s4ge> Well my head looks like a melon, should work fine :D
[17:03:39] <c0ke> Logcat perhaps? :P
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[17:04:08] <Tomski> c0ke, things like gradle solve that problem
[17:04:21] <s4ge> Personally, I'm just using NerdTREE and some syntax highlighting plugins.
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[17:04:53] <Shn2_> I use WinHEX only, because otherwise how can you remember the ascii codes of the braces ?
[17:04:57] <c0ke> Anyone got the gradle plugin for vim Tomski? :P
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[17:05:19] <Tomski> No need fora plugin
[17:05:22] <Tomski> Just drop down to command line
[17:05:22] <s4ge> You dont need such a plugin...
[17:05:30] <s4ge> :!gradle -----params
[17:05:35] <c0ke> Well bugger me, vim is the gift that just keeps on giving
[17:05:54] <Shn2_> gotta go, bye everyone, good luck c0ke :D
[17:06:02] <c0ke> xD laters Shn2_
[17:06:08] *** Shn2_ has quit IRC
[17:06:14] <s4ge> Maybe it's because it is my philosophy general for life. Take less, be more happy.
[17:06:23] *** ThreadL0ck has quit IRC
[17:06:48] <c0ke> Mine is more along the lines of not making life unnecessarily difficult for myself
[17:07:00] <kalle_h_> damn c++ can be beatifull. m_cursors.pushBack(Cursor(entity _ENTITY_VIEW_CURSOR_CTOR_ARGS(__VA_ARGS__)));
[17:07:20] <telostia> u'r like a warrior doing old oldskool training and everyone else is using modern gym sets
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[17:07:41] <telostia> both became good warriors though xD
[17:08:33] <s4ge> Of course, you have to get used to it @c0ke, there is no doubt. As soon as you are, your at least as fast as with an IDE. Thats my opinion.
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[17:08:44] <c0ke> Then eclipse.org drops a hydrogen bomb on the gym
[17:08:50] <telostia> if u know a true warrior doesnt need anything besides a ground to train on
[17:08:53] <c0ke> confused as to why you were still fighting with sticks
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[17:09:01] <gentlemandroid> What I like to do, I like to type everything out in binary
[17:09:02] <c0ke> :P
[17:09:05] <gentlemandroid> I find it's much faster
[17:09:25] <c0ke> Do you use eclipse or vim for that gentlemandroid?
[17:09:26] <telostia> if ur brain can handle that. thats good
[17:09:47] <gentlemandroid> At first you're like, I'm a human being this is madness! All this would better be left to a computer to do for me
[17:09:48] <c0ke> Or do you use morse code to communicate the binary to a punch card machine
[17:09:51] <gentlemandroid> But then you get really fast
[17:10:11] <telostia> lol
[17:10:41] <s4ge> I tell you what makes you a slow developer: Having too much phun in this chat ^^
[17:10:41] <gentlemandroid> Sometimes I type it out with an old hotdog on the end of a yard stick
[17:10:48] <telostia> imagine seeing someone talking in binary language
[17:11:20] <telostia> its like morse code for computing
[17:11:38] <gentlemandroid> Morse code seems hard
[17:11:45] <s4ge> 1
[17:11:46] <gentlemandroid> I tried out a training app for it on android
[17:11:46] <telostia> not when u breath it
[17:11:54] <gentlemandroid> I did not do well
[17:12:03] <gentlemandroid> Might have been a shitty app too though
[17:12:09] <c0ke> It's easier when you are fluent in binary gentlemandroid
[17:12:27] <c0ke> morse binary
[17:12:39] <gentlemandroid> The timing is delicate though
[17:12:47] <c0ke> That's where vim comes in
[17:12:54] <Tomski> if you are writing in anything but Lisp you should quit
[17:13:18] <matthewt> lithp
[17:13:23] <Tomski> Tehee
[17:13:43] <s4ge> lithp hahahahaha
[17:13:45] <gentlemandroid> You ever see that video of the programmer with severe carpal tunnel who setup an environment to code with voice recognition
[17:13:48] <s4ge> made me laugh
[17:13:50] <telostia> man i was going quit and sleep. this chat draws me in wtf lol
[17:13:59] <Tomski> http://farm3.static.flickr.com/2010/2115997043_4c19ff1b52_o.jpg
[17:14:14] <gentlemandroid> And he had created this crazy fake language to do all the weird symbols
[17:14:27] <Tomski> gentlemandroid, that happens to me when I try to use voice recognition
[17:14:41] <Tomski> Just comes out as weird symbols
[17:14:44] <s4ge> Glad that I write c too
[17:14:51] <Unimatrix325> yeah, java programmers are nice people, they don't consider themselves superior :)
[17:15:17] <matthewt> except to HTML programmers
[17:15:22] <Tomski> burn him ^
[17:15:30] <s4ge> I used to be a Java hater too, years ago.
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[17:15:48] <matthewt> i'm a html programmer myself. one day i hope to advance to CSS
[17:15:49] <telostia> i can tell the guy hate ruby guys lol
[17:15:52] <s4ge> I never understood why I have to create one million instances of some kind of wrappers to read a file.
[17:16:02] <gentlemandroid> I didn't like java in college
[17:16:07] <Tomski> rightly so telostia :)
[17:16:08] <deniska> gentlemandroid: void main clap snarf derp derp snap
[17:16:21] <gentlemandroid> Seriously that's the language
[17:16:33] <gentlemandroid> I think semicolon or close bracket was something like "sick"
[17:16:41] <isdera> um its public static void main
[17:16:49] <gentlemandroid> So it was like "blorg blorg blorg a plus b sick"
[17:16:53] <Unimatrix325> the images of "how X programmers are seen by Y programmers are better :)
[17:16:54] <Tomski> ahaha
[17:17:03] <deniska> java is bearable =)
[17:17:13] <deniska> There are much worse languages :3
[17:17:14] <telostia> bah he forgot to put scripting languages
[17:17:28] <Tomski> They would be right at the top
[17:17:30] <gentlemandroid> Here it is: http://www.youtube.com/watch?v=8SkdfdXWYaI
[17:17:37] <deniska> http://programmist1s.ru/wp-content/uploads/2013/01/kos-1s.png e.g.
[17:17:39] <s4ge> whats javascript then? high level programming?
[17:17:44] <gentlemandroid> I think he does a demo right at the beginning
[17:18:11] <gentlemandroid> He's supposedly pretty fast with it, even preferring it to typing as he got good at it
[17:18:12] <telostia> lol i actually left out js
[17:18:12] <Unimatrix325> something like http://smlv.cc.gatech.edu/wp-content/uploads/2010/03/1gF1j1.jpg ... some of them are actually quite valid :)))
[17:18:19] <gentlemandroid> Myself I'd just go be a park ranger...
[17:18:27] <Tomski> Unimatrix325, so good :P
[17:18:41] <telostia> what i meant is lua i guess ;p
[17:18:50] <telostia> js aint real imo haha
[17:19:01] <deniska> lua is pretty much the prettier js
[17:19:14] <telostia> being a web dev. i kinda hate js
[17:19:15] <matthewt> how can js be real if my eyes aren't real
[17:19:18] <deniska> because semicolons are for boring languages
[17:19:34] <telostia> they just arent real for me xD
[17:19:42] <telostia> hate its guts
[17:19:49] <Tomski> lua is made up
[17:19:51] <s4ge> at least they're using a good code editor :P
[17:19:58] <Tomski> folk stories
[17:20:11] <c0ke> I live in GWT land. I'm currently tasked with reimagining our entire software model in a new project starting from the ground up
[17:20:17] <c0ke> My one restriction is I need to use SmartGWT
[17:20:19] <deniska> (it's funny how people say that lua is fixed js even though lua was created earlier than js)
[17:22:06] <Tomski> gentlemandroid, this shit is great
[17:22:16] <telostia> Unimatrix325, that picture is priceless lol
[17:22:33] <telostia> a scientist or a wanabe try hard lmao
[17:23:28] <gentlemandroid> It's funny to listen to anyway
[17:23:34] <telostia> though the java picture is kinda mixed. mixed feeling?
