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[00:24:09] <c0ke> Sooooo in my game so far I've got it using tiles as units
[00:24:20] <c0ke> So 1 is equal to 16 pixels effectively
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[00:26:02] <c0ke> Is this inherently evil and am I an idiot for doing so, or is this alright as long as I don't start wanting to do anything with pixel precision
[00:26:50] <kalle_h_> 1 tile is quite reasonable unit
[00:26:58] <kalle_h_> pixels are never good choise for units
[00:27:17] <kalle_h_> but don't lock tile to be 16pixels or then you are srewed
[00:27:32] <c0ke> Uh oh, why's that?
[00:27:42] <c0ke> Oh, wait, sorry I might have confused you there
[00:27:47] <c0ke> the tile texture size is 16x16
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[00:28:29] <c0ke> there's no pixely evilness anywhere in the actual game code
[00:28:43] <kalle_h_> texture size does not matter at all
[00:28:57] <c0ke> :D
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[00:29:03] <kalle_h_> so if you are doing it that way then you are doing it right
[00:29:12] <c0ke> Awesome, thanks :)
[00:29:39] <c0ke> I'm thinking of using Scene2d for my UI, just sort of slapping it over the top, is that acceptable? Writing my d-pad and stuff in scene2d, that is
[00:29:49] <c0ke> scene2d.ui to be more precise
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[00:31:28] <TrofSivart> hi
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[00:32:54] <kalle_h_> c0ke: scene2d should be reasonably for ui
[00:33:09] <kalle_h_> just don't let it mess other code
[00:34:32] <c0ke> Alrighty, thanks kalle_h_
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[00:57:46] <s4ge> Yay the ashley animation system works pretty fine now too *happy*
[00:59:43] <kalle_h_> This building looks good even without textures http://i.imgur.com/oZdsGtf.png
[01:00:00] <kalle_h_> Can't wait that our artist paint marble textures.
[01:00:28] <kalle_h_> I know in advance that my BRDF don't support materials like marble but I hope artist can make some magic
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[01:01:08] <s4ge> Quite nice modelling, would love to know the polycount.
[01:01:40] <kalle_h_> I can ask tomorrow
[01:01:45] <kalle_h_> but its look really low poly
[01:01:49] <Crigges> Hey, i use a StretchViewport in combination with scene2d. If i lower the window size the application, to small images get removed. Is there an easy way to prevent this? Here is a screen that shows the problem: https://dl.dropboxusercontent.com/u/103859688/scale.png
[01:03:08] <kalle_h_> its also perfect use case for vertex AO baking. That roof is too high for SSAO so it has to be occluded with some other way
[01:03:49] <s4ge> I'm pretty sure you know exactly what ya doing ;)
[01:05:25] <kalle_h_> I don't know. I learn this stuff in progress.
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[01:08:05] <kalle_h_> Animation system is really giving me hard time :/
[01:08:34] <s4ge> In 3D? For sure.
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[01:10:36] <kalle_h_> s4ge: I have writed custom skeletal animation pipeline. But because there are so much that it need to support and I still lack experience about this so I need to constantly rewrite and band aid it
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[01:11:03] <kiokku> hi, how could I achieve level selection screen similar to this http://tinyurl.com/l2pxk7v ? Currently I have a simple scene2d table implementation of level buttons in a 4x4 grid.
[01:11:10] <kalle_h_> Inverse kinematics is bottlenck currently
[01:11:21] <kiokku> but I cant figure out how to position buttons to "fixed" positions that go along with the level map texture.
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[01:11:56] <kalle_h_> kiokku: what is hard about that fixed position?
[01:12:25] <kalle_h_> just position it by using some not camera centered coordinate system
[01:13:22] <kiokku> kalle_h, problem is that the buttons are not in the correct positions on different screen size
[01:13:42] <TrofSivart> hey guys
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[01:13:57] <TrofSivart> how would one change the color of a button manually?
[01:14:12] <TrofSivart> I tried updating the textbutton style but it change the color of all the buttons that use that style
[01:14:58] <s4ge> I really need an artist on my side
[01:15:35] <s4ge> Sorry kalle_h_ didn't read, will now
[01:16:00] <TrofSivart> I guess I'll just use 2 styles
[01:16:53] <s4ge> Well ye, the guy from Overgrowth made such a nice animation system (engine as a whole), unfortunately we can't see the sources.
[01:19:01] <kalle_h_> s4ge: I really like their stuff
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[01:19:15] <s4ge> Yep, same here
[01:19:35] <kalle_h_> but its not that general. How would it work for non humanoid characters
[01:19:54] <kalle_h_> and we have good animators in house
[01:20:28] <s4ge> More or less the same, it depends on the flexibility of the system I would say, so that it can work with different bone setups.
[01:21:10] <[twisti]> spore had a cool animation system
[01:21:12] <s4ge> But don't ask me, I know like nothing when it comes to 3d animation.
[01:21:23] <[twisti]> horrible game, but pretty impressive procedural animations
[01:22:38] <kalle_h_> s4ge: coding system like Overgrowth has is huge task. Adding support for every kind of skeletons you might throw in the game is even bigger
[01:23:06] <kalle_h_> our game supports modding freely so that has to be taked concidetation too
[01:23:47] <kalle_h_> but I still am huge fan of their aproach for animations
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[01:29:12] <scape_> is the intersectraytriangles intersection vector in local coordinates?
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[01:33:53] <Xoppa> scape_, any coordinate in an intersction method is most likely in the same space as the intersection arguments are in
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[01:35:31] <scape_> ok
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[01:48:57] <kalle_h_> going to sleep
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[02:18:18] <echeese> Are there any examples of games that properly scale assets according to density?
[02:18:49] <rcdvl> hey guys, i'm having a weird behaviour here with my desktop project... i can get my game running on android, but when i try to run on the pc i get a fatal error
[02:18:59] <rcdvl> in box2d
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[02:19:34] <rcdvl> File: /var/lib/jenkins/workspace/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Collision/Shapes/b2PolygonShape.cpp, Line 158
[02:19:46] <rcdvl> has anyone seen this before?
[02:20:21] <echeese> what's the error?
[02:21:35] <rcdvl> AL lib: (EE) alc_cleanup: 1 device not closed
[02:21:40] <rcdvl> Assertion failed!
[02:21:46] <rcdvl> Program: C:\Program Files\Java\jre7\bin\javaw.exe
[02:21:52] <rcdvl> File: /var/lib/jenkins/workspace/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Collision/Shapes/b2PolygonShape.cpp, Line 158
[02:21:57] <rcdvl> Expression: false
[02:22:13] <rcdvl> this is all I get
[02:22:30] <TEttinger> echeese, I do that. it needs some work, my approach
[02:22:50] <Crigges> Hey guys, i use a StretchViewport in combination with scene2d. If i lower the window size the application, to small images get removed. Is there an easy way to prevent this? Here is a screen that shows the problem: https://dl.dropboxusercontent.com/u/103859688/scale.png
[02:22:50] <TEttinger> oh that's not a crash
[02:23:09] <TEttinger> rcdvl, that just happens if audio is not disposed on close I think
[02:23:23] <TEttinger> oh!
[02:23:25] <rcdvl> but I don't even use audio :(
[02:23:29] <rcdvl> yet
[02:23:30] <TEttinger> the assertion failed is different
[02:23:39] <TEttinger> so there's 2 messages there
[02:23:44] <TEttinger> the audio is harmless
[02:23:49] <TEttinger> the box2d is not
[02:24:05] <rcdvl> yep, box2d is the problem
[02:24:25] <rcdvl> but i can't understand why the same project runs fine on android
[02:25:03] <TEttinger> https://github.com/libgdx/libgdx/blob/master/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Collision/Shapes/b2PolygonShape.cpp
[02:25:24] <TEttinger> it thinks some polygon is degenerate, that is, it only has 2 points and needs 3 or more
[02:25:51] <TEttinger> the lines are here https://github.com/libgdx/libgdx/blob/master/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Collision/Shapes/b2PolygonShape.cpp#L157-L158
[02:25:56] <rcdvl> :/
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[02:26:58] <rcdvl> but it's not degenerate
[02:27:00] <rcdvl> lol
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[02:27:35] <TEttinger> yeah, I don't think it should be if it works on android
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[02:28:35] <rcdvl> :(
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[02:28:49] <TEttinger> that's a weird one
[02:29:01] <rcdvl> I don't know what's happening here
[02:29:08] <TEttinger> you're on mac, or linux?
[02:29:11] <Crigges> well iam a noob but
[02:29:25] <TEttinger> Crigges, change the filter mode
[02:29:40] <TEttinger> it's a setting on texture IIRC
[02:29:59] <Crigges> i guess the line 158 is an assertequals
[02:30:03] <rcdvl> i'm on windows
[02:30:27] <TEttinger> rcdvl: then we have something more serious
[02:30:31] <Crigges> maybe you need to turn off the assert checks in the vm
[02:30:48] <TEttinger> that File: /var/... are you on the android emu?
[02:31:33] <TEttinger> Crigges: something like myTexture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest); // but you want something else other than nearest
[02:32:14] <rcdvl> android emu?
[02:32:18] <TEttinger> Crigges, that isn't on the VM, it's JNI code (native)
[02:32:58] <TEttinger> rcdvl, yeah I don't know how it has a "File: /var/lib/jenkins/..."
[02:33:04] <Crigges> okay TEttinger i will try
[02:33:25] <rcdvl> i don't know either lol it's a unix path
[02:33:40] <TEttinger> how are you running your game?
[02:34:06] <TEttinger> jenkins makes me think there's an automatic build going somehow?
[02:34:59] <rcdvl> nope, no automatic build
[02:35:07] <rcdvl> i'm running via eclipse
[02:35:27] <echeese> maybe asserts are disabled/don't work on android?
[02:36:21] <rcdvl> i can run the game if i comment the lines where i set my polygon shape vertices
[02:36:25] <TEttinger> echeese, assert is a C/C++ function built into the language IIRC
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[02:36:53] <TEttinger> rcdvl, can you pastebin those?
[02:37:14] <echeese> I know, but sometimes they usually get removed in release builds
[02:37:19] <Crigges> TEttinger: the texture filter has no effect
[02:37:34] <TEttinger> Crigges, using which filter?
[02:37:44] <TEttinger> the issue is you're shrinking 1px things
[02:37:45] <Crigges> (Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
[02:37:52] <TEttinger> I had a comment after that
[02:38:02] <TEttinger> but you want something else other than nearest
[02:38:30] <TEttinger> try bicubic , not sure what the term is
[02:38:30] <Crigges> i have no idea how exacly that texturefiltes work
[02:38:39] <Crigges> so okay
[02:39:52] <Crigges> mhh there is no bicubic filter?!
[02:39:54] <TEttinger> err, MipMapLinearLinear
[02:40:02] <TEttinger> I was thinking photoshop
[02:40:04] <Crigges> ah okay
[02:41:03] <TEttinger> explanation here http://stackoverflow.com/a/22561265/786740
[02:41:07] <TEttinger> Crigges ^
[02:41:17] <rcdvl> there you go
[02:41:17] <rcdvl> http://pastebin.com/8LhmWLMS
[02:45:02] <TEttinger> rcdvl, I'm guessing it has duplicate points
[02:45:19] <TEttinger> try printing out the array before it crashes
[02:46:27] <rcdvl> it has duplicate points, but they are not in the same shape
[02:46:34] <rcdvl> is it an issue?
[02:47:57] <TEttinger> shouldn't be if they're in different shapes... that box2d jni code crashes right after checking for unique points, and 'n' is only given the value you want if all points are unique (duplicates are ignored)
[02:48:17] <TEttinger> so if you try to make a triangle with 0, 0, 1, 1, 0, 0...
[02:48:17] <Crigges> TEttinger: mhh i tryed all the filters but this doesn't solve the problem
[02:49:13] <TEttinger> Crigges, tbh I'm using pixel art so I don't scale down much. but you have 1px wide lines that are being shrunk, which makes 0px wide lines
[02:49:29] <TEttinger> (some of the time)
[02:49:36] <Crigges> i know
[02:49:39] <rcdvl> oh, the comment says triangle but i'm not creating a triangle, i'm creating a polygon with 4 vertices
[02:49:58] <TEttinger> rcdvl, then make that 0,0,1,1,0,0,0,0
[02:50:11] <TEttinger> if there's only 2 unique values it will crash
[02:50:44] <Crigges> but there must be a solution for this problem, or not?
[02:51:01] <rcdvl> what do you mean with 0,0,1,1,0,0,0,0? i can't understand :S
[02:51:27] <Crigges> this are vectors
[02:51:42] <Crigges> 0 0 1 means x = 0 y = 0 z = 1
[02:51:55] <TEttinger> i meant what you push into polygon.set
[02:52:22] <TEttinger> shape.set(new float[] {0,0,1,1,0,0,0,0});
[02:52:46] <TEttinger> if there were 3 duplicate points, it wouldn't be a polygon
[02:53:44] <rcdvl> ok, but you want me to hardcode those 0s and 1s to see what happens?
[02:53:53] <TEttinger> no, sorry
[02:54:17] <TEttinger> I'm saying if somehow you had 3 duplicate pairs in normal runs, it would fail, so...
[02:54:40] <TEttinger> check through your code with a debugger (like the one in eclipse), and check what could be duplicated
[02:54:40] <rcdvl> hmm
[02:55:00] <TEttinger> put a breakpoint before shape.set
[02:55:40] <rcdvl> ok, will check it here
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[02:59:12] <TEttinger> echeese, in regards to your density question, I think it's a good idea but I'm not sure how best to do it
[02:59:34] <rcdvl> yep, i'm really getting duplicates
[03:01:23] <TEttinger> so how are you getting the numbers for where to place points for the shape?
[03:01:44] <TEttinger> something screen-related that would be different on android and desktop?
[03:02:03] <echeese> Alright, thanks TEttinger. Everything I've seen seems to change based on resolution, and not density, which just feels wrong as someone who typically develops Android apps
[03:02:46] <TEttinger> echeese, yeah. what's the density on a galaxy gear vs. its size, for example?
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[03:03:31] <TEttinger> you just can't have a ton of stuff on a watch-size screen, but the resolution might be decent even though the pixels are teensy
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[03:04:24] <rcdvl> it's the same algorithm i run, maybe android jumps those asserts
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[03:04:57] <TEttinger> possible. it defines b2assert to be assert in a file under Box2D/Common
[03:06:21] <rcdvl> anyway, thanks for pointing out the bug
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[03:10:34] <Crigges> TEttinger: thank you for your help anyway!
