[00:01:35] <gentlemandroid> Yep, won't budge
[00:02:29] <Xoppa> then there's some other problem, perhaps show the code
[00:02:50] <fauge> how do i draw stuff to the camera coordinates?
[00:03:26] <gentlemandroid> If I set animated to true, then I'm responsible for modifying the localTransform before the call to calculateTransforms right?
[00:03:37] <Xoppa> yes
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[00:06:50] <gentlemandroid> My code is scattered about
[00:07:09] <gentlemandroid> Where does modelBatch bind the transform?
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[00:09:11] <kalle_h> Damn I hate journalists that can't write numbers. Every time there is million/billion there is about 50% chance that its wrong
[00:09:24] <kalle_h> how hard it can be
[00:09:36] <fauge> haha
[00:10:05] <[twisti]> its even better for us germans, kalle
[00:10:12] <[twisti]> a german billion is an english trillion
[00:10:25] <[twisti]> so we get tons of errors from horrible translators
[00:10:48] <[twisti]> for some reason, we have two of each
[00:11:00] <[twisti]> 1,000,000 million
[00:11:04] <[twisti]> 1,000,000,000 milliarde
[00:11:09] <[twisti]> 1,000,000,000,000 billion
[00:11:12] <[twisti]> 1,000,000,000,000 billiard
[00:11:16] <[twisti]> then trillion and trilliarde
[00:11:19] <fauge> does anybody else think there should be one universal language
[00:12:22] <tnelsond> fauge: Are we talking about ##conlang now? Am I in the right channel?
[00:12:49] <[twisti]> it looks like that voxel tutorial just uses many meshes
[00:12:57] <fauge> no i mean a language for talking
[00:13:03] <[twisti]> i guess thats fine then
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[00:13:12] <[twisti]> since he seems to have decent performance
[00:13:25] <tnelsond> fauge: Yeah, those kind of ambitious projects are called auxiliary languages.
[00:13:29] <tnelsond> Like Esperanto.
[00:13:37] <fauge> not for programming
[00:13:38] <[twisti]> maybe ill make the chunk size fluid and test performance differences later
[00:14:46] <kalle_h> what voxel tutorial?
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[00:16:23] <kalle_h> second chapter and there is huge misinformation
[00:16:28] <kalle_h> "After adding a few 100s of those the GPU starts to having problems rendering all those and keep up the FPS. "
[00:16:35] <kalle_h> gpu does not have problems for that
[00:16:37] <kalle_h> but CPU!
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[00:16:42] <badlogic-tab> ello
[00:16:45] <kalle_h> hello
[00:16:52] <[twisti]> he was using a draw call per box
[00:17:02] <badlogic-tab> everyone doing well? infringing copyrights? killing kittens?
[00:17:14] <kalle_h> [twisti]: yeah that is mainly cpu overhead
[00:17:16] <kalle_h> not gpu
[00:17:19] <[twisti]> oh
[00:17:50] <kalle_h> gpu's can batch workload from different drawcalls if certain criterias are met
[00:17:54] <kalle_h> like shame mesh/shaeer
[00:17:56] <kalle_h> *shade
[00:17:58] <kalle_h> r
[00:18:24] <kalle_h> its not like gpu's would just immediatly start process those commands
[00:20:34] <gentlemandroid> I think maybe I'm not setting up the nodes right or something
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[00:21:30] <Xoppa> you said you used the localTransform, but in this snippet you're using the translation/rotation components (which require isAnimated to be false)
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[00:23:14] <kalle_h> ugh. boolean inFrustum = camera.frustum.sphereInFrustum(chunk.getPosition(), Terrain.WIDTH * 1.5f);
[00:25:19] <gentlemandroid> Okay wait
[00:25:30] <gentlemandroid> So the ModelInstance gets new Nodes?