[17:23:37] <gentlemandroid> Chook! Buff eval to fun!
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[17:24:22] <domenkk> Heyho
[17:24:29] <telostia> ho
[17:24:52] <gentlemandroid> It's interesting the goal seemed to be to find single-syllable, rarely-used yet semantically related words for his functions
[17:26:36] <matthewt> did it include whistling
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[17:27:28] <telostia> i'd say farting
[17:27:49] <Unimatrix325> telostia : never seen it before ? that's old :)
[17:28:10] <telostia> yeh first time. i saved to favorite lol
[17:28:31] <[twisti]> i feel so sorry for people who are so stuck to their 30 year old text editors that they cant let go long enough to join us in super ide future land
[17:28:51] <telostia> that part of c fans to java is freaking funny
[17:29:51] <telostia> dont be [twisti] they reached their goal. thats all it matters
[17:30:20] <Unimatrix325> twisti : you mean like people, who code in vi or some notepad ?
[17:30:31] <[twisti]> yeah
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[17:30:58] <telostia> im pretty sure they've tried new tech though. ;)
[17:30:59] <[twisti]> i would count people who code java in emacs too though, no offense
[17:31:14] <Unimatrix325> :)
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[17:32:12] <TrofSivart> hello!
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[17:33:40] <telostia> i wonder how that gdx-prot would work under robovm
[17:34:01] <deniska> I see when vim is better than your average ide
[17:34:10] <deniska> But I'm too lazy to actually learn it and use it =)
[17:34:22] <Unimatrix325> how is it better ? :)
[17:34:23] <Tomski> slap slap
[17:34:32] <TrofSivart> i feel like vim is a hipster ide
[17:34:38] <Unimatrix325> maybe there are tons of plugins... I don't know
[17:35:02] <deniska> Unimatrix325: scripting, speed, navigation tricks
[17:35:15] <[twisti]> why must guava be so big
[17:35:28] <[twisti]> it has a bunch of nice stuff, but 2mb is a lot to justify imo
[17:35:55] <deniska> vim guy wants to walk to the end of `if` block, presses couple keys he mechanically remembers
[17:35:57] <[twisti]> maybe i should just let proguard swallow it up
[17:35:59] <Unimatrix325> deniska . can it show javadoc, class hierarchy, search occurences, use breakpoints, support debugging ? :)
[17:36:06] <[twisti]> probably not allowed but who cares
[17:36:16] <deniska> eclipse guy presses down key few times while looking at the screen :3
[17:36:22] <deniska> Unimatrix325: sure
[17:36:37] <Unimatrix325> deniska : not really, just press ctrl shift p :)
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[17:36:56] <Unimatrix325> then it's better then I thought :)
[17:36:59] <deniska> Unimatrix325: vim commands are more generic =)
[17:37:04] <deniska> http://eclim.org/_images/completion.png
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[17:37:40] <Unimatrix325> not really very smooth :)
[17:37:51] <Unimatrix325> why does it show all methods, when add is already used ?
[17:38:19] <deniska> I don't know, probably filters only on hotkey
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[17:39:08] <deniska> vim is like different philosophy of editing
[17:39:26] <deniska> I see why people use it, but I couldn't make myself used to it
[17:39:32] <[twisti]> yeah, the 'i still run ms-dos, who needs windows' philosophy :p
[17:39:35] <deniska> I always return back to my sissy gedit =)
[17:40:20] <deniska> I saw the good explaination somewhere
[17:40:29] <Getterac7> i'll stick with my nano/pico for editing text files... and Eclipse for programming Java.
[17:40:48] <TEttinger> good plan, Getterac7
[17:40:52] <deniska> Something along those lines: vim is more direct interface between your brain and the text file than your average text editor
[17:40:57] <TEttinger> I'm really liking intellij so far
[17:41:19] <TEttinger> deniska, yeah I got that sense when I tried to learn it
[17:41:32] <deniska> Like you think "I should delete everything between those parens", you mechanically press few keys and it's done
[17:41:35] <TEttinger> but I found I was way faster in an IDE
[17:41:48] <Unimatrix325> for nonprogramming things I'm using combination of PSPad and Scite... PSPad has few nice features and scite is the most effective lightweight tool for editing hude files
[17:41:57] <deniska> in average text editor you will delete the text by hand so to speak
[17:42:09] <Unimatrix325> denisk : and how is that better, then selecting and delete ?
[17:42:29] <deniska> Unimatrix325: less mental barrier
[17:42:35] <gentlemandroid> Is there a way to access the underlying vector shape of a font in libgdx?
[17:42:39] <gentlemandroid> Assuming it's not a bitmap font
[17:43:02] <TEttinger> libgdx only has bitmap fonts, I thought
[17:43:11] <deniska> You just press "dib" instead of selecting =)
[17:43:14] <TEttinger> freetype converts them to bitmap on the fly
[17:43:29] <s4ge> @Unimatrix325 ddi -> then keep typing instantly is defintely faster than grabbing a mouse....selecting the line....pressing backspace....ensuring indentation and cursor...and then go to type.
[17:43:37] <Unimatrix325> deniska : ok, I got your point
[17:43:59] <TEttinger> I usually use shift arrows to select these days
[17:44:01] <telostia> i'll stick to notepad++ for fast reading of src files and any ide for any languages eclipse, visual studio, xcode, mono for the programming
[17:44:10] <deniska> Even if you don't use vim it is good to know very basics of it because sometimes you can find yourself on a system where vim is the only option
[17:44:13] <deniska> (or even vi)
[17:44:19] <TEttinger> pico
[17:44:28] <Unimatrix325> I always find it amusing, how I can't even close vi :)))
[17:44:31] <TEttinger> nano whatever
[17:44:38] <gentlemandroid> Can you not access that inside freetype somehow?
[17:44:40] <telostia> heck i had to use vim to edit stuff
[17:44:50] <Unimatrix325> s4ge : but I don't programm in such speeds :)
[17:44:53] <[twisti]> the only vi stuff i know is :x, :w and :q!
[17:45:04] <[twisti]> and thats been enough for me in all my linux years
[17:45:15] <telostia> vim for system files in clr . thats what its best for
[17:45:16] <deniska> Enough to get networking working and install nano =)
[17:45:21] <TEttinger> Unimatrix325: :Q ? what was it, :ZX?
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[17:49:34] <TEttinger> there was a linux util I always found extremely handy for local file transfers, what was it...
[17:50:29] <[twisti]> rsync ? rdiff-backup ?
[17:50:37] <deniska> local?
[17:50:38] <deniska> cp
[17:50:42] <deniska> mv =)
[17:50:43] <Getterac7> both good tools. i tend to use rsync.
[17:51:02] <telostia> hah linux fanatic
[17:51:58] <TEttinger> of course, sendfile https://packages.debian.org/wheezy/sendfile
[17:52:16] <TEttinger> no, within a cluster
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[17:52:47] <TEttinger> I had this cluster of low-end 2001 era sun servers around 2009
[17:53:05] <TEttinger> like 16 that were given away by my brother's school
[17:53:12] <TEttinger> netra x1
[17:54:36] <telostia> wheres sun now anyways
[17:54:49] <TEttinger> licking the cocaine off dollar bills
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[17:55:06] <telostia> did they enjoy the big cash and thats it?
[17:55:23] <TEttinger> they got bought by oracle, I think they don't exist anymore as their own thing
[17:55:42] <Getterac7> yeah, Oracle bought them and basically dissolved the name.
