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[00:04:37] <[twisti]> wait
[00:04:43] <[twisti]> i actually do have a tutorial
[00:05:05] <[twisti]> https://github.com/mattdesl/lwjgl-basics/wiki/LibGDX-Meshes
[00:05:11] <[twisti]> only lesson 1 is done
[00:05:17] <[twisti]> but thats more than enough to see how mesh works
[00:05:18] <scape_> great thx
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[00:37:42] <Slijt> how would I use the tweening to continuosly follow an object?
[00:37:53] <s4ge> Guys...about Ashley...the ComponentMapper class were edited just 3 days ago on Github, I just ran gradlew yesterday but I still miss the ComponentMapper class...or is there another quick n dirty way to retrieve entity components?
[00:39:08] <mobidevelop> Use the snapshot
[00:39:21] <Ventura> when should i have to call batch.setProjection(camera.combined); ?
[00:39:37] <mobidevelop> 1.1.0-SNAPSHOT should be the Ashley version if you want ComponentMapper
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[00:40:39] <s4ge> Looks like I have to find out how to do that with gradle/gradlew :)
[00:40:47] <s4ge> Thanks so far!
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[00:41:25] <mobidevelop> In the root project build.gradle, find the Ashley entry and update the version number
[00:41:28] <s4ge> @Ventura Each time for batch rendering should reflect the project of the given camera...usally on each draw.
[00:41:39] <s4ge> *for = your
[00:41:55] <s4ge> *project = projection ...sorry
[00:42:07] <s4ge> thanks mobidevelop
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[00:44:45] <Ventura> ohh, ok, yes, It make sense now.. I really thought batch.setProjection(camera) and it had a camera inside so when i update the camera it get updated but I realized that I pass only the matrix in a copy way
[00:44:50] <[twisti]> anyone know what Vector3.tmp() used to do ?
[00:45:04] <[twisti]> i see it in some old code but its gone now so i cant look at what it used to do
[00:45:31] <Xoppa> it did return a temporary (shared) copy of the vector containing the same data
[00:45:58] <Xoppa> basically the same as cpy() but without the allocation
[00:46:00] <[twisti]> alright
[00:46:31] <Ventura> thanks s4ge
[00:46:41] <[twisti]> and .mul was just renamed to .scl, do i remember that right ?
[00:46:50] <s4ge> nvm Ventura
[00:46:50] <Xoppa> for scalar yes
[00:47:59] <Xoppa> v.tmp() would be the same as tmp.set(v)
[00:49:42] <[twisti]> that one i got without help ;)
[00:49:55] <s4ge> That akward moment when your realize that your code is never called because you never call it.
[00:49:58] <[twisti]> but i still have one issue, i get a strange thing that looks like clipping, let me take a picture
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[00:51:16] <[twisti]> i draw a proper triangle, but if i rotate my (ortho) cam, it looks like this
[00:51:16] <[twisti]> http://i.imgur.com/ZseUIs6.png
[00:51:31] <s4ge> Well, my first ahley implementation is running just fine. *happy*
[00:51:46] <[twisti]> its well within far and near
[00:52:09] <[twisti]> i dont understand why the corner gets cut off (and depending on rotating the whole thing vanishes)
[00:53:30] <Xoppa> me neither
[00:53:55] <[twisti]> damn, i had hoped that would be a common issue from some obvious mistake
[00:54:43] <Xoppa> ow, on line 117 you need to substract instead of multiply
[00:56:05] <[twisti]> :p
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[00:57:04] <[twisti]> my code is too messy to post anything, i figured i might get a response like 'did you forget to clear the blabla buffer'
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[00:57:33] <[twisti]> and i dont really DO anything yet that could actively produce that - i draw a square and position a camera, nothing else
[00:59:19] <Xoppa> well apparently you do
[01:00:16] <[twisti]> ill see about cutting it down to something pasteable
[01:01:48] <s4ge> mobidevelop, I rub my head. Let's say I have a MovementSystem and a RenderSystem. Both using the PositionComponent, so the Entities also share these ones. In my case, both systems are processing the same entities, but running their own iterations over them. Sounds like alot of overhead for nothing to me.
[01:02:28] <[twisti]> eugh
[01:02:35] <mobidevelop> s4ge: I myself don't use component systems
[01:02:36] <[twisti]> all the triangle tutorials still use GL10
[01:03:12] <s4ge> Oh. Sorry bothering you mobidevelop
[01:04:03] <mobidevelop> fwiw, I am of the same opinion that there is a lot of overhead in them but I can see their value in more complex things than I am used to
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[01:06:04] <[twisti]> is there no bloody default shaderprogram available anymore if i just want to make a small test case that renders a triangle ?
[01:06:12] <s4ge> Well yeah, that's true, but an overhead which doubles with each system that shares commom components...and for now, I can't see a senseful way to combine movement logic and render logic. Sure, I could just combine them in one System, but then I could combine all systems in one i guess.
[01:09:03] <s4ge> I just know Nvidias, which I don't like [twisti] ... but I remember that I just an open source shader program one day...maybe I can find it.
[01:09:23] <[twisti]> i ... what ?
[01:09:28] <[twisti]> i mean, like, in libgdx
[01:10:06] <s4ge> Well, I've never seen an engine that came with a tool like that.
[01:10:52] <Xoppa> o.O spritebatch and modelbatch has a default shader, if you dont want to use those, then you'll have to construct your own shader (which is very common since gles 2.0)
[01:10:57] <[twisti]> i think you are thinking of a different thing than what i mean
[01:11:07] <[twisti]> libgdx certainly has default shaders
[01:11:14] <[twisti]> sorry that was for s4ge
[01:11:40] <s4ge> Well right, got you wrong.
[01:12:10] <[twisti]> oh nice, the spritebatch shader is outside accessible
[01:12:14] <[twisti]> thats what i was looking for
[01:12:39] <s4ge> I fail to find some information to get and set the current tickrate of libgdx ... :(
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[01:14:57] <[twisti]> im just making it worse now
[01:15:05] <[twisti]> ill go to bed and give it another try tomorrow
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[01:17:46] <s4ge> mobidevelop, something more common where you maybe could help me. The delta time i have is around ~0.015993208 which is fine, but my objects still moving just 1 pixel a second.
[01:18:07] <s4ge> Omg...nvm...
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[01:18:54] <TrofSivart> hey all :)
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[01:19:54] <s4ge> Hi TrofSivart
[01:20:52] <Xoppa> o.O "pixel a second" sounds sophisticated
[01:21:33] <s4ge> cO ""pixel a second" sounds sophisticated" sounds ironic
[01:22:44] <TrofSivart> so, in general, do you guys recommend using scene2d for interactive hud elements (score, life, etc.)?
[01:22:46] <s4ge> Anyway, it's time to think about how I build a beautiful 2d "terrain" system. Any expierience in here? ;)
[01:22:58] <TrofSivart> I'm making a top-down action game
[01:23:02] <s4ge> TrofSivart, at least i would.
[01:23:51] <TrofSivart> Hmm any particular reason?
[01:24:42] <s4ge> Because the API is there, stable and easy to use?
[01:25:09] <s4ge> Maybe it's a question of how your UI should look and feel.
[01:25:14] <Xoppa> s4ge, sorry, i meant that literally, not ironic
[01:25:46] <s4ge> Hard to believe Xoppa ^^, but okay!
[01:26:05] <TrofSivart> Hm my worry is it conflicting with my established viewports and box2d s4ge
[01:26:27] <s4ge> Looks like I'm going to use some kind of texture blending technique, what a bummer that I have nearly no expierience with that.
[01:27:11] <s4ge> TrofSivart, scene2d can and will run completely separated on top of everything else and is also drawn as its own.
[01:27:27] <mobidevelop> Definitely use scene2d, even for gameplay.
[01:28:00] <mobidevelop> Wait. No. Especially for gameplay.
[01:28:03] <s4ge> I'm currently using scene2d for my UI, ashley for the game itself.
[01:28:27] <TrofSivart> s4ge im using ashley too, going to look more into scene2d now
[01:28:42] <TrofSivart> does box2d work with scene2d?
[01:29:10] <s4ge> I don't think that a UI should have physics, so why you ask?
[01:29:19] <s4ge> *an
[01:29:38] <TrofSivart> mobidevelop suggested using scene2d for gameplay
[01:29:43] <mobidevelop> UI should have physics, Apple says so.
[01:29:45] <s4ge> Well okay
[01:30:47] <mobidevelop> I only recommend scene2d for gameplay if you are making puzzle type game
[01:30:59] <TrofSivart> ah. that i am not mobidevelop
[01:31:09] <TrofSivart> my gameplay is more similar to a twin-stick shooter
[01:31:11] <mobidevelop> Like bejeweled and such
[01:31:12] <s4ge> Apple says so? https://lh6.googleusercontent.com/-rABWpWOxwbc/UEgcXs6fE9I/AAAAAAAApY4/13AlM8k1zSg/w800-h800/photo.jpg
[01:31:46] <TrofSivart> s4ge i'm using a mac so i take that personally
[01:31:55] <s4ge> Fine! :D
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[01:32:50] <TrofSivart> I used to hate macs before i got my macbook pro. i think if you're going for a desktop, pc is the only choice. if you're going for a laptop, macbook pros are one of the best. especially if you move around a lot. the macbook trackpad is the best i've ever used
[01:33:25] <mobidevelop> I never ever use the trackpad on my laptops
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[01:34:12] <Xoppa> what does "especially if you move around a lot" mean?
[01:34:31] <s4ge> Just used the pad of an ASUS Laptop. Gestures were the same as on a macbook, also in precision
[01:34:50] <s4ge> Coding while jogging i guess :P
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[01:37:38] <TrofSivart> Xoppa meaning not using the laptop at the same place every day. long battery life, pretty lightweight, good trackpad (if you dont want to bother bringing a mouse around)
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[01:38:42] <TrofSivart> they are very expensive though
[01:39:01] <TrofSivart> I got mine refurbished and it still put me back $1000
[01:40:51] <Foxish> Arrr people need to stop making changes to Ashley xD
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[01:43:15] <s4ge> Foxish, i'm glad that I used it the first time today ;)
[01:43:55] <Foxish> I've been using it four hours and every time I refresh my dependencies things break haha, it's really great to be honest I love being on the bleeding edge of something so awesome.
[01:44:55] <mobidevelop> There have been no changes to Ashley
[01:45:04] <mobidevelop> Sorry, 1
[01:45:36] <Foxish> Looks like it's moving away from it's intmap implementation
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[01:45:41] <s4ge> I've just read the following article about texture blending(maps). http://www.organicvectory.com/index.php?option=com_content&view=article&id=68:blend-mapping&catid=41:shaders&Itemid=78 does this reflect todays techniques? Anyone knows better articles?
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[01:57:55] <TrofSivart> Anyone using ashley 1.1.0?
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[02:04:23] <s4ge> TrofSivart, yes I do
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[02:06:47] <Foxish> I am TrofSivart
[02:07:02] <TrofSivart> are you using gradle to manage that lib? gradles doesn't seem to recognize ashley 1.0.2 or ashley 1.1.0
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[02:09:12] <Foxish> Yeah TrofSivart
[02:09:15] <Foxish> sec
[02:09:31] <Foxish> compile "com.badlogicgames.ashley:ashley:1.1.0-SNAPSHOT"
[02:09:39] <Foxish> in core and desktop
[02:09:53] <Foxish> then compile "com.badlogicgames.ashley:ashley:1.1.0-SNAPSHOT:sources" in html
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[02:11:05] <TrofSivart> great, thanks
[02:11:18] <TrofSivart> Is that mentioned anywhere? or did you just figure that out yourself?
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[02:12:23] <Foxish> Err there was a chap on here earlier who pointed me to it :)
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[02:15:13] <TrofSivart> ah, seems like a lot of change? component mapper seems interesting
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[02:15:35] <TrofSivart> Think it's worth upgrading right now or waiting till it's settled a bit more?
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[02:48:49] <Foxish> grr stupid screen stuttering
[02:49:06] <mobidevelop> !
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[02:51:27] <Foxish> I get these tiny little 1 pixel lines between my tiles randomly
[02:51:33] <Foxish> when scrolling
[02:53:20] <Foxish> hmm, a problem for tomorrow. bight guys x
[02:53:25] <Foxish> night*
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[04:07:49] <dotp> Hey guys! I was here earlier and i wasnt able to solve my camera problem. Maybe someone currently active can quickly help me out. Basically at the moment i have a rectangle following my mouse everything works great but when i move the camera the rectangle will move away from the mouse based on how much ive moved the camera. How do i fix this?
[04:10:34] <dotp> anyone :$?
[04:14:09] <dotp> http://badlogicgames.com/forum/viewtopic.php?f=11&t=12961 --- Someone with my exact issue but no solution
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[05:24:33] <isdera> so I tried this "modelbatch = new ModelBatch(Gdx.files.internal("shaders/shadowmap-vert.glsl"), Gdx.files.internal("shaders/shadowmap-frag.glsl"));" and all my 3d stuff is just black now. ;/
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[05:39:09] <TEttinger> dotp: move the rectangle too. moving the camera means you're looking at a different area, and you would need to "move in lockstep with" the camera's movement to keep them together
[05:39:35] <TEttinger> the difference between watching a parade and marching with the parade
[05:40:09] <TEttinger> if the front of the parade is the camera and the watcher or marcher is the rectangle
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[05:58:23] <ofmn> HEYYYYYYYYYY :) Does anyone know of any methods to detect which side of a rectangle was collided with? cant find any for libgdx
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[06:03:38] <TEttinger> technically you could make each wall its own body, and if you collide with one or more you can easily tell. but there's probably a better way
[06:05:16] <ofmn> TEttinger: nothing as simple as rectangle.intersects()?
[06:05:53] <TEttinger> I don't use box2d, the channel is oddly sleepy now
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[06:06:33] <ofmn> TEttinger: nono that is from java.awt. the intersects method
[06:07:02] <TEttinger> oh, then you should look at box2d for collision stuff
[06:07:19] <TEttinger> should be able to work in real-time with lots of bodies, unlike awt :P
[06:07:27] <TEttinger> it's bundled with libgdx
[06:08:13] <ofmn> TEttinger: is there a way without using box2D?