[00:25:31] <kalle_h> [twisti]: that frustum culling use 14times bigger volumes that are needed. Can't see reason for why
[00:25:47] <gentlemandroid> I think that's the problem, I was stashing them before I create the instance
[00:26:28] <Xoppa> yes
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[00:26:43] <[twisti]> i wasnt going to use its code, i just wanted to see how he was dealing with the problem of multiple meshes
[00:26:59] <kalle_h> I just warned
[00:27:09] <gentlemandroid> Okay okay so I didn't read ALL of it :P
[00:27:35] <kalle_h> I have special voxel frustum cullign code somewhere that I can share if some one ever need
[00:28:09] <kalle_h> its cheap as point in frustum test but as precise than aabb test
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[00:30:47] <[twisti]> im really nowhere near doing any culling, theres not even any source at this point, just wrapping my head around ideas and concepts
[00:31:05]
<[twisti]> and as a quick callback to our earlier discussion: this is the perfect amount of realism and simulation fun: http://imgur.com/gallery/uMeNx1l
[00:31:17] <gentlemandroid> Okay we're tight-butthole again
[00:31:28] <gentlemandroid> I got spinnin' gears
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[00:54:03] <limeArrow> Hey everyone, just one minor thing missing for me.. I'm trying to make proguard work by uncommenting the proper line in project.properties, but I'm getting an error when trying to export the apk. Btw, my proguard folder is empty, what should go in there?
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[00:56:41] <limeArrow> It's not finding the proguard-android.txt file @ ..android-sdk\tools\proguard\proguard-android.txt
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[01:02:22] <[twisti]> proguard is not exactly trivial or minor
[01:02:33] <[twisti]> it might take a bit of work and research to get it going quite right
[01:02:59] <[twisti]> you can start by pasting the concrete error you are getting
[01:03:17] <[twisti]> and also tell us how you are building your apk - ant, maven, gradle, whatever
[01:03:26] <TEttinger> also, that file should be included in the sdk I think
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[01:04:23] <[twisti]> it sounds like maybe you havent set your android_home
[01:04:31] <[twisti]> or whatever that env variable is called
[01:04:49] <limeArrow> When making it find the file (edited the project.properties to make it look for the config file in the project root folder), it does find the file, but quits with an error "Failed to export project"
[01:04:53] <TEttinger> or it's set to a path with spaces
[01:04:56] <limeArrow> and only that. No extra info, nothing
[01:05:40] <limeArrow> Exporting it using Eclipse. "Export > Export Android Application"
[01:06:01] <TEttinger> you can either set android_home or use local.properties
[01:06:08] <TEttinger> I've only done the first
[01:06:44] <TEttinger> limeArrow, check your environment variables, are you on windows?
[01:07:09] <[twisti]> is it actually android_home ? i was just guessing when i wrote that
[01:07:10] <limeArrow> TEttinger, yes I am. Let me check them
[01:07:39] <TEttinger> start, right click computer, properties, advanced system settings in the left bar, environment variables
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[01:08:02] <TEttinger> ANDROID_HOME should be a path with no spaces
[01:08:09] <TEttinger> if it is in Program Files, no prob
[01:08:19] <TEttinger> you just have to replace with... uh
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[01:08:33] <[twisti]> PROGRA~1
[01:08:47] <TEttinger> yeah, and C:\Progra~2\Android\android-sdk is what I have under x86
[01:08:48] <limeArrow> Oh.. I have a space there.
[01:09:03] <limeArrow> Let me fix that
[01:09:07] <TEttinger> yeah I had the same issue
[01:09:07] <[twisti]> i wouldnt think a space there would be a problem
[01:09:15] <TEttinger> it only is with proguard
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[01:09:38] <[twisti]> i have my stuff in c:\development so i wouldnt notice either way
[01:09:54] <[twisti]> too many issues with permissions in the program folders
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[01:10:25] <limeArrow> It's not in my prog folders, but my user's one.
[01:10:26] <TEttinger> [twisti], it's absolutely incredible that this is still a problem in 2014 but yeah it spaces break proguard
[01:10:32] <limeArrow> Well, it's fixed, lets see if it works now
[01:11:57] <limeArrow> Well, ANDROID_HOME now points to C:\Users\Leandr~1\Android\android-sdk and it still doesn't work.