[17:55:45] <TEttinger> sun was closing down their sparc business for a while
[17:55:48] <telostia> i was hoping those guys migrate to a new company doing something big
[17:56:43] <TEttinger> opensolaris has some neat features, zfs, all those dev things like dtrace
[17:56:58] <TEttinger> can use linux packages with some fiddling
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[17:57:48] <vixus> hey there
[17:57:54] <TEttinger> hi vixus
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[17:58:29] <vixus> another fun day with gdx :)
[17:58:46] <TEttinger> i've been struggling with gdi...
[17:58:51] <TEttinger> no gdx for me yet
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[17:59:20] <CFlandre> Hey, guys.
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[17:59:42] <vixus> a quick question about resizing: i have a grid drawn to a texture (in software). on resize the screen size gets set with Application.getWidth/Height
[18:00:30] <TEttinger> vixus, are you using any viewports?
[18:00:35] <vixus> i am using a camera
[18:00:42] <vixus> OrthographicCamera
[18:00:52] <vixus> but it hasn't been involved in the resizing so far
[18:01:10] <vixus> basically the grid is completely the wrong size and goes off the edges of the Pixmap
[18:01:43] <vixus> *unless* i start the game at 640x480 resolution, in which case the grid looks coorect
[18:01:45] <TEttinger> if you aren't using viewports, you can keep your sprites at the same size if you use camera.setToOrtho(don't remember the args, but it take width and height)
[18:02:02] <TEttinger> that would be in resize
[18:02:10] <vixus> ah I see
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[18:02:43] <TEttinger> generally you don't want to call that during every render IIRC, but create and resize should be fine
[18:02:56] <vixus> i'll try that
[18:03:25] <vixus> hmm, doesn't seem to have changed anything
[18:04:26] <vixus> the dimensions are wrong on creation
[18:04:38] <TEttinger> oh that wouldn't help then
[18:05:16] <TEttinger> I'm curious how this is happening, screenshots of how it should look and does look usually?
[18:05:16] <vixus> i think it has to do with camera.unproject..
[18:05:24] <TEttinger> vixus, unlikely
[18:05:41] <vixus> TEttinger: yeah I can try
[18:05:55] <TEttinger> unproject just takes screen pos (like from a click) and returns its world position IIRC
[18:06:02] <TEttinger> it doesn't change anything
[18:06:55] <vixus> ok i'll try and get a video
[18:08:12] <Neomex> is it better to send one big packet of data or more smaller ones for multiplayer games?
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[18:09:00] <Getterac7> Neomex: usually you want to batch operations if possible so you can fill up one packet.
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[18:09:23] <Getterac7> Neomex: instead of two packets with a couple bytes, might as well send one packet.
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[18:09:56] <Neomex> will there be any performance hit when sending more packets?
[18:10:12] <Getterac7> Neomex: it'll be more traffic and network overhead for sending lots of little packets.
[18:11:11] <TEttinger> zeromq claims to be faster than raw TCP because it bundles the packets more efficiently. of course it uses tcp to do what it does, so that's a little sketchy of a claim
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[18:12:20] <TrofSivart> huh, that was weird
[18:12:34] <TrofSivart> my mac trackpad wasnt working on google chrome till i restarted
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[18:13:31] <telostia> TrofSivart, maybe theres a touch area to turn it off?
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[18:14:11] <TrofSivart> telostia, if there was, then I must have been incredibly lucky to not have hit it in the three years ive been using this laptop
[18:14:12] <telostia> on my hp. theres an area i double tap to disable it
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[18:14:42] <telostia> 3years is good time lol
[18:14:53] <telostia> if its 3 months i'd say possible
[18:15:24] <TEttinger> telostia, lol I hated that double tap disable
[18:15:45] <telostia> since its near the edge i wouldnt doubt it lol
[18:15:56] <telostia> i mean who would dlb tap there
[18:16:16] <telostia> yeh TEttinger i didnt know wtf happened when i first bought it
[18:16:25] <vixus> TEttinger: i think i've done something terrible D:
[18:16:43] <TEttinger> vixus, oh?
[18:17:04] <vixus> just getting screenshots
[18:17:23] <TrofSivart> any of you guys use Unity before?
[18:17:29] <TrofSivart> Unity3D rather
[18:17:59] <TEttinger> TrofSivart, not really, though I have tried
[18:18:04] <telostia> same
[18:18:07] <TEttinger> it is too little code for my taste
[18:18:17] <telostia> lol thats what i thought too
[18:18:30] <telostia> i felt like i was running illustrator or sometihng
[18:18:52] <telostia> or 3d studio rather
[18:19:43] <telostia> seems to be more open source rpg projects for c#
[18:19:47] <TrofSivart> I basically learned to code in Unity
[18:20:27] <telostia> well unity is c# so its powerful
[18:20:42] <telostia> esp the plugins
[18:20:47] <vixus> TEttinger: http://i.imgur.com/vUyqIzv.gif
[18:21:03] <vixus> so in that case, the grid is being redrawn correctly
[18:21:06] <TEttinger> telostia, take a look at Forays into Norrendrin, really detailed C# roguelike, text based now but he's slowly getting graphics drawn
[18:21:24] <vixus> but the dot sprites are in the wrong positions
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[18:21:27] <telostia> im leading towards jrpg
[18:21:32] <telostia> leaning*
[18:21:42] <telostia> atm im seeing noko. looks good
[18:21:47] <TrofSivart> My issue with Unity is that you're fighting the engine too much
[18:21:53] <telostia> Silverlight MMORPG Game Engine too
[18:22:05] <TEttinger> that's quite the bug, vixus.
[18:22:46] <telostia> good thing is they use xna which is easily port to libgdx
[18:22:56] <vixus> actually i know what the issue is with the sprites
[18:23:02] <vixus> i think
[18:25:03] <vixus> no i don't
[18:25:06] <vixus> i have no idea
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[18:25:36] <vixus> how do i have a unified coordinate system that correctly projects and manages resizing?
[18:26:16] <vixus> the docs aren't too helpful with that
[18:27:24] <TEttinger> vixus: don't worry about projecting, that's the camera's business and it doesn't affect the way things are drawn unless you're really doing weird stuff
[18:27:42] <vixus> ok. so i just do everything in screen coordinates?
[18:27:53] <TEttinger> so you want to have a resize to double width do what to the game?
[18:28:08] <vixus> nothing, the game isn't likely to be resized
[18:28:16] <Neomex> theres no way to unbind port in keyonet?
[18:28:29] <vixus> but when it does get resized stuff should still look normal
[18:28:38] <Neomex> kryonet*
[18:28:40] <vixus> instead everything is in the wrong place
[18:28:47] <TEttinger> vixus, uh yeah good way to do that is using a viewport, which kind was it...
[18:29:20] <vixus> ok
[18:29:32] <vixus> i'm not sure how :[
[18:29:44] <vixus> i'll go have a hunt through the docs though
[18:30:33] <TEttinger> there's https://github.com/libgdx/libgdx/blob/3bbb9d7fd4dc9e8bf64193d75595e02dd6a11007/gdx/src/com/badlogic/gdx/utils/viewport/ScreenViewport.java
[18:30:56] <TEttinger> screenviewport will never resize if the window changes, if I read this right
[18:31:41] <vixus> ah
[18:31:46] <vixus> i guess i kind of want the opposite
[18:31:49] <TrofSivart> fitviewport
[18:31:50] <TrofSivart> :D
[18:32:08] <vixus> aha!
[18:32:09] <vixus> :D
[18:33:17] <TEttinger> yeah, you'll have black bars if you resize with fitviewport but everything will be the same shape
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[18:33:37] <vixus> yeah
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[18:38:01] <vixus> how do the coordinates map in that case?
[18:38:36] <TEttinger> camera.project/unproject handles it.
[18:38:42] <vixus> ok
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[18:39:10] <TEttinger> that's the main advantage of viewports is that they're integrated into everything else that needs it
[18:39:35] <TEttinger> the downside is if you have two viewports at once, it gets confusing
[18:39:42] <vixus> but then i have to pass the Camera object around, right?