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[03:12:16] <rcdvl> TEttinger, thanks for your help, now I got this thing running!
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[03:16:27] <TEttinger> well one bug down... Crigges, you can try it with thicker lines pretty easily right?
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[03:35:05] <ShivanHunter_> hodor
[03:35:57] <TEttinger> yolo
[03:36:39] <TEttinger> you only live once so make sure you don't die
[03:36:46] <cackling_grandma> Carpe diem!
[03:37:00] <ShivanHunter_> valar morghulis
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[03:37:26] <cackling_grandma> what's that, ShivanHunter_ ?
[03:38:08] <ShivanHunter_> http://awoiaf.westeros.org/index.php/Valar_morghulis
[03:38:21] <cackling_grandma> how do I explain "edutainment game" to a 80 years old grandpa who happen to be my boss so he approve my game pitch?
[03:38:43] <cackling_grandma> oh ok, invented words. Carry on.
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[04:23:57] <TEttinger> cackling_grandma: a game to teach kids things, and they sell really well to parents who don't want their kids playing shooters?
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[04:26:04] <cackling_grandma> TEttinger, a game to teach parents things
[04:26:29] <TEttinger> like "why did you buy this, spend your money elsewhere idiot"
[04:26:47] <cackling_grandma> no it's a game about forest preservation.
[04:26:55] <TEttinger> oh
[04:27:02] <TEttinger> make it accessible to kids
[04:27:18] <TEttinger> they're where the money lies
[04:27:24] <cackling_grandma> it's free.
[04:28:06] <cobolfoo> kids care about forest preservation ?
[04:28:31] <cackling_grandma> no I'm targeting adults. I work for a forest preservation project.
[04:28:57] <oeslian> in middle school there was this kid in my class who would sell lizards to donate money to save the rainforest, i think he made like $30 lol
[04:29:17] <aeprotestsi> cackling_grandma: how does it, uhm, educate?
[04:30:40] <cackling_grandma> well, showing the effect of deforestation I guess.
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[04:31:10] <cackling_grandma> oeslian does he still do that? :D
[04:31:18] <fauge> hi
[04:31:26] <cobolfoo> hi
[04:31:51] <cackling_grandma> hi fauge. Would you like to buy a lizard as for our rainforest preservation effort?
[04:32:03] <fauge> haha no thanks
[04:32:05] <oeslian> cackling_grandma nah he was pretty young, it was kind of funny looking back
[04:32:22] <cackling_grandma> I'm sure he'd have grown into a wonderful person.
[04:33:18] <cobolfoo> Today, He hunt lost cats with a crossbow and sell the fur in exchange for crack
[04:33:32] <oeslian> I think he joined the army, i haven't heard from any classmates in about 4 years lol
[04:34:59] <oeslian> anyways i came on to ask about Gdx.gl.glViewport(), I tried doing Gdx.gl.glViewport(0, 0, x, y) and its making me seem zoomed out no matter what numbers i put for x and y. I can't find much info on the wiki
[04:35:35] <cobolfoo> oeslian: why you want to use Gdx.gl.glViewport() directly ?
[04:35:51] <oeslian> I am trying to play around with resolutions
[04:35:51] <cobolfoo> not using a stage?
[04:36:20] <oeslian> i haven't heard of stages, I am trying to teach myself and haven't found many current resources
[04:36:34] <cobolfoo> Usually stage handle all the viewport stuff
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[04:37:12] <nich_coden> when I scale, it seems the Height and Width dont get updated
[04:37:29] <oeslian> any good links for learning resources? I have found working straight from the api frustrating as few things seem to have an explanation
[04:38:25] <cobolfoo> I would start here: https://github.com/libgdx/libgdx/wiki/Scene2d
[04:39:15] <cackling_grandma> you should use a camera object, which take care of the details
[04:39:53] <cobolfoo> camera requires you to play with Gdx.gl.glViewport()
[04:39:56] <cackling_grandma> oeslian, try https://github.com/libgdx/libgdx/wiki/Projection,-viewport,-&-camera
[04:40:50] <cobolfoo> anyway, I have hard time understanding why people come here and use only 10% of the API :)
[04:40:52] <cackling_grandma> cobolfoo, the camera play with the viewport so you dont have to.
[04:41:18] <cackling_grandma> sometimes the API doesnt fit our exact needs.
[04:41:44] <cobolfoo> I help people here a little bit for several months now
[04:42:00] <cobolfoo> most of them are uninformed and re-do stuff that already exists in the API
[04:42:15] <oeslian> thanks, i will try using stages
[04:42:44] <cackling_grandma> that's because they're uninformed silly. They on intent to ;p
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[04:42:49] <cackling_grandma> dont*, not on
[04:43:37] <oeslian> i have been using the api, issue with api's is that they don't show you how everythign fits together
[04:44:14] <cackling_grandma> there's that wiki
[04:44:34] <cobolfoo> I have to say that the documentation is not perfect but since I don't have time to contribute I will shut up
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[04:45:06] <cackling_grandma> yeah you kind of have to have existing experience to effectively navigate.
[04:45:39] <cackling_grandma> someone who made a multiplayer tictactoe with save/load would have much better pace
[04:45:47] <ShivanHunter_> What is the Vector3 Camera.direction? Euler angles?
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[04:46:04] <cackling_grandma> that's why unity is popular. Drag and drop. GAME!
[04:46:23] <cobolfoo> You mean Game Maker ?
[04:46:32] <cackling_grandma> that, too.
[04:47:20] <cackling_grandma> and if I'm not mstaken microsoft is making unity intergration with visual studio
[04:47:44] <cackling_grandma> make sense, both are infested with dragdropgrammer
[04:49:05] <oeslian> doesn't help i haven't used java in 5 years, been doing c++ and opengl lately
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[04:49:40] <cackling_grandma> shouldnt be a problem. java is basically c++ with more constraints
[04:50:09] <oeslian> yea i used to be very familiar with java, just rusty
[04:51:09] <limeArrow> Aaaand my game is finished! Fully ported, new features added, ads integrated, all bells and whistles working... now onto signing it and uploading it to the store.
[04:51:31] <TEttinger> awesome limeArrow!
[04:51:35] <TEttinger> what's it about again?
[04:51:46] <limeArrow> It's a word game
[04:52:22] <oeslian> congrats limeArrow, how long have you spent developing?
[04:52:55] <cackling_grandma> is it free? :p
[04:53:15] <limeArrow> oeslian, about 2 months (if counting the days I actually worked on it =p)
[04:53:17] <nich_coden> i got around 8 months in my game :-P
[04:53:18] <limeArrow> cackling_grandma, yes it is
[04:53:19] <TEttinger> cackling_grandma, there's a unity connection to visual studio (not sure if it's a VS addon or Unity addon) made by a 3rd party
[04:54:01] <cackling_grandma> TEttinger, I'm talking about microsft's planned built-in intergration tho.
[04:54:18] <TEttinger> I haven't heard of that
[04:54:33] <cackling_grandma> TEttinger, I guess the sales of indies unity games on xbawx is arousing their greed
[04:54:34] <TEttinger> it would make sense, MS is a big contributor to Mono, oddly enough
[04:55:05] <TEttinger> (guess which organization had the most commits to the linux kernel)
[04:55:09] <nich_coden> microsoft has always supported developers
[04:55:25] <nich_coden> lots of hates, but ms has made me way too much money
[04:55:25] <cackling_grandma> TEttinger, http://techcrunch.com/2014/07/02/microsoft-acquires-syntaxtree-to-offer-better-unity-support-in-visual-studio/ they basically bought that 3rd party.
[04:56:11] <cackling_grandma> nich_coden, microsft's dev support is pretty much how they survive the enterprice space.
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[04:56:31] <cackling_grandma> err environment, not space.
[04:56:40] <cackling_grandma> (same word in my mother tongue)
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[05:05:07] <BlueProtoman> Which is?
[05:06:03] <limeArrow> nich_coden, did you release it already?
[05:06:16] <nich_coden> nope, i still have a few months
[05:06:26] <nich_coden> its a large scale game
[05:08:21] <TEttinger> what's it about, nich_coden? what type of game/genre?
[05:09:43] <nich_coden> online pvp https://www.youtube.com/watch?v=gUWNmEUbYuY&list=UUFQffU6YKwWN_pMuUVFhRiQ
[05:09:53] <nich_coden> that video is for our team
[05:10:14] <nich_coden> i'm reworking the ui right now
[05:10:29] <cackling_grandma> clash of clans clone?
[05:10:30] <nich_coden> lots of ui work and model work this week
[05:10:34] <nich_coden> kinda sorta
[05:11:07] <cackling_grandma> nich, your game gave me the malkari vibe :)
[05:11:22] <nich_coden> malkari? google here i come
[05:11:55] <cackling_grandma> I can never play it again but I still have the manual :)
[05:12:39] <nich_coden> we have a good deal of artist & audio folks
[05:13:08] <nich_coden> anyway i better get back
[05:13:25] <nich_coden> i have scene2dui... when it doesnt do what i want
[05:13:30] <nich_coden> * hate
[05:13:38] <cackling_grandma> make it 3D!
[05:13:54] <cackling_grandma> and make asteroid collidable, killing whole colonies.
[05:14:07] <cackling_grandma> and allow players to build asteroid thrusters, for obvious missions!
[05:14:22] <cackling_grandma> "THIS IS FOR RAIDING ME THE LAST WEEK!"
[05:15:10] <nich_coden> scene2dui = pain = http://i.imgur.com/wJePxOd.jpg
[05:15:47] <nich_coden> time to start drinking
[05:16:05] <TEttinger> I like it, cackling_grandma
[05:16:48] <nich_coden> we have team play w/ team vs team
[05:16:53] <cackling_grandma> TEttinger, what're you talking about now?
[05:16:55] <TEttinger> that's why the death star is such a silly weapon. you could cause mass extinctions just by firing anything big enough at space-travel speeds into a planet
[05:17:03] <TEttinger> oh, your idea
[05:17:09] <TEttinger> the asteroids colliding
[05:17:45] <cackling_grandma> MAD is the best thing since radioactive bread.
[05:18:01] <nich_coden> https://dl.dropboxusercontent.com/u/16088580/art/sprites/sp_moondome.png will be one of our new asteroid base for space battles
[05:19:00] <cackling_grandma> dont like it. Looks like a sphere with an asteroid ring. You should make it looks like an asteroid with a really big spherical tumour on the side.
[05:19:31] <nich_coden> brb
[05:20:53] <TEttinger> I like it, nich_coden. the asteroid could definitely be more obvious though, like cackling_grandma is saying
[05:24:05] <cackling_grandma> yeah the words I used was probably too harsh. It just looks a bit too artifical with the sphere at the exact centre of the asteroid.
[05:25:15] <cackling_grandma> thing of the architecture and history involved. It probably started as a mining colony so it'd be a bit to the side in one of the ridges and grow out from there.
[05:25:20] <cackling_grandma> think* of.
[05:29:16] <TEttinger> unless they need air to mine
[05:31:34] <nich_coden> dont think to hard, its just a game
[05:31:36] <nich_coden> ;-)
[05:32:06] <nich_coden> i gotta get back to this scene2dui, ttl
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[06:01:17] <nich_coden> "Note that scene2d.ui groups that perform layout, such as Table, will use the unscaled and unrotated bounds of a transformed widget when computing the layout." is my problem
[06:01:21] <nich_coden> whos got the hack around it?
[06:01:25] <nich_coden> this is from the wiki
[06:01:30] <cobolfoo> there is no hack
[06:01:52] <cobolfoo> groups require you to give them rectangular bounds
[06:02:27] <cobolfoo> if you have something rotated, you will have to construct your own custom actor that return a pre-calculated rectangular bound
[06:03:59] <nich_coden> basically i'm scaling two buttons to be smaller and the table is ignoring the scaling
[06:04:20] <nich_coden> can i manually set their rectangular bounds?
[06:04:27] <cobolfoo> Instead of playing with .scale, calculate the desired width and height in pixels
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[06:05:03] <nich_coden> table setsize?
[06:05:09] <cobolfoo> nope table cell
[06:05:11] <cobolfoo> like this
[06:05:30] <cobolfoo> table.add(button).width(originalWidth * desiredScale).height(originalHeight * desiredScale);
[06:05:37] <cobolfoo> but dont set scale on button directly
[06:05:42] <nich_coden> gotcha
[06:05:43] <nich_coden> thanks man
[06:05:58] <nich_coden> i've been getting my butt kicked all night from the table ignoring me
[06:06:18] <cobolfoo> I had thoses nights too
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[06:06:52] <rizo> hey can someone explain the math behind this function? http://pastebin.com/b0irsf6g (h,dn and newPos is confusing)
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[06:07:23] <cobolfoo> h = sqrt(x*x + y * y)
[06:07:23] <rizo> what exactly are they doing in line 4,5 and 7?
[06:07:46] <cobolfoo> is used to calculate the hypothenuse
[06:07:55] <cobolfoo> or the distance in pixels from the coordinates 0,0
[06:08:27] <rizo> :O omg thats right
[06:08:29] <cobolfoo> I guess dn look like a normalized distance
[06:08:49] <rizo> what's normalized distance?
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[06:09:06] <cobolfoo> a distance between 0 and 1
[06:09:39] <cobolfoo> seem to me this is a function that need to be called in a loop to slowly move the camera ?
[06:10:16] <rizo> yeah
[06:10:17] <fauge> yeah i think it will pan the camera fast transitioning to slow
[06:10:18] <cobolfoo> this is why it returns dn and cam.position are not absolute
[06:10:49] <cobolfoo> Look to me someone wrote this by doing empirical tests :)
[06:11:18] <cobolfoo> libgdx have nice interpolator to do the same
[06:11:20] <rizo> so wait, what exactly is dn trying to do?
[06:11:22] <cobolfoo> interpolators
[06:11:46] <cobolfoo> sqrt(2) = 1.4
[06:12:06] <isdera> is there an easy way to draw part of a Sprite? Theres a texture region class but this isnt helpful for sprites, beause sprites get resized..
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[06:12:58] <cobolfoo> isdera why not creating already sliced sprites ?
[06:13:39] <TEttinger> isdera, I struggled with that for a while
[06:13:42] <isdera> im trying to create a transition effect where my Sprite "opens up" on the screen.. not stretches though.