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[06:08:38] <TEttinger> I don't know, my games don't even have collision
[06:15:41] <cobolfoo> calculate the distance between the centers of your rectangles
[06:15:48] <cobolfoo> then use the signs to determine which side touched
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[06:19:58] <cobolfoo> if you feel even lazier you can calculate the distance between each side to the center of the touching rectangle, you will need to do 4 checks per rectangle
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[07:02:03] <rudedogg> I'm just getting started, and having a hard time choosing how to handle different screens, etc. I've been looking at the viewports and am trying to choose a method (viewport)
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[07:03:48] <rudedogg> I was thinking of designing everything as 2560,1440 pixels, and using FitViewport to scale/shrink it while keeping the aspect ratio. Any opinions on that approach?
[07:04:52] <notostraca> only downside I can think of is having small things like icons on the 2560x1440 screen will shrink to impossible sizes on netbooks or small laptops
[07:07:08] <notostraca> you also can't count on anything being pixel-perfect, which is fine for 3d and high-resolution 2d art
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[07:08:34] <rudedogg> hmm yeah. This is hard, and I can't really find a good answer :| I was hoping to use smaller pixelish art since my skills aren't great in that area
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[07:15:10] <cackling_ladies> rudedogg have you considered making multiple size?
[07:15:20] <cackling_ladies> like err, manual mipmap
[07:16:22] <rudedogg> Hmm no I hadn't, reading about it now
[07:17:33] <notostraca> I'm working on art for my general-purpose game art collection now. it's similarly pixely, but because I'm rendering 3d voxels as pixels, I have some good flexibility.
[07:17:43] <notostraca> http://tommyettinger.github.io/home/PixVoxel/ here I added the more detailed ones below
[07:18:06] <cackling_ladies> notostraca everything end up as pixels anyway :)
[07:18:23] <notostraca> exactly, but this way I know where they'll be
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[07:22:39] <rudedogg> notostraca, that's awesome :)
[07:23:25] <notostraca> rudedogg, heh, the explosions are better, but I haven't made those detailed yet
[07:23:39] <notostraca> http://tommyettinger.github.io/IsoVoxel/tall/Explosions.html
[07:24:40] <rudedogg> :D That style is great
[07:25:25] <notostraca> I'm hoping to eventually have enough to give an alternative to stuff like Oryx for indie games
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[07:26:36] <notostraca> but yeah rudedogg, if you need pixel art on the cheap, oryx is still a bargain for now
[07:27:31] <rudedogg> I hadn't seen it, and I've done a lot of searching for 2d assets to buy. Thanks
[07:27:34] <notostraca> http://oryxdesignlab.com/sprites/16-bit-fantasy-sprite-set there's others for horror and scifi
[07:27:48] <notostraca> also, game-icons is great and free
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[07:29:54] <notostraca> some downsides to oryx right now -- you aren't allowed to check in the files to something like github where the full set is public. a lot of people have already used oryx and it will feel like another Realm of the Mad God. limited animations.
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[08:02:36] <SudsDev> When I create a libgdx FBO with a depth enabled, how do I access the depth attachment in my shader? I cant even find a spot in the code for the FBO class where I could access the depth handle to make my own texture.
[08:03:42] <SudsDev> or, actually, a simpler solution to my problem; when I create an FBO and pass true as the hasDepth parameter to the constructor, does that do _anything_? I can't seem to get 3D geometry drawn into an FBO to perform any sort of depth testing.
[08:04:26] <SudsDev> I see in the FBO class code there that when hasDepth is true, it creates the appropriate render buffer. but then there's no reference to it after that. none in bind, or begin
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[08:07:01] <notostraca> cackling_ladies: you were dealing with depth right? I don't know how to help SudsDev
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[08:07:53] <cackling_ladies> I dont know what FBO is I'm afraid
[08:09:13] <cackling_ladies> but your shader's position vec is refered to as ShaderProgram.POSITION_ATTRIBUTE in libgdx
[08:09:30] <cackling_ladies> and z is the 3rd value if it's a vec3 or vec4
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[08:11:57] <SudsDev> lol. thanks. :-)
[08:13:02] <milligan> I'm going to write a little multiplayer game. (At least I like to think I am). Is there any point in wrapping the server in a libgdx project as well as the client, or can I write the server barebone and just include essentials like i.e KryoNET?
[08:13:30] <SudsDev> so here is all my FBO relevant code. the Gdx.gl calls are all just random engineering. None of it seems to have _any_ affect on what is being rendered. What is being rendered, is my model as expected, except without depth testing. its just drawing first to last. http://pastie.org/9452144
[08:14:29] <SudsDev> milligan: Depends on whether or not you want to use libgdx's other facilities, like the packaged physics, or math helpers (vector and matrix classes, etc)
[08:16:20] <milligan> Hm .. by the top of my head I'm thinking I won't need them. Standard 2d game, and not going to need any physics etc.. but then again, maybe I should just wrap it just in case .. guess it wouldn't hurt.
[08:18:01] <notostraca> milligan: there's a libgdx headless backend for servers
[08:18:26] <SudsDev> ^^ Learned something new. Thats awesome.
[08:18:26] <notostraca> so you can have the libgdx math stuff and related utilities the same on both sides
[08:18:41] <milligan> Nice - I will take a look at that :)
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[08:19:32] <mk1> SudsDev: maybe the depth compare function isn't set?
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[08:21:01] <SudsDev> Gdx.gl.glDepthFunc(GL20.GL_LEQUAL); doesn't help. I swapped out the LEQUAL with all the valid values, just to be sure
[08:21:28] <SudsDev> i'm open to _any_ suggestions though. I feel like i've tried everything in the last five hours.
[08:22:16] <notostraca> where's Xoppa when you need him
[08:22:28] <SudsDev> I'm about to start writing my own FBO class. lol, the whole reason I decided to use libgdx was so that I didn't have to do this sort of stuff again. :-)
[08:22:39] <mk1> what's with the render context? I've never used one with framebuffers
[08:23:39] <notostraca> what does http://pastie.org/9452144#10 do?
[08:23:39] <SudsDev> i use it with rendering the model inside the FBO. the model and the picker are both customised to share a render context. that *may* yet be the issue.
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[08:24:30] <SudsDev> its like glClearColor, it sets the value that glClear uses to replace everything
[08:24:59] <SudsDev> it was just an attempt at getting this working. i've tried not using it, as well as using with values 1.0f, and 0.0f
[08:25:10] <notostraca> glClearDepthF does that?
[08:25:28] <SudsDev> "Specifies the depth value used when the depth buffer is cleared. The initial value is 1."
[08:25:48] <SudsDev> ^^ from the gl spec at khronos
[08:25:53] <notostraca> ok
[08:34:51] <milligan> Out of curiosity, are you guys making any games that are "out there" ? I.e that I can see some screenshots of? :)
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[08:36:03] <notostraca> https://www.youtube.com/watch?v=TsINKFmEKJA milligan
[08:36:07] <Babar> Hello
[08:36:16] <Babar> Its been two days
[08:36:49] <Babar> i have been trying to adjust the bullets with the gun barrel when the gun is rotated
[08:37:20] <notostraca> ouch
[08:37:25] <Babar> mk1 suggested me this http://www.raywenderlich.com/35866/trigonometry-for-game-programming-part-1 great tutorial
[08:37:30] <notostraca> yeah
[08:37:39] <Babar> which help me understand some basic math like cos sin tan
[08:37:43] <Babar> mk1 thanks
[08:38:01] <Babar> i have tried to apply this to my android(java) code
[08:38:06] <Babar> but still no luck
[08:38:20] <Babar> Code
[08:38:22] <Babar> float barrelXOffset = pistolRectangle.x + 128 - 60; float barrelYOffset = pistolRectangle.height - 10; float theta = (float) Math.toRadians(pistolSprite.getRotation());
[08:38:25] <mk1> now I'm willing to help you :)
[08:38:28] <notostraca> paaaastebin!
[08:38:31] <Babar> bullet.bulletRectangle.x = barrelXOffset * MathUtils.sin(theta); bullet.bulletRectangle.y = barrelYOffset * MathUtils.cos(theta);
[08:38:37] <Babar> mk1 :)
[08:38:39] <notostraca> www.pastebin.com
[08:39:02] <mk1> uhm... offset...
[08:39:16] <mk1> nope. Babar, pm
[08:39:18] <Babar> you can see that i'm calculating offset here
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[08:46:11] <milligan> notostraca, nice :) How long has that been on the dev bench ?
[08:46:26] <notostraca> about 8 weeks
[08:47:19] <notostraca> I'm working on making the graphics generation more accessible for other peoples' games
[08:47:41] <notostraca> (I'm kinda tired of people having great games with bad art)
[08:48:14] <notostraca> in particular roguelikes, which are often text-based by necessity
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[08:51:56] <mk1> notostraca: TEttinger?
[08:52:05] <notostraca> yes
[08:52:17] <notostraca> sorry, must have netsplit
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[08:52:46] <mk1> :)
[08:53:07] <TEttinger> freenode's been having serious issues with that lately, thanks NSA
[08:54:22] <milligan> TEttinger, I wrote this thing ages ago, https://www.youtube.com/watch?v=dsrqooUhLjY . Wrote it using Slick2D. That's two players being controlled by individual players at different locations. Was working pretty nicely. Then I signed up a second developer that wanted to help out. He messed up all my code and I lost interest,hehe. I'm trying to spark my enthusiasm again :P
[08:55:22] <TEttinger> nice effects!
[08:56:40] <TEttinger> networking's a constant pain for me when I try to program games with it. I'm glad you got something working so smoothly!
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[09:14:16] <milligan> I was pretty happy with how it was working :) Was probably just luck though, because I did nothing special to make it work,hehe.
[09:14:38] <milligan> I implemented some algorithm that only shipped network info to relevant people etc so lighten traffic . . but that was it.
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[09:15:37] <milligan> if you pay close attention to it, you can even see blood effects on the green character, from being meleed ;)
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[09:35:47] <TEttinger> milligan, I didn't have some HD setting on youtube
[09:37:05] <milligan> TEttinger, hehe. The effect was only minimal. Hard to see in the video.
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[09:37:44] <ShivanHunter> can there be multiple active InputProcessors? I'd like to put movement crap in Mob but later on when I'm doing UI stuff I'll put that in a Screen
[09:37:52] <ShivanHunter> or wait
[09:38:00] <TEttinger> it's interesting how being technically able to add more detail to my voxel models does not translate to quality -- any 1-voxel studs look weird when downsampled, and 2x2x2 voxel studs look silly. so I added bulls horns to my big gun tank-like artillery, makes sense for a mostly defensive piece to have decorations http://tommyettinger.github.io/home/PixVoxel/
[09:38:16] <ShivanHunter> the Mob class can change the active InputProcessor to the Screen when I need to and vice versa so nvm
[09:38:46] <TEttinger> ShivanHunter, you can also use InputMultiplexer, which is how you usually handle UI stuff
[09:39:08] <TEttinger> that would let you handle UI first, and if the UI didn't resolve it, it goes to the game
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[09:39:16] <ShivanHunter> thx, I'll look that up (haven't done much with UI stuff at all in LibGDX)
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[09:39:34] <TEttinger> it's under the events stuff for input on the wiki
[09:40:15] <milligan> TEttinger, oh nice - you generate those graphics? I thought they were sprites :)
[09:40:46] <TEttinger> heh they kinda are. they're renders of voxels to look like hand-made pixel art
[09:41:30] <TEttinger> libgdx's atlases have been so handy for this
[09:42:06] <TEttinger> at one point I considered switching to MonoGame when libgdx + C# wasn't working on linux (it never will AGH), but monogame has no atlas implementation
[09:44:41] <milligan> never heard of monogame :P I'm doing libgdx for cross platform myself. Full time linux user, so need something that works.
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[09:46:43] <TEttinger> yeah I was blown away by how easily libgdx (when used as intended, not with a hack to get C# working) can port to all the desktops and android in a snap
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[09:47:19] <milligan> How's the IOS integration? I only ever deployed to desktop .. didn't try android or ios ..
[09:48:20] <TEttinger> iOS needs a mac to do any releases. thanks apple
[09:48:29] <milligan> f that.
[09:48:42] <milligan> I'll just make my game so awesome people ditch their mac to play it.
[09:48:44] <milligan> arf arf.
[09:48:50] <TEttinger> android was so easy though, I haven't tried the store but the apk works easily
[09:49:03] <milligan> That's brilliant :)
[09:49:20] <milligan> Probably some process with getting packages signed etc.. but that's a one time thing, isn't it ?
[09:53:09] <TEttinger> yeah, libgdx is excellent for android
[09:53:36] <TEttinger> the only issue I had was with my buttons being too small to press on a phone's high-dpi screen
[09:54:04] <TEttinger> my click based interface became a touch based one with no code changes
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[10:00:02] <milligan> nice
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[10:43:50] <workerbee> Recently i get this error on ios: Error reading pack file: textures/lullaby.pack
[10:43:51] <workerbee> 1012,1018 is not a constant in com.badlogic.gdx.graphics.Pixmap$Format
[10:44:15] <workerbee> i didn't had this error before and it works on every other platform
[10:44:33] <workerbee> someone has a clue of what it could be?
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[11:16:36] <TEttinger> workerbee, I've had simlar errors.
[11:17:08] <TEttinger> it sometimes happens if ProGuard removes the Pixmap$Format enum
[11:17:20] <TEttinger> proguard likes killing enums
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[11:30:49] <SudsDev> I made a forum post about the issue I was having earlier. I still can't crack it. http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=15797&p=68255
[11:32:16] <[twisti]> i get this buggy cut off quad: http://i.imgur.com/AbWsfNF.png?1
[11:32:29] <[twisti]> from this code: http://pastebin.com/XywcC03R and http://pastebin.com/GZCBFq3W
[11:32:38] <[twisti]> anyone got any idea what the issue might be ?