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[01:12:31] <limeArrow> Never had to reboot to make a system variable work. But I'll give it a try
[01:13:38] <limeArrow> Erm... my android-sdk/tools folder doesn't have a proguard folder
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[01:19:49] <Angergard__> limeArrow, try this ;C:\Users\Leandr~1\Android\sdk\platform-tools;C:\Users\Leandr~1\Android\sdk\tools
[01:20:02] <Angergard__> One going to the platform tools, one to the tools
[01:20:13] <Angergard__> Check first if the path is right
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[01:24:51] <Oonej> I have 2 tables, parent table P and child parent C... C has a background image and a label, and P has a few buttons and such... but when it runs for the first time, i see 2 table C's... can't figure out why
[01:24:54] <Oonej> any ideas?
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[01:28:20] <gentlemandroid> Oonej: pastebin
[01:28:50] <Oonej> kk
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[01:33:10] <limeArrow> Angergard__, will try it now
[01:33:36] <limeArrow> btw, it's android-sdk
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[01:38:32] <suarez> Hello I asked a question here before that might got an answer, but my PC shut down. Im trying to import a Github project into my other PC and I get "SDK location not found, define location with sdk.dir... etc" ... What to do? Change the project properties?
[01:39:34] <Angergard__> ;C:\Users\Leandr~1\Android\android-sdk\platform-toolsC:\Users\Leandr~1\Android\android-sdk\tools Then it must be this limeArrow
[01:40:29] <limeArrow> Angergard__, still didn't work. Does eclipse log stuff anywhere? If i could check the logs maybe I could have at least a clue on what's going wrong.
[01:42:46] <Angergard__> What does it print out in cmd when running this : echo %ANDROID_HOME%
[01:42:50] <Angergard__> limeArrow
[01:43:30] <limeArrow> Angergard__, the correct path.
[01:43:52] <limeArrow> Found the problem
[01:44:10] <limeArrow> java.io.FileNotFoundException: C:\Users\Leandro Faria\Android\android-sdk\tools\proguard\bin\proguard.bat (O sistema não pode encontrar o caminho especificado)
[01:44:25] <limeArrow> "system couldn't find the specified path"
[01:44:43] <limeArrow> as I told you, that proguard folder in the tools folder is empty.
[01:45:26] <Angergard__> Is there something you haven't downloaded?
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[01:47:26] <Angergard__> I have proguard for some reason
[01:47:33] <Angergard__> Have you downloaded all build tools?
[01:47:49] <limeArrow> I'll download the sdk again
[01:48:02] <Angergard__> Not again, all build tools
[01:48:47] <limeArrow> I'm getting the adt bundle now and I'll just check for that missing folder
[01:48:53] <Angergard__> I'm not an expert, cause when I downloaded the android sdk, I downloaded everything that there was a checkbox next to.
[01:49:37] <limeArrow> Let me run the sdk manager and see if there's anything missing there
[01:50:19] <TheUnkn0wn0ne> Apparently people in russia can no longer download java
[01:50:29] <TheUnkn0wn0ne> There an embargoed country now
[01:50:35] <TheUnkn0wn0ne> *They're
[01:50:41] <Angergard__> Any link?
[01:51:38] <TheUnkn0wn0ne> There's also a discussion on /r/technology
[01:53:11] <TheUnkn0wn0ne> I'm not sure how many people on here are targetting the russian market, but I just thought it was relevant because we're a java-based framework
[01:55:01] <TheUnkn0wn0ne> Angergard__ Haha
[01:55:41] <TheUnkn0wn0ne> I don't think this techinically applies to alternive implementations (i.e Android's Apache Harmony) and I don't know what openJDK is doing
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[01:57:59] <limeArrow> Aaaaand YES, I got proguard working. Apk already exported perfectly =)
[01:58:18] <limeArrow> Angergard__, it was just a missing /proguard folder in that tools folder
[01:58:22] <TheUnkn0wn0ne> limeArrow: Congratulations. :D
[01:58:40] <limeArrow> Now onto making the updated screenshots and upload everything to the store
[01:58:51] <Angergard__> Good job limeArrow! :)
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[02:00:57] <Angergard__> F*ck I hate merge conflicts
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[02:02:26] <Angergard__> But that shall I solve tomorrow, can't handle it. Bye!