[06:13:48] <cobolfoo> rizo try to do a sample code that do a for loop and dump each iterations to console, you will figure out
[06:13:57] <TEttinger> you can set u, v, u2, and v2 to change what gets rendered
[06:14:18] <cobolfoo> Yeah you can play with uv coordinates or using scissors
[06:14:24] <TEttinger> (you may also need to change height and width)
[06:14:36] <isdera> ok im not familiar with uv coordinates but ill try this
[06:14:38] <cobolfoo> https://github.com/libgdx/libgdx/wiki/Clipping%2C-with-the-use-of-scissorstack
[06:14:39] <rizo> cobolfoo: thank you for your help, it makes a lot of sense now. how would u do it with interpolar tho? is it the lerp in math.util?
[06:14:39] <TEttinger> ScissorStack is a better approach but slower I think
[06:14:51] <cobolfoo> yeah but not that much slower
[06:14:54] <isdera> yeah but I am using LIbgdx 0.98 and the scissorstack class is incomplete in this version.
[06:15:02] <TEttinger> if you're only doing one sprite, scissorstack all the way
[06:15:13] <TEttinger> woah 0.98
[06:15:16] <TEttinger> that's old
[06:15:24] <cobolfoo> isdera you could use OPENGL scissors directly then
[06:15:38] <isdera> hmm. i didnt think of that
[06:15:41] <cobolfoo> https://www.khronos.org/opengles/sdk/docs/man/xhtml/glScissor.xml
[06:15:53] <cobolfoo> this is exactly what libgdx do in background hehe
[06:16:20] <cobolfoo> rizo, lerp is constant
[06:16:39] <isdera> doesnt Glscissor apply to my entire spritebatch though?
[06:16:46] <rizo> cobolfoo: any code samples of this interpolation approach?
[06:17:02] <cobolfoo> rizo: https://github.com/libgdx/libgdx/wiki/Interpolation
[06:17:12] <cobolfoo> check InterpolationTest sample
[06:17:23] <cobolfoo> isdera it will apply to where you are at this point
[06:17:24] <rizo> cobolfoo: u are the best <3
[06:17:36] <isdera> oh cool. ill try testing it out, thanks cobol :]
[06:17:37] <cobolfoo> you call it before rendering your sprite and disable it after
[06:18:04] <cobolfoo> Make sure you are using the proper units, I think glScissor dont use pixel units :)
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[06:29:55] <isdera> wierd. its clipping the sprite underneath, rather than the sprite drawn in between my glEnable(GL_SCISSOR_TEST) and Disable statements.
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[06:48:24] <isdera> I got it working!! thanks cobol :P
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[06:50:12] <Ness_> hi!
[06:50:38] <Ness_> anyone know why my sprites are flickering
[06:51:00] <Ness_> when the caracter moves i can change how it deseapear on moving
[06:51:07] <Ness_> i can see*
[06:52:04] <TEttinger> Ness_, how are you moving them? post some code on http://pastebin.com ?
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[06:52:34] <Ness_> ok
[06:54:53] <Ness_> http://pastebin.com/kwwASpZU
[06:55:14] <Ness_> mapRenderer is a Tiled map renderer
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[06:56:19] <Ness_> and it seems that only Tiled map textures are flickering
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[06:57:05] <TEttinger> so this is in render() in a Screen?
[06:58:40] <nexsoftware> You usually should update the camera after modifying it
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[06:59:29] <Ness_> yes
[06:59:44] <Ness_> switching the order
[06:59:50] <Ness_> it happens anyways
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[07:05:44] <Ness_> fixed
[07:06:12] <Ness_> i put mapRenderer.setView(cam); inmediately after cam.update();
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[07:11:29] <LiquidNitrogen> whats a good way to structure game object data so that you can easily add/drop/change any object without breaking all the other ones?
[07:14:00] <LiquidNitrogen> for example, different types of floors.. im thinking using an enum that knows each floor type by name.. but then where to store the information that each different enum represents?
[07:14:18] <LiquidNitrogen> i dont want to make a subclass for each type
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[07:30:48] <TEttinger> LiquidNitrogen, this one's a whole mess
[07:30:58] <Person> I have a problem
[07:31:10] <TEttinger> shoot
[07:31:20] <TEttinger> if you have code, Pastebin it
[07:31:31] <Person> I am trying to draw a simple 3d triangle
[07:31:45] <Person> it is fine when I add colour attributes
[07:31:56] <Person> but the moment i try to texture it turns black
[07:32:33] <LiquidNitrogen> TEttinger: yeah i need to do more research. currently ive just got several large arrays of ints identifying various types of things but obviously thats not cool for more than very simple prototyping
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[07:33:25] <TEttinger> LiquidNitrogen, I dunno. I've done fine with ints as indexes into static/singleton arrays of actual objects
[07:34:03] <TEttinger> so you are only storing the object's "prototype" once (how JS does it), and you have modified versions in play
[07:34:29] <Babar> Hello
[07:34:32] <LiquidNitrogen> hmm. one thing i want to avoid is having my objects take up too much memory (items not so much, but definately floors and walls want to be small)
[07:34:35] <TEttinger> the "better way" is probably entity systems like artemis or ashley
[07:34:47] <TEttinger> oh yeah, floors for me are literally an int
[07:35:47] <LiquidNitrogen> yeah.. im ok with ints for floors, but then how do you set it up so you can add a new floor type in the middle of the mix without changing the existing ones references?
[07:36:27] <Babar> I have a problem i have created a game which has a sprite at the bottom center of the screen (A soldier carrying a gun 2D) continuously firing bullets
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[07:37:00] <TEttinger> LiquidNitrogen, add to the end every time. dropping is not a thing
[07:37:03] <Babar> when game starts i have managed to handle the barrel offset and bullets came out exactly from the barrel
[07:37:12] <TEttinger> there's what 65K^2 ints?
[07:37:47] <Babar> but when the sprite is rotated (the bullets do go at the correct angle) the bullets are not comming exactly out of the barrel tip
[07:37:51] <Babar> its still same
[07:37:55] <Babar> position
[07:38:20] <Babar> have applied trig but no luck so far
[07:38:21] <TEttinger> ah! then you need to rotate around the center of the sprite, correct?
[07:38:35] <Babar> its already
[07:38:35] <TEttinger> (rotate where the bullets come from)
[07:38:43] <isdera> i think you can set the anchor to the middle of the sprite.
[07:38:47] <Babar> setRotation() in libgdx exactly do that
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[07:39:58] <Babar> Sets the rotation of the sprite in degrees. Rotation is centered on the origin set in setOrigin(float, float)
[07:39:58] <Babar> Sets the rotation of the sprite in degrees. Rotation is centered on the origin set in setOrigin(float, float)
[07:39:58] <Babar> Sets the rotation of the sprite in degrees. Rotation is centered on the origin set in setOrigin(float, float)
[07:39:58] <Babar> double angle = Math.atan2(touchPos.y - pistolRectangle.y, touchPos.x - pistolRectangle.x);
[07:39:58] <Babar>
[07:39:58] <Babar> rotation = Math.toDegrees(angle) - 90;
[07:40:21] <TEttinger> pastebin
[07:40:22] <Babar> this is how i'm calculating the rotation when touched
[07:41:06] <Babar> TEttinger https://paste.ee/p/ICeC3
[07:41:09] <TEttinger> ok, you also need to move where the bullets come from
[07:41:43] <Babar> The main problem is just the initial firing position of the bullets
[07:41:58] <Babar> i have managed the bullets to go at the correct angle
[07:42:03] <Babar> when the sprite is rotated
[07:42:11] <TEttinger> yeah, I understand the problem
[07:42:48] <Babar> have tried this https://paste.ee/p/Qs7Fc
[07:42:54] <TEttinger> so the bullets are coming from the same x,y position regardless of sprite rotation, but they move in the correct way
[07:43:21] <Babar> yes but when i tried this https://paste.ee/p/Qs7Fc
[07:43:39] <Babar> now they are comming from some random position when i rotate dont know why
[07:44:26] <TEttinger> what is pistolSprite?
[07:44:36] <Babar> my sprite
[07:44:42] <Babar> the person with gun
[07:44:47] <TEttinger> it's the sprite you rotate that should fire bullets, ok
[07:44:56] <Babar> its a single image
[07:45:11] <Babar> with a soldier holding gn
[07:45:12] <Babar> gun
[07:46:10] <Babar> for setRotation method
[07:46:25] <Babar> what happens if i dont call setOrigin on my sprite?
[07:46:34] <Babar> i mean default origin(pivot)?
[07:47:28] <Babar> Tettinger
[07:47:44] <TEttinger> Babar, why are you adding x and y into x?
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[07:48:27] <TEttinger> uh, I haven't done any rotation, but the origin should be the center for this code, it might not default to center
[07:49:02] <Babar> so do i need to manually set it
[07:49:20] * TEttinger doesn't know
[07:49:45] <Babar> and also the center should be with reference to the world or the sprite?
[07:49:54] <TEttinger> sprite
[07:50:14] <Babar> do sprite works in their own coordinate system?
[07:50:26] <Babar> thats probably true for actors i guess?
[07:50:55] <Person> Does anyone know how to fix a black texture on a custom meshed model?
[07:50:55] <Babar> from work i mean do they have?
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[07:52:02] <TEttinger> woah uh I really mean I don't have any experience with rotation in libgdx specifically
[07:52:18] <Babar> ok no problem
[07:52:35] <Babar> so is there any body else help with?
[07:53:34] <Babar> whats your time Tettinger
[07:54:07] <TEttinger> Babar, I'd first just write down some sample x and y values for the sprite, rotations for them, and calculate where the bullets should start using a calculator
[07:54:16] <TEttinger> 10:54 PM, Babar
[07:54:36] <TEttinger> people on the east coast of the US are likely asleep
[07:54:50] <TEttinger> I'm west coast, 3 hours earlier
[07:54:56] <Babar> its 10 54 Am here
[07:55:11] <TEttinger> india or a nearby country?
[07:55:16] <Babar> Pakistan
[07:55:49] <TEttinger> wow, really the other side of the world :)
[07:55:58] <Babar> so what does your calculations say
[07:56:51] <TEttinger> oh I haven't done them, I don't know what the sprite should be, but you can try this with just calculator.exe even
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[07:57:39] <TEttinger> err, calc.exe
[08:02:00] <Babar> Tettinger though i know you don't have experience in rotation
[08:02:11] <Babar> but i guess you know trig?
[08:02:29] <TEttinger> I'm super rusty at it, i haven't used it in years
[08:02:45] <Babar> You probably like me :)
[08:02:57] <Babar> are you newbie?
[08:03:06] <TEttinger> the only time I wrote code that used it was actually for rotation, but that was just AWT drawing lines in school
[08:03:09] <TEttinger> not exactly
[08:03:49] <TEttinger> my game is definitely coming along well, the total lines of code for the project and related stuff is about 10,000 lines
[08:04:13] <Babar> https://paste.ee/p/bnZfd
[08:04:27] <Babar> I think this code should work perfectly
[08:05:02] <Babar> for bulletRectangle.X i'm adding up cos formula
[08:05:09] <Babar> 0 is hypotenues
[08:05:15] <Babar> dummy values
[08:05:56] <Babar> https://paste.ee/p/0xQCg
[08:06:00] <Babar> see know corrected
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[08:07:30] <Babar> https://paste.ee/p/qSSx2
[08:07:37] <Babar> more updated
[08:07:40] <Babar> mk1 https://paste.ee/p/qSSx2
[08:07:47] <TEttinger> hey mk1
[08:08:03] <Babar> Actually mk1 has helped me to get to this code
[08:08:35] <TEttinger> Babar was explaining to me how the bullets work correctly in terms of the direction they go in, but they start at the wrong position when the sprite firing them is rotated
[08:08:57] <cackling_grandma> lemme guess, they came out of the character's behind?
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[08:09:13] <TEttinger> yep, I've been here for the last 3 days as you two have figured it out
[08:09:40] <Babar> mk1
[08:09:57] <Babar> cackling_grandma https://paste.ee/p/qSSx2
[08:10:17] <Babar> after this code
[08:10:34] <Babar> the bullets comming from y 0 and x ahead of the character
[08:10:56] <Babar> After rotation y is changing
[08:11:07] <Babar> and x too
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[08:12:08] <Babar> Am i doing applying the pythagorous right!
[08:12:23] <Babar> i.e pistolSpriteLength
[08:12:39] <mk1> so the bullet direction is changing with orientation but shoots in the wrong direction?
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[08:12:45] <mk1> length is correct
[08:13:01] <Babar> mk1 yes exactly
[08:13:11] <Babar> you mean pythagorous?
[08:13:17] <Babar> is correct?
[08:13:19] <mk1> yes
[08:13:27] <mk1> if the angle is wrong, add some value to theta
[08:13:27] <Babar> The formula seems right
[08:13:39] <Babar> dunno why ain't working
[08:13:53] <mk1> theta += Math.PI/2 for 90° change
[08:14:01] <Babar> float theta = (float) Math.toRadians(pistolSprite.getRotation());
[08:15:05] <Babar> float theta = (float) Math.toRadians(pistolSprite.getRotation() + Math.PI/2); ?
[08:15:10] <Babar> you mean like this?
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[08:16:18] <Babar> mk1
[08:16:23] <mk1> in that case replace Math.PI/2 by 90
[08:17:40] <Babar> somehow become better
[08:17:56] <Babar> but still not accurate
[08:18:09] <Babar> And can you tell why do we add 90
[08:19:11] <mk1> that was just a guess. use any value between 0 and 360
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[08:19:39] <mk1> but seriously, you lack some basic maths skills. we might get it to work but you need to understand WHAT you're doing there
[08:20:16] <Babar> yeah i know i'm bad at #Math
[08:20:30] <Babar> know basics
[08:20:45] <Babar> but speacially when it comes to angles, sin, cos, tan
[08:21:01] <Babar> But the linked you shared that day
[08:21:26] <Babar> really help me understanding the cos, sin and also pythagorous practically
[08:21:34] <Babar> mk1 hats off
[08:22:50] <Babar> Yesterday tomski helped me alot
[08:23:20] <Babar> but i don't know why its not working
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[09:17:07] <Xenon117> Hey Guys
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[09:18:07] <LiquidNitrogen> hello
[09:18:52] <Xenon117> why do my SpriteCache renders nothing on screen?