[11:37:40] <SudsDev> Your centre vertex has a third value of 1. Is that deliberate?
[11:38:27] <[twisti]> yes
[11:38:36] <[twisti]> but it doess affect the issue
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[11:43:04] <Slijt> is it possible to completely pause a stage?
[11:43:10] <Slijt> and then resume it so to speak
[11:43:28] <Slijt> or something along those lines
[11:43:36] <Tomski> You could stop acting it
[11:44:29] <Tomski> [twisti]: how does it effect does it have?
[11:44:45] <[twisti]> whu?
[11:44:50] <[twisti]> oooh
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[11:44:56] <[twisti]> sorry, typo, 'doesnt'
[11:45:00] <Tomski> Ah, thought so
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[11:45:19] <[twisti]> changing it to 0 obviously changes the geometry but not the problem
[11:46:01] <[twisti]> looks like http://i.imgur.com/OKx28JR.png?1 instead of http://i.imgur.com/AbWsfNF.png?1
[11:46:06] <Tomski> Any particular reason you are using 5 verts?
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[11:46:42] <[twisti]> yes, the eventual goal is an iso map with slopes, and the center vertice lets me make slopes that arent ... i forgot the word, polygons without a planaer surface
[11:46:46] <Tomski> kk
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[11:48:23] <InspiredNotion> Hello
[11:48:47] <[twisti]> if i use the commented out camera position and destination, it draws a proper square, so i dont think the drawing is the problem
[11:49:24] <[twisti]> hi InspiredNotion
[11:49:41] <Tomski> [twisti]: did you pastebin where you are manipulating the camera?
[11:49:56] <[twisti]> im not manipulating it at all currently
[11:50:22] <Tomski> Oh you just set them in resize?
[11:50:25] <Babar> mk1
[11:50:32] <[twisti]> i have some admittedly nasty code to manipulate the camera, but i removed all that and just hard coded those values in to narrow the problem down
[11:50:34] <Babar> mk1 here?
[11:50:35] <[twisti]> yeah
[11:50:46] <Tomski> So if you leave them be, all is good?
[11:51:01] <SudsDev> [twisti]: made your near plane smaller and your far plane larger?
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[11:51:20] <[twisti]> if i leave them like they are now, they look like that. if i leave them to the 'clean', commented out values, it looks good
[11:51:45] <[twisti]> SudsDev: let me try, but the cam is at -50 and the square at 0,0, so 1-100 should be far from clipping anything
[11:52:32] <[twisti]> wtf
[11:52:37] <SudsDev> yeah. but you go 100 away from the centre of the quad, don't you? Looking at it from an obscure angle, maybe that corner is sheared off?
[11:52:38] <[twisti]> setting far to 1000 fixes it
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[11:52:51] <[twisti]> no, im only 50 away from the center
[11:53:20] <SudsDev> oh yeah. you're right.
[11:53:26] <[twisti]> cam.position.set(-1.7101442f, -7.875164f, -49.349674f); and the center is 0,0,0
[11:53:42] <[twisti]> oh, i think i get it
[11:53:54] <[twisti]> the size of the quad is pretty big
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[11:54:01] <[twisti]> 100x100
[11:54:12] <SudsDev> ya
[11:54:14] <[twisti]> so the corners move out the sides of the view frustrum
[11:54:18] <Babar> Hello
[11:54:27] <SudsDev> especially at obscure viewing angles.
[11:54:34] <[twisti]> thanks for the tip, i would have never considered that
[11:54:44] <SudsDev> no problemo
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[11:55:05] <SudsDev> hello Babar.
[11:55:13] <Babar> I'm trying to align bullets with my gun so that they came out exactly from the barrel tip when barrel is ROTATED!
[11:55:20] <Babar> mk1 has helped alot
[11:55:29] <Babar> but i think he is busy now
[11:55:40] <Babar> float pistolSpriteLength = (float) Math.sqrt((pistolRectangle.width * pistolRectangle.width) + (pistolRectangle.height * pistolRectangle.height));
[11:55:40] <Babar>
[11:55:40] <Babar> bullet.bulletRectangle.x = (pistolRectangle.x + pistolRectangle.width - 60) + (MathUtils.cos(theta) * pistolSpriteLength);
[11:55:40] <Babar> bullet.bulletRectangle.y = (pistolRectangle.y + pistolRectangle.height - 10) + (MathUtils.sin(theta) * pistolSpriteLength);
[11:55:52] <Tomski> Use pastebin if you want to show code
[11:56:02] <Babar> I have applied pythagorous to find out the length of the sprite
[11:56:11] <Babar> how to use?
[11:56:18] <Tomski> go to www.pastebin.com
[11:56:33] <Tomski> Paste code, and share the link
[11:56:43] <SudsDev> something to the effect of bullet.rotate(same angle as barrel), bullet.translate(length of barrel)
[11:57:25] <SudsDev> i'm unfamiliar with 2D stuff, so i'll leave that to you to try to translate into your available tools
[11:57:55] <Babar> https://paste.ee/p/qXRE3
[11:58:08] <Babar> translation working perfect
[11:58:14] <Babar> i'm using cos and sin
[11:58:26] <Babar> to adjust the intial x and y position of the bullet
[11:58:34] <Babar> otherwise everything working perfect
[11:58:50] <Babar> bullets are going at perfect angles
[11:59:14] <Babar> Tomski
[11:59:22] <Babar> Tomski https://paste.ee/p/qXRE3
[11:59:26] <Babar> you can check it now
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[12:00:02] <Tomski> So the bullets are positioned correctly when they are fired?
[12:00:03] <Babar> its been two days with no luck
[12:00:06] <Tomski> They are just at the wrong angle?
[12:00:12] <Babar> yeah at start Tomski
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[12:00:40] <Tomski> What do you mean at start?
[12:00:48] <Babar> Tomski even i rotate the sprite the bullets still comming out at the same position
[12:00:56] <Babar> i want to adjust it with the barrel/
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[12:01:32] <Babar> pistolRectangle.x + pistolRectangle.width - 60
[12:01:42] <Babar> here i'm calculating the xOffset
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[12:02:45] <HunterD> hi! which version of bullet does libgdx use?
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[12:04:00] <SudsDev> HunterD: my libgdx 1.2.0 uses bullet 1.2.0
[12:04:28] <SudsDev> or, i guess more accurately, gdx-bullet-1.2.0.jar
[12:04:42] <HunterD> I see, thank you
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[12:05:32] <HunterD> so it is a wrapper version of 1.2.0 around a version of bullet ?
[12:05:51] <Babar> Any help?
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[12:06:08] <Tomski> HunterD: yes
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[12:06:25] <Tomski> Not sure which version of Bullet though
[12:06:45] <Tikky> is shapeRenderer gona work fine when I run my game on phone?
[12:06:49] <HunterD> Tomski: was just curious, thank you
[12:07:53] <Tomski> Babar: probably easiest to use a vector2 to define the position of the end of barrel and rotate the vector
[12:09:47] <Babar> Tomski actually i don't have experience working with vector2 also i'm new to game dev + libgdx
[12:09:55] <Babar> did a few tutorials
[12:10:25] <Babar> now i get everything working without vector2 so i prefer if so help this way
[12:10:38] <Tomski> Well its the same either way
[12:11:14] <Babar> have you looked at my code?
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[12:11:30] <Babar> does it seems right in term of offset calculation>
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[12:12:06] <Babar> http://www.raywenderlich.com/35866/trigonometry-for-game-programming-part-1
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[12:12:21] <Babar> followed this to get basics know how of game trignometry
[12:12:40] <Tomski> Rotating x around angle theta should be
[12:13:00] <Tomski> x = x * cos(theta) - y * sin(theta)
[12:13:52] <Babar> can you explain a little which formula is this
[12:14:00] <Babar> got confused ?
[12:14:03] <Ade> Hi guys, i have problem with json deserialization of object in html5 version. I added the object in gwt.xml def and i still can't get it working. Any ideas, tips? I would appreciate anything because i lost all night with this with no success
[12:14:05] <Tomski> Its just basic trig
[12:14:20] <lucrus> hello
[12:14:23] <Babar> why cos - sin?
[12:14:26] <Babar> which formula?
[12:14:46] <SudsDev> Tomski: Do you know how to enable depth testing for 3D geometry being drawn into a libgdx framebuffer? Code and such in the forum post: http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=15797
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[12:17:03] <Babar> Tomski/
[12:17:04] <Tomski> Babar: do you know basic trigonometry?
[12:17:06] <Babar> Tomski?
[12:17:08] <Babar> Yes
[12:17:20] <Babar> what i see from this x = x * cos(theta) - y * sin(theta)
[12:17:50] <Babar> you are minusing sin formula from cos formula
[12:18:08] <Babar> oh sorry no
[12:18:49] <Babar> can you please explain this minus cos(theta) - y * sin(theta)
[12:19:38] <Babar> the cos formula is understandable for x (adjacent) calculation
[12:20:14] <Tomski> Beacuse the y component is important too
[12:20:27] <Babar> bullet.bulletRectangle.y = (pistolRectangle.y + 1) + (MathUtils.sin(theta) * pistolSpriteLength);
[12:20:37] <Babar> i'm calculating it seperate!
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[12:20:46] <Tomski> You cant decouple them
[12:20:53] <s4ge> Hey all
[12:20:57] <Tomski> ello
[12:20:58] <Babar> decouple?
[12:21:00] <InspiredNotion> hi
[12:21:06] <Tomski> Separate
[12:21:30] <Babar> Tomski sorry
[12:21:36] <Babar> really not getting
[12:22:36] <Babar> in your formula how come i multiply x with cos when i'm finding X?
[12:22:48] <lucrus> can you see any reason why the Json.toJson() method does not add the "class:com.example..." thing to the generated string?
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[12:25:57] <Tikky> why are circles drawn with shapeRenderer soo rough?
[12:26:34] <Tomski> Up the segment value
[12:27:40] <Ade> Anyone here with some HTML5 / json experience that has time to answer few questions??
[12:27:59] <FightingCat> Anybody can tell me why btRigidBody get stuck once it stops moving?
[12:30:11] <FightingCat> I'm using applyCentralImpulse to get the rigidbody move, but once it stopped moving, applyCentralImpulse doesn't work anymore.
[12:32:18] <Tomski> Babar: sent you a pm
[12:32:31] <Tomski> SudsDev: nice gpu
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[12:33:13] <SudsDev> thanks. Wasn't worth the money it cost though. I should have gone with two 680's instead at the time.
[12:34:02] <Tomski> You run anything crazy?
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[12:34:54] <SudsDev> depends on what crazy is. lol. i dont run much of anything anymore. but i was running a minecraft server for a few years.
[12:35:20] <[twisti]> Tikky: its pretty trivial to draw beautiful circles with your own shader
[12:35:44] <Tikky> I should go for drawing textures right?
[12:35:53] <Tomski> SudsDev: glEnable(GL20.GL_DEPTH_TEST) should do it afaik
[12:36:05] <[twisti]> Tikky: depends on what youre trying to do
[12:36:09] <noooone> anyone really good with Java generics? I cannot get this to compile: https://gist.github.com/nooone/a29f8bdfb8e86e6ed78a
[12:36:15] <Tikky> perfect looking circles :S
[12:36:21] <[twisti]> if its part of the UI and always the same size, a texture might be the best way
[12:36:22] <Tomski> But I see you tried that
[12:36:34] <[twisti]> if you have need for variable size and thickness, go with a shader
[12:36:35] <SudsDev> Tomski: thats a shame. It definitely doesn't do the trick. :-/
[12:36:43] <Tomski> SudsDev: posting a self contained application to test would be good though
[12:36:48] <Tikky> they are gona be prrety much always the same size yeah
[12:37:17] <SudsDev> alright, i'll distill it down and edit the post.
[12:37:28] <[twisti]> noooone: you might have more luck with that kind of question in ##java
[12:37:33] <[twisti]> just dont tell them its android related
[12:37:53] <[twisti]> Tikky: then a texture might be the easiest way for you
[12:38:23] <noooone> #java is invitation only?
[12:38:28] <[twisti]> ##java
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[12:38:40] <noooone> ah...
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[12:39:07] <Babarr> ?
[12:39:15] <[twisti]> ## for unofficial channels on freenode, # for official ones
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[12:39:36] <noooone> how do I join unofficial channels? It doesn't work
[12:39:46] <[twisti]> yes it does
[12:39:48] <[twisti]> /join ##java
[12:39:49] <[twisti]> done
[12:40:07] <noooone> that's what I did... maybe it's a problem with kiwiirc
[12:40:19] <[twisti]> must be then, because that works fine for me
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[12:40:30] <[twisti]> maybe use mibbit or something
[12:40:52] <FightingCat> i'm getting sick of bullet T_T
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[12:41:56] <kaykay> babarr how old are u
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[12:44:39] <noooone> mibbit doesn'T even know freenode
[12:46:22] <pmartino> anyone else get depressed coding
[12:46:25] <pmartino> :|
[12:46:36] <noooone> ah, I need to be registed to join that channel...
[12:46:57] <TheChubu> no! never!
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[12:47:08] <InspiredNotion> pmartino: your in the the wrong job..
[12:47:11] <TheChubu> except when i discover something i want to use uses maven
[12:47:16] <TheChubu> then i do get depressed
[12:47:30] <pmartino> i could be but im already 3 years into it
[12:47:50] <TheChubu> and...?
[12:47:51] <InspiredNotion> doesn't matter be happy now or your wasting your life
[12:47:59] <TheChubu> what sort of excuse is that?
[12:48:11] <FightingCat> I do...
[12:48:17] <pmartino> ok this is not the right place to vent lol
[12:48:25] <InspiredNotion> nope
[12:48:50] <TheChubu> it depends of the kind of venting
[12:49:11] <TheChubu> somebody using libgdx Bullet bindings?
[12:49:18] <TheChubu> it looks kinda straightforward
[12:49:26] <TheChubu> besides ByteBuffer management of course.