[18:39:47] <vixus> to get access to project/unproject
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[18:43:09] <vixus> https://github.com/libgdx/libgdx/wiki/Projection%2C-viewport%2C-%26-camera
[18:43:18] <vixus> i've started to read that but it's thoroughly confused me
[18:43:20] <TEttinger> it should probably be accessible somewhere easy, like a static variable (since you only want one camera usually) or in the app somewhere
[18:43:32] <vixus> yeah i have a global camera
[18:44:32] <vixus> and i'm not sure how to use the FitViewport
[18:45:02] <TEttinger> that No Op makes me think that page isn't ready for end user usage
[18:45:10] <TEttinger> that wiki page I mean
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[18:45:39] <vixus> right
[18:46:09] <vixus> ah
[18:46:13] <vixus> so the viewport gets given the camera
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[18:47:02] <vixus> and handles all the project/unprojecting and stuff
[18:47:03] <vixus> ok
[18:47:41] <TEttinger> I think so, I only use viewports for scene2d stuff
[18:51:04] <noone> https://github.com/libgdx/libgdx/wiki/Viewports
[18:51:07] <noone> that's the viewport page
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[18:51:40] <noone> the other stuff is old (but the Viewport class actually uses that internally)
[18:53:11] <vixus> TEttinger: how do you decide what arguments to give to the viewport constructor?
[18:53:27] <vixus> eg. worldWidth and worldHeight
[18:53:43] <noone> that's your own decision
[18:54:10] <noone> how do you want your game to behave?
[18:54:28] <vixus> does it affect behaviour?
[18:54:35] <vixus> i thought it just set a coordinate system
[18:54:55] <noone> did you actually have a look at the wiki link I posted?
[18:55:17] <vixus> oh, didn't see it, sorry
[18:55:20] <TEttinger> yeah, the pictures there give a good sense of how they work
[18:55:25] <vixus> great
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[18:59:30] <vixus> the text needs to be fixed though. it says "virtualWidth" and "virtualHeight" which don't correspond to any of the variables in the Viewport classes..
[18:59:38] <Sameer_> How can I draw a line using a texture that follows a ball, where the ball changes positions?
[19:00:18] <Sameer_> The ball can either go up, left or right. I have a 1px by 1px texture for the line
[19:00:57] <vixus> Sameer_: you could look at the shape drawing classes
[19:01:16] <TrofSivart> so.
[19:01:27] <TrofSivart> I have access to a 2003 windows server
[19:01:46] <TrofSivart> and I need to make a sql database
[19:02:37] <TrofSivart> and I have no idea how :D
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[19:06:21] <vixus> so if I am using a viewport, with the width and height set to 1f.. how do I deal with fullscreen pixmaps? presumably they need the viewportWidth and viewportHeight
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[19:07:23] <vixus> never mind, i think i'm being stupid
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[19:10:11] <TEttinger> TrofSivart, mysql is simple enough, kinda.
[19:10:26] <TEttinger> what variety of sql are you using?
[19:11:06] <TrofSivart> TEttinger: i dunno. I have to make the database myself. or choose one if they already exist. I have no idea how it works yet. Lots of tutorials in my future :D
[19:13:25] <TEttinger> postgresql I've heard good things about, but I have never used it
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[19:17:47] <vixus> hmm, there must be a better way of drawing lines than straight on a pixmap
[19:18:19] <vixus> aha
[19:18:21] <vixus> shaperenderer
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[19:42:50] <TrofSivart> is there a neat way to dispose of everything that needs disposing?
[19:43:44] <vixus> don't think so
[19:43:44] <mobidevelop> System.exit
[19:43:47] <vixus> heh
[19:43:54] <vixus> yes
[19:44:36] <Xoppa> Array<Disposable> disposables; .... disposables.add(myTexture = new Texture(...)); ... for (Disposable d : disposable) d.dispose();
[19:44:57] <mobidevelop> Boo Xoppa
[19:45:16] <mobidevelop> The easy way is to use AssetManager for everything right?
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[19:45:53] <Xoppa> if it are assets
[19:46:09] <mobidevelop> All are assets
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[19:46:24] <Lecherito> hi dudes :D
[19:46:29] * mobidevelop hides
[19:46:35] <vixus> most disposables are assets, no?
[19:46:44] <mobidevelop> Many
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[19:47:03] <mobidevelop> Not things like SpriteBatch, ShapeRenderer, etc...
[19:47:35] <Lecherito> mobidevelop: not gonna ask you, not need to hide
[19:47:40] <TrofSivart> Ah Xoppa, didn't realize there was a disposable interface :D
[19:47:40] <vixus> but wouldn't you have a global one of those?
[19:47:56] <kalle_h_> vixus: all native resources are disposable
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[19:52:30] <Sameer_> I'm having trouble stretching a texture while the game is running
[19:53:00] <noone> stop the game, stretch the texture, run the game, easypeasy
[19:53:15] <Sameer_> But wouldn't that cause lag?
[19:53:30] * noone hides
[19:53:40] <isdera> what do you mean you're having trouble.. its choppy or what?
[19:53:56] <Sameer_> Well the browser crashes lol
[19:54:06] <Sameer_> I think I was doing something wrong
[19:54:09] <isdera> are you resizing a Sprite or a Texture?
[19:54:10] <noone> and what does stretching a texture even mean...
[19:54:17] <Sameer_> A TextureRegion
[19:54:35] <isdera> you need to wrap a Sprite around that, and then stretch the sprite instance.
[19:54:51] <Sameer_> I have a texture 1px by 1px. I have a ball moving around with the arrow keys. I want to make a line that follows the ball
[19:55:02] <TEttinger> it's a constructor for Sprite that takes a textureregion IIRC
[19:55:12] <isdera> maybe you should use ShapeRenderer if you're making a line.
[19:55:29] <Sameer_> Well, I'm using 1px by 1px as an example.. But I need it wider
[19:55:35] <TEttinger> oh, yeah, shapes are better for the more complicated stretches
[19:55:36] <mobidevelop> Make no lines
[19:55:40] <Sameer_> And ShapeRenderer doesn't look good
[19:55:49] <isdera> why cuz it's not anti-aliased?
[19:55:53] <Sameer_> Yeah
[19:55:56] <Sameer_> That too
[19:57:01] <isdera> look up the Sprite API, and you can use the constructor that takes TextureRegion as an argument. Then you can use the scale or setSize methods of Sprite.
[19:57:53] <Sameer_> Would I use the scale method in between the batch.begin and end or does that not matter
[19:58:14] <isdera> yes. the syntax is a little different when you're rendering a Sprite vs. a Texture
[19:58:29] <isdera> with a texture, you call texture.render(batch).. but with a sprite, you call batch.render(Sprite);
[19:59:19] <vixus> but you'll need multiple sprites each time the ball makes a turn
[20:00:58] <isdera> yeah I suppose you could create an ArrayList of Sprite instances, for each line.
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[20:03:33] <TEttinger> also, particles
[20:03:43] <TEttinger> another solution
[20:04:31] <Getterac7> can you draw individual particles? I thought they had to use a particle generator thing..
[20:05:53] <vixus> so attach the generator to the ball
[20:06:01] <vixus> and give the particles massive long lifetimes
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[20:12:03] <remonvv> Hi guys, how do I assign a different Texture to a modelInstance?
[20:12:18] <remonvv> modelInstance.materials.get(0).set(new TextureAttribute(TextureAttribute.Diffuse, floorTexture));
[20:12:22] <remonvv> doesn't seem to do anything
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[20:13:10] <Fervicus> Hello
[20:14:11] <SoerenH> Hey ive a question. is ist allowed to sell applications wich was "created" with the libgdx framework?
[20:14:22] <kalle_h_> yes
[20:14:23] <SoerenH> i mean every commercial use..
[20:14:47] <mobidevelop> Yes
[20:15:06] <Getterac7> the license explicitly says it can be used for commercial stuff.