[09:19:05] <Xenon117> it makes no rendercalls
[09:20:09] <mk1> where's the toilet paper?
[09:20:30] <mk1> Xenon117: post your code, so we can help
[09:21:10] <TEttinger> pastebin, not in the channel of course
[09:24:58] <Xenon117> http://pastebin.com/7NTxHs9U
[09:25:04] <Xenon117> here it is
[09:25:56] <Xenon117> with normal draw calls everything works fine
[09:26:02] <Xenon117> *to a sprite batch
[09:27:10] <noooone> Chunk?
[09:27:25] <TEttinger> is the camera not looking at where you are drawing?
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[09:28:16] <Xenon117> i set cache.setProjectionMatric(cam.combined) just once in the render method
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[09:30:43] <Xenon117> i use chunks because of network performance and culling
[09:30:55] <Xenon117> because maps are very large
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[09:39:07] <mars3142> Hi. Does someone knows, if libgdx net implementation use threads or will it be used in the UI thread (possibly blocking the UI)?
[09:42:50] <TEttinger> mars3142, I don't know about net, but I do know libgdx uses threads a decent amount internally (it doesn't try to avoid them)
[09:45:57] <mk1> mars3142: I'd expect it to run on whatever thread you create it
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[09:47:00] <TEttinger> the easiest way would be to check the code itself
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[09:47:55] <TEttinger> and yes I believe it uses a thread pool https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/net/NetJavaImpl.java#L118
[09:49:56] <Xenon117> TEttinger, any ideas about the SpriteCache?
[09:50:10] <TEttinger> let me check
[09:51:03] <mars3142> Thanks for the help ;)
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[09:52:13] <TEttinger> Xenon117, first I'd set some breakpoints to make sure the first if() statement is being executed (the one that draws)
[09:52:18] <TEttinger> np, mars3142
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[09:55:27] <Xenon117> set breakpoint and yes the first if statement is being executed
[09:56:00] <mars3142> Has someone used Parse.com (REST API) with Libgdx? I don't want to use the iOS/Android SDK, because I want to implement it into the core project and not OS dependent.
[10:00:03] <Xenon117> the SpriteCache.counts.size field doesnt get updated properly, if i change it manually to the right value thins are getting drawed
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[10:03:34] <TEttinger> mars3142: I don't see a java API https://www.parse.com/docs/downloads
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[10:05:41] <mars3142> TEttinger: watch https://www.parse.com/docs/rest
[10:05:53] <TEttinger> oh ok
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[10:10:00] <TEttinger> ah, here's why Xenon117
[10:10:01] <Xenon117> SpriteCache.counts.size always stays at 0
[10:10:02] <TEttinger> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/SpriteCache.java#L233
[10:10:16] <TEttinger> you aren't supposed to use it I think
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[10:12:37] <Xenon117> i dont use it, but the SpriteCache uses it for drawing
[10:12:52] <Xenon117> i don't access it from my code
[10:12:54] <TEttinger> hm
[10:13:13] <Xenon117> but when i change the field manually via debugger things are getting rendered
[10:15:21] <TEttinger> strange. it isn't actually using SpriteCache.counts, but Cache.counts, which is a private class
[10:15:28] <TEttinger> AFAICT
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[10:18:58] <Xenon117> http://puu.sh/aJD9l/ee0d5fc847.png
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[10:30:59] <Xenon117> really strange
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[10:32:01] <InspiredNotion> Morning
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[10:36:22] <Xenon117> Hi
[10:36:35] <Xenon117> is the SpriteBatch test working?
[10:37:38] <Shn2> Quick question, you're parsing a XML file and you detect that it is misformed. How do you hande it, and if you throw an exception which one
[10:37:41] <Shn2> handle*
[10:37:52] <InspiredNotion> how do you mean Xenon117
[10:38:02] <InspiredNotion> does it work?
[10:39:02] <Xenon117> do it pass?
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[10:39:47] <InspiredNotion> ? do you need to know how to use SpriteBAtch?
[10:39:49] <gentlemandroid> How do bsplines work? Can I just pass a list of points or are control points assumed in that list as well?
[10:40:11] <InspiredNotion> morning mandroid
[10:40:56] <gentlemandroid> Hello
[10:41:00] <Shn2> hey
[10:41:35] <Xenon117> sry meant SpriteCache
[10:42:23] <InspiredNotion> i haven't used SpriteCache
[10:47:39] <Xenon117> it wont work for me -.-
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[10:52:50] <InspiredNotion> Xenon117 : i take it you have been through this http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/SpriteCache.html
[10:53:50] <InspiredNotion> are you using a camera? or straight up spritebatch.. as it statesdrawwing y top down so if you set a small image to 0 it would be off the screen
[10:55:00] <InspiredNotion> ignore that last thing about y axis down.. can't read.. lol points up..
[10:55:19] <Xenon117> im using a camera and setting projection matrix accordingly
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[10:55:25] <InspiredNotion> kk
[10:55:53] <Xenon117> and i create caches and they get added to the SpriteBatch (seen from debugger)
[10:55:54] <InspiredNotion> i will have a play with it see if it will work
[10:56:27] <Xenon117> but: Spritebatch.catches.textures.size is always 0
[10:57:21] <InspiredNotion> http://www.rengelbert.com/tutorial.php?id=178
[10:57:27] <TEttinger> what's weird is that SpriteCache.counts isn't even mentioned in draw(), only the int[] Cache.counts https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/SpriteCache.java#L885
[10:57:32] <InspiredNotion> just found this example, dont know if it will help
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[10:58:00] <InspiredNotion> hi TEtinger
[11:01:34] <TEttinger> hey InspiredNotion
[11:01:47] <Xenon117> okay i think i got the problem
[11:01:50] <TEttinger> https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/TileTest.java I found this too. uses spritecache
[11:02:14] <Xenon117> no textures are getting added to SpriteCache.caches.textures
[11:02:40] <Xenon117> http://puu.sh/aJEXR/c4a3691568.png
[11:06:48] <TEttinger> check the cache
[11:06:58] <TEttinger> the cache member should have the textures
[11:07:03] <TEttinger> but it's private
[11:08:26] <Xenon117> debugger should see them?
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[11:18:49] <InspiredNotion> Xenon117: works for me
[11:19:06] <mk1> is there some kind of ResizeEventListener so I can fix the ui when the resolution has changed?
[11:19:39] <InspiredNotion> http://pastebin.com/aZ17mpL4
[11:20:11] <gentlemandroid> resize()
[11:20:23] <gentlemandroid> The ApplicationListener handles resizes
[11:20:26] <s4ge> ApplicationListener::rizes
[11:20:29] <s4ge> oh sorry gentlemandroid
[11:20:43] <InspiredNotion> Xenon117:http://imgur.com/m222CUy
[11:21:02] <gentlemandroid> Actually I think InspiredNotion beat us both
[11:21:28] <gentlemandroid> Perhaps unintentionally
[11:21:47] <InspiredNotion> yeah wassa gonna say lol :)
[11:22:29] <gentlemandroid> Random, but if you haven't seen this page before it's pretty good stuff: http://www-cs-students.stanford.edu/~amitp/gameprog.html
[11:22:41] <InspiredNotion> not intentionally..
[11:22:49] <[twisti]> all of http://www.redblobgames.com/ is pretty good, gentlemandroid
[11:22:51] <gentlemandroid> In fact, it's still pretty good stuff if you have seen it
[11:23:20] <[twisti]> i also recommend http://gameprogrammingpatterns.com/
[11:23:24] <gentlemandroid> Oh right I guess that page doesn't have his specific tutorials from the main page
[11:23:31] <[twisti]> we should have a list of good stuff to read somewhere
[11:23:56] <InspiredNotion> nice links guys
[11:23:57] <Xenon117> i think spritebatch is like the uncertainty principle in quantum mechanics, as long as i watch it via debugger it works
[11:24:00] <[twisti]> extra credits is also very worth the time to watch
[11:24:06] <Xenon117> if i dont watch it doesn't work
[11:24:06] <Xenon117> Uncertainty principle
[11:24:17] <[twisti]> https://www.youtube.com/user/ExtraCreditz
[11:24:18] <Xenon117> http://puu.sh/aJFQ0/8d72f4d704.png
[11:24:32] <[twisti]> they talk about game development/design stuff every week
[11:24:40] <Tomski> Heisenbug Xenon117
[11:25:39] <InspiredNotion> morning Tomski
[11:25:45] <Tomski> ello
[11:25:55] <TEttinger> gentlemandroid, heh, all roads lead to amit
[11:26:14] <TEttinger> I looked there for isometric tips
[11:26:30] <gentlemandroid> I came there this time for the roads page specifically
[11:26:41] <gentlemandroid> http://www.redblobgames.com/articles/curved-paths/
[11:27:00] <TEttinger> mk1, you can trigger some event in resize() in screen or game?
[11:27:11] <TEttinger> or look into what gets those called
[11:27:15] <Xenon117> hi ;)
[11:27:16] <Tomski> gentlemandroid: did you play sim city 5?
[11:27:31] <gentlemandroid> Nope
[11:28:58] <[twisti]> i did, thank god i didnt pay for that piece of crap
[11:29:09] <TEttinger> Tomski, the worst heisenbugs are CAUSED by debuggers
[11:29:20] <TEttinger> so when you have another bug, suddenly your OS crashes
[11:29:24] <Tomski> Never debug
[11:29:48] <Tomski> Mo debug, mo problems
[11:31:29] <Tomski> Good old EA [twisti]
[11:31:47] <[twisti]> yeah, they are a fucking blight on our industry
[11:32:07] <Tomski> But dont worry, because sims2 ultimate collection is free
[11:32:13] <Tomski> So it fixes all the mistakes they have made
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[11:33:16] <[twisti]> i almost bought the new simcity, because im a HUGE fan of the series and a HUGE HUGE fan of simcity 4, which i consider the apex of the series and one of the best games ever made, but being a european i slept through the release and woke up to all my friends bitching about how they couldnt play because the servers were down
[11:33:40] <[twisti]> so i waited with the buying and eventually tried a pirated copy to confirm that i wasnt going to buy that game ever
[11:33:45] <gentlemandroid> Cities in Motion looks neat
[11:34:02] <[twisti]> is that the cities XL successor ?
[11:34:12] <gentlemandroid> What am I an historian?
[11:34:25] <[twisti]> those games looked neat, but they play a bit unfinished and unpolished
[11:34:38] <gentlemandroid> I think the last city game I played was like SimCity, the original
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[11:35:10] <gentlemandroid> Like DOS SimCity
[11:35:22] <gentlemandroid> <-- OG
[11:35:32] <Tomski> Was it a text adventure?
[11:35:47] <gentlemandroid> This was back before text
[11:35:52] <gentlemandroid> It was all blips and printouts
[11:36:02] <gentlemandroid> Printouts of blips
[11:36:05] <Tomski> lol
[11:36:46] <[twisti]> the first simcity was one of the first pc games i bought
[11:37:10] <[twisti]> it had a brown code card with the codes in black, so you couldnt put it on a photocopier
[11:37:19] <[twisti]> thats what used to pass for DRM in those days
[11:37:20] <[twisti]> :p
[11:37:52] <gentlemandroid> Turn to page 7, paragraph 3, what's the 3rd letter of the 18th word?
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[11:40:26] <gentlemandroid> Who's a B Spline expert?
[11:40:45] <Tomski> me, pick me
[11:40:47] <Tomski> o/
[11:41:12] <gentlemandroid> Tomski, why do I have weird discontinuities in the tangents of my bspline?
[11:41:12] <mk1> TEttinger: I was just looking for a simple way to notify ui actors that they might need to reposition themselves
[11:41:34] <gentlemandroid> bspline sounds so hip-hop, BEE-Spline son!
[11:41:56] <Tomski> bzzz
[11:42:15] <gentlemandroid> b-splizzle
[11:42:39] <gentlemandroid> I got my sweeps working with catmull roms fine but they go all nutty on bsplines
[11:42:43] <gentlemandroid> Irritant
[11:43:11] <TEttinger> ah k
[11:43:19] <gentlemandroid> Time for switch statements and bandaids!
[11:43:48] <Tomski> gentlemandroid: is this for your 3d extruding ?
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[11:44:34] <gentlemandroid> if (path instanceof BSpline) throw new RuntimeException("BSplines are too hard!");
[11:44:37] <gentlemandroid> Yep
[11:45:10] <Tomski> You just using the derivativeAt?
[11:45:24] <gentlemandroid> Yep, normalized
[11:46:18] <Tomski> Welp
[11:46:43] <Tomski> How many control points?
[11:47:13] <gentlemandroid> That's one question I have, do I need fancy control points on the set method?
[11:47:17] <gentlemandroid> Like handles and all?
[11:47:32] <gentlemandroid> Or can I just give it a bunch of points I want it passing through
[11:47:40] <gentlemandroid> Like catmull-rom
[11:50:37] <Tomski> Points should be fine
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[11:51:53] <Tomski> you are using continuous?
[11:52:04] <gentlemandroid> Nope, but continuous is borked too
[11:52:24] <Tomski> oh dear, is the actual path ok?
[11:53:34] <gentlemandroid> I can use the same path with catmull-rom just fine
[11:53:41] <gentlemandroid> Here wait a sec
[11:54:25] <InspiredNotion> Guys i am trying to figure out how those game such as Castle clash, clash of clan and so on, move the houses about.. do they add sprites on top of the maplayer and lock them to the grid or another technque.. can't find much on it to be honest
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[11:58:48] <cackling_grandma> what do you mean?
[12:00:46] <InspiredNotion> sorry if not clear, umm basically say a user wants to build a barracks, they select it from the menu and it will align to the grid once the use decides where they wish to place it on the map. I am wondering how this id done basically.. is it a map layer or map object , or just a Sprite/Image that aligns to the map grid once placed
[12:01:09] <InspiredNotion> * id -is
[12:01:21] <cackling_grandma> you mean it's locked to the mouse and move smoothly until it's snapped down?
[12:01:33] <InspiredNotion> yeah
[12:02:18] <cackling_grandma> you can put that check on the currently mouse handler. Is there enough space down there? No? Dont show the currently assigned building.
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[12:02:33] <cackling_grandma> or something like that.
[12:02:56] <cackling_grandma> generally if the mouses do different things at different places, you'd want different handlers
[12:03:01] <InspiredNotion> kk.. but would that barracks just be a sprite or somthing i would create on the map?