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[02:03:52] <limeArrow> From a 13Mb filesize when using Corona to a 4.93Mb fully optimized apk with LibGDX... And people still wonder why I'm in love
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[02:20:11] <limeArrow> My desktop project stopped working. It's not finding the files in the android/assets folder anymore...
[02:21:40] <tnelsond> When using writesamples, how do I lerp from one frequency to another without getting pops?
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[02:30:40] <TEttinger> limeArrow, heh. my game's significantly smaller on android than desktop at 7 MB, which I'm very pleased with
[02:33:35] <tnelsond> Heh, each music track for my game will probably only take up 4kb.
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[02:36:10] <tnelsond> I wrote my own lilypond-like music parser for libgdx.
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[02:38:20] <TEttinger> nice, tnelsond, like .mod files?
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[02:38:42] <tnelsond> Probably, I've never used .mod files.
[02:41:20] <tnelsond> But it differs from lilypond in several ways and is lacking on most of the features except the bare minimum.
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[02:43:16] <limeArrow> Fixed desktop project... I don't how it got broken, but adjusting the run configurations and relinking to the android assets did the trick
[02:43:26] <limeArrow> Now onto making the screenshots
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[05:28:44] <helloworldssss> hi
[05:29:07] <helloworldssss> i was thinking between cocos 2dx and libgdx
[05:29:54] <helloworldssss> is there good games (commercial) made with libgdx
[05:30:37] <LiquidNitrogen> the only real limitation with libgdx is whether you have the perseverance to complete a game, or not.
[05:31:04] <helloworldssss> k
[05:31:13] <helloworldssss> so im a expirienced c++ programmer
[05:31:23] <helloworldssss> but havent even touched java
[05:32:06] <helloworldssss> i cant hel noticing pretty much every game i played is made with cocos2d
[05:32:09] <LiquidNitrogen> i havnt used c, but java was very easy to pick up having recently migrated from one of the obscure functional languages
[05:34:08] <helloworldssss> looks good :)
[05:35:36] <LiquidNitrogen> dunno about cocos2d, it looks like its fine for making games, so it probably comes down to personal choice really
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[05:36:05] <helloworldssss> ahh ok
[05:36:12] <helloworldssss> oh one more thing
[05:36:23] <helloworldssss> which has more tutorials?
[05:37:43] <LiquidNitrogen> looks like coco has nice built in gui based editors for various things
[05:39:11] <limeArrow> I've given cocos2d-x a try. And it was hell trying to get some stuff done. Documentation is outdated, mostly in chinese, the community isn't helpful enough
[05:39:41] <helloworldssss> ahh k
[05:39:59] <LiquidNitrogen> well libgdx has a helpful community
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[05:40:48] <LiquidNitrogen> coco looks more like the level of game maker?
[05:41:22] <helloworldssss> haha that must be very basicc
[05:41:41] <helloworldssss> yeah agreed libgdx has a good comunity
[05:42:02] <LiquidNitrogen> no not basic, just different from writing straight java code to make a game
[05:42:15] <helloworldssss> akk i see
[05:42:51] <helloworldssss> only downside i have come up with libgdx is java -< it is harder tha c++
[05:42:54] <LiquidNitrogen> sometimes it could be easier/better/faster to have the gui based thing, other times it could be limiting
[05:43:12] <helloworldssss> ya
[05:43:26] <LiquidNitrogen> java is easy
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[05:43:49] <helloworldssss> yeah but it doesnt make sence compared to cpp
[05:44:02] <helloworldssss> specially the oop
[05:44:09] <LiquidNitrogen> lol dont know.