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[20:15:20] <isdera> resmon you are setting a TextureAttribute.. don't you need to set a material?
[20:15:42] <c0ke> Hey guys
[20:15:58] <SoerenH> thank you guys. my friend in i have a disscussion about this topic. I was right *yeah* ^^
[20:16:02] <c0ke> I'm just getting started using Ashley, though I've ran into a problem. ComponentMapper seems to no longer exist in the project?
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[20:16:32] <Fervicus> I am trying to make a menu. I have a TextButton using uiskin.json. Everything works well but when I resize my window, the text on the button is all streched out.
[20:16:38] <Fervicus> How should I go about doing this?
[20:16:48] <mobidevelop> ConponentMapper was just added, is probably only in snapshot
[20:16:49] <cobolfoo> Fervcus use a non-stretching viewport
[20:16:55] <mobidevelop> ComponentWrapper
[20:16:58] <mobidevelop> Mapper
[20:17:00] <mobidevelop> Whatever
[20:17:05] <cobolfoo> https://github.com/libgdx/libgdx/wiki/Viewports
[20:17:12] * mobidevelop quits
[20:17:19] <c0ke> Ah, how can I grab that using gradle?
[20:17:33] <c0ke> It seems like a really kick ass simple entity system, I loves it
[20:17:46] <vixus> ok, well using a viewport means nothing shows up now :)
[20:17:54] <vixus> so that's something
[20:18:02] <mobidevelop> Change version to 1.1.0-SNAPSHOT
[20:18:07] <c0ke> Love you
[20:19:31] * vixus cries
[20:19:38] <remonvv> isdera: I don't know, that's what I'm asking. Can't find it in the manual ;)
[20:19:50] <noone> vixus: do you update it correctly?
[20:20:10] <vixus> noone: on resize i call viewport.update(width,height)
[20:21:01] <noone> is it a stage viewport?
[20:21:20] <vixus> no
[20:21:24] <Fervicus> cobolfoo: I tried using a ScreenViewPort but then the button stays the same size
[20:21:36] <vixus> noone: it's justa FitViewport
[20:21:39] <isdera> remonvv.. your code looks okay to me, im not sure why its not working. im not too good at this either tho
[20:21:51] <noone> Fervicus: either you stretch it, or it keeps the same size, not many options, lol
[20:22:08] <Fervicus> cobolfoo: What I want is that the button size and the text size should scale according to the window size
[20:22:14] <noone> vixus: do you use it in combination with a stage?
[20:22:22] <remonvv> isdera: Oh well, thanks anyway! ;)
[20:22:34] <vixus> noone: nope
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[20:23:11] <noone> vixus: show code
[20:23:17] <vixus> hmm
[20:23:21] <vixus> that might be tough
[20:23:30] <vixus> but ok
[20:24:24] <vixus> package com.cne.parody;
[20:24:25] <vixus> import com.badlogic.gdx.Application;
[20:24:27] <vixus> import com.badlogic.gdx.Game;
[20:24:27] <noone> NOOOOO
[20:24:29] <vixus> import com.badlogic.gdx.Gdx;
[20:24:31] <vixus> import com.badlogic.gdx.InputAdapter;
[20:24:33] <vixus> import com.badlogic.gdx.audio.Sound;
[20:24:35] <vixus> import com.badlogic.gdx.graphics.GL20;
[20:24:37] <Fervicus> noone: That's what happens in Unity3d gui. If I go fullscreen, the GUI scales auto.
[20:24:37] <vixus> import com.badlogic.gdx.graphics.OrthographicCamera;
[20:24:37] <noone> make it STOP
[20:24:39] <vixus> import com.badlogic.gdx.graphics.g2d.SpriteBatch;
[20:24:41] <vixus> import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
[20:24:43] <vixus> import com.badlogic.gdx.math.Vector2;
[20:24:44] <cobolfoo> we are doomed
[20:24:45] <vixus> import com.badlogic.gdx.utils.Array;
[20:24:46] <Unimatrix325> kline soon
[20:24:47] <vixus> import com.badlogic.gdx.utils.Timer;
[20:24:50] <vixus> import com.badlogic.gdx.utils.viewport.FitViewport;
[20:24:52] <vixus> public class Parody extends Game {
[20:24:55] <vixus> public static final String TAG = "Parody";
[20:24:58] <vixus> public SpriteBatch batch;
[20:24:59] <Getterac7> /kick
[20:25:00] <vixus> public ShapeRenderer shape_renderer;
[20:25:02] <vixus> public Timer timer;
[20:25:05] <vixus> public FitViewport view;
[20:25:07] <vixus> private Array<Paradigm> paradigms;
[20:25:09] <noone> Fervicus then use a stretching viewport?
[20:25:10] <vixus> private Setup setup;
[20:25:12] <vixus> private Paradigm curr_pdm = null;
[20:25:13] <cobolfoo> I feel like being part of his code.
[20:25:14] <vixus> private GL20 gl;
[20:25:16] <vixus> private EndScreen end_screen;
[20:25:18] <vixus> private ReadyScreen ready_screen;
[20:25:19] <noone> I'm in here
[20:25:20] <vixus> private Sound touch_sound;
[20:25:22] <vixus> private float t_timer;
[20:25:24] <vixus> private class ViewportInput extends InputAdapter {
[20:25:27] <vixus> @Override
[20:25:29] <vixus> public boolean touchDown (int x, int y, int pointer, int button) {
[20:25:31] <vixus> Vector2 world = view.unproject(new Vector2(x, y));
[20:25:33] <vixus> if (curr_pdm != null) curr_pdm.handleTouch(world.x, world.y);
[20:25:34] <Getterac7> mobidevelop, Xoppa: do something please?
[20:25:34] <noone> holy crap...
[20:25:35] <vixus> return true;
[20:25:37] <vixus> }
[20:25:39] <vixus> }
[20:25:41] <vixus> public void resetTimer() {
[20:25:44] <vixus> t_timer = 0f;
[20:25:46] <vixus> timer.clear();
[20:25:48] <vixus> }
[20:25:50] <Unimatrix325> lets hope he has /quit somewhere in his code
[20:25:50] <vixus> public void addTask(Timer.Task task, float delay_s) {
[20:25:52] <vixus> t_timer += delay_s;
[20:25:54] <vixus> timer.scheduleTask(task, t_timer);
[20:25:54] <Fervicus> why won't someone kick him?
[20:25:56] <vixus> }
[20:25:58] <vixus> public void nextParadigm() {
[20:26:00] <vixus> timer.stop();
[20:26:01] *** vixus was kicked by mobidevelop (vixus)
[20:26:09] <Fervicus> finally
[20:26:10] <Unimatrix325> wait ! I was reading that :)
[20:26:11] <Getterac7> phew.
[20:26:14] <noone> awkward silence now
[20:26:18] <mutilator> yea wtf mobidevelop
[20:26:21] <noone> let me post some code
[20:26:23] <mutilator> i was stealing all the codez
[20:26:43] <Unimatrix325> I have never seen someone write code so quickly :)
[20:26:46] <Fervicus> noone: I meant scale, not strech. Scale as in get bigger without looking crappy
[20:27:03] <noone> Fervicus: as in 1x, 2x, 3x, 4x?
[20:27:28] <Fervicus> as in I have a button that I can say is always 10% of window size
[20:27:39] <Fervicus> and resizing auto resizes it
[20:28:06] <noone> that's what stretching does...