[12:49:29] <FightingCat> I'm a newbie, feel hopeless T_T
[12:49:50] <TheChubu> oh don't worry. you get used to be hopeless.
[12:49:52] <FightingCat> I'm fighting with bullet...
[12:50:02] <TheChubu> its programming, you're always hopeless.
[12:50:20] <FightingCat> indeed...
[12:52:05] <c0ke> So my game is using a tile grid based movement system and Ashley to handle everything
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[12:52:25] <c0ke> I'm unsure how to approach getting the movement animations implemented
[12:52:36] <c0ke> The easiest way would be to tack the logic into the TileMovement system
[12:52:56] <c0ke> But part of me feels like I should have a system dedicated to managing it
[12:53:57] <InspiredNotion> c0ke: have you looked at some of the tutorials on youtube.. there is some stuff on animating tilemaps, might help
[12:53:59] <TheChubu> talking about Ashley, i'm trying to run the "revamped" spaceship warriors demo on my own fork of Artemis. kinda annoying when i remove delayed entity system whereas artemis-odb guys kept it.
[12:54:07] <FightingCat> What really made me feel hopeless is language, there are so many gems in the internet, but I can't understand that without google translate...
[12:54:08] <TheChubu> i have to recreate it >.<
[12:54:22] <c0ke> I've had a look about InspiredNotion, but nothing that really fits my dilemma.
[12:55:00] <c0ke> I have my entities gliding from tile to tile nicely, it's a case of managing the frame to show at what point of the transition. I could do it based on the offset (which is the easiest), but I feel like it's the wrong thing to do
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[12:55:45] <c0ke> If I do it based on the offset then it will work for all speeds of movement, the code is just a bit... procedural. If moving left, then if offset is this show this frame, else if offset is this show this frame, else blah. You get the picture :P
[12:56:03] <TheChubu> if else chains
[12:56:07] <TheChubu> fucking hate if else chains
[12:56:29] <c0ke> Yeah. I might implement it like this just for the hell of it for the time being as it's the easiest way of doing it
[12:58:11] <s4ge> Sounds like someone is searching for the right equation
[12:58:35] <c0ke> My brain tells me I should have a separate system. In fact, as the entity has it's rendered position and it's tile position as components, it has everything I need to just put the movementanimation into it's own system, what am I worrying about
[12:58:44] <c0ke> Rubber duck debugging at it's finest, thanks for listening guys :P
[12:59:18] <matthewt> you're welcome
[13:01:10] <s4ge> I'm asking myself right now where I should put my keyboard/mouse controllers
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[13:01:33] <s4ge> Since i plan to design a serializable hotkey map
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[13:02:56] <TheChubu> what i got defined is input devices. look input device (movement deltas) and button input device (key presses)
[13:03:00] <TheChubu> pair that with a mapping
[13:03:05] <TheChubu> then serialize the mapping
[13:03:19] <TheChubu> ie (W key maps to FireWeapon action)
[13:03:42] <s4ge> So its more like I map keys to signals I trigger?
[13:04:00] <TheChubu> yes and no. you could do it "signal" like and have it like events
[13:04:10] <FightingCat> I'm confused, once the rigidbody stop moving, I can't move it even with translate.
[13:04:13] <TheChubu> if you like that way
[13:04:27] <s4ge> Signals and Events more or less the same for me, while a signal usally doesn't carry any data.
[13:04:28] <TheChubu> myself i do it in as a series of steps
[13:04:43] <TheChubu> i got several steps
[13:04:45] <TheChubu> first polling
[13:04:45] <s4ge> The question is, how I transport this to my ashley entities in a neat way
[13:04:52] <TheChubu> then get the actions given a certain mapping
[13:04:56] <TheChubu> then process the actions
[13:05:18] <TheChubu> i'm not sure how it works in ashley but i got it setup with my own fork of Artemis
[13:05:22] <TheChubu> which works similarly
[13:05:26] <s4ge> Maybe its the same as always, I just manipulate components...
[13:05:40] <TheChubu> you got your input controllers, which are components
[13:05:47] <TheChubu> and your input mapping, which also is a component
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[13:05:55] <TheChubu> poll system polls the controllers for input events
[13:06:09] <TheChubu> then a system goes over the events and checks if the input mapping component has mappings for them
[13:06:17] <TheChubu> if it has, it retrieves the related action
[13:06:24] <s4ge> You would really place the input mapping as a component on an entity?
[13:06:25] <TheChubu> then you'd have different systems that handle different actions
[13:06:34] <TheChubu> i am doing that
[13:06:38] <TheChubu> thats what i'm telling you.
[13:07:13] <TheChubu> that way you can have arbitrary controllers attached to arbitrary entities, and arbitrary mappings for each entity.
[13:07:14] <TheChubu> say
[13:07:20] <TheChubu> two player game played with the same keyboard
[13:07:21] <s4ge> I'm sure it works, but in my opinion it shouldn't be a component or any part of the entity engine.
[13:07:23] <TheChubu> bomberman or somethiing
[13:07:36] <TheChubu> you'd have two entities, player 1 and player 2
[13:07:46] <TheChubu> each have both the same input controller component, a keyboard
[13:07:56] <TheChubu> but both entities have different mapping components
[13:08:10] <s4ge> But you know that I mean components in ashley, don't you?
[13:08:28] <TheChubu> ashley its an ECS
[13:08:36] <TheChubu> ECS means components hold data, systems process components.
[13:08:42] <TheChubu> i've seen it
[13:08:50] <TheChubu> it does a metric ton of hash lookups
[13:08:53] <TheChubu> not sure how that scales
[13:09:28] <s4ge> Yes of course, but entities itself are not comparable to input signals in my opinion. I've also never seen this in other engines, like the source engine for example.
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[13:09:46] <TheChubu> mainly because source is quite old.
[13:09:58] <TheChubu> ECS is relatively recent
[13:10:09] <TheChubu> in any case, this setup allows you to do more fun stuff like
[13:10:16] <TheChubu> attach controller and mapping to a random entity
[13:10:23] <TheChubu> and then you can control it with the keyboard
[13:10:33] <[twisti]> i havent done anything big with ECS yet, but it seems like an elegant way to dodge class hierarchy hell
[13:11:07] <TheChubu> btw, if anybody is interested, this is my fork of Artemis
[13:11:08] <TheChubu> package com.artemis.systems; import com.artemis.Aspect; import com.artemis.Entity; import com.artemis.EntitySystem; import com.artemis.utils.Bag; import com.artemis.utils.ImmutableBag; /** * The purpose of this class is to allow systems to execute at varying * intervals. * <p> * An example system would be an ExpirationSystem, that deletes entities after * a certain lifetime. Instead of running a system that decrements a ti
[13:11:10] <s4ge> Well I could also have an external input listener class and attach component references to it. It would have the same effect if you ask me.
[13:11:11] <TheChubu> oops
[13:11:13] <TheChubu> that isnt
[13:11:26] <s4ge> Please use pastebin if you want to show code :)
[13:11:29] <TheChubu> https://bitbucket.org/dustContributor/dustartemis
[13:11:30] <TheChubu> that one :D
[13:12:44] <s4ge> i think im going to look a deeper look at entity signals first
[13:13:04] <TheChubu> s4ge: yeah, you can do it ECS way, you can do it outside. its up to you. i'm just commenting on a way to do it with an ECS setup.
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[13:13:50] <s4ge> Thanks for your opinion.
[13:14:10] <s4ge> Well that was fast. Everyone can receive signals and everyone can send them.
[13:14:57] <s4ge> So I could have a signal system
[13:15:06] <nich-et> is there a good way to package up a .jar to run on windows?
[13:15:22] <TheChubu> pacakge up a jar then double click on it?
[13:16:12] <nich-et> can all windows boxes run a .jar?
[13:16:24] <milligan> Yes.
[13:16:35] <milligan> As long as there is a Java Runtime Environment installed.
[13:17:07] <[twisti]> TheChubu // s4ge: "Have in mind that Java 8 (or newer) is required for dustArtemis to work."
[13:17:15] <[twisti]> that means no android, no gwt/html, no ios
[13:17:25] <TheChubu> yup
[13:17:27] <TheChubu> fuck those
[13:17:29] <TheChubu> :)
[13:17:51] <s4ge> God dammit, mind blockade.
[13:18:11] <TheChubu> to be completely fair. you could simply comment out the streams() in Bag and it would work with Java 7... and everything else.
[13:18:55] <cackling_ladies> I need help
[13:18:57] <s4ge> I dont just dustArtemis
[13:18:59] <s4ge> *use
[13:19:01] <cackling_ladies> no artists wanna help me
[13:19:05] <[twisti]> java 7 still excludes a lot of android, and i dont know about gwt/ios
[13:19:10] <cackling_ladies> so what's the best program to draw stick figures in?
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[13:19:23] <[twisti]> cackling_ladies: inkscape
[13:19:32] <[twisti]> in fact, 1 sec
[13:19:45] <TheChubu> as i said. fuck those.
[13:19:46] <[twisti]> i got a tutorial for programmers wanting to make assets in inkscape somewhere
[13:19:56] <cackling_ladies> oh god I used that years ago to make some vector namecards
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[13:21:02] <TheChubu> hell, im fucking pissed at Google since they don't even implement all of Java 7 iirc.
[13:21:17] <TheChubu> even stupid things like underscores in hex literals.
[13:21:25] <TheChubu> try with resources.
[13:21:27] <cackling_ladies> err they do
[13:21:37] <TheChubu> i think they have it on android 4?
[13:21:41] <TheChubu> took them long enough
[13:21:47] <[twisti]> cackling_ladies: http://2dgameartforprogrammers.blogspot.de/
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[13:22:14] <cackling_ladies> well yeah android 4 is good enough. by the time I'm done with the game I'm making it's probably android 40 already anyway
[13:22:17] <[twisti]> the newer articles are probably not what youre looking for, but the earlier ones might be interesting
[13:22:30] <cackling_ladies> [twisti] I'll check that out
[13:22:51] <cackling_ladies> oh I've seen that actually
[13:23:21] <cackling_ladies> the only thing I have problems with is human tho
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[13:50:51] <AcarX> what's up guys, how you doing ?
[13:51:02] <[twisti]> what can i do about having a structure that needs two normals for the same vertex ?
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[14:12:02] <[twisti]> how come opengl doesnt have a 'per triangle' property type ?
[14:12:25] <[twisti]> that seems like something that would be useful in a lot of cases
[14:12:26] <s4ge> well you can create vertex attributes, don't you?
[14:12:33] <[twisti]> thats per vertex though
[14:12:37] <s4ge> at least when you work with vbo
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[14:26:08] <s4ge> Imagine you create an ashley component called ActionMapComponent, which stores an ObjectMap<String,Action>, where Action is just a baseclass which holds specific action data, how would you namespace those Action classes? :(
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[14:36:54] <Azael> Hi I'm a bit confused about setting text a.k.a label position in scene2d.ui.ImageTextButton... I'm doing flyFire = new ImageTextButton("1", skin); flyFire.getLabel().setPosition(0, 0); but nothing from that it stays in place where it shouldn't
[14:37:21] <Azael> (x ,y was different)
[14:38:55] <gentlemandroid> [twisti]: You have to break the surface at that normal
[14:39:13] <gentlemandroid> Duplicate the vertex
[14:39:26] <s4ge> I'm really thinking to dump ashley
[14:39:39] <s4ge> Actors have so much I want and need...
[14:41:53] <noooone> what about vim? eclipse has so much you want and need...
[14:43:41] <Shn2> Oh here we go again
[14:44:23] <mobidevelop> Ew, don't use scene2d for gameplay.
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[14:45:10] <s4ge> To be more precise, I was going to implement an ashley system which is pretty much the same as the actions for an actor.
[14:45:25] <gentlemandroid> Azael: I think the label is being laid out, you might try to play with getLabelCell instead
[14:45:47] <gentlemandroid> Padding, spacing, etc.
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[14:48:12] <s4ge> Since I like to code DRY, I've taken a look into the Actor and Action classes code...with the result that I don't think that it would make sense to write an ActorComponent for ashley to port the actors into ashley.
[14:48:34] <s4ge> But I don't want to rewrite all those pretty actions either.
[14:48:51] <noooone> easy solution: don't use ECSs
[14:49:09] <s4ge> That's where my thoughts going around right now.
[14:49:32] <Azael> gentlemandroid: ok thanks
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[14:51:13] <rachard> Hi, in scene2d, the touch is cancelled, when dragging in the menu. Not sure, if it some my own setting or the standard behaviour. Does someone know how to change this behaviour?
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[14:53:18] <Babar> @Tomski
[14:53:21] <Babar> Tomsko
[14:53:23] <Babar> Tomski
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[14:53:45] <mobidevelop> Tomski!!!!!!
[14:53:50] <InspiredNotion> :)
[14:54:45] <noooone> Tomski?
[14:55:18] <mobidevelop> !!!!
[14:56:25] <InspiredNotion> Babar, mobidevelop knows loads of stuff can always ask him!
[14:56:32] <s4ge> Damn Tomski !
[14:56:46] <Shn2> Tomski ....
[14:56:54] <Babar> appreciate that
[14:57:01] <Babar> but Tomski is a great teacher
[14:57:11] <Shn2> Tomski is love, Tomski is life
[14:57:12] <mobidevelop> Tomski!!!!!!!1111!!!!oneone11!!
[14:57:24] <Babar> Tomski is just awesome
[14:57:30] <noooone> Tomski for president!
[14:57:31] <InspiredNotion> lol Everyone loves Tomski!!!
[14:57:36] <Babar> Sir Tomski :)
[14:58:12] <Babar> Actually Sir tomski and i are in middle of some problem
[14:58:24] <Babar> so solving that
[14:58:52] <mobidevelop> Sir Tomski, I like it
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[14:59:43] <mobidevelop> But where is that darn Sir Tomski?