[05:44:19] <helloworldssss> haha
[05:44:21] <LiquidNitrogen> c doesnt make sence to me
[05:44:27] <helloworldssss> agreed
[05:44:32] <helloworldssss> it is too old haha
[05:44:40] <BlueProtoman> C usually makes sen
[05:44:42] <BlueProtoman> Segmentation fault
[05:44:44] <LiquidNitrogen> i can look at it, and kinda understand the basic structure, but a lot of it looks like nonsence
[05:45:15] <helloworldssss> anywayss all of the languages are usfull and have their ups and dows
[05:45:33] <helloworldssss> thanks for the help guys
[05:45:46] <helloworldssss> bye :)
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[05:51:26] <limeArrow> Game works when ran on phone from Eclipse, but not when downloaded from the store. Absolutely great! Yay
[05:51:37] <limeArrow> Now let's try to find out why =/
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[06:28:25] <Ness_> hi
[06:29:59] <Ness_> im using Animation class and flipFrames to switch when mi character go to left or right
[06:30:34] <Ness_> but with a low FrameDuration
[06:30:56] <Ness_> flipFrames doesnt flip one of the frames
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[06:36:39] <dermetfan> Ness_: flipFrames sounds like that method of AnimatedSprite from libgdx-utils. is that what you mean?
[06:36:49] <Ness_> yes
[06:37:15] <dermetfan> do you have any code I could try?
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[06:39:06] <Ness_> where i could paste it
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[06:50:49] <dermetfan> currently having trouble with my test project, I'll see if there's any bug in AnimatedSprite (though I doubt it)
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[07:10:13] <Ness_> ok :C
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[07:30:21] <dermetfan> Ness_: I fixed the test project and there doesn't seem to be a problem with flipFrames... Hence the problem must be in your code
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[08:08:43] <Ness_> ok, thanks :)
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[10:12:53] <kalle_h> hello
[10:13:20] <TEttinger> hey kalle_h, how goes 3d mastery?
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[10:17:27] <kalle_h> it seems that Hardland is starting to generate some interest
[10:17:49] <TEttinger> it's even more beautiful in motion!
[10:18:30] <kalle_h> TEttinger: true but there are also some artefacts that I need to take care of at motion
[10:18:52] <kalle_h> FXAA is not temporally stable antialiasing so I wan't to replace this with something better
[10:19:26] <kalle_h> screenspace reflections bug a little if you rotate camera upwards/downwards
[10:19:43] <kalle_h> and shadows could be stabler when sun move
[10:21:15] <kalle_h> but that forest shot could use some post processed moss/dirt to make contact area between ground and trees better
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[10:42:41] <TEttinger> woah, badlogic was here
[10:42:48] <TEttinger> how long has it been...
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[10:54:27] <LiquidNitrogen> kalle_h: i saw the desert screenshot on jgo
[10:55:04] <LiquidNitrogen> i guess gamedev.net is bigger though hah
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[11:02:30] <InspiredNotion> Morning
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[11:05:32] <noooone> hi
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[11:15:31] <InspiredNotion> hi noooone.. were we having the discussion regarding rating from inside an app the other day?
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[11:25:52] <noooone> hhmmm, no I think that wasn't me
[11:27:45] <InspiredNotion> kk.. nw
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[11:54:21] <Tomski> InspiredNotion: think it was gentlemandroid
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[11:56:25] <gentlemandroid> You know I saw that comment but still didn't realize I was indeed part of that discussion
[11:56:55] <Raledon> hello, I have a problem with the ShapeRenderer's rotate function, I fail to get it to rotate the way I want it to. (rotate a point around another point's Z axis)
[11:57:01] <gentlemandroid> mobidevelop was at the company that actually had those dealings though
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[11:59:25] <Raledon> How do I get the rotate method to rotate around the point's Z axis instead of the X/Y one?
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[12:01:12] <gentlemandroid> Raledon: What?
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[12:04:01] <Raledon> I am attempting to rotate point A, located at (a,b,0) around point B, located at (c,d,0). The rotate function rotates it around the X/Y axis connecting the two dots, instead of the Z axis.
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[12:05:01] <gentlemandroid> I see, you want to translate it to the point you want to rotate around, then translate back after the rotation
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[12:06:11] <gentlemandroid> Something like translate(c-a, d-b, 0), rotate, translate(a-c, b-d, 0)
[12:06:55] <gentlemandroid> Or maybe flip those translations, I can never remember
[12:07:07] <gentlemandroid> But basically to rotate around a point you have to make that point the origin
[12:07:13] <Raledon> Do I have to rotate around (0,0,0) for it to rotate around the Z axis?