[20:28:17] <noone> you have a constant size and it stretches to keep that
[20:28:24] <Fervicus> Stretching is making my font all blurry
[20:28:41] <Fervicus> Stretching and scaling are different
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[20:29:00] <InspiredNotion> Evening
[20:29:44] <noone> if you have a 100x100 screen and want the button to be 10% of that, that's 10x10. if now someone with 200x100 screen uses it, the button has to be 20x10 to keep 10%, it gets stretched and scaled
[20:30:11] <cobolfoo> stretching is non-uniform scaling :)
[20:30:39] <Sameer_> So I'm still having trouble scaling this. I created a sprite. Now when I call setScale() - it scales it.. But it does it right away. It doesn't gradually do it as the ball moves
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[20:30:48] <aeprotestsi> there should be a bot that, if it automatically detects several lines of java, it kicks the person who is saying stuff
[20:31:01] <noone> we have that bot
[20:31:02] <noone> mobidevelop
[20:31:09] <aeprotestsi> :)
[20:31:13] <Unimatrix325> yeah, currently set to kick after lines :)
[20:31:14] <cobolfoo> yes, and he can even help you (Sometime)
[20:31:15] <Unimatrix325> 40
[20:31:22] <aeprotestsi> oh, that's pretty cool
[20:31:38] <mobidevelop> Rarely
[20:31:50] <cobolfoo> if the code i not well written he can kick you even faster
[20:31:51] <aeprotestsi> well, here, lemme paste my code
[20:31:55] <cobolfoo> is
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[20:32:06] <aeprotestsi> import java.util.ArrayList;
[20:32:06] <aeprotestsi> import java.util.List;
[20:32:17] <aeprotestsi> why doesn't it work?
[20:32:29] <TEttinger> LOL
[20:32:30] <noone> you forgot the package declaration
[20:32:31] <cobolfoo> ArrayList instead of libgdx Array, blasphemy
[20:32:36] <noone> it's not valid code
[20:32:39] <Fervicus> noone: It's causing pixellated bigger font, instead of font that is bigger in size
[20:32:40] <aeprotestsi> good call!
[20:32:44] <Fervicus> that's all I want to avoid
[20:32:46] <aeprotestsi> package com;
[20:33:14] <noone> Fervicus: libgdx has bitmap fonts, they have a fixed size... if you want them bigger, they get all pixely
[20:33:15] <TEttinger> Fervicus, a bitmapfont is one size, scaling it makes it blurry or pixelated
[20:33:15] <cobolfoo> Fervicus, here is the catch, you have to generate fonts for each "resolutions" or have a very very big font that you scale down
[20:33:20] <TEttinger> jinx noone
[20:33:31] <noone> lol
[20:33:36] <TEttinger> you can use freetype to generate more fonts on the fly
[20:33:43] <TEttinger> or just make every size in hiero
[20:36:23] <Sameer_> This is just moving my sprite down one pixel instead of stretching the Y axis - sprite.setSize(10, stretch++);
[20:37:04] <TEttinger> you may want scale instead of size? I don't know how sprite is different
[20:37:12] <Sameer_> I've tried everything
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[20:38:07] <TEttinger> no, I tried everything when I spent a week trying to get C#+libGDX+IKVM to work on linux
[20:38:23] <TEttinger> you've tried some things!
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[20:38:34] <TEttinger> and you're getting closer
[20:38:42] *** Fervicus has quit IRC
[20:38:46] <TEttinger> (IKVM won't load LWJGL on linux due to a mono bug)
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[20:39:02] <Fervicus_> Sorry, internet died.
[20:39:05] <Fervicus_> 02.35 Fervicus // How do mobile games usually handle this stuff?
[20:39:07] <Fervicus_> 02.35 Fervicus // There are so many varying size of screens and resolutions
[20:39:09] <Fervicus_> 02.35 Fervicus // also mobiles and tablets
[20:39:11] <Fervicus_> 02.36 Fervicus // So if I am making a menu using libgdx, how do I make sure my menu looks same for everything?
[20:39:25] <TEttinger> Fervicus_, it's an open question
[20:39:36] <TEttinger> I'm wondering what the best way is myself
[20:39:53] <Fervicus_> How do games currently do it?
[20:40:56] <TEttinger> right now, I use a pixel font, so keeping the aspect ratio the same and scale as an integer is important. I scale by a rounded-off ratio of Gdx.graphics.getDensity()
[20:41:10] <TEttinger> it needs tweaking
[20:41:27] <TEttinger> a galaxy s3 has a 306 dpi screen
[20:41:38] <TEttinger> an old CRT monitor has a 72 dpi screen
[20:41:54] <Getterac7> some combination of dynamic placing stuff, dynamic sizing stuff, and having a couple different resolutions of assets.
[20:41:54] <TEttinger> galaxy s4 has some outrageous number
[20:42:49] <Fervicus_> Yeah, it's annoying.
[20:42:59] <TEttinger> right, I use the rescaled text's new width to move it around
[20:43:16] <TEttinger> I'm not too happy with my approach, but buttons are guaranteed to be touchable
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[20:43:45] <noone> what's the difference between the vertexattributes color, colorpacked and colorunpacked?
[20:44:40] <TEttinger> one will get you fired from your job
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[20:49:12] <Fervicus_> Getterac7: do you have an example of dynamic sizing stuff?
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[20:49:59] <Xoppa> noone, color is synonym for one of the others (its recently deprecated for that reason, because it is ambigious), colorpacked = 1 float (1 byte per component), colorunpacked = 4 floats (1 float per component). using packed is obviously better, but has the slightly disadvantage that you cant represent an int in a float in java
[20:51:48] <Getterac7> Fervicus_: This article has come up before. Seems pretty interesting. Not sure how you'd do it in LibGDX without adding a bunch of extra logic. http://blog.gemserk.com/2013/01/22/our-solution-to-handle-multiple-screen-sizes-in-android-part-one/
[20:52:31] <noone> that's basically an ExtendViewport, but it still won't solve that problem
[20:52:55] <Getterac7> Fervicus_: i think you'd probably want to have a bunch of different assets for different DPIs, use one that is close to the current screen DPI and maybe use some Viewport trickery to get the right aspect ratio and such.
[20:53:24] <Fervicus_> Getterac7: okay, thanks.
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[20:53:57] <kalle_h_> Multiple assets are such a pain for artist. I wouldn't never suggest that
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[20:54:51] <Getterac7> kalle_h_: Yeah, probably true... it might be do-able if you use vector art and have some kind of batch export process for different DPIs
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[20:55:35] <kalle_h_> Getterac7: that might be only case and still its hassle
[20:56:00] <kalle_h_> high res assets with mipmaps solves 95% of problems
[20:56:26] <Tikky> how to make camera follow the player?
[20:56:31] <Tikky> how should I move camera?
[20:56:44] <noone> Xoppa: why is packed obviously better? and what does it mean to represent an int in a float? when would I want/need that?
[20:56:58] <kalle_h_> Tikky: Camera has public member position
[20:57:07] <Getterac7> Tikky: camera.position.set(x,y,0)
[20:57:39] <kalle_h_> there should be some password at source code
[20:57:43] <Tikky> so I put it in render and thats it
[20:57:45] <Fervicus_> kalle_h_: if I am using scene2d and GUI api, what should I be doing?
[20:57:51] <kalle_h_> so everyone should read sources
[20:57:59] <Fervicus_> having high-res texture for my ui atlas?
[20:58:42] <kalle_h_> Fervicus_: high res assets with mipmaps
[20:59:31] <Fervicus_> I wonder if ther is a ui atlas available with high res assets for test purposes
[20:59:46] <Fervicus_> I am no artist
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[21:00:18] <kalle_h_> coders can make big textures with paint too
[21:00:47] <Xoppa> noone, 1) because it takes up less space and doesnt affect precision (for the most common RGBA8888 or less render targets at least), 2) libgdx uses floats to represent vertexdata, so when working from code (in spritebatch e.g.) you will have to represent each vertex attribute as float, int = 4 byte "raw" data, you could easily put 4 bytes (a<<24|b<<16|g<<8|r e.g.) in there, float is also 4 bytes.
[21:01:06] <Xoppa> 3) to pack the color into the vertexdata
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[21:03:55] <nemanjakomar> First time here, not really sure how it works. Is anyone here?
[21:04:14] <isdera> no
[21:04:14] * noone is here.