[15:00:03] <Babar> dunnio
[15:00:15] <noooone> he ignores us simple peasants :(
[15:00:19] <mobidevelop> He must be a super good helper if you'll only accept his help
[15:00:48] <Babar> yes
[15:01:19] <noooone> we will never be able to reach Tomski's level of helpability :(
[15:01:46] <mobidevelop> But I though you came here to get faster help than the forum? Surely waiting around for Sir Tomski to show up isn't the fastest.
[15:02:10] <Babar> right
[15:02:46] <mobidevelop> Heh
[15:03:22] <noooone> you could just ask your question... he will be able to read it when he comes back
[15:03:37] <Babar> i have already asked him
[15:03:39] <gentlemandroid> I think Tomski's help is overrated, YEA I SAID IT
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[15:03:45] <mobidevelop> Lol
[15:03:46] <noooone> :O
[15:03:50] <noooone> how COULD YOU?!
[15:03:51] <Babar> and he have been helping for more than an hour
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[15:04:01] <mobidevelop> !!!
[15:04:26] <noooone> maybe that's why he is hiding now
[15:04:26] <mobidevelop> I bet one of these nice people willing to help would be able to do so
[15:04:33] <Babar> He knew my problem
[15:04:53] <Babar> I really appreciate all of you over here
[15:04:56] <Babar> #Respect
[15:05:28] <noooone> without that hashtag it sound more serious
[15:05:33] <gentlemandroid> #hateshashtags
[15:05:37] <noooone> now I feel like he makes fun of us
[15:05:49] <noooone> just because we are no Tomskis :(
[15:05:59] <Babar> hahaha
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[15:06:02] <gentlemandroid> That's just how young people are, the hashtag means extra respect
[15:06:04] <Babar> nooone
[15:06:15] <Babar> its not the case
[15:06:20] <mobidevelop> #HailSirTomski
[15:06:25] <Babar> You are all very much respectable
[15:06:41] <gentlemandroid> Why not tweet your problem? Tomski might hear it
[15:06:51] <Babar> gentlemandroid :D
[15:06:59] <Babar> He already heard
[15:07:06] <Babar> and asked me for few minutes
[15:07:10] <Tomski> gentlemandroid, im hurt
[15:07:23] <mobidevelop> #YayTomskiIsHere
[15:07:26] <gentlemandroid> It had to be said
[15:07:33] <InspiredNotion> :)
[15:07:42] * mobidevelop bows for Sir Tomski
[15:08:08] * gentlemandroid slaps mobidevelop for his insilently loud knee pops
[15:08:22] <mobidevelop> I'm old, I can't help it
[15:08:43] <gentlemandroid> That is why we do not kneel, men like us must grovel quietly
[15:08:52] <mobidevelop> Lol
[15:08:59] * Shn2 starts crying at the sight of the great Tomski
[15:09:07] <gentlemandroid> lol
[15:09:27] <mobidevelop> Now, let's get to the helping
[15:09:32] <mobidevelop> No pm allowed
[15:09:43] <mobidevelop> We must learn from Sir Tomski
[15:10:18] <gentlemandroid> Give Babar some time to collect himself, he's a wreck
[15:10:49] <gentlemandroid> I can see we're all having a slow morning
[15:11:02] <cackling_ladies> almost bed time for me
[15:11:08] <Shn2> 3pm here
[15:11:10] <noooone> it's 15:11 here
[15:11:17] <noooone> I should actually be doing my job
[15:11:26] <noooone> but it'S more fun here lol
[15:11:33] <mobidevelop> 6:11 here, I should be sleeping
[15:11:37] <gentlemandroid> There should be a script that adjusts channel words for local time
[15:11:56] <Shn2> I have to refactor a 2600 lines ApplicationListener/Screen class which contains pretty much all the game including input handling, level loading, etc
[15:12:01] <Shn2> I don't have the faith
[15:12:26] <mobidevelop> 2600 lines is nothing, leave it where it is
[15:12:35] <cackling_ladies> shn2, you should have refactored the original developer into managable chunks
[15:13:03] <Shn2> Problem is, there is some hardcoded thing that I must modify so its not hardcoded anymore
[15:13:15] <gentlemandroid> When dissecting humans it's surprising how much better an entity component system works
[15:13:24] <Shn2> things like, if (levelId == 13) moveTheRabbitToTheFarLeft();
[15:14:02] <mobidevelop> moveTheRabbitSlightlyLeftButNotAllTheWayLeftBecauseReasons()
[15:14:08] <Shn2> :D
[15:14:27] <Shn2> Well the source code pretty much looks like this, and it causes problem when adding a new level (for obvious reasons)
[15:14:43] <gentlemandroid> Magic number driven code
[15:14:45] <mobidevelop> I bet
[15:14:52] <Getterac7> love dem magic numbers.
[15:14:54] <TheChubu> lmao
[15:14:57] <Shn2> @gentlemandroid: Exactly
[15:14:57] <TheChubu> MND
[15:15:03] <noooone> reminds me of the "LookWhereYouAreGoing" class
[15:15:06] <TheChubu> or MNOD
[15:15:08] <mobidevelop> Heh
[15:15:11] <TheChubu> magic number oriented design
[15:15:16] <mobidevelop> I like it
[15:15:28] <Shn2> I love it
[15:15:42] <noooone> I adore it
[15:15:43] <cosh> get it on
[15:16:13] <gentlemandroid> See what you want to do is sprinkle magic numbers all over your code. This significantly increases development time, reduces maintainability, whilst also destroying readability
[15:16:16] <gentlemandroid> So win win
[15:16:30] <InspiredNotion> lol
[15:16:32] <mobidevelop> But increases job security
[15:16:51] <Shn2> When I type "Magic Number oriented design" into google, the first link is the "Anti Pattern" article of Wikipedia
[15:17:04] <Shn2> I wonder why
[15:17:09] <mobidevelop> They are just trying to throw you off their scent
[15:17:15] <TheChubu> well, ECS sounds pretty much like the anemic domain anti pattern anyway
[15:17:20] <TheChubu> so it wouldn't be that different
[15:17:23] <SudsDev> gentlemandroid: but it creates magic and voodoo where before, there was none
[15:17:36] <gentlemandroid> I'm just seeing pros here
[15:17:55] <gentlemandroid> I'm preparing my TED talk as we speak
[15:18:11] <Shn2> http://en.wikipedia.org/wiki/Magic_number-oriented_design
[15:18:18] <Shn2> Doesn't exist.
[15:18:21] <TheChubu> pff, i'm piling my SIGGRAPH and GDC talks one on top of the other as we speak >:(
[15:18:26] <TheChubu> *yet
[15:18:26] <gentlemandroid> Do I have to bring my own douchey headset or do they provide those?
[15:18:30] <Shn2> yet :D
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[15:18:58] <gentlemandroid> I think I'll uncuff my sleaves and roll them back, do lots of talking with my hands
[15:19:07] <TheChubu> you're either born with douchey headsets or you're not
[15:19:07] <gentlemandroid> I need to work on my dramatic, furtive pauses
[15:19:09] <mobidevelop> Good call
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[15:21:55] <mobidevelop> Well, I'm afraid that we won't be learning how to help from Sir Tomski today, boo private help.
[15:22:45] <gentlemandroid> I think his game idea was probably too revolutionary
[15:22:53] <mobidevelop> Most likely
[15:23:01] <cackling_ladies> what talk will you be delivering?
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[15:23:21] <mobidevelop> MNOD
[15:23:44] <gentlemandroid> Magic Number Oriented Design: The Jazz of Software Design
[15:23:55] <gentlemandroid> "It's about the code you can't read"
[15:23:58] <cackling_ladies> I have lots of them actually
[15:24:13] <cackling_ladies> maxTileX = maxTileY = 1000;
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[15:25:18] <mobaxe> hi guys, im developing air hockey with box2d. Any idea how i can avoid player gets goal line ?
[15:25:19] <mobidevelop> Master Xoppa!
[15:25:47] <Xoppa> Master Mobidevelop!
[15:26:11] <cobolfoo> mobaxe: you mean crossing the line ?
[15:26:14] <TheChubu> if (player.positon == goalLine.position) System.exit(0);
[15:26:27] <mobidevelop> ^ best way
[15:26:30] <cackling_ladies> catch(Exception ex){System.mailTo(Xoppa , ex + "\nP.S. You sucks");}
[15:26:36] <mobaxe> yes but i dont use a line for goal
[15:26:41] <mobaxe> there is nothing
[15:26:48] <mobidevelop> Magic number!
[15:26:51] <Shn2> if (player.position == 547) System.exit(0); Better use MNOD
[15:26:53] <TheChubu> lmao
[15:27:08] <mobaxe> i created like this -------- empty field ( goal ) ----------
[15:27:11] <mobidevelop> MNOD saves the day once more
[15:27:17] <TheChubu> yeah, MNO design demands hardcoded values
[15:27:22] <Shn2> MNOD really is the future of development
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[15:27:55] <gentlemandroid> Code obfuscation starts with you
[15:28:17] <Getterac7> Smokey the Bear says - Only you can prevent code reuse!
[15:28:22] <cobolfoo> mobaxe you can create a sensor line that detect when it overlaps
[15:28:40] <TheChubu> Getterac7: lmao hahaha
[15:28:44] <cackling_ladies> public int random(){return 4; /* value generated by fair dice roll */}
[15:28:44] <mobaxe> sensor line okay
[15:28:50] <cobolfoo> mobaxe: check that: http://www.iforce2d.net/b2dtut/collision-filtering
[15:28:54] <gentlemandroid> mobaxe: I'd place it in it's own collision flagged box
[15:29:09] <gentlemandroid> The sensor will just moan when you pass the line
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[15:29:26] <gentlemandroid> Man, we should rename sensors moaners in libgdx-box2d
[15:29:32] <gentlemandroid> That'd be sweet
[15:29:39] <Getterac7> mobaxe: yeah, i'd say set up a sensor for the goal box..
[15:30:00] <mobaxe> ok thank you all :)
[15:30:16] <gentlemandroid> Was he talking about crossing the mid-field line?
[15:31:00] <TheChubu> mobaxe: it'll be 150 USD, my consultant rates are fairly reasonable.
[15:31:41] <gentlemandroid> http://en.wikipedia.org/wiki/Magic_number_%28programming%29#Unnamed_numerical_constants
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[15:31:49] <mobaxe> theChubu ok send me your e-mail for paypal :p
[15:32:08] <TheChubu> NSA has it
[15:32:08] <Tomski> bigstud69xxXx at hotmail dot com
[15:32:21] <gentlemandroid> 4 x's?
[15:32:23] <gentlemandroid> Is that legal?
[15:32:30] <Tomski> Only in Canada
[15:32:41] <gentlemandroid> You cold heathens
[15:33:54] <gentlemandroid> Speaking of magic numbers, is there a better way to determine if two vectors are colinear than: Math.abs(prevTan.dot(tan)) > 0.999f ?
[15:34:03] <cackling_ladies> that's 1 x more than triple X, tomski
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[15:34:45] <Slijt> gentlemandroid: yes
[15:35:06] <gentlemandroid> I mean nearly colinear, I want the fudge factor in there
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[15:35:22] <Slijt> gentlemandroid: vector2Variable.isCOllinear(otherVector2)
[15:35:32] <Slijt> Collinear*
[15:35:59] <gentlemandroid> Goddammit there is that function isn't there?
[15:36:19] <Slijt> haha yes
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[15:36:44] <Slijt> same naturally would apply for a Vector2
[15:36:48] <Slijt> Vector3**
[15:36:52] <Tomski> fudge factor
[15:36:55] <Tomski> sounds delicious
[15:37:15] <gentlemandroid> MathUtils.FLOAT_ROUNDING_ERROR
[15:37:22] <gentlemandroid> That sounds way more officious
[15:38:24] <gentlemandroid> So vectors are only colinear if they have the same direction too?
[15:38:41] <Tomski> how ambitious
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[15:46:06] <InspiredNotion> Anyone got a clue on GooglePlay algorithms?
[15:47:25] <gentlemandroid> Like app rankings?
[15:47:36] <Slijt> is there a simple way to hide images from rendering in scene2d?
[15:47:41] <InspiredNotion> yeah, how they list the apps..
[15:47:46] <gentlemandroid> I'm pretty sure they use magic numbers for that
[15:47:52] <gentlemandroid> It's the only thing that makes sense
[15:47:54] <InspiredNotion> i thought as much
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[15:47:56] <Tomski> Its probably 95% fudge
[15:48:07] <InspiredNotion> the rest chocolate?
[15:48:40] <gentlemandroid> Slijt: setVisible
[15:48:43] <mobidevelop> It is all magic numbers
[15:49:15] <InspiredNotion> hmm been googling but there isn't a definitive solution byt the looks of things.. i imagine it comes down to how much money you spend
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[15:49:40] <mobidevelop> It is largely driven by download velocity
[15:50:02] <mobidevelop> The more you spend, the more downloads, the higher the rank
[15:50:20] <InspiredNotion> hmm sucks
[15:50:20] <mobidevelop> It is decidedly not ratings
[15:50:28] <gentlemandroid> Which is driven by money, and the mysterious and terrifying power of internet zeitgeist
[15:50:41] <gentlemandroid> Flappy!
[15:50:47] <InspiredNotion> lol
[15:50:52] <mobidevelop> Neither number nor quality of ratings
[15:51:14] <InspiredNotion> hmm shame you can't buy game reviews and downloads lijke facebook likes :)
[15:51:40] <gentlemandroid> That's probably good though, there are armies of third-world mechanical turks bent on gaming the ratings
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[15:51:46] <mobidevelop> Yeah
[15:51:47] <InspiredNotion> not that you would want to, but help individuals try your app i would imagine
[15:51:55] <gentlemandroid> But then it's like, why bother with ratings..
[15:52:06] <InspiredNotion> true
[15:52:24] <gentlemandroid> InspiredNotion: You totally can, see above
[15:52:35] <mobidevelop> At my old job they routinely bought installs and ratings
[15:53:04] <gentlemandroid> Well you're not buying reviews, you're buying astroturf
[15:53:13] <InspiredNotion> ok didn't realise you could
[15:53:25] <gentlemandroid> I mean buying a series of honest reviews wouldn't really be too bad
[15:53:51] <InspiredNotion> I guess you have to push a load of revenue into initially getting out there
[15:54:08] <gentlemandroid> But that's for a more honest world where Tomski is a 5th term world president!