[12:07:23] <gentlemandroid> 0, 0, 1 I'd think
[12:07:29] <Raledon> oh
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[12:08:36] <Raledon> i'll check that, thanks. one more thing- when i work the renderer's begin/end, goes first in first out, or first in last out?
[12:08:59] <gentlemandroid> It's a queue
[12:09:10] <gentlemandroid> fifo
[12:09:19] <Raledon> allright, thanks
[12:09:26] <gentlemandroid> All the begin/ends in libgdx work like queues
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[12:29:33] <LiquidNitrogen> any idea why full screen seems to flicker between 50 and 60 fps for about 10 seconds after loading, before it settles on 60? it does it on several different projects (one of which is doing nothing more than drawing a couple of images)
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[12:31:55] <Ashiren> jit warming up :?
[12:33:05] <LiquidNitrogen> maybe its something to do with the intel laptop gfx being lame?
[12:33:34] <Ashiren> have you tried on different machine
[12:33:43] <LiquidNitrogen> no
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[12:39:57] <TEttinger> LiquidNitrogen: yeah, jit
[12:40:18] <LiquidNitrogen> cant do much about it?
[12:40:24] <TEttinger> after somewhere between 2K and 20K calls, it speeds up
[12:40:27] <TEttinger> oh but there is
[12:40:31] <TEttinger> are you on windows?
[12:40:35] <LiquidNitrogen> yep
[12:40:57] <TEttinger> you can ensure that your app runs with a server vm and a certain switch, hang on
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[12:42:26] <TEttinger> "-server -XX:+TieredCompilation" -- this only works on certain VMs. if you use Packr and an OpenJDK build from alexkasko, it should be guaranteed present on all desktop platforms
[12:43:13] <LiquidNitrogen> hm thanks, ill note that down to investigate
[12:43:16] <TEttinger> server vm starts up slower but gets faster. TieredCompilation makes server start up with client speed
[12:43:30] <TEttinger> this was a surefire way to make my slow clojure game tolerable
[12:44:10] <TEttinger> there may be newer options in JDK 8, but they aren't available in any openjdk builds for packr yet
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[13:17:02] <[[derek]]> i keep getting this error when trying to run fbx-conv on linux ./fbx-conv-lin64: error while loading shared libraries: libfbxsdk.so: cannot open shared object file: No such file or directory
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[13:19:37] <HunterD> [[derek]]: is the libfbxsdk.so in the same dir with your executable?
[13:20:01] <[[derek]]> yup
[13:20:19] <HunterD> hmm , no idea then
[13:21:01] <[[derek]]> I guess badlogic isn't a linux guy
[13:21:05] <HunterD> is your linux 64 bit?
[13:21:09] <[[derek]]> aye
[13:21:37] <HunterD> still no idea, I have no problems on windows
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[13:22:15] <[[derek]]> guess I'll have to use wine then
[13:22:27] <[[derek]]> yay multiplatform support :|
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[13:27:17] <[[derek]]> is this line correct? model = loader.loadModel(Gdx.files.internal("data/monster/monster.g3db"));
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[13:34:43] <[[derek]]> keep getting a null pointer error when trying to create a model instance from a model
[13:38:34] <gentlemandroid> It'll return null if it didn't find the model
[13:38:46] <gentlemandroid> Is that data folder in your assets folder?
[13:39:12] <gentlemandroid> And is that file in that path?
[13:39:25] <[[derek]]> yup
[13:39:53] <[[derek]]> I think it might be a bad conversion
[13:39:54] <cackling_ladies> asset folder is considered root on android
[13:40:07] <cackling_ladies> so it's "data" on android and "assets/data" on PC
[13:40:19] <[[derek]]> cackling_ladies: errr no
[13:40:26] <[[derek]]> depends on where you set your working directory at
[13:40:28] <gentlemandroid> Not if your desktop project just links to the android assets folder
[13:40:40] <[[derek]]> otherwise that would break all sorts of cross compatibility
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[13:41:33] <[[derek]]> this is my code
[13:41:35] <[[derek]]> model = loader.loadModel(Gdx.files.internal("data/monster/monster.g3db"));
[13:41:40] <cackling_ladies> I supply the path to the main class, since starting folder is all over the place for me.