[12:03:15] <cackling_grandma> of course.
[12:03:33] <cackling_grandma> barrack (in game object) and barrack (sprites) are different things.
[12:03:57] <InspiredNotion> kk
[12:03:58] <cackling_grandma> a barrack object display the barrack sprite, but the barrack sprite isnt limited to the object.
[12:04:06] <cackling_grandma> this apply even to 3D models.
[12:04:13] <InspiredNotion> ok
[12:05:18] <cackling_grandma> you'd soon realize the distinction when you make games with multiple instances of one thing. 2 goombas both point to 1 sprite.
[12:05:50] <Xenon117> you could init the sprite 2 times^^
[12:06:00] <Xenon117> if you've enough memory
[12:06:42] <cackling_grandma> if you want to be refactored into managable chunks by the maintainer programmer ;p
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[12:07:20] <stupidconnection> wowa totally lost all connections
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[12:07:35] <stupidconnection> = InspiredNotion
[12:08:01] <cackling_grandma> you'd soon realize the distinction when you make games with multiple instances of one thing. 2 goombas both point to 1 sprite.
[12:08:23] <stupidconnection> ok
[12:08:24] <cackling_grandma> <Xenon117> you could init the sprite 2 times^^
[12:08:30] <cackling_grandma> <me> if you want to be refactored into managable chunks by the maintainer programmer ;p
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[12:08:55] <cackling_grandma> <stupidconnection> wowa totally lost all connections
[12:08:58] <cackling_grandma> oh wait, nvm
[12:09:20] <stupidconnection> :)
[12:09:28] <cackling_grandma> and I'm off
[12:09:37] <stupidconnection> bye thanks
[12:12:50] <Tomski> boopboop
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[12:16:15] <HunterD> I realized how much time is used for setting up the shader and uniforms versus the actual render part (DrawElements) . Is there a way to reduce the shader setup time? this is for example for 300 cubes on screen, all with a rotation and location applied. can somehow openGL es 2.0 do pseudo instance rendering (like one render call for same object with different transforms) ?
[12:17:16] <TEttinger> HunterD, are you setting the shader more than a few times per render()?
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[12:18:22] <HunterD> TEttinger: I only have one shader.begin() . for each cube I only set the transform uniforms.
[12:19:53] <mk1> but you still call render for each model/mesh
[12:19:53] <TEttinger> so does it recompile the shader when you change the uniforms?
[12:20:19] <[twisti]> i dont think changing uniforms per model is a good idea
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[12:20:27] <[twisti]> uniforms are for uniform values
[12:22:09] <HunterD> the uniforms I change are just the transform matrices
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[12:24:07] <[twisti]> well, you shouldnt
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[12:25:09] <HunterD> what am I missing?
[12:25:19] <[twisti]> that uniforms are not something you should change a lot
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[12:26:04] <HunterD> and there is no way to avoid this when rendering multiple cubes for examples? (each with different transforms)
[12:26:23] <HunterD> *example
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[12:26:41] <[twisti]> i dont think so
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[12:26:52] <[twisti]> you should talk to one of the smarter people here to be sure though
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[12:28:07] <mk1> HunterD: you need to pass an array of your transform matrices and then instance render one model using these transformations
[12:28:22] <mk1> if the cubes are static you should combine them to a single mesh
[12:28:26] <HunterD> I guess this is stepping into the black magic side of openGL
[12:28:34] <mk1> more or less, yes
[12:29:21] <HunterD> mk1: wow :D do you have a link with more details? how do I declare / pass an array of transforms? never heard of this
[12:29:25] <mk1> if the number of cubes remain static you could also use a single mesh and do the transforms on cpu for the 8 vertices
[12:29:43] <mk1> http://ogldev.atspace.co.uk/www/tutorial33/tutorial33.html
[12:30:13] <HunterD> thank you! dark wanderer
[12:34:03] <mk1> I should get an award for telling people things without knowing anything :-D
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[12:38:49] <gentlemandroid> I'm not sure gl_InstanceID is part of the opengl es 2.0 spec
[12:38:52] <gentlemandroid> fwiw
[12:39:18] <gentlemandroid> But you could pass the instance id as an attribute
[12:39:39] <gentlemandroid> If you're doing mobile that is
[12:41:44] <kalle_h_> hello
[12:42:14] <kalle_h_> https://www.dropbox.com/s/o89uvie5pckg1e3/DesertShaderOn.png vs https://www.dropbox.com/s/5and66s0ekk34a6/DesertShaderOff.png
[12:42:15] <gentlemandroid> kalle_h_ would be one to ask
[12:42:29] <kalle_h_> "desert" shader that I talked yesterday
[12:42:43] <kalle_h_> took whopping 30minutes to get that look
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[12:44:29] <[twisti]> ground seems to have a bit too much specular to look sandy
[12:44:40] <c0ke> Hey guys, I have a question regarding scene2d and scaling on different resolutions
[12:44:53] <[twisti]> otherwise the pale light looks good
[12:45:50] <c0ke> I'm implementing a touchpad in my game that will allow players to move around, my worry however is making sure this touchpad is always a reasonable height / width, are there any accepted techniques for managing the sizes of widgets relative to the resolution?
[12:46:38] <[twisti]> you probably want to make it a product of pixels and dpi
[12:46:48] <[twisti]> so you can always set to a specific real life size
[12:47:56] <[twisti]> is if you wanted it to say be an inch wide, youd just set the table cell to dpi * 1
[12:48:34] <c0ke> That's interesting, is LibGDX armed with a dpi retrieval method somewhere in it's depths?
[12:49:23] <[twisti]> Gdx.graphics.getDensity();
[12:49:52] <c0ke> Awesome, so when working with real world sizes, int * density translates to inches
[12:50:07] <c0ke> That's super useful information twisti, I could kiss you ;)
[12:50:11] <[twisti]> i think so, but youd probably best check the output of that to be sure
[12:50:19] <c0ke> I'll test it shortly :D
[12:56:41] <kalle_h_> [twisti] http://thatgamecompany.com/wp-content/themes/thatgamecompany/_include/img/journey/journey-game-screenshot-1-b.jpg
[12:57:15] <kalle_h_> [twisti]: did you mean the ground texture or the shader generated dust?
[12:58:20] <kalle_h_> fresnel boost sand specular in crazing angles
[12:58:37] <[twisti]> the edges mostly
[12:58:39] <[twisti]> 1 sec
[12:58:40] <c0ke> Wow that looks awesome
[13:00:03] <kalle_h_> take account where the sun
[13:00:07] <[twisti]> http://i.imgur.com/FYxam1B.png
[13:00:24] <[twisti]> it looks shiny somehow
[13:00:29] <[twisti]> like its plastic
[13:01:06] <[twisti]> but look at that area in your pic, i saved mine wrong and ruined colours
[13:01:13] <kalle_h_> :)
[13:01:38] <kalle_h_> thats just the texture not the desert shader
[13:01:44] <[twisti]> alright
[13:01:56] <kalle_h_> I think what is happening here is that texture filtering ruins normal variation
[13:02:07] <kalle_h_> and then its get too shiny
[13:02:07] <[twisti]> oh also, not a shader problem, but the plants look like they are floating because there is no shadow from the stems
[13:02:31] <kalle_h_> I have some shadow map resolution problems :/
[13:02:31] <mk1> shadowmap resolution is too low
[13:02:38] <[twisti]> i figured
[13:02:44] <kalle_h_> there are 2 x 4096^2
[13:02:51] <kalle_h_> can't go much higher
[13:03:13] <mk1> pssm?
[13:03:14] <[twisti]> shadows look very good otherwise
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[13:05:10] <kalle_h_> [twisti] they have some problems when sun move
[13:05:16] <kalle_h_> and its move constantly.
[13:05:23] <kalle_h_> I just added 3rd cascade for now :)
[13:06:58] <kalle_h_> mk1: usually anything but pcf cause artifacts that are just hard to solve
[13:07:07] <mk1> I see
[13:07:13] <kalle_h_> pssm is promising tought
[13:07:28] <kalle_h_> I might end up testing it soon
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[13:10:05] <kalle_h_> going to lunch
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[13:27:08] <cackling_ladies> I pitched my game idea to my boss
[13:27:14] <cackling_ladies> now all I need is all the luck in the world
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[13:27:24] <LiquidNitrogen> :D
[13:27:28] <LiquidNitrogen> whats the idea?
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[13:27:52] <cackling_ladies> the oregon trails of forest preservatino
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[13:29:36] <LiquidNitrogen> cool that could have good market with schools?
[13:30:25] <cackling_ladies> we're targeting adults. The kind that do slash and burn . And it's a free educational game.
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[13:32:27] <LiquidNitrogen> hmm. do slash and burn farmers have computers?
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[13:32:49] <giwrgos88> hello everyone. does anyone know how i can change dynamically the image source of a tileset map that i have created using tiled editor?
[13:32:54] <cackling_ladies> no. But the government agencies that we're lobbying do.
[13:33:16] <LiquidNitrogen> cool, sounds like a good project
[13:33:18] <cackling_ladies> and we hope that they have aquantancies that'd shame them for us.
[13:33:58] <c0ke> giwrgos88
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[13:34:18] <cackling_ladies> yeah but my boss is over 80. He's older than the maple in front of my house.
[13:34:19] <c0ke> the tiledmaprenderer implementation you are using will have a texture reference in it somewhere, just swap it out at runtime
[13:35:37] <giwrgos88> @c0ke you mean this: <tileset firstgid="1" name="tileset" tilewidth="90" tileheight="90"> ?
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[13:35:48] <giwrgos88> sorry this <image source="tileset.png" width="1440" height="1440"/>
[13:36:28] <c0ke> err, are you talking about switching the tileset out when the game is running or do you just want to edit a file
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[13:39:14] <c0ke> Also, just to be safe, you probably want your tileset to be no more than 1024x1024 as that's the max texture size that can be loaded into OpenGL... some old random version
[13:39:41] <giwrgos88> switching the tileset. basically because the .txt is added to a different folder from the one that the image is, i want to switch the tileset from the the one that i have on a different folder
[13:39:58] <c0ke> oh just change the path to tileset.png
[13:41:03] <giwrgos88> you mean change the path before store the tileset on the sd card? i can't to it dynamically when loading the tmx?
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[13:41:08] <milligan> Why's this, http://pastebin.com/qw4YUebV , complaining about Exception in thread "LWJGL Application" java.lang.IllegalStateException: SpriteBatch.begin must be called before draw. , when I do being a spritebatch before my draw? (batch.begin())
[13:41:13] <cackling_ladies> how did you get the tile set to begin with if you dont know how it's loaded?
[13:41:50] <cackling_ladies> milligan, yes you need to call batch.begin(), preferable right before you start drawing
[13:42:04] <cackling_ladies> and call batch.end() at the end of your render method
[13:42:20] <cackling_ladies> you need to begin and end every render loop.
[13:42:24] <milligan> cackling_ladies, I am? :) "batch" in batch.begin() is a SpriteBatch.
[13:42:29] <giwrgos88> @cackling_ladies i'm downloading the tmx files for a web service that i have created and storing them in the sdcard based on a given path
[13:43:03] <cackling_ladies> switch location of batch.begin() and camera.update()
[13:43:18] <giwrgos88> for that reason the tileset image is on a different location. and if i have to add everytime the tileset image on any location that i'm creating i will have duplications
[13:44:11] <cackling_ladies> shouldnt you have a loader and an internal reference somewhere?
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[13:44:30] <milligan> cackling_ladies, no difference.
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[13:46:42] <Tomski> milligan: code responsible is probably outside of that pastebin
[13:48:51] <cackling_ladies> what the hell, where does batchedtiledmaprenderer implement renderTileLayer? o.O
[13:49:57] <milligan> It's a OrthogonalTiledMapRenderer
[13:50:38] <milligan> tiledMapRenderer.render(); works fine, but tiledMapRenderer.renderTileLayer((TiledMapTileLayer)map.getLayers().get(0)); gives me the batch.draw error.
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[13:51:32] <cackling_ladies> milligan have you asigned a spritebatch to your tiledmap renderer?
[13:53:28] <cackling_ladies> milligan if you have not, then it'd create a new one and use it. so if you invoke rendertilelayer directly, it'd throw error because the internal batch has not begin
[13:53:44] <cackling_ladies> so go to where you initialize the renderer, and give it the batch that you use.
[13:55:25] <milligan> Doesn't the renderer class handle that when I do, tiledMapRenderer.setView(camera); ?
[13:55:39] <cackling_ladies> no, it does when you invoke render();
[13:55:51] <cackling_ladies> and it also end() when it finish its render(), too.
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[13:56:38] <cackling_ladies> basically, dont invoke subrender routines unless you have given it your batch
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[13:56:45] <milligan> hm - so, why does .render() work, but not .renderTileLayer() ? (Sorry for being a pest - just trying to wrap my head around this :))
[13:57:02] <cackling_ladies> because renderTileLayer() is a render() subroutine.
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[13:57:39] <cackling_ladies> internally it'd do internalSpriteBatch.begin() renderTileLayer 1,2,3,4... internalSpriteBatch.end()
[13:57:59] <cackling_ladies> that's why it work when you invoke render(). it's the complete package.
[13:58:08] <cackling_ladies> foolproof, basically ;p
[13:58:24] <cackling_ladies> but you outfooled the system
[13:59:11] <milligan> guess that makes me a pretty awesome fool!!
[13:59:36] <cackling_ladies> aye. Maybe that'd encourage them to make renderTileLayer private!
[13:59:49] <cackling_ladies> cant be too safe!
[14:01:22] <milligan> So, my way of thinking is probably a bit "wrong" then ? What would be a better way of drawing a layer, referenced by String name?
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[14:02:34] <cackling_ladies> as I said, hand over the spritebatch you use to the tilerenderer
[14:02:39] <cackling_ladies> then it'd be fine
[14:02:57] <cackling_ladies> there's a constructor that take a batch param. Use it.
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[14:04:26] <milligan> And even though I hand it a spritebatch, I still have to manually start and end it ?
[14:04:38] <cackling_ladies> yes of course.
[14:04:56] <cackling_ladies> because you bypass the render() routine, you have to manually start and end it.
[14:05:20] <cackling_ladies> why do you use tilerenderer if you dont use the whole render() to begin with?
[14:05:24] <milligan> Alright. Works. :) Cheers! I'll keep messing about with this and see if I can wrap my head around it.