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[21:04:30] <Xoppa> well there's you answer
[21:04:37] <nemanjakomar> perfect :)
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[21:06:13] <nemanjakomar> I've been trying to set up IAP with robovm, which have actually done successfully before now I cannot import SKproduct. Does anyone know what the problem could be?
[21:06:32] <nemanjakomar> gdxVersion = '1.0.0'
[21:06:33] <nemanjakomar> roboVMVersion = '0.0.12'
[21:06:45] <nemanjakomar> gradle-robovm-plugin:0.0.9
[21:06:53] <Getterac7> nemanjakomar: use pastebin.com
[21:07:08] <remonvv> This is not displaying the texture : http://pastie.org/9451174
[21:07:11] <remonvv> I don't understand why
[21:07:54] <Xoppa> remonvv, what does it display?
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[21:08:06] <remonvv> A white cube
[21:08:43] <Xoppa> to test: dont supply an environment
[21:08:49] <remonvv> ok
[21:09:09] <remonvv> Unshaded white cube now
[21:09:22] <Xoppa> show full code
[21:09:25] <remonvv> the texture is ok, i can render it with SpriteBatch
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[21:09:45] <remonvv> There isn't much else.
[21:09:59] <Xoppa> i sure hope there is
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[21:10:32] <remonvv> Well I mean contextually relevant code. What do you want to see?
[21:10:42] <Xoppa> sscce.org
[21:10:57] <nems808> Anyone here who can help with a question regarding robovm in app purchase binding? Any help help would be greatly appreciated
[21:10:59] <remonvv> batch = new ModelBatch();
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[21:14:51] <da0s> is it possible to use a barcode scanner from the camera or bluetooth device?
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[21:18:30] <noone> Xoppa: thanks for the explanations
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[21:21:25] <aeprotestsi> how much of the ios testing can be done on the simulator in a VM?
[21:21:32] <aeprotestsi> (like, Mac OS X running in the vm)
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[21:29:57] <TEttinger> nems808: paste to a site like www.pastebin.com with relevant info
[21:30:51] <Xoppa> aeprotestsi, i havent experienced any problems with that, but havent tested them all though
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[21:32:05] <Xoppa> ow, i should learn to read, i thought you said tests, not testing. afaik everything should work except audio
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[21:37:06] <nems808> http://pastebin.com/H833kLeH#
[21:40:23] <aeprotestsi> Alright, that's good. Unfortunately I have neither an Apple computer nor Apple device to really test on
[21:40:28] <aeprotestsi> I guess I'll try to borrow one
[21:40:33] <aeprotestsi> (for actual release and stuff)
[21:43:10] <Xoppa> nems808, although i personally dont have much experience with robovm/ios, i don't think that you've provided enough information for anyone with that experience to be able to help you.
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[21:56:45] <Tikky> how to fix that my input preffers left over right or other way around?
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[21:57:56] <InspiredNotion> Tikky not sure i follow..key even or object moving or?
[21:57:59] <Xoppa> Tikky, input doesnt have a preference
[21:58:35] <InspiredNotion> do you mean a character moves in a desired direction?
[21:58:43] <Tikky> I know it doesnt, but if I make my player to move on left key click, and move right on right key click, it will preffere left or right
[21:59:06] <InspiredNotion> maybe set a boolean
[21:59:08] <Tikky> or right, not shure which one, but I think you know what is the problem, its a common problem in platformers
[21:59:11] <TEttinger> Tikky, yeah, there's only left click on android/iOS
[21:59:23] <Tikky> not click, as mouse, keyboard left key
[21:59:59] <Xoppa> if (left) position.x -= speed * delta; if (right) position.x += speed * delta;
[22:00:11] <Xoppa> if they are both pressed they will cancel each other out
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[22:00:34] <Tikky> but I dont want to cancel them out, I want my player to go in direction that was last pressed
[22:02:04] <Xoppa> @override public boolean keyDown (int keycode) { if (right) velocity.x = 1; if (left) velocity.x = -1; }
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[22:02:52] <Xoppa> if (right) == if (keycode == Keys.Right) etc.
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[22:05:44] <Phibedy> hey :)
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[22:07:01] <Phibedy> I would like to add an android service that is only available after api level 18. The problem is that it seems like that I have to declare it in android manifest. Is there a way to add it to the manifest without changing min api level to 18?
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[22:08:56] <echeese> it should be fine as long as you don't try using it on < 18
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[22:09:46] <echeese> and your compileSdkVersion is at least 18
[22:10:09] <Phibedy> but shouldnt that code call it automatically? https://developer.android.com/reference/android/service/notification/NotificationListenerService.html
[22:10:52] <Tikky> "Congrats on becoming a Dropbox Guru! We've awarded you 23 GB of bonus space for the next 24 months. You now have 25.25 GB on Dropbox. "
[22:10:54] <Tikky> HAHAHAHAHHAHAHA
[22:10:55] <Tikky> wtf
[22:10:59] <Tikky> it must be a mistake
[22:11:05] <Xoppa> echeese, you probably meant target instead of compile
[22:12:38] <Phibedy> so can I have somethign like <service onlyAddIf(apiLevel > 18)> ..... </service> in my android manifest?
[22:13:01] <TEttinger> Tikky, lol. they're trying to compete with hubiC I guess, which offers 25 GB for free, no questions asked
[22:13:20] <echeese> I believe if the manifest doesn't recognise something, it'll just ignore it
[22:13:23] <TEttinger> hubiC has a 10 TB plan for 10 euros a month
[22:14:02] <Tikky> so hubiC is the best in the field of cloud storage?
[22:14:34] <echeese> If there is an issue with having it in the manifest the compiler will generally complain anyways
[22:14:35] <Tikky> does hubiC also works like dropbox?
[22:15:22] <TEttinger> Tikky, the only reason I don't use it more is because I haven't run out of space on dropbox
[22:15:27] <IndiumIndeed> Hi, does anyone have Iphone 4? I am observing a stutter every few seconds in RoboVM. I am fairly confident that this happens in all the games that use Libgdx+RoboVM. I made a forum post: http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=15781&p=68180#p68180
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[22:16:30] <TEttinger> and yeah it's very close to dropbox, but without condoleezza rice on the board of directors
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[22:20:19] <[twisti]> im pretty happy with running my own owncloud server
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[22:20:32] <[twisti]> if you already have a linux server thats definitely somehting i recommend looking into
[22:21:21] <TEttinger> indeed, I just don't have a good place with a server
[22:22:57] <echeese> I'd like to figure out how to set up mail on my server
[22:22:59] <Tikky> TEttinger, yeah true, I dont think I will use original 5GB so yeah
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[22:23:08] <Tikky> but will definitly bookmark hubiC looks insane
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[22:24:11] <TEttinger> it would be good for someone needing backups of like... video editing
[22:24:59] <Tikky> true
[22:25:07] <Tikky> that 10TB plan is insane
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[22:26:08] <Xoppa> that what they said about gmail 10 years (and a few months) ago
[22:26:27] <Getterac7> uhhh... BackBlaze has unlimited storage for $5/mo.
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[22:27:15] <Getterac7> and they provide automated backup software for windows/mac.
[22:27:20] <TEttinger> oh cool
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[22:27:41] <TEttinger> yeah, this is less a backup thing than a multi-computer sync deal
[22:27:51] <TEttinger> backblaze you pay per-computer right?
[22:27:58] <Getterac7> no, i think it's per account?
[22:28:36] <Getterac7> oooh, it is per computer... interesting.
[22:28:47] <Getterac7> didn't realize there was that limitation.
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[22:31:21] <TEttinger> the 10 TB plan would make sense for like a whole office sharing everything
[22:31:54] <TEttinger> or even a school, whole class could share art with the art teacher
[22:32:08] <Getterac7> if you have an office, i feel like you'd probably have a server, which you could do it in-house at that point...