[13:42:16] <cackling_ladies> ../../assets if I start in IDE, since it start in core. asset if I run with .bat and "" if it's android :V
[13:43:10] <[[derek]]> you are doing something wrong
[13:43:19] <cackling_ladies> it run so no point fixing that now.
[13:43:25] <gentlemandroid> More like doing something long
[13:43:30] <[[derek]]> I found a blender plugin that exports to g3db so I'll try that
[13:43:56] <gentlemandroid> fbx-conv should work fine
[13:44:20] <[[derek]]> well it does not work on linux for me at least
[13:44:22] <gentlemandroid> But hopefully the Blender plugin sorks
[13:44:27] <gentlemandroid> *works
[13:46:38] <gentlemandroid> Do you have libgfxsdk.so and fbx-conv-lin64 files?
[13:46:58] <[[derek]]> yes
[13:46:59] <gentlemandroid> I see them both in the archive I have, though I use Windows
[13:47:13] <gentlemandroid> Maybe some equivalent of running as admin? sudo maybe?
[13:47:22] <gentlemandroid> <-- linux novice
[13:48:48] <gentlemandroid> Did you set the path correctly?
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[13:50:13] <[[derek]]> yeah
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[13:50:55] <cackling_ladies> what's with you guys and []
[13:51:04] <cackling_ladies> first twisti and now derek
[13:51:09] <cackling_ladies> [] is the new xx?
[13:51:37] <[[derek]]> cackling_ladies: people keeping taking my name on freenode
[13:51:44] <[[derek]]> so I had to resort to this
[13:51:47] <cackling_ladies> should have registered it
[13:51:59] <[[derek]]> I have bad experiances with registering things
[13:52:02] <[[derek]]> on nickserv
[13:52:17] <cackling_ladies> well just use xXxDerekxXx then
[13:52:27] <gentlemandroid> It looks fancy
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[13:53:15] <cackling_ladies> I wonder if I'd type in green if my handle is //cackling_ladies
[13:53:39] <[twisti]> ive used my brackets since 1993 or 1994 i think
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[13:56:31] <[[derek]]> eugh
[13:56:40] <[[derek]]> fbx-conv, why dont you work!
[13:56:47] <[[derek]]> most annoying thing
[13:56:53] <gentlemandroid> [twisti], the OG [ user
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[13:57:18] <gentlemandroid> [[derek]]: Did you try LD_LIBRARY_PATH?
[13:57:28] <gentlemandroid> Clearly it's not finding the lib
[13:57:35] <[twisti]> perlin worms are horrible
[13:57:58] <[[derek]]> I'll just build it myself
[13:58:06] <[twisti]> what a nasty way to build cave systems
[13:58:57] <cackling_ladies> looks like tapeworms
[13:59:05] <gentlemandroid> Sad there's no bin, I'd totally run that for the creep factor
[13:59:05] <[[derek]]> yum
[14:00:26] <[twisti]> you can get a bin at www.minecraft.net
[14:00:39] <[twisti]> its how they build their tunnels
[14:01:08] <gentlemandroid> Bleh
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[14:01:43] <gentlemandroid> I want to see wiggly worms, not ugly blocks
[14:01:59] <cackling_ladies> bin?
[14:04:49] <gentlemandroid> Butt-Induced Nausea
[14:05:51] <gentlemandroid> Bunnies Include Nostrils
[14:11:19] <LiquidNitrogen> shot
[14:11:57] <[twisti]> wizardry
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[14:24:01] <Raledon> Is there a way to get eclipse to cast 0.1 into a float number instead of double, so that when I attempt using functions that require float I won't have to cast?
[14:25:04] <noooone> write 0.1f?
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[14:27:39] <Raledon> thanks. used to work with doubles os never been an issue
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[14:33:01] <[[derek]]> libgdx keeps crashing when trying to load a .g3db file
[14:33:08] <[[derek]]> annoying
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[14:40:22] <[[derek]]> Okay 3D loading is a gogo
[14:40:32] <[[derek]]> I need to learn about matrixs though
[14:40:39] <[[derek]]> any suggestions as where to start?