[14:05:29] <cackling_ladies> I had some issues so I just make my own.
[14:06:06] <milligan> I just want to render a single layer here and there .. not all layers at once .
[14:06:21] <cackling_ladies> that defeat the whole purpose.
[14:06:22] <milligan> i.e I have a "hidden" layer that indicates if a position is walkable or not etc
[14:07:02] <cackling_ladies> should not have done that.
[14:07:14] <cackling_ladies> you make your custom map and use the internal map to draw only.
[14:07:29] <cackling_ladies> so you make your own boolean[][] walkable.
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[14:07:53] <milligan> Two .tmx files?
[14:11:12] <cackling_ladies> you could do that, aye.
[14:11:22] <cackling_ladies> or err, read the object type.
[14:11:32] <cackling_ladies> so like tile 4 is walkable but tile 40 is not.
[14:13:03] <milligan> What about multiple layers then? I want i.e a ground layer, a decoration layer.. maybe a hidden layer for treasures etc.. ? And I would like to be able to edit just the one tmx file and my engine handles what's actually in there..?
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[14:13:53] <mobidevelop> O.o
[14:13:54] <cackling_ladies> you might consider making your own editor then
[14:14:09] <cackling_ladies> and feed the tiledrenderer only what it need to see.
[14:14:25] <mobidevelop> Hidden layers are skipped automatically when you render()
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[14:15:18] <cackling_ladies> well, there you go. Word of mob.
[14:15:51] <kalle_h_> back
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[14:16:53] <milligan> mobidevelop, do I have to set some property for the layer?
[14:18:02] <mobidevelop> If the layer is hidden in Tiled, it will be hidden in the TiledMap. Otherwise, call layer.setVisible(false);
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[14:23:40] <milligan> mobidevelop, like, if I deselect "Show" in the editor?
[14:24:01] <mobidevelop> Yes
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[14:25:15] <milligan> Didn't seem to have any effect. I'll try setting is visisible false.
[14:25:56] <milligan> Yeah, that worked. Nice :) Thanks!
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[14:30:06] <kalle_h_> [twisti]: I ended up to fix shadow resolution issues by clamping shadows at closer. 65% of far plane
[14:32:02] <[twisti]> how does it look ?
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[14:46:44] <kalle_h_> a lot better
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[14:47:43] <kalle_h_> shadow resolution depends on far plane exponentially
[14:48:07] <kalle_h_> effective resolution = 1/far^2
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[14:51:42] <kalle_h_> it also help to reduce draw calls a lot
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[15:06:38] <HunterD> how can I do cheap bloom effect?
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[15:18:40] <mk1> updated my game: if anyone wants to test and crash it: http://mk-scape.de/xplore_jar.zip features an incredible slidebutton ;)
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[15:24:32] <mobaxe> hi guys im using box2d and I set background image. It seems bad on different resolutions
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[15:24:55] <mobaxe> how can i make it fixed ? I mean on every phone it will be same
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[15:25:34] <mk1> "bad" is very precise
[15:25:47] <mk1> a) support different resolutions
[15:25:54] <mk1> b) support different aspect ratios
[15:26:02] <mk1> c) scale down image
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[15:26:23] <mk1> d) don't care about aspect ratio and apply letterboxing
[15:26:48] <mobaxe> :D ı just want to my background seems same size on everyphone
[15:27:11] <Shn2> e) Use absolute positioning and scale for every element, prompt user to change platform if he wants to really enjoy your app
[15:27:14] <mobaxe> I 've used viewports and stages before
[15:27:30] <mobaxe> it was ok but now i dont use stage
[15:27:49] <mk1> what DO you use?
[15:28:15] <mobaxe> box2d world
[15:33:36] <mk1> for drawing the background
[15:33:55] <mobaxe> spritebatch and texture
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[15:34:08] <mobaxe> and set position(x,y)
[15:35:03] <mk1> :-D good luck
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[15:35:35] <mobaxe> :(
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[15:44:56] <esvee> dumb glsl question, can you set a uniform value multiple times (between ShaderProgram#begin and ShaderProgram#end)?
[15:45:03] <esvee> i'm trying to change the diffuse color uniform, but it only takes the first passed value
[15:45:27] <esvee> or basically i have to call a new begin-end pair at every new 'material'?
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[15:48:47] <mk1> new call
[15:50:13] <esvee> hey mk1 :)
[15:50:44] <mk1> uhm, hi o.0
[15:50:55] <esvee> well slightly less dumb question.. i'm now trying to use baked light-maps
[15:51:12] <esvee> i'll explain my setup, can you please tell me if it's a sane way of doing things
[15:51:39] <esvee> i'm using one big light-map texture with unique uv's for all the meshes
[15:51:43] <mk1> so I'm the graphics guy now? :-D
[15:51:51] <esvee> yeah :D
[15:52:03] <esvee> gotcha heh
[15:52:25] <esvee> is it better to use a lot of small lightmap textures for each mesh with the same resolution?
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[15:52:41] <esvee> (basically have each mesh have an additional texture)
[15:53:07] <esvee> i'm having weird bleeding artifacts using the current method, even with a 2k*2k texture
[15:53:32] <da0s> whats a low memory method for setting a background without it just being a solid blank color?
[15:54:15] <da0s> maybe tiling a small background image?
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[15:54:31] <mobidevelop> A 1x1 white texture region tinted and stretched
[15:55:28] <da0s> thats still a solid color, i think I want to do a texture.
[15:55:42] <mk1> esvee: use just one lightmap if possible. if that's not working add another one but use them in a way such that only one is needed if possible. other than that you can probably make some optimizations. you can test if a surface really needs a high resolution and then scale that one down
[15:55:53] <mobidevelop> Oh, I thought you said you wanted solid, sorry
[15:56:04] <da0s> maybe a 9patch border with a tiled background
[15:56:26] <mk1> best thing you can do is to create pixmaps for each surface, then scale them according to their content (low frequency images are scaled more) and then pack them into one texture
[15:57:18] <mk1> da0s: scene2d.ui has a repeatable surface somewhere
[15:57:32] <mk1> haven't used it, forgot the class name, but it's there
[15:58:20] <da0s> gotcha
[15:58:45] <mobidevelop> TiledDrawable
[15:58:59] <Xoppa> esvee, if there's an additional render call in between then it really doesnt matter that much if you have only one or multiple textures (in the end it uses the same amount of vram anyway), unless it are many many textures. however, for that usage you might be able to skip mipmaps and just use nearest (avoiding bleeding) so you can still use one texture.
[15:59:01] <da0s> http://javamilf.blogspot.com/2013/07/libgdx-repeating-background-scene2d.html thanks mobi
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[16:01:04] <cackling_ladies> are there ways to disable vsync on windows?
[16:01:08] <cackling_ladies> I'm bored of 56 FPS
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[16:02:03] <Xoppa> cackling_ladies, http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/Graphics.html#setVSync-boolean-
[16:03:08] <cackling_ladies> I tried. Worked not.
[16:03:17] <cackling_ladies> even before I asked :(
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[16:03:51] <Xoppa> could try this http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/backends/lwjgl/LwjglApplicationConfiguration.html#vSyncEnabled but it probably will have the same result
[16:04:10] <esvee> thanks guys, i'm goign to try nearest filtering, and then i'm going to try one lightmap for my very big objects, and another lightmap containing lighting information about all the smaller objects to keep the scale consistent
[16:04:26] <cackling_ladies> yep, did that too =S
[16:04:27] <esvee> packing into one texture seems hard, i have to play with UV's :|
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[16:04:58] <cackling_ladies> I read somewhere that it probably has something to do with the individual chips, meaning I have to tinker something somewhere
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[16:05:10] <cackling_ladies> but I hoped for better. Oh well.
[16:05:45] <Xoppa> esvee, you could pass the scale and translation of the texture region to the shader (as uniform) and modify the uv's in there
[16:06:04] <Xoppa> otherwise there's always Mesh.transformUV (might be named differently)
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[16:17:47] <da0s> is it possible to draw on top of a stage?
[16:18:17] <Getterac7> da0s: sure, draw the stage, then draw stuff after.
[16:19:26] <esvee> Xoppa, thnx!
[16:19:30] <c0ke> xD
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[16:22:22] <mk1> esvee: take a look at Gile[s]
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[16:24:15] <esvee> can't find :|
[16:24:36] <esvee> frecle.net is down..
[16:26:44] <c0ke> How is LibGDX for battery on Android devices?
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[16:27:48] <Getterac7> c0ke: depends on how you write your application i'd say. If you use 100% cpu then you'll have some issues.
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[16:29:56] <c0ke> Fair enough Getterac7 :)
[16:30:14] <mobidevelop> Like anything else pushing 60fps, it will be a battery drain.
[16:30:56] <Getterac7> i've been trying to use very little CPU lately... my old games, even simple ones were using 100% cpu... my current tech demo uses like 5% cpu, which is kind of neat.
[16:31:20] <Getterac7> (this is on my desktop... haven't messed with android much)
[16:31:46] <cackling_ladies> it's sinful to not warm the hands of the users.
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[16:35:21] <cackling_ladies> which made me think. What's happen if someone make a shaky POV cam for ipad and someone dumb enough to play it while riding a bus?
[16:35:38] <mobidevelop> They die
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[16:36:53] <cackling_ladies> Thank you.
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[16:37:24] <c0ke> mobidevelop, will pixels * Gdx.graphics.getDensity() give me a consistently scaled size accross all different resolution devices?
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[16:38:23] <cackling_ladies> isnt there already an aspect ratio-based scaling option somewhere?
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[16:49:22] <da0s> batch.begin batch.end bad to call more than once per render?
[16:50:18] <c0ke> not bad, expensive
[16:50:28] <c0ke> keep it to a minimum
[16:51:09] <c0ke> I've got effectively three of those per update
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[16:51:16] <c0ke> tiles, sprites, UI
[16:51:29] <c0ke> it'll probably go closer to 5 when I'm finished
[16:51:42] <da0s> thanks
[16:51:42] <c0ke> tiles, objects, items, sprites, UI
[16:52:49] <Scrittl> Is there a reason to that? Or just code cosmetic?
[16:53:23] <c0ke> Loading a texture into GPU memory is expensive
[16:53:42] <c0ke> a batch.begin() and batch.end() signifies I am beginning to use a texture, I have finished using this texture
[16:54:09] <c0ke> So you try and work with as few textures as possible, and do all the drawing from a particular texture in one chunk if possible
[16:54:18] <c0ke> Once a texture is in, rendering from it is fast
[16:54:26] <c0ke> hence why batches exist ;)
[16:54:45] <c0ke> At least, that's my primitive understanding of it anyway
[16:55:07] <Scrittl> Oh yea, I thought the other way round. Is there a reason you use 5 instead of less.
[16:55:10] <Tomski> c0ke: not quite no
[16:55:17] <Getterac7> this is why I try to avoid using ShapeRenderer at all costs during object rendering... you have to batch.end() in order to draw shapes.
[16:56:09] <c0ke> Could you re-educate me Tomski? My knowledge on this stuff is poor at best :P
[16:56:38] <c0ke> Oh scrittl, just because I'm annoying and like keeping my tile set separate from my item set separate from my sprite set :P
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[16:57:34] <kalle_h_> c0ke: open the spriteBatch source
[16:57:38] <mobidevelop> Render nothing ever
[16:57:52] <kalle_h_> it batch geometry not textures
[16:58:13] <kalle_h_> drawcalls are expensive so it combine multipe drawcalls to one
[16:59:12] * c0ke mind = blown
[16:59:16] <Tomski> You don't have to end the batch to swap textures either
[16:59:31] <c0ke> Yeah just saw that, though texture swapping is expensive right?
[16:59:33] <Tomski> So you avoid the additional drawcall from ending the batch
[16:59:38] <[twisti]> but swapping textures fushes the batch
[16:59:47] <[twisti]> flushes*
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[17:03:16] <Tomski> [twisti]: still should avoid an additional unnecessary flush though
[17:03:25] <[twisti]> i agree
[17:03:44] <Tomski> Unless its a floater
[17:04:10] <[twisti]> actually they say now to always flush in germany
[17:04:38] <[twisti]> peoples efforts to save water have gotten so effective that sweclog because they are made for much more
[17:04:41] <[twisti]> wtf
[17:04:52] <[twisti]> peoples efforts to save water have gotten so effective that sewers clog because they are made for much more fluid contents
[17:05:02] <Tomski> wow
[17:05:09] <[twisti]> its even gotten as far as recommending to just let water running for a while every day during summer
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[17:06:42] <mobidevelop> O.o
[17:06:57] <Tomski> They should give you all blow up swimming pools as a government incentive
[17:07:14] <[twisti]> thats a great idea
[17:08:02] <kalle_h_> [twisti]: in helsinki are we don't pay per used water but just constant amount
[17:08:22] <kalle_h_> because tunnel that brings the water from 100km away need to bring that water anyway
[17:08:33] <kalle_h_> and old pipes get rusty if they are not used
[17:08:51] <cackling_ladies> our infrastructure is so bad we dont have any tunnels. Everyone clean their sewer every now and then.
[17:08:59] <kalle_h_> they don't want ppl to ruin the pipes just by saving some litres of water
[17:09:35] <[twisti]> its not like that all over the world though, not even the civilized world
[17:09:48] <c0ke> We have draughts here in the UK every summer
[17:09:49] <[twisti]> i hear in california they fine people crazy amounts for watering their lawns
[17:10:04] <c0ke> We aren't allowed to use hosepipes or anything during the summer, sprinklers are banned and allsorts
[17:10:06] <maximtwo> mobidevelop, do they have grass in arizona?
[17:10:10] <cackling_ladies> do they fine for NOT having a lawn too?
[17:10:22] <mobidevelop> maximtwo: golf courses do
[17:10:41] <maximtwo> 100% sand golf course would be so much fun though
[17:10:49] <cackling_ladies> I remember americans are big cunts regarding neighborhood look.
[17:10:51] <mobidevelop> actually a lot of people have lawns
[17:11:08] <mobidevelop> And pools, we are in a drought but don't act like it
[17:11:14] <c0ke> cackling_ladies, that makes me think of like the stepford wives style houses
[17:11:24] <Tomski> ah shit, in the trap again
[17:11:48] <maximtwo> you shit in the trap again, Tomski?