[15:54:16] <InspiredNotion> lol
[15:54:33] <Tomski> My first act would be free fudge for all
[15:54:36] <mobidevelop> They were spending a lot at my old job, occasionally up to 500-1000 dollars per day buying installs
[15:54:58] <InspiredNotion> nice to have that revenue available..
[15:55:03] <mobidevelop> For free apps O.o
[15:55:08] <InspiredNotion> wow
[15:55:11] <Tomski> 2nd, apps must be rated solely on how many installs they buy
[15:55:14] <InspiredNotion> .. inapp purchasing?
[15:55:25] <mobidevelop> They were privately funded
[15:55:35] <InspiredNotion> kk
[15:55:47] <mobidevelop> But yes, some had in-app
[15:56:14] <gentlemandroid> Even putting a delay window on ratings or tying it to actual usage time would dampen a lot of that I think
[15:56:27] <gentlemandroid> Though you'd have a slower start
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[15:57:29] <InspiredNotion> its tough getting your app out there for small fish
[15:57:41] <mobidevelop> We tied asking for review to certain events where the user would be most likely to rate high
[15:58:36] <Tomski> Tries to quit app > Rate it and Ill let you!
[15:58:56] <mobidevelop> Ha, that was added after I was laid off
[15:59:09] <mobidevelop> I wouldn't have allowed that
[15:59:23] <gentlemandroid> I think Play should have a simpler ratings interface
[15:59:37] <gentlemandroid> Having to leave the app and go into the market app is painful enough that I don't do it
[15:59:46] <InspiredNotion> maybe i'll implent that
[16:00:04] <gentlemandroid> Can you just send raw rating info to google? I doubt that
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[16:00:34] <InspiredNotion> sorry refering to Tomski
[16:00:54] <Tomski> I just pay maximtwo to make fake ratings
[16:00:59] <mobidevelop> The Google Play API is doxumented
[16:01:19] <mobidevelop> Documented, it isn't hard to hit it externally
[16:02:11] <mobidevelop> Probably harder now with G+ required
[16:02:11] <gentlemandroid> http://stackoverflow.com/questions/11270591/rate-google-play-application-directly-in-app
[16:02:53] <gentlemandroid> But even starting a simpler activity would be loads better, I hate leaving a game I'm enjoying to lauch the market
[16:03:05] <InspiredNotion> true
[16:03:14] <gentlemandroid> Something more like the Play Games Service login screen would be better
[16:03:49] <Tomski> Someone should make an app that makes me a cup of tea
[16:04:02] <Tomski> Ill rate it 4 stars if someone makes it
[16:04:09] <InspiredNotion> lol
[16:04:32] <gentlemandroid> You set it up and then you have to wait for it to whistle
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[16:04:48] <gentlemandroid> 10,000,000 installs
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[16:05:03] <gentlemandroid> add boobs, 200,000,000 installs
[16:05:23] <InspiredNotion> probably be a hit.. have a very english accent'tea is being served' be a huge hit
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[16:05:57] <gentlemandroid> Include optional farting capability
[16:06:12] <gentlemandroid> That reminds me, I need to upgrade my fart app for admob's changes :P
[16:06:37] <InspiredNotion> got to update all my apps..
[16:07:22] <Tomski> I hope there are IAP for farts
[16:07:41] <Tomski> premium farts
[16:08:05] <gentlemandroid> Celebrity farts
[16:08:12] <mobidevelop> Too bad Rusty Rat is no more, they were maximtwo's favorite developer
[16:08:24] <gentlemandroid> Is Rusty Rat gone?
[16:08:33] <Tomski> No
[16:08:36] <Tomski> no way
[16:08:37] <Tomski> why
[16:08:54] <gentlemandroid> Wtf? Where's Tiny Boobs?
[16:09:04] <gentlemandroid> That was my father's favorite game, how sad
[16:09:25] <mobidevelop> Someone needs to fill the void
[16:09:28] <Tomski> "If you liked 'Boobs Tap' you would love 'Boobs Tap 2'!
[16:09:29] <Tomski> Tap the busty sexy girl as many times as you can!"
[16:09:45] <gentlemandroid> Busty Sexy Girl!
[16:09:58] <Tomski> their youtube channel is the best
[16:10:29] <gentlemandroid> I'm really curious what made Rusty Rat take their stuff down
[16:10:52] <gentlemandroid> I can't imagine it was artistic integrity
[16:10:52] <Tomski> I cant imagine hooker run was ok with google's T&Cs
[16:13:24] <mobidevelop> Why wouldn't it be?
[16:13:32] <mobidevelop> As long as they had it tagged mature
[16:13:58] <workerbee> google banned all boobs and sexy apps
[16:14:08] <InspiredNotion> really..
[16:14:13] <workerbee> yes
[16:14:25] <workerbee> and nude etc
[16:14:25] <Tomski> Flappy Boobs still exists
[16:14:29] <InspiredNotion> must be the wife of the ceo
[16:15:24] <InspiredNotion> joke: why couldn't Ray charles go out with his friends?
[16:15:42] <InspiredNotion> because he was married..
[16:16:04] <InspiredNotion> Damn put that wrong..
[16:16:04] <mobidevelop> There are an oddly large number of apps relating to man boobs
[16:16:12] <InspiredNotion> lol
[16:16:17] <InspiredNotion> its trending
[16:16:30] <workerbee> I created sexy tapper a while ago
[16:16:42] <workerbee> 27k downloads in one day, it was trending
[16:16:45] <InspiredNotion> *why could ray chalres not see his fiends**
[16:17:54] <InspiredNotion> thats a nice amount of downloads
[16:18:28] <workerbee> ye on a normal day it would do 5k downloads
[16:18:32] <Tomski> anyone used play canvas before?
[16:18:34] <InspiredNotion> that tripples my downloads for all my apps for 1.5 yrs :)
[16:18:52] <workerbee> 1000 usd a month with applovin
[16:19:00] <mobidevelop> There is no such thing as sexy tapper
[16:19:05] <workerbee> lol
[16:19:07] <workerbee> there was
[16:19:11] <workerbee> until google banned it
[16:19:21] <workerbee> along with boobs tapper
[16:20:04] <mobidevelop> I don't believe you
[16:20:19] <workerbee> well i can show you a screen shot from applovin
[16:20:56] <InspiredNotion> bbl ciao
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[16:22:30] <mobidevelop> No need, I'm just being difficult
[16:22:46] <mobidevelop> I don't know what an applovin is anyway
[16:23:01] <workerbee> http://imgur.com/f7glviO
[16:23:32] <workerbee> applovin is like admob but admob wouldn't show ads on such kind of apps
[16:23:49] <mobidevelop> I see
[16:24:25] <mobidevelop> I think it is amazing people are willing to have that kind of stuff on their phone
[16:24:51] <workerbee> yes it is stupid
[16:25:07] <workerbee> there where even lots op people paying to get to the next stage
[16:25:24] <workerbee> where a piece of clothing would go off
[16:25:29] <mobidevelop> Wow
[16:26:49] <workerbee> well it definitely opened my eyes to see how many stupid people there are
[16:28:01] <Getterac7> never underestimate stupid people with a credit card.
[16:28:11] <mk1> has anyone else problems with DragListener?
[16:28:37] <Getterac7> and we wonder why in-app purchases are becoming popular... because stupid people spend piles of money!
[16:29:24] <maximtwo> mobidevelop, wtf happened to rusty rat???
[16:29:44] <mobidevelop> Apparently they were too risqué for Google Play
[16:30:00] <maximtwo> so they got all of their stuff pulled>
[16:30:10] <mobidevelop> I guess
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[16:30:17] <mobidevelop> I don't follow them very closely
[16:30:28] <maximtwo> you are them.
[16:30:44] <mobidevelop> Shh
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[16:35:02] <Getterac7> haha..
[16:36:35] <gentlemandroid> heh
[16:36:42] <gentlemandroid> So workerbee you had apps pulled?
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[16:37:32] <mobidevelop> Probably more than apps were pulled
[16:38:45] <gentlemandroid> Teeth? How many?
[16:39:07] <mobidevelop> All
[16:39:42] <workerbee> Well yes, those apps weren't allowed anymore
[16:39:49] <workerbee> so my account got banned
[16:39:53] <workerbee> :(
[16:39:56] <gentlemandroid> That was what I was wondering
[16:40:29] <mobidevelop> They banned the account, as opposed to just suspending the apps?
[16:40:59] <Getterac7> i think it's a 3-strike policy? 3 suspends and the account gets banned.
[16:41:14] <workerbee> Yes correct Getterac7
[16:41:25] <mobidevelop> Yeah, but that's really just one strike
[16:41:30] <Getterac7> 3 apps i guess.
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[16:41:32] <mobidevelop> They changed the rules
[16:41:34] <workerbee> Nope 3 apps
[16:41:38] <workerbee> then 3 strikes
[16:41:40] <workerbee> and banned
[16:41:58] <dreamerrrr> What are we talking about?
[16:42:00] <mobidevelop> 3 apps, that were all dinged for the same offense that was previously not an offense
[16:42:08] <workerbee> correct
[16:42:10] <Getterac7> yeah... it's dumb...
[16:42:21] <mobidevelop> That seems sort of an unfair application of the 3 strike rule
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[16:42:26] <workerbee> didn't even receive a warning
[16:43:21] <c0ke> Hey guys. Quick question regarding using a tiledmap, I've got it up and running and working nicely, the only issue is tearing between tiles when I'm scrolling around. Now, I've read that I need to fix this by somehow adding a border to each tile on the sheet that replicates the last pixel of that edge... the problem I have is it seems the way to do this is to split my tiles into individual images then pack them into a texture
[16:44:11] <c0ke> Packing them into a texture however does not guarantee the order of the tiles in the sheet, meaning if I add any tiles when I pack them they could be in a different order thus rendering all existing maps incorrect as the tilesheet has changed :P
[16:44:16] <mobidevelop> You can use the tiled map packer to do it automagically
[16:44:21] <Shn2> Use the vim plugin "no tearing on tiledmap"
[16:44:28] <c0ke> +1 shn2
[16:44:32] <mobidevelop> Or use magic numbers
[16:46:20] <c0ke> Which solution would you suggest mobidevelop?
[16:46:57] <gentlemandroid> So if you're going to make tasteless apps, do it in twos
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[16:48:05] <mobidevelop> Exactly gentlemandroid
[16:48:29] <mobidevelop> c0ke: the map packer if they all use the same tileset
[16:48:54] <c0ke> Alright, I guess this is my job for tonight then
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[16:54:19] <dreamerrrr> Does anyone know how to use a progressbar? mine doesnt do anything
[16:54:38] <gentlemandroid> Are you saying you're having little progress with it?
[16:54:45] <dreamerrrr> ... ;)
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[16:55:38] <gentlemandroid> Don't you just set the value?
[16:55:49] <dreamerrrr> i think so
[16:56:29] <gentlemandroid> Oh neat, you can even set the animation interpolation
[16:56:42] <davebaol> !seen siondream
[16:56:47] <davebaol> arrrg...
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[16:56:57] <gentlemandroid> !seen davebaol
[16:57:11] <Shn2> !seen Tomski
[16:57:14] <gentlemandroid> Is that supposed to do things?
[16:57:18] <Shn2> I've been pranked
[16:57:28] <gentlemandroid> I was kind of excited
[16:57:29] <Getterac7> it works if there is a bot that takes the !seen command.
[16:57:33] <davebaol> it should gentlemandroid
[16:57:44] <davebaol> with the beginning /
[16:57:50] <Getterac7> come on, aspic, get it together!
[16:57:53] <Tomski> you've been had Shn2 !
[16:58:02] <gentlemandroid> There are no bots here that I know of, though mobi's personality is debatable
[16:58:13] <davebaol> lol
[16:58:33] <Tomski> I heard unit tests solve 9/10 cases of tearing
[16:59:05] <dreamerrrr> ah i got it to work
[16:59:18] <gentlemandroid> I knew you would
[17:00:48] <davebaol> I want a mobibot for xmas :)
[17:00:58] <Getterac7> aspic is a logger bot: http://mehl.no/stats/libgdx.html ... as is echelog: http://echelog.com/logs/browse/libgdx
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[17:03:07] <mobidevelop> aspic is a person
[17:03:16] <maximtwo> damn Tomski, you finally passed me
[17:03:34] <Getterac7> yes, he does chat occasionally i guess, but it looks like he also does stat tracking? Or has another bot in here that does? I dunno.
[17:03:35] <mobidevelop> Who happens to produce stats
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[17:04:16] <c0ke> I need roids
[17:04:17] <mobidevelop> Sir Tomski will soon pass me
[17:04:37] <mobidevelop> Must
[17:04:39] <mobidevelop> Chat
[17:04:41] <mobidevelop> More
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[17:06:03] <Tomski> maximtwo, VICTORY IS MINE
[17:06:27] <maximtwo> not if you include maximtwo_ though
[17:06:31] * Shn2 plays FF7 victory music
[17:06:40] <Tomski> Ill include my alt too then
[17:06:44] <Tomski> ocirne23
[17:06:48] <maximtwo> lol
[17:07:15] <mobidevelop> I bet you are ocirne23
[17:07:21] <Tomski> Look at our letters/line
[17:07:28] <Tomski> coincidence? I think not
[17:08:09] <mobidevelop> You also match nexsoftware, you know what that means
[17:08:15] <Tomski> :O
[17:08:41] <Tomski> mobidevelop, do you favour a username for mobile?
[17:08:59] <mobidevelop> On mobile I am usually signed in with this one
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[17:11:02] <mobidevelop> But historically that wasn't always the case
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[17:16:23] <Tikky_> why isnt there draw function with x,y, width, height and rotation?