[22:32:19] <dotp> Hey guys! I have this weird issue. i made my rectangle follow the mouse. but when i set the camera y position to 1000 in the constructor i get this HUGE gap between the rectangle and the mouse. Why is this?
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[22:32:53] <Getterac7> dotp: bad math? hard to debug anything without code.... which you can post at http://pastebin.com
[22:33:45] <Xoppa> dotp, probably because your camera is 1000 meters away from you rectangle (and mouse)
[22:34:22] <dotp> Xoppa: how do i move the camera while the mouse still follows the rectangle properly?
[22:34:45] <Getterac7> unproject mouse coordinates using the camera...
[22:35:05] <echeese> How can I make scene2d scale based on density?
[22:35:12] <Xoppa> camera.position.set(x, y, z); that is unrelated to your rectangle
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[22:35:39] <Xoppa> echeese, use inches for the units?
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[22:35:49] <Getterac7> oh right, moving the camera... heh, didn't read that very well.
[22:35:59] <dotp> Xoppa: so wait. what is happening when im doing camera.position.y?
[22:36:22] <Xoppa> then you're reading the y component of the position of the camera
[22:37:07] <dotp> Xoppa: Its not the same thing as setting the y using camera.position.set(x,y,z)?
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[22:37:33] <Xoppa> no, if you want to set only the y value, you should use cam.position.y = newY;
[22:38:01] <dotp> Xoppa: yeah thats what i did and i got the huge gap
[22:38:17] <Xoppa> <Xoppa> dotp, probably because your camera is 1000 meters away from you rectangle (and mouse)
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[22:40:26] <Xoppa> ow, dotp, now i understand what you mean, set the y value of the position of the rectangle (relative) to the same y component of the y position of the camera
[22:40:42] <Xoppa> rect.y = cam.position.y = newY;
[22:41:19] <dotp> oh :o let me give that a try
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[22:42:05] <Xoppa> or for relative: float d = rect.y - cam.position.y; cam.position.y = newY; rect.y = d + newY;
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[22:56:11] <dotp> Xoppa: cant seem to figure it out. can you point me how to do it with what i have now? http://pastebin.com/4cUmT6e0 and this is my InputProcessor http://pastebin.com/qH702wgW
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[22:57:54] <InspiredNotion> dotp, it looks like your not updating the pointion, just setting the rectangle when inititally created , it think at first glance
[22:58:07] <InspiredNotion> pointio = position
[22:58:27] <InspiredNotion> lol ignore that :)
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[22:58:53] <dotp> InspiredNotion: rect1.setPosition(gameListener.mousePos.x, gameListener.mousePos.y); is this what u mean by updating position :o?
[22:59:21] <InspiredNotion> i can see it it the render.. ignore what i said
[23:00:41] <dotp> Im just confused why we would need to make the y value relative when the mouse and rectangle uses world coordinates
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[23:04:05] <InspiredNotion> im not sure what you are trying to acheive?
[23:06:21] <dotp> Well basically what i have achieved so far is when two rectangles overlap, it will output "collision" and both blocks turn red. But i noticed a problem. when i move my camera, it still follows the mouse, but has a gap and the more u move in the y direction. the larger the gap
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[23:18:32] <[twisti]> anyone got an answer for this ? i have the same question regarding meshes and multiple triangle fans
[23:19:16] <kalle_h_> dont use fans
[23:19:16] <[twisti]> triangle fans would allow me to have 60% less vertex data so thatd be pretty nice to have
[23:19:34] <kalle_h_> always use indexed triangles
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[23:19:49] <[twisti]> :(
[23:19:50] <kalle_h_> never dublicate vertices
[23:20:10] <kalle_h_> 60% less vertex data can't be right
[23:20:11] <[twisti]> sorry, i meant indices, not vertices
[23:20:24] <[twisti]> same amount of vertices
[23:21:00] <kalle_h_> I could bet that indexed triangles are at least as fast or faster than fans in about every realistic case
[23:21:22] <[twisti]> making an iso map with slopes so will draw lots of ☒
[23:21:35] <[twisti]> idk if you can see that, basically squares with an 'x' in them
[23:21:48] <[twisti]> 4 triangles = 12 indices, a strip = 5 indices
[23:21:59] <kalle_h_> but both are 4triangles
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[23:22:01] <kalle_h_> which matter
[23:22:16] <kalle_h_> and 4vertices which matter too
[23:22:21] <[twisti]> 5
[23:22:29] <[twisti]> they connect in the center
[23:22:36] <kalle_h_> I meant 5
[23:22:58] <kalle_h_> batching is far more important that optimizing tiny data amount
[23:23:03] <[twisti]> hey, you could do that with 4, though im not sure how the outcome from overlapping triangles would look ;)
[23:23:06] <kalle_h_> indices are usuallu 16bit anyway
[23:23:10] <[twisti]> alright
[23:23:45] <kalle_h_> how big your vertices are?
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[23:24:36] <[twisti]> i dont know yet
[23:24:41] <[twisti]> just getting started
[23:25:07] <[twisti]> probably not big, position, uv, normals, maybe colour
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[23:27:35] <kalle_h_> if you use float for those all then that is about 12+8+12+1 bytes
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[23:28:36] <[twisti]> seems about right
[23:28:39] <kalle_h_> so 31 bytes per vertex. 155 total. compare that to 14bytes that you could save by using different mode
[23:29:04] <kalle_h_> half vertex worth of data :)
[23:29:05] <[twisti]> that makes that 60% figure look very silly
[23:30:00] <Ventura> hello, can someone helps me knowing how works the FrameBuffer
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[23:30:43] <Ventura> My zoom camera is not fixed and I am getting problems using it with FrameBuffers :P
[23:34:11] <Ventura> I think I don't understand how works a framebuffer, I don't want to change my camera view when i work with the framebuffer, but i get a black screen
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[23:44:07] <Slijt> I have a question
[23:44:24] <Slijt> how can I move the camera smoothly between 2 targets?
[23:44:44] <Slijt> is there a simple way already integrated in it?
[23:44:57] <Slijt> Im using the ortho camera
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[23:46:09] <[twisti]> Slijt: 'smoothly' meaning transition ?
[23:46:27] <Slijt> yeah
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[23:46:34] <Slijt> I was thinking of lerping
[23:46:41] <[twisti]> add the universal tweening engine to your project, use that
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[23:48:47] <Slijt> hmm, I already have a custom camera, is it really nessecary to add the tween engine for it? :o
[23:49:08] <[twisti]> "i already have a car, do i really need a tshirt?"
[23:49:13] <[twisti]> a got nothing to do with b
[23:49:31] <[twisti]> the universal tweening engine is there to tween things from point a to point b
[23:49:41] <[twisti]> you wish to tween a thing from point a to point b
[23:49:50] <[twisti]> therefor it makes sense to use the universal tweening engine
[23:50:10] <[twisti]> that that thing is a camera is really neither here nor there
[23:50:16] <Slijt> yeah haha you are right
[23:50:36] <[twisti]> and its like 50kb
[23:51:43] <Xoppa> o.O
[23:52:43] <scape_> I noticed modelbuilder has createfrommesh where you supply vertices and indices, but it says it is deprecated. what is the suggestable method for building a mesh, for example from a terrain heightmap
[23:53:46] <kalle_h_> Mesh class has its own api
[23:55:00] <scape_> oh k
[23:55:26] <scape_> i'll take a closer look then, thanks
[23:55:53] <scape_> do you happen to have a link to a tut or example?
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[23:57:09] <Xoppa> scape_, what is it that you want to do?
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[23:57:26] <kalle_h_> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/Mesh.java
[23:57:28] <Xoppa> see also: https://github.com/libgdx/libgdx/wiki/ModelBuilder%2C-MeshBuilder-and-MeshPartBuilder
[23:57:36] <kalle_h_> scape_: source code. learn to read it
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[23:58:44] <kalle_h_> use one of the constructors, then setVertices and setIndices method
[23:59:24] <scape_> thx
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   August 6, 2014  
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