[17:11:52] <maximtwo> you must have terrible aim
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[17:12:12] <[twisti]> people always bitch about those neighborhood association rules
[17:12:17] <Tomski> you sunk my battleship
[17:12:18] <[twisti]> but id like to live in a place like that
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[17:12:30] <[twisti]> i want my neighborhood to look neat and orderly
[17:12:43] <[twisti]> and not have people burn trash and let their weeds grow like animals
[17:12:56] <Getterac7> yeah, those rules suck if you're lazy / don't want to keep a tidy yard or whatever...
[17:13:16] <[twisti]> the problem is people moving to those areas because they think they look so neat, but they dont want to put in the work to make their OWN lawn look so neat
[17:13:33] <[twisti]> nobody is forcing them to move to an area with strict rules like that
[17:14:03] <cackling_ladies> we have people here who throw trash across the street instead of disposing them at the trash collection points. And people who let their dogs wandering about only when they're about to poop.
[17:14:08] <mobidevelop> We don't have an association and outlr neighborhood is well kept
[17:14:14] <mobidevelop> *our
[17:14:21] <cackling_ladies> so someone please enlighten me this thing you called "neighborhood"
[17:14:30] <Tomski> Its a cult
[17:14:43] <Tomski> Everyone wears hoods and stands around in circles with torches
[17:14:46] <mobidevelop> ^
[17:14:49] <c0ke> I think it's what they call weird people who live in the same area and acknowledge each others existence
[17:15:10] <c0ke> I'm more of a 'shuffle through life ignoring everyone around me because they are bastards' kind of guy
[17:15:32] <cackling_ladies> I still dont know the name of the dude living to the right of my house, and the dude living in frnot of, too.
[17:15:55] <mobidevelop> The problem with neighborhood (or homeowners) associations is that they charge large amounts of money to tell you what you can and cannot do
[17:15:58] <Tomski> inmate #10324
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[17:16:27] <c0ke> lmao Tomski
[17:17:15] <[twisti]> mobidevelop: like i said before: nobody is forcing people to move into neighborhoods like that (although i will make allowances for people who lived there and then had rules forced on them by majority vote, that isnt fair either)
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[17:17:50] <tricid> some city councils are getting as bad as neighborhood/homeowner associations
[17:17:51] <mobidevelop> [twisti]: I know, that's why I never consider neighborhoods with HOA dues
[17:18:49] <cackling_ladies> cant you just not join one
[17:19:00] <cackling_ladies> they arent law enforcers
[17:19:02] <mobidevelop> Yes, by not moving into the neighborhood
[17:19:19] <cackling_ladies> do they own land?
[17:19:29] <tricid> I'm not sure how they have legal authority tbh, but they do
[17:19:44] <tricid> a lot of places around here even have rules like, you must spend X amount of money on holiday decorations each year
[17:19:57] <Getterac7> heh, that's really lame.
[17:20:02] <Scrittl> lol... thats weird
[17:20:05] <[twisti]> they are just civic contracts
[17:20:31] <[twisti]> they 'enforce' it by making sure you cant buy a house in those neighborhoods without agreeing to the rules
[17:20:57] <tricid> I bought a house in a remote lil town on purpose to avoid them but now our city council is getting just as bad
[17:21:02] <tricid> telling us what color our houses can be painted etc
[17:21:13] <[twisti]> they are often created early on when a new area is just released for housing projects
[17:21:25] <cackling_ladies> again, why must you join them?
[17:21:32] <cackling_ladies> you buy house from people, not ass.?
[17:21:35] <[twisti]> because otherwise you cant buy a house
[17:21:44] <[twisti]> companies build those houses
[17:21:46] <tricid> contract law I imagine, 'you cant buy this house unless you sign this contract agreeing to the HOA"
[17:21:51] <[twisti]> and they dont sell them if you dont agree
[17:22:03] <[twisti]> and companies want that, because that way they can charge more
[17:22:10] <cackling_ladies> ok that's understandable.
[17:22:13] <tricid> some people do actually prefer it as well
[17:22:17] <[twisti]> because people know that if they buy a house there their neighborhood will look nice
[17:22:36] <tricid> personally, I'd rather live next to a purple house with pink dots knowing I have the right to....paint my house purple with pink dots
[17:22:37] <[twisti]> and the contracts include sections about how the houses can only be sold to new people if the new people agree to the rules too
[17:23:11] <[twisti]> freedom is nice, but its only nice if its a choice
[17:23:20] <[twisti]> im glad you and i dont have to live next to each other ;)
[17:23:27] <cackling_ladies> Well my house is cyan. with a maple that shred leaves everywhere. The one to my right is orange with blue glass windows and a palm tree. Also an eagle decorate his door arch. The dude to the right is light blue and he has vines all over the place.
[17:23:36] <tricid> I wouldn't paint my house like that, dont get me wrong
[17:23:42] <tricid> but as the home owner I feel I should have the right to
[17:23:45] <cackling_ladies> I think our ass. if there're any, is doing a fine job :)
[17:24:54] <tricid> I understand the opposite viewpoint as well though, which is why I chose to buy property not covered by one
[17:26:53] <cackling_ladies> reminded me of when lucas decided to turn his property into a place for the poor just to piss off his rich snob neighbors.
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[17:27:52] <cackling_ladies> http://www.dailymail.co.uk/news/article-2146174/George-Lucas-builds-homes-poor-property-revenge-neighbours.html that's my man.
[17:27:57] <tricid> lol I remember reading about that
[17:29:18] <tricid> this randomly made me curious what "style" or label my house falls under
[17:29:48] <cackling_ladies> chaostic neutral or lawful evil.
[17:31:10] <tricid> lmao
[17:32:31] <tricid> I'll go with chaotic because apparently home designers were retarded in 1910
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[18:12:50] <esvee__> i don't get it
[18:14:34] <esvee__> http://pastebin.com/PjH8hAc4 <-- all my parts have different colored materials, and i verified it (println's)
[18:15:01] <esvee__> but when rendering, the very first color is used
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[18:26:37] <da0s> what is the best way to remove a projection matrix from a spritebatch?
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[18:28:48] <mobidevelop> Remove? Or reset?
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[18:29:05] <mobidevelop> It always has a projection matrix
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[18:31:43] <mobidevelop> batch.getProjectionMatrix().setToOrtho2D(0,0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
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[18:34:09] <esvee__> OH %!# i was rendering the whole mesh instead of only the relevenat MeshPart
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[19:33:40] <Maximus_> Has anyone used google play services in their libgdx game?
[19:37:02] <da0s> like in store purchases?
[19:38:59] <Maximus_> No, for leaderboards/achievements
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[19:41:00] <Tomski> Maximus_: yep
[19:43:44] <Maximus_> When working with the google API do I write most of the code in the androidlauncher class within the android section of the libgdx project or should I be doing this in the core?
[19:46:25] <Tomski> Platform specific so keep it in android
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[19:47:14] <Maximus_> Ok, I assume I would have to call some of the code in the core project like when submitted a new high score or something like that?
[19:49:13] <Tomski> Yeah, you can create an interface that you can implement specifically on each of the platforms
[19:51:11] <Tomski> Maximus_: https://github.com/libgdx/libgdx/wiki/Interfacing-with-platform-specific-code
[19:51:27] <Maximus_> ok, overall is it relatively simply to implement? It seems just getting the libs set up is the most complicated part
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[19:52:21] <Tomski> yep
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[19:55:32] <Maximus_> Thanks, last question, do you know where to find the latest BaseGameUtils dir?
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[19:57:58] <lights> hey guys for the particle effects files with the extension ".p". it has something called an - image path - and it has these long nasty paths C:\Users\lights\Desktop\gameName\particles\square.png
[19:58:08] <lights> how to change it so it only looks for it in the folder?
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[20:00:14] <noooone> get rid of the path I assume?
[20:00:15] <Tomski> Maximus_: on their github page
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[20:00:30] <lights> that worked, thank u nooone <3
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[20:02:58] <gentlemandroid> I think you want to keep the long path so you can re-edit the p file later
[20:03:08] <noooone> he's already gone
[20:03:20] <gentlemandroid> You just point the effect at the image folder at runtime
[20:03:33] <gentlemandroid> I know, fwiw
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[20:16:47] <yrk> I have a tween running to change a sprite's position, but in the middle the camera changes, how can I update a running tween?
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[20:34:49] <noooone> davebaol_: ping
[20:38:52] <noooone> Xoppa: ping
[20:39:04] <Xoppa> pong
[20:39:39] <noooone> running the BulletTestCollection runs into java.lang.NoSuchMethodError: SwigDirector_btIDebugDraw_drawLine__SWIG_0
[20:39:55] <noooone> what could be wrong?
[20:40:47] <Xoppa> you're probably working from source, pulled in last changes but forgot to update the binairies
[20:41:12] <noooone> ow, I never did that before (I mean updating them)
[20:41:20] <noooone> that's probably it
[20:41:53] <Xoppa> ant -f fetch.xml
[20:42:11] <[twisti]> ant all the things
[20:46:11] <noooone> argh I hate my internet, it'S still downloading the binaries
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[20:49:35] <noooone> okay it's done, it solved the problem, thanks :)
[20:50:09] <noooone> it's stupid that java doesn'T support multi inheritance
[20:50:19] <[twisti]> that was a conscious decision
[20:50:43] <noooone> I want to write a test for the steering PR using bullet... I would like to extend both from the BulletTestBase and SteeringTest :/
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[20:50:59] * Neomex inheriths everything from everything in c++
[20:51:13] * Neomex likes talking about thimself from third person
[20:51:34] * Neomex hopes its nothing serious
[20:51:50] * Neomex thinks abusing /me is fun anyway
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[21:20:50] <[twisti]> does each mesh equal its own draw call ? or can you send multiple meshes and draw them all together (assuming they are of the same type) ?
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[21:23:30] <Xoppa> one mesh per draw call
[21:24:55] <[twisti]> hm
[21:26:02] <[twisti]> whats the best way to deal with many identical meshes that hold different data ?
[21:26:11] <[twisti]> i dont want one huge mesh, since the data is dynamic
[21:26:18] <[twisti]> but only small sections of it
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[21:28:11] <Xoppa> "identical meshes that hold different data" are they identical or are they different?
[21:28:23] <[twisti]> identical in structure
[21:28:31] <[twisti]> same vertex attributes
[21:30:14] <Xoppa> i dont think that whether you upload 10x a small mesh or 1x a 10 times bigger mesh doesnt matter that much
[21:30:34] <Xoppa> you could benchmark it to be sure though
[21:30:38] <[twisti]> well im guessing 10 draw calls are more expensive than 1
[21:30:52] <mobidevelop> Bah
[21:30:58] <[twisti]> and im looking more at hundreds
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[21:31:13] <[twisti]> im thinking world chunks like in minecraft
[21:33:18] <Xoppa> ow minecraft, yeah that seems popular, you would need a solution much like spritebatch but with various culling methods build in as well
[21:33:45] <[twisti]> the culling is easier to handle on the map update side than on the opengl side
[21:33:54] <[twisti]> since the world by and large is static
[21:35:28] <Xoppa> i didnt necessarily mean frustum culling, but i wouldnt think about that too much at this stage yet
[21:36:16] <[twisti]> it this point im more thinking about the base organization of surfaces - the world is somewhat dynamic, but only in small localized subsections, the rest will by and large be static
[21:36:37] <[twisti]> and it doesnt seem like a good idea to resend hundreds of thousands of vertices just to change one or two
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[21:37:13] <Xoppa> perhaps this helps https://github.com/libgdx/libgdx/tree/master/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/voxel
[21:37:45] <[twisti]> ill look at it, thanks
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[21:39:12] <[twisti]> the weird thing is that i could have sworn that the last time i looked at Mesh, it had like a subclass or something called meshcache, where you could have exactly what i thought about, certain static mesh sections that stayed intact while others were changed
[21:39:14] <Xoppa> [twisti], iirc someone on this channel or forum also wrote a tutorial on this subject
[21:39:21] <[twisti]> maybe i just dreamed that
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[21:41:00] <Xoppa> it might be this, not sure though http://blogg.rhapsody.st/voxel-engine-in-libgdx/
[21:41:40] <[twisti]> any reading is good reading
[21:41:50] <abs25_> With what variables should I supply FillViewport constructor?, getWidth / height from libgdx?
[21:42:04] <noooone> with your desired virtual viewport size
[21:42:19] <abs25_> and resize function?
[21:42:32] <noooone> with width/height that the resize function gets
[21:42:47] <aeprotestsi> "...The library also have a very nice community with an IRC-channel where some of the developers participate in..."
[21:42:50] <aeprotestsi> oh you! :)
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[21:43:27] <abs25_> noooone, I shouldnt even be calling resize mannualy?
[21:43:49] <noooone> of course not, libgdx calls it
[21:44:03] <abs25_> my friend has a bigger screen, and it doesnt work
[21:44:06] <abs25_> scaling doesnt happen
[21:44:09] <abs25_> its soo weird
[21:44:35] <noooone> code?
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[21:45:02] <XTremEive> Hi there!
[21:45:53] <noooone> hi
[21:46:19] <abs25_> noooone, http://pastebin.com/zKuJLN8D
[21:47:29] <noooone> is it for a UI?
[21:47:36] <noooone> otherwise don't use "true" at the end, it moves the camera
[21:47:37] <abs25_> no, its for game
[21:47:54] <noooone> and please add @Override to the resize method
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[21:48:07] <abs25_> noooone, there is, didnt copied it :S
[21:48:13] <abs25_> so what doy ou think is the problem?
[21:48:45] <noooone> it looks correct, does it behave correct on your device?
[21:49:40] <noooone> there's no need for the setToOrtho btw
[21:50:05] <abs25_> on my device yes, but my device is 800x480, its made to fit it on my screen, however my friend has 1920x1080, and it looks tiny ( it looks 800x400 in left bottom corner)
[21:51:01] <noooone> that might have been because of the update(width, height, TRUE)
[21:51:14] <abs25_> because of true?
[21:51:31] <abs25_> I dont think its because of true, because FitViewport should do the work and strech it out, it doesnt strech it out at all
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[21:51:49] <noooone> I thought you use FillViewport
[21:51:56] <abs25_> oh sry
[21:51:57] <abs25_> indeed
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[21:52:37] <noooone> why don't you try it on your desktop?
[21:52:45] <noooone> just resize the window to check
[21:52:50] <abs25_> it works
[21:52:55] <abs25_> thats the problem
[21:52:58] <abs25_> idk how but it work
[21:53:05] <abs25_> works*
[21:53:22] <abs25_> btw I dont need settoortho?