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[17:18:58] <mobidevelop> There is
[17:19:10] <mobidevelop> Sprite
[17:20:24] <mobidevelop> The last thing we need is another draw method in the batch interface
[17:20:39] <Slijt> lol amen
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[17:22:50] <c0ke> There is one of those in batch anyway
[17:23:06] <c0ke> Just takes a shedload of other crap too :P
[17:24:00] <c0ke> mobidevelop, is there documentation / examples on this tiledmap packer available?
[17:24:20] <mobidevelop> Ummm
[17:24:36] <mobidevelop> Do you want the honest answer?
[17:25:10] <mobidevelop> Not really because it was supposed to be deleted
[17:25:18] <mobidevelop> Then it got revived
[17:25:30] <mobidevelop> And got no docs
[17:25:58] <mobidevelop> It should be pretty straightforward, are you going to run it as a batch?
[17:26:21] <mobidevelop> Or would you rather do it in code!
[17:26:26] <mobidevelop> ?
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[17:27:21] <c0ke> I'm not sure, what would you suggest? It's likely to be used fairly frequently, and will need to be supported long-term
[17:27:54] <c0ke> Code is my friend as a general rule, but if that's a swine I can always set it up a different way, I'm easy so to speak :)
[17:28:30] <mobidevelop> I'd normally put it in my desktop project, since the packer relies on gdx-tools, and the lwjgl backend
[17:28:48] <c0ke> Yeah I've already got gdx-tools in my desktop project :D
[17:29:52] <mobidevelop> In that case, you just need a new TiledMapPacker().processMaps(...) call
[17:30:28] <c0ke> Oh I see, am reading through the class here now
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[17:30:40] <mobidevelop> Do it from a separate main method than your normal launcher, because it will launch an lwjgl window
[17:30:41] <c0ke> This actually looks... pretty straight forward ^_^;
[17:31:33] <nett> Hey can someone suggest a way to check for rectangle intersection on every side of a rectangle?
[17:32:18] <Tikky_> should I use sprite, if I dton need to?
[17:32:41] <Tikky_> like, is it a good practice to use it?
[17:33:20] <c0ke> Cheers mobidevelop, appreciate you taking the time :)
[17:33:32] <mobidevelop> Pleasure
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[17:40:10] <mobidevelop> Google Music has cached 2GB on my phone, seems like overkill.
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[17:43:27] <maximtwo> i'd be happy about that mobidevelop, my dataplan is shite
[17:43:47] <mobidevelop> Ha, I have unlimited lte, no need for caching
[17:43:48] <SoerenH> Hey Guys, where i can find the "GdxTest" Class for the test demos? ( https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/UITest.java#L47 )
[17:44:46] <maximtwo> the package name is right there in the line you highlighted
[17:44:50] <maximtwo> https://github.com/libgdx/libgdx/blob/master/tests%2Fgdx-tests%2Fsrc%2Fcom%2Fbadlogic%2Fgdx%2Ftests%2Futils%2FGdxTest.java
[17:45:11] <SoerenH> thanks maximtwo
[17:46:00] <Tikky_> what is texel space?
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[17:49:29] <maximtwo> is that the region from your balls to your asshole?
[17:49:45] <mobidevelop> It is
[17:49:46] * maximtwo waits to be banned
[17:50:15] <mobidevelop> You aren't getting away that easily
[17:50:51] <maximtwo> =(
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[17:53:40] <SoerenH> where is the GL10 graphic class on github i just found GL20 and GL30
[17:53:47] <maximtwo> SoerenH, it was removed
[17:53:59] <SoerenH> ah okay
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[17:59:26] <vixus> hi, sorry about yesterday
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[18:02:02] <Getterac7> vixus: just use a pasting website so you don't spam chat again :)
[18:02:28] <vixus> i had used a pasting site
[18:02:36] <vixus> i mistakenly thought the URL had been put in the clipboard
[18:03:14] <vixus> so i middle-clicked in weechat and bam
[18:03:21] <mobidevelop> Heh
[18:03:43] <vixus> anyway, i just wanted to apologise
[18:07:09] * maximtwo slaps vixus around a bit with a large trout
[18:07:11] <mobidevelop> No worries
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[18:08:59] <maximtwo> how bad was the flood?
[18:09:25] <Getterac7> like 20 lines maybe?
[18:09:39] <Getterac7> or 30 before an OP could kick him
[18:09:40] <maximtwo> i think i might have been here for that
[18:09:59] <vixus> i think it was more
[18:10:01] <maximtwo> actually i dont remember a kick
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[18:10:11] <vixus> i got kicked way too late :p
[18:10:23] <maximtwo> i would notice someone being kicked, that's kinda all i do around here
[18:10:29] <vixus> should have an autokick bot
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[18:44:09] <davebaol> maximtwo: perineum :P
[18:46:20] <maximtwo> ;)
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[18:53:04] <SudsDev> I solved my FBO depth test failure issue. I think I found a bug in the process? http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=15797
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[18:57:43] <maximtwo> SudsDev, what were you setting your near and far clipping planes to with the PerspectiveCamera?
[18:58:06] <SudsDev> .001. 1600.0
[18:58:18] <maximtwo> try 1, 1600
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[18:59:16] <SudsDev> oh wow.
[18:59:34] <SudsDev> i literally helped someone else out with that same answer to their problem earlier today.
[18:59:35] <maximtwo> work as expected now?
[18:59:42] <SudsDev> works perfectly.
[18:59:49] <maximtwo> haha yeah, i had the same issue before
[18:59:50] <mobidevelop> Try 0,0
[18:59:51] <SudsDev> whats the logic behind that change?
[19:00:13] <maximtwo> something to do with unit cubes and what not for the perspective projection
[19:00:37] <maximtwo> honestly i just said fuck it, it works now and called it a day
[19:00:47] <maximtwo> kalle_h_ would be able to explain further i'm sure
[19:01:03] <SudsDev> I literally spent 14 hours on this problem today. lol. You solved it first go. Thanks very much
[19:01:13] <maximtwo> glad i could help
[19:01:26] <maximtwo> i spent atleast an hour trying to figure that out myself
[19:01:47] <maximtwo> so you're only 14x worse than me
[19:01:51] <maximtwo> =)
[19:02:06] <SudsDev> XD i'll take that.
[19:03:54] <vixus> does Sprite.setPosition act on the origin?
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[19:04:27] <vixus> nope
[19:04:27] <maximtwo> position is from bottom left corner
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[19:05:58] <vixus> and setCenter appears to position the sprite's centre in world space
[19:07:01] <vixus> though it seems to behave quite oddly
[19:07:19] <maximtwo> sounds like a job for BetterSprite
[19:09:30] <vixus> BetterSprite? :p
[19:09:49] <SudsDev> Alright, its three in the morning. I'm off to bed. Night all, thanks for the help today.
[19:09:51] <maximtwo> send me a PM, it's top secret
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[19:09:57] <maximtwo> later SudsDev
[19:14:28] <vixus> no worries, i was just forgetting to set the position after the size
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[19:33:11] <input> hey, i have a question. I have a class that implements inputprocessor, then i throw it into a InputMultiplexer. But when i hold down a key, it doesnt fire away like it should, it just calls KeyDown once. how to change this?
[19:33:33] <cobolfoo> this is the normal behavior
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[19:34:22] <input> cobolfoo: oh okay that makes sense. for some reason i thought it would always fire away until keyIsUp, thank you!
[19:34:27] <cobolfoo> you have to handle it yourself, (still pressed)
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[19:34:53] <cobolfoo> like a temporary boolean stillPressed set to true on keyDown, false on keyUp
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[19:40:33] <esvee> heya :)
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[20:02:43] <esvee> does anyone here has any experience in baking light-maps in blender?
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[20:13:48] <kalle_h_> hello
[20:14:11] <esvee> what's up kalle?
[20:15:00] <kalle_h_> I spent some time with entity system optimization/simplification
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[20:15:18] <kalle_h_> and gained 0.5ms speed boost per frame
[20:15:30] <kalle_h_> from 4.9ms to 4.4ms
[20:15:43] <kalle_h_> so over 10% gain
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[20:15:50] <esvee> o_O
[20:16:25] <esvee> i'm currently (along other things) refactoring my code to an entity component architecture as well
[20:16:32] <esvee> (ashley)
[20:16:34] <kalle_h_> and after that I replaced some lambdas with simple loops and gained another 5%
[20:16:56] <esvee> lambdas? you're on java/c#?
[20:17:00] <kalle_h_> c++
[20:17:01] <kalle_h_> 11
[20:17:09] <esvee> oh, havn't played with it yet
[20:17:16] <kalle_h_> sadly compilers are still quite bad to optimize them
[20:17:44] <kalle_h_> and profilers and tools can't handle them quite weel
[20:17:57] <kalle_h_> *wel
[20:17:58] <kalle_h_> l
[20:18:33] <esvee> damn, lambdas in c++..
[20:19:16] <kalle_h_> but its really easy to shoot your foot with entity systems if your data sets are big enough
[20:19:29] <kalle_h_> +15k entities
[20:19:36] <kalle_h_> with dozen component per entity
[20:20:05] <esvee> 15k entities? holy f
[20:20:17] <esvee> i have like, 30
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[20:21:29] <kalle_h_> I want flexibility and dynamic gameplay
[20:21:34] <kalle_h_> and simple systems
[20:21:43] <kalle_h_> so each bush and tree are their own entities
[20:22:13] <Getterac7> ECS is pretty nice when you start adding new objects into your game... just use existing components to build new objects, lol.
[20:22:17] <kalle_h_> and 3d scene with 150m camera distance there are lot of objects
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[20:22:49] <kalle_h_> Getterac7: in Kinghunt our designers created totally new combinations that coders didn't even think
[20:23:06] <kalle_h_> there are about 800 different entityTemplates
[20:23:29] <Getterac7> kalle_h_: nice... i should probably move my object definitions into XML or script or something, but currently it's all in the Java... =/
[20:23:43] <kalle_h_> hot loadable is the key
[20:24:01] <Getterac7> aye, true..
[20:24:06] <kalle_h_> XML has shitty syntax
[20:24:11] <kalle_h_> so do json
[20:26:14] <kalle_h_> https://www.youtube.com/watch?v=bMeBvrG9Uyo
[20:26:20] <kalle_h_> 3D Object Manipulation in a Single Photograph using Stock 3D Models
[20:26:25] <kalle_h_> really cool
[20:26:58] <esvee> whoa.. damn i'm in luck i don't have such a large entity heirarchy
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[20:30:02] <kalle_h_> like all systems they are super fast when data sets fit to L2 cache
[20:30:34] <kalle_h_> but when you have lot more data and you use totally random access pattern suddendly performance sink
[20:31:23] <kalle_h_> so the trick is to try to only touch memory that each system really use and use as little data as possible
[20:31:29] <s4ge> Finally I have a pretty nice InputSystem for Ashley *happy*
[20:31:31] <kalle_h_> and using linear access pattern
[20:31:55] <kalle_h_> that last part is still bit work in progess for us
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[20:33:33] <gemurdock> Hey, any what are the best practices for writing AI for game?
[20:33:43] <gemurdock> or are there any good tutorials you know of?
[20:34:07] <noooone> gdx-ai is growing currently
[20:34:46] <noooone> state machine and an event handling system is there, steering is in PR and pathfinding will probably be there soon as well
[20:35:26] <noooone> however AI is a pretty general term, you would probably need to specify what you want to do
[20:35:47] <noooone> steering and pathfinding probably won't help much in a chess game
[20:35:57] <s4ge> gemurdock, I would say, some kind of FSM approach.
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[20:37:26] <kalle_h_> always remember that you are not trying to to artifical inteligence but just fun game play
[20:37:34] <kalle_h_> so you can cheat as much you like
[20:37:46] <kalle_h_> but you just can't get caught
[20:38:24] <Unimatrix325> yeah, creating effective AI and fun to play AI are different topics
[20:38:50] <kalle_h_> many AAA games have horrible AI's because they have tried to make something complex
[20:38:55] <kalle_h_> and failed in some cases
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[20:43:08] <s4ge> kalle_h_, do you know a good practice to implement blendmaps in libgdx. I want to use it for 2d terrain.
[20:45:31] <deniska> When not sure, use shaders
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[20:46:18] <kalle_h_> s4ge: blendmaps?
[20:46:23] <s4ge> Mhm well yes, I was guessing that I could use a FBO at least when I not modify the terrain frequently.
[20:46:24] <kalle_h_> do you mean texture splatting?
[20:46:43] <Slijt> hey
[20:46:58] <gemurdock> s4ge: do you just use something like a 'x' by 3 array to keep logic in or something to hold a logic table? Looking this up atm... a lot of different information on topic
[20:47:01] <s4ge> Well you may call it texture splitting. I Just want to blend multiple textures into each other to create a believable terrain.
[20:47:22] <noooone> Xoppa: I'm trying to convert a pixmap to a 3D model: http://pastebin.com/anxb4zK4
[20:47:32] <Slijt> when you are making an Action, is there any way to retrieve the amount of time it has been going through
[20:47:41] <noooone> Xoppa: the geometry seems to be there, but it's all black, why?
[20:47:44] <s4ge> Im not sure where you talking about gemurdock
[20:48:05] <gemurdock> s4ge: are logic tables used in FSM?
[20:48:42] <noooone> maybe to switch between states?
[20:48:46] <Xoppa> noooone, cant tell, perhaps try color unpacked
[20:48:47] <s4ge> Nah, the Finite State Machine is a pretty simple pattern which defines possible states and state transitions.
[20:49:06] <s4ge> But, as the name says, in a finite way.
[20:49:40] <Xoppa> noooone, ow, you dont need a color attribute at all (although it would increase performance in this case)
[20:50:06] <noooone> Xoppa: no, unpacked color has the same result, completely pitch black
[20:50:17] <Xoppa> if you want to use a color attribute, then use a single part (= less draw calls) and specify the color using mpb.setColor(color);
[20:50:25] <kalle_h_> s4ge: you need texture that contains weights(usually these are pre normalized to 1 but can be done at shader too)
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[20:51:04] <s4ge> I know the basic concept kalle_h_, but I don't want to limit myself to 3 textures.