[21:53:30] <noooone> then it could only be that on his device the "resize" isn't called
[21:53:49] <noooone> but I don't know why it would not
[21:54:04] <abs25_> wait, when I am creating viewPort
[21:54:08] <noooone> if it works for you on desktop, it should work exactly the same on any other device
[21:54:26] <abs25_> in constructor I give him virtual width/height, and then he automaticly gets devices width/height and resizes on its own?
[21:54:59] <noooone> yes and no
[21:55:08] <noooone> it does that, but only when update(...) is called
[21:55:19] <noooone> not when being constructed...
[21:55:29] <noooone> but usually resize is called once after show
[21:56:43] <noooone> automatically, I mean
[21:56:54] <noooone> hmmmm
[21:57:05] <noooone> maybe that happens only on desktop?
[21:57:09] <abs25_> btw u said I do not need setToortho?
[21:57:52] <noooone> it's an orthographic camera and the viewport is managed via the "Viewport", so it's not necessary anymore
[21:58:11] <noooone> it was the "old" way of doing it
[21:58:17] <noooone> before Viewport was added
[21:58:32] <abs25_> I just made a little test, and what he gets is result when resize(800,480) happens
[21:58:45] <abs25_> I will send him this new code to test out
[21:58:59] <abs25_> I should learn how to run emulators :S
[21:59:00] <noooone> try to call resize(Gdx.graphics.getWidht()....) once
[21:59:30] <noooone> that should solve the problem
[22:01:30] <abs25_> ok thanks
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[22:02:39] <[[derek]]> rawr http://i.imgur.com/a73MV5X.png Next challenge is importing this bad boy into libgdx
[22:06:21] *** suarez has joined #libgdx
[22:07:11] <suarez> Im trying to import a Github project to my other computer but the SDK isn´t located in the same place as the main PC, so it gives me an error. What do to?
[22:09:12] <Getterac7> don't put project files in git repo?
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[22:09:41] <mobidevelop> Remote into the other PC of course
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[22:10:47] <[[derek]]> suarez: change the location of the sdk in your ide? after that delete all project files from your repo
[22:11:53] <Tomski> delete project
[22:12:05] <Tomski> no project no problem
[22:12:12] <[[derek]]> ah
[22:12:20] <kalle_h> hello
[22:12:25] <[[derek]]> ye olde "amputate everything" methord
[22:12:29] <[[derek]]> o/ kalle_h
[22:12:57] <kalle_h> Just watched Lucy. Interesting movie but not great
[22:13:50] <kalle_h> without action parts it would been lot better
[22:14:35] <kalle_h> but then again other parts was bit fluff
[22:15:20] <[[derek]]> never heard of it
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[22:16:19] <[[derek]]> ah its that one with the crappy trailer
[22:16:30] <[[derek]]> want to see guardians of the galaxy
[22:18:00] <kalle_h> fox at water http://i.imgur.com/zhPOTmP.png
[22:18:13] <kalle_h> screenspace reflection on/off gif http://i.imgur.com/vgBhDVs.gif
[22:19:51] <Getterac7> kalle_h: looking better all the time!
[22:20:06] <mutilator> you need sunglasses to paly this game kalle_h
[22:20:29] <kalle_h> mutilator: thats the goal
[22:20:53] <kalle_h> I really like code these "weather/mood" shaders
[22:21:12] <mutilator> sunglasses and shades, i see what you did there
[22:21:14] <kalle_h> I have wetness and sand shaders now ready
[22:21:28] <kalle_h> snow/ice shader is going to be next
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[22:21:58] <kalle_h> if I can do that then I wish I have skills to do procedural mold/dirt stuff too
[22:22:13] <kalle_h> it would do great things for rooting objects ground
[22:22:21] <kalle_h> and allow lot better asset reusage
[22:25:05] <[[derek]]> alright time to attempt 3D and then cry when it fails
[22:25:10] <mutilator> hm
[22:25:15] <[[derek]]> or just play dota
[22:25:18] <[[derek]]> that second option
[22:25:22] <[[derek]]> looks very enticing
[22:25:24] <mutilator> i went to the bathroom
[22:25:32] <mutilator> came back and my office door was locked and the lights were off
[22:25:38] <[[derek]]> ooooh
[22:25:43] <[[derek]]> 3spooky4me
[22:25:44] <mutilator> glad my keys were in my pocket
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[22:26:04] <[[derek]]> could have got in some good overtime
[22:26:14] <mutilator> heh
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[22:28:23] <TEttinger> kalle_h: your game does look amazing. is it all OpenGL ES with no library?
[22:28:56] <kalle_h> TEttinger: all directX11 with our own engine
[22:29:07] <kalle_h> I have writed whole graphics engine
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[22:30:15] <kalle_h> Btw good trick with 2d games where you have to use same assets for different aspect ratios. Use mipmapped textures with anistrophic filtering. It does absolute magic for image quality
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[22:37:21] <noooone> Xoppa: is gravity, forces etc applied on kinematic bullet bodies?
[22:37:29] <Xoppa> no
[22:37:33] <noooone> do they react on setLinearVelocity?
[22:37:35] <[twisti]> ha'shak kree!
[22:37:37] <Xoppa> no
[22:37:43] <[twisti]> kel apophis!
[22:38:05] <noooone> okay, I thought so :)
[22:38:46] <TEttinger> kalle_h: I don't even know what mipmaps are
[22:39:36] <kalle_h> Xoppa: I thought they response to linear velocity
[22:39:48] <kalle_h> how you move them then?
[22:39:58] <TEttinger> also I just checked the Texture$TextureFilter enum and it doesn't have anisotropic as I understand it
[22:40:05] <[twisti]> TEttinger: mipmaps are smaller copies of a texture
[22:40:25] <Xoppa> kalle_h, thats box2d, in bullet you use the btMotionState to synchronize (and thus update) kinematic bodies
[22:40:29] <kalle_h> TEttinger: its extension that every driver support but its not in the core still
[22:40:33] <[twisti]> fast rendering when things are far away, high quality when they are big
[22:40:39] <kalle_h> Xoppa: ah. got it
[22:40:44] <Getterac7> i use mipmaps on my texture, but i always get really bad popping effect when it switches.
[22:40:59] <kalle_h> Getterac7: use trilinear!
[22:41:09] <kalle_h> or even better use anistrophic
[22:41:18] <Getterac7> kalle_h: how do you enable that in LibGDX?
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[22:44:15] <abs25_> anyone has a link to emulator set up tutorial?
[22:48:47] <Getterac7> wow, anisotropic filtering is still just an extension? I feel like it would be built in somehow by now.
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[23:02:13] <[twisti]> haha @ Xoppa's link
[23:02:20] <[twisti]> talking about minecraft it says "How can the performance be so good?"
[23:02:27] <[twisti]> that must be the first time anyone said that about minecraft
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[23:05:59] <Getterac7> hehe
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[23:06:45] <tnelsond> Some day we'll have voxel engines where the voxels are the size of atoms...
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[23:07:37] <Getterac7> i'll believe it when i see it...
[23:07:39] <tnelsond> And then we can simulate the whole universe...
[23:07:50] <Getterac7> good day, all!
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[23:07:56] <tnelsond> Bye...
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[23:22:04] <kalle_h> tnelsond: they scale really badly
[23:22:11] <kalle_h> O(n^3)
[23:22:45] <tnelsond> Yeah, I was kidding. To simulate the universe atom by atom you'd probably need more matter than there is in the universe. And it'd be horribly slow.
[23:23:07] <kalle_h> but atoms are not the building blocks
[23:23:16] <kalle_h> they are actually HUGE particles
[23:23:24] <[twisti]> atoms arent voxels anyways
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[23:23:43] <tnelsond> atoms are bigger than electrons for sure.
[23:24:01] <[twisti]> atoms are kinda indistinct clouds of potentiality
[23:24:32] <kalle_h> You want Quarks
[23:25:22] <[twisti]> im done with quarks ever since they renamed truth and beauty
[23:25:25] <kalle_h> http://www.physics.fsu.edu/users/roberts/images/scale.gif
[23:25:45] <kalle_h> there are 8magnitude size differ for atoms
[23:26:05] <kalle_h> which is about the same than your thumb and atom has
[23:26:39] <[twisti]> you dont know how big my thumb is
[23:26:55] <tnelsond> Of course the very nature of simulation seems to be abstraction so that things aren't so unnecessarily complicated.
[23:27:47] <[twisti]> simulation is boring anyways
[23:28:20] <tnelsond> Only simulate the stuff that interests you.
[23:28:21] <kalle_h> if you build voxel engine from atoms and then you put some Uranium blocks under my neutron hammer does it break the simulation?
[23:28:34] <[twisti]> a lot of young game devs think that simulating things as close to reality as possible will automatically make them fun
[23:28:55] <tnelsond> [twisti]: You're right, reality isn't really all that fun.
[23:29:13] <kalle_h> [twisti] but reality is so fun that you need to escape it to virtual worlds
[23:29:39] <[twisti]> lol
[23:29:57] <[twisti]> sometimes im pissed at reality for not being as awesome as fantasy
[23:30:00] <kalle_h> I want game world just be plausible and believable
[23:30:04] <[twisti]> like space travel
[23:30:19] <kalle_h> hard scifi game would be so boring
[23:30:42] <tnelsond> Waiting years and years to get to the next planet only to find no life whatsoever.
[23:30:57] <[twisti]> or combat
[23:30:57] <kalle_h> you travel to nearest planet first 10thousands year and you notice that its compleatly empty
[23:31:13] <[twisti]> people are just too fragile
[23:31:15] <kalle_h> tnelsond: you was faster to say same thing
[23:31:25] <[twisti]> cant even throw someone through a window without calling an ambulance
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[23:31:59] <kalle_h> but we can always hope that singularity comes and saves us from this boredom
[23:33:07] <[twisti]> yeah thatll probably happen within our lifetimes
[23:33:32] <[twisti]> even though ai development is moving glacially
[23:33:42] <kalle_h> bruteforce all the things
[23:33:44] <[twisti]> at least we are on schedule building the replicators
[23:33:56] <[twisti]> with 3d printers printing themselves and robots assembling themselves
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[23:34:16] <tnelsond> Although there's a balance to be made between realistic and not realistic in regards to fun..
[23:34:31] <kalle_h> it just seem that new tech chip assembly factories cost too much
[23:34:42] <kalle_h> Intel is using 6billion to single factory
[23:34:48] <kalle_h> and they build that to the israel
[23:35:02] <kalle_h> not very safe place to put that
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[23:35:51] <[twisti]> idk i think thats mostly media hype
[23:36:02] <[twisti]> they had like one person die from those thousands of missiles
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[23:36:10] <tnelsond> lol
[23:36:20] <[twisti]> more people prob die from lightning strikes in some areas of the us than from missiles in israel
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[23:37:04] <kalle_h> I don't meant that its not safe now
[23:37:13] <kalle_h> but in near future
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[23:38:50] <[twisti]> its definitely a weird choice
[23:39:05] <[twisti]> and its not like israel is a country with dumping wages or anything like that either
[23:39:37] <kalle_h> but if current tech cost 6billion next gen will cost at least double of that
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[23:40:57] <kalle_h> so cost of building those assemblies can stop the moore's law in consumer products
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[23:42:08] <[twisti]> i thought that stopped a while ago
[23:42:21] <[twisti]> once they neared 4ghz processors
[23:42:49] <kalle_h> cpu's are still getting faster and faster
[23:43:17] <kalle_h> if you just make them smaller
[23:43:20] <[twisti]> ill take your word for it, im piss poor irl so i dont really follow hardware development
[23:43:45] <[twisti]> well thats true, what they fit in cell phones these days is astonishing
[23:44:36] <kalle_h> http://cdn.static-economist.com/sites/default/files/images/articles/20140110_stc001_l.png
[23:44:45] <kalle_h> there you can see what I mean
[23:45:04] <kalle_h> we aren't seeing the cost drop anymore
[23:45:17] <kalle_h> even tought we get speed boost and smaller transistors
[23:45:23] <[twisti]> i see
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[23:47:11] <kalle_h> but if you think how small is ~10nm then you realize how scifi technology is needed to build those in mass production
[23:47:36] <gentlemandroid> Xoppa: How do I get a node to use it's transforms?
[23:47:58] <kalle_h> when virus size is 20-400nm they really need good isolation
[23:48:15] <tnelsond> If I remember correctly, or current computer technology boom is the result of introduction of technology from the 29th century.
[23:48:18] <[twisti]> i think the size has reached a point where quantum tunneling is actually a concern
[23:48:51] <tnelsond> *our
[23:49:06] <gentlemandroid> Time traveling lizard people?
[23:50:56] <tnelsond> No, Henry Starling.
[23:51:03] * [twisti] tries to remember if there were any lizard people on voyager
[23:51:15] <kalle_h> we just need to move to parallel computation even more and use a lot of cheaper but bit slower and simpler cores to do work for us
[23:51:30] <kalle_h> just like GPU's
[23:51:30] <tnelsond> [twisti]: The Horogen are pretty close?
[23:51:41] <[twisti]> they didnt come back in time though
[23:51:57] <Xoppa> gentlemandroid, which transform? the components or matrix?
[23:52:03] <[twisti]> i think whatsherfaces dad was a lizardman, wasnt he ?
[23:52:16] <[twisti]> the baby girl, i forgot her name
[23:52:37] <tnelsond> Naomi ildman?
[23:52:47] <[twisti]> yeah, her
[23:53:04] <[twisti]> she had ridges if i recall
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[23:54:09] <tnelsond> I don't think I know anything about lizardpeople apart from species 8472.
[23:54:31] <[twisti]> i cant find a pic of a Ktarian anywhere
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[23:54:43] <[twisti]> but im nearly certain they showed the dad once and he was a lizard person
[23:55:50] <[twisti]> also hot damn
[23:55:53] <[twisti]> she did some growing up
[23:56:02] <[twisti]> http://coolhunt.net/g1albums/los_pro_scarlettpomers/los_pro_scarlettpomers_025.jpg
[23:56:13] *** mxttie has quit IRC
[23:59:23] *** fauge has joined #libgdx
[23:59:26] <gentlemandroid> Xoppa: The localTransform
[23:59:37] <gentlemandroid> I mean it's updating but the node is ignoring it?
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   August 8, 2014  
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