[20:51:04] <Xoppa> you dont have to provide a colorattribute to the material anymore i think (although it doesnt hurt to add a fully white diffuse color attribute)
[20:51:06] <kalle_h_> then you just add all textures up with corresponding weights
[20:51:16] <kalle_h_> s4ge: why to 3?
[20:51:38] <s4ge> 3 components + alpha, where each component represents a weight
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[20:51:52] <kalle_h_> alpha can be weight too
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[20:51:58] <s4ge> But well...if you have the "weightmap" as own sampler..
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[20:52:20] <kalle_h_> and you can actually pre normalize the texture so you can encode 5weights to single texture
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[20:53:14] <kalle_h_> r+g+b+a + 5thTexture = 1
[20:53:35] <s4ge> Mhmm... well performance is what scares me. The problem is, that I plan to create pretty huge maps. Really huge maps. But maybe its just a question of how big I make the chunks.
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[20:54:05] <kalle_h_> s4ge: another way is to render as many passes to framebuffer and you use alpa channel as cumulative weight.
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[20:54:28] <kalle_h_> then you divide by alpha at last step with fullscreen pass
[20:54:45] <kalle_h_> this might need bigger format than 8bit tought
[20:54:52] <gemurdock> noooone & s4ge: Got it, but how do you go about state transitions?
[20:55:06] <s4ge> But I could just keep the FBO?
[20:55:24] <kalle_h_> yeah or you can do that at screenspace
[20:55:41] <kalle_h_> s4ge: never worry about performance at early stage
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[20:55:45] <s4ge> gemurdock, its not required to have game logic in the transition itself. As soon as you switch from one state into another, its a transition.
[20:55:59] <kalle_h_> that only slow your creativity down
[20:56:18] <kalle_h_> also you can't foresee the performance charasterics anyway
[20:57:00] <gemurdock> s4ge: ok
[20:57:02] <kalle_h_> s4ge: good example was my volumetric shadows. First iteration used 150samples at took about 20ms
[20:57:12] <kalle_h_> but I implemented it in 5minutes
[20:57:30] <noooone> Xoppa: thanks, not using a Material color anymore, using a single part and using setColor on the mpb works :)
[20:57:34] <kalle_h_> and after that point our artist said that he want that effect so badly. so I optimized it next couple days
[20:57:59] <s4ge> Yeah...i know what you mean kalle_h_. Have to implement your Box2D lights too, just fyi :P
[20:59:00] <Xoppa> noooone, perhaps this helps, which i added not so long ago: https://github.com/libgdx/libgdx/wiki/ModelBuilder%2C-MeshBuilder-and-MeshPartBuilder
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[21:00:22] <kalle_h_> I made super simple wetness gbuffer modifier shader today.
[21:00:43] <kalle_h_> but its quite sad that dx11 do not have programmable blending
[21:00:59] <kalle_h_> so I can't make it easy post process pass
[21:01:34] <kalle_h_> and I don't want to dublicate my gbuffers(4*32bit*fullHD)
[21:02:12] <s4ge> Looks like you're much deeper in that math than I am :D Demotivates me alot, but I would like to implement an Animation system first anyways.
[21:02:46] <s4ge> My only problem is, that I want a very topdown animated character strip for this so badly...but I can't find one.
[21:02:59] <kalle_h_> tomorrow I try to make "Desert" shader that modify gbuffer by adding sand and dust to objects that are toward wind direction
[21:03:15] <noooone> Xoppa: yeah, definetely helps, very good explanation :)
[21:03:25] <kalle_h_> s4ge: just use Spine
[21:03:37] <s4ge> spine?
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[21:04:10] <davebaol> noooone: still playing with steering behaviors?
[21:04:40] <kalle_h_> https://www.dropbox.com/s/5zhpizr0tzpqqoy/WaterScreenSpaceReflections-Screenshot-01-On.png vs https://www.dropbox.com/s/6kibry30p0xam3m/WaterScreenSpaceReflections-Screenshot-01-Off.png
[21:04:56] <davebaol> noooone: any progress with your bullet integration?
[21:04:59] <kalle_h_> I am quite proud of that caustic in warrior shield
[21:05:47] <s4ge> Looks pretty :)
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[21:05:56] <Unimatrix325> nice
[21:06:04] <InspiredNotion> Hello
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[21:07:15] <noooone> davebaol: yeah, I wrote a BulletRaycastDetector (which I haven't used yet) and got a collision object move via a FollowPathBehavior
[21:08:38] <s4ge> Mhhhmmm the test version of Spine can't export the stripe :(
[21:11:01] <noooone> davebaol: but I'm not close to actually adding a test for it yet... still need to figure out more how things work and how to set it up, it's still kind of ugly and hacky, just wanted to get something move for now
[21:11:43] <s4ge> kalle_h_, do you have bought a Spine license?!
[21:11:48] <kalle_h_> yeah
[21:11:54] <kalle_h_> but I never used it
[21:12:03] <s4ge> Which one do you own?
[21:12:07] <davebaol> noooone: yeah no hurry
[21:12:08] <davebaol> I wonder where to put bullet and box2d integrations
[21:12:08] <davebaol> making them a gdx-ai dependency doesn't make sense imo
[21:12:18] <kalle_h_> I backed their kickstarter
[21:12:35] <kalle_h_> so I have just below god license
[21:12:36] <noooone> davebaol: yeah, that's the problem with the extensions, I had the same thoughts
[21:12:54] <noooone> davebaol: you cannot add any code that connects two different extensions
[21:13:35] <noooone> we could add it to a gdx-ai-bullet extension :D
[21:13:47] <noooone> or gdx-ai-box2d
[21:13:50] <s4ge> Well, I hope the essential license would be enough for me.
[21:14:08] <s4ge> Until then, it would be nice to just find one animation online for testing.
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[21:15:01] <s4ge> Yay! Found one.
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[21:22:57] <gentlemandroid> One animation of what?
[21:23:05] <gentlemandroid> kalle_h_: Sexy screens
[21:23:32] <gentlemandroid> kalle_h_: Did you ever start a blog?
[21:24:09] <gentlemandroid> I told you I'd absolutely proof read it if you wanted
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[21:24:18] <gentlemandroid> You should totally blog cool graphics stuff
[21:24:48] <kalle_h_> gentlemandroid: I am really not a writer person.
[21:24:54] <kalle_h_> I really like ramble randomly
[21:25:06] <gentlemandroid> I'
[21:25:13] <kalle_h_> but when I need to make coherent text I stumble
[21:25:15] <gentlemandroid> I'll take some ramblings about shaders anytime
[21:25:52] <gentlemandroid> I think there's never been enough good talk on shaders
[21:26:24] <Tomski> Less eclipse vs intellij moar shaders
[21:26:39] <kalle_h_> it really seem that gbuffer creation is only sane place to do gbuffer modifications.
[21:27:09] <kalle_h_> but we have huge overdraw so performance is gonna hurt
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[21:27:29] <kalle_h_> in one screenshot my profiler said that there was single pixel that was writed 120 times :)
[21:27:43] <kalle_h_> there was about 6trees near each others
[21:28:08] <LiquidNitrogen> how do you get that sort of statistic?
[21:28:39] <gentlemandroid> kalle_h_ uses all the sexy gpu profilers
[21:28:50] <kalle_h_> LiquidNitrogen: I used intel GPA
[21:29:18] <kalle_h_> but when I updated my GTX 780ti drivers it suddendly stopped working :/
[21:30:12] <kalle_h_> LiquidNitrogen: you really need that kind of statistic to make any performance decision. Other way you are just blindly guessing
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[21:30:32] <LiquidNitrogen> yeah that sounds really useful
[21:31:28] <LiquidNitrogen> i need to start optimising my code before i think about that though hah.
[21:32:31] <kalle_h_> you need data before you can optimize
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[21:33:21] <gentlemandroid> Xoppa: If you're around, is there a reason there's no quadratic b spline stuff?
[21:34:14] <noooone> Xoppa: if I understood the wiki article right, the Mesh build via a ModelBuilder/MeshPartBuilder is not managed via the Model automatically, correct?
[21:34:41] <Xoppa> gentlemandroid, because noone contributed it
[21:35:04] <Xoppa> noooone, huh, which article did you read :D
[21:35:47] <gentlemandroid> Yea my reading says it is managed
[21:35:51] <noooone> Xoppa: oh, there was one more part of that sentence that I skipped... only those of the material are not manged, sorry
[21:36:13] <gentlemandroid> Xoppa: So I could add this perhaps?
[21:37:09] <Xoppa> gentlemandroid, would be great. iirc i kept it a possibility to be added later by using a degree parameter or alike
[21:37:30] <gentlemandroid> Yea that's why I asked, there's a degree parameter that doesn't seem to do anything atm :D
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[21:39:16] <LiquidNitrogen> any ideas why my game runs fine in a maxamized window, but proper full screen is a train wreck?
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[21:41:21] <LiquidNitrogen> very choppy. not too worried about it yet, but it seems strange
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[21:46:40] <Xoppa> gentlemandroid, yeah probably better to throw some exception if an unsupported degree is provided.
[21:46:56] <Xoppa> if you are going to implement another degree, perhaps you can add that as well?
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[21:47:51] <gentlemandroid> Will do, if I add it
[21:48:01] <gentlemandroid> I may just tuck my tail on this one
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[21:53:02] <Getterac7> i tend not to make pull requests so I don't look like an idiot adding useless / bad code. :X
[21:56:08] <gentlemandroid> No better way to get somebody smarter to come along and fix it
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[21:59:49] <kalle_h_> our artist want to add "sand" effect to corners so my initial idea was to use SSAO as corner mask
[22:00:01] <kalle_h_> weighted by
[22:00:04] <kalle_h_> normal
[22:00:19] <kalle_h_> would that work?
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[22:01:48] <FreakXZone> Hi :)
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[22:11:49] <FreakXZone> Can someone expain me that issue? http://i.imgur.com/TxurDAJ.png
[22:13:18] <Xoppa> which issue?
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[22:14:00] <c0ke> Hay guys, I be wondrin' if there's a Gdx.files.internal style method that allows me to get a directory?
[22:14:39] <Xoppa> Gdx.files.internal(directoryName);
[22:14:51] <Xoppa> *path
[22:14:59] <c0ke> Hmm, for some reason my darn Gdx.files is returning a la null
[22:15:25] <Xoppa> can only be called after/when create is called
[22:17:42] <FreakXZone> somteimes cleaning up workspace helps
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[22:31:16] <cobolfoo> c0ke the directory could not be something stored in the resulting jar
[22:31:24] <cobolfoo> it will always returns null :)
[22:34:18] <Slijt> when making a game for android
[22:34:24] <Slijt> should the game contain an exit button?
[22:34:30] <Slijt> I want opinions
[22:34:50] <Slijt> we're in a bit of a disagreement in our team about this lol
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[22:38:11] <Xoppa> Two things i think a game should always do: show a mute button as soon as there's audio (e.g. on the loading screen) and when i press the back button multiple times then i expect to exit. Unfortunatly most games dont do this.
[22:39:23] <noooone> why the mute button?
[22:39:31] <noooone> I mean, you can just turn down the volume
[22:40:04] <Xoppa> because when i want to mute the audio of the game only, not all other media as well
[22:40:14] <aspic> mobidevelop: thanks!
[22:40:21] <aspic> For recognizing me as a person.
[22:40:24] <mobidevelop> Lol
[22:40:25] <aspic> :D
[22:40:52] <aspic> (I passed the turing test)
[22:41:07] <LiquidNitrogen> now you are one of us
[22:41:38] <LiquidNitrogen> (robots which can impersonate humans)
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[22:43:24] <noooone> it's very easy to find out wether you are talking to a bot or a human
[22:43:32] <noooone> just ask them to act like a bot
[22:43:54] <LiquidNitrogen> bots dont know how to act like bots?
[22:44:15] <noooone> if they are programmed to be like humans, I guess no
[22:44:58] <kalle_h_> not all humans can't mimic a bot
[22:45:17] <kalle_h_> not all humans can't even write
[22:45:30] <kalle_h_> do they pass turing test?
[22:45:41] <noooone> I don't even understand what you are saying
[22:45:45] <noooone> I hate double negatives
[22:46:07] <noooone> noooone 0 : 1 logic
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[22:46:32] <kalle_h_> double negative is just positive
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[22:47:09] <noooone> in this case you would have said "all humans can write"
[22:47:12] <kalle_h_> noooone: bot or human http://www.complex.com/pop-culture/2013/11/jaden-smith-dumbest-tweets/
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[22:53:06] <noooone> Trees are never sad
[22:53:29] <LiquidNitrogen> when i chainsaw trees they laugh and smile
[22:53:47] <noooone> do you chainsaw trees on a regular basis?
[22:53:58] <LiquidNitrogen> yes quite often
[22:54:00] <noooone> I thought about doing this as my hobby, but I wasn't sure
[22:54:23] <LiquidNitrogen> its hard work cleaning up the branches after
[22:54:28] <davebaol> in italian double negative makes negation stronger
[22:55:03] <gemurdock> haha
[22:55:06] <davebaol> but natural language is not logic
[22:55:20] <kalle_h_> You Need To Use Caps For Every Word,
[22:55:32] <LiquidNitrogen> noooone: https://www.dropbox.com/s/5pdckksu6mbm81a/20140801_151948.jpg
[22:56:14] <noooone> LiquidNitrogen: you weren't kidding
[22:56:29] <LiquidNitrogen> the gum trees will be fun, you can set the leaves on fire and burn up the entire mass of branches even when they are freshly cut
[22:57:25] <c0ke> For the MapPacker to work, does my map need to be saved in a specific format? I've got it correctly altering my tileset, but the map itself is left with a reference to the old tileset
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[23:04:46] <kalle_h_> https://www.youtube.com/watch?v=5z0VAmb4uVI Scary
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[23:09:52] <LiquidNitrogen> is that dubai roulette?
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   August 7, 2014  
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