[14:41:04] <Neomex> university
[14:41:19] <noooone> davebaol: ping
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[14:41:43] <Neomex> there are books like maths for 3d gamess
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[14:42:13] <[[derek]]> I just want something simple like a crash course
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[14:42:37] <[twisti]> i just googled an opengl matrix tutorial
[14:42:49] <[[derek]]> hmm
[14:43:03] <[twisti]> you can get quite far if you just learn the basics
[14:43:05] <[[derek]]> using the libgdx 3D api for the moment, opengl is a bit beyond me
[14:43:13] <[twisti]> matrix is matrix
[14:43:25] <[[derek]]> I guess
[14:43:43] <[twisti]> all that stuff really is just handed through by libgdx
[14:43:49] <[twisti]> its the same as plain opengl
[14:46:25] <gentlemandroid> These look great
[14:46:41] <gentlemandroid> But he seems to be using the same software as Khan Academy does, which makes me sad
[14:46:52] <gentlemandroid> There has to be better doodling software ffs
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[14:50:03] <kalle_h> best way to learn opengl and 3d math needed for graphics is using shaders
[14:50:25] <kalle_h> just firt start to draw triangles to clipspace. no matrices needed
[14:51:07] <esvee_> kalle_h, hey :)
[14:51:10] <kalle_h> then you can easily learn clipspace, normalized screenspace and how to do simple things with shaders
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[14:51:37] <kalle_h> after that you build projection and view matrix, abstract them to camera class
[14:51:56] <kalle_h> not that hard after all
[14:52:11] <lolhaiye> i have a large static mesh is there a way to frustrum cull since i am looking at a part only
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[14:52:35] <kalle_h> lolhaiye: so you want to cull parts?
[14:52:40] <lolhaiye> na
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[14:52:51] <lolhaiye> everything is a single triangle mesh
[14:53:16] <kalle_h> frustum culling is always two step process. First you need bounding volume for mesh
[14:53:22] <kalle_h> and then you need frustum for camera
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[14:54:34] <kalle_h> esvee_: how lightmapping is going?
[14:54:45] <esvee_> kalle_h, how do you combine accumulated diffuse lightmaps and textures?
[14:54:48] <esvee_> not too good :\
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[14:55:28] <esvee_> i've read through the anomaly 2 blog you linked me to, but rolling my own lightmapper is overrrrkillll
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[14:56:02] <esvee_> i wish i had an artist work with me, i'm trying to achieve a specific look and i have no idea how to get there
[14:56:23] <gentlemandroid> esvee_: Is this for level geometry?
[14:56:30] <esvee_> yes
[14:56:39] <[twisti]> we have a university in my city, i was considering kidnapping one of the art students and keeping him in a cage in the basement
[14:57:14] <gentlemandroid> What kind of levels?
[14:57:35] <esvee_> could be anything actually
[14:57:40] <esvee_> a lot of static geometry
[14:57:53] <gentlemandroid> Have you tried baking ambient occlusion into the texture?
[14:58:36] <esvee_> i'm baking full render so that includes AO as well
[14:58:42] <esvee_> the thing is i have a lot of lighting
[14:58:51] <esvee_> a lot of colored lights
[14:58:52] <kalle_h> esvee_: why you want to use lightmaps if you think its overkill to build your own mapper?
[14:59:07] <gentlemandroid> Do you have a lot of vertices?
[14:59:25] <esvee_> not a lot, the geometry isn't complex .. it's supposed to run on mobile as well
[14:59:28] <kalle_h> esvee_: have you though about using light probes per object like I did at kinghunt
[14:59:48] <gentlemandroid> You could try vertex lighting
[15:00:07] <gentlemandroid> That's easy
[15:00:40] <gentlemandroid> Well I guess it depends on your 3d software, but Blender probably has something along those lines
[15:00:42] <esvee_> kalle_h, i found a way simpler way for my game. since my dynamic objects are constrained to a 2d plane, the idea is to bake the light effects on that 2d plane (including shadows etc), and then use the resulting 2d texture to influence the dynamic object
[15:00:45] <esvee_> *color
[15:01:49] <esvee_> basically project every vertex on the 'floor' and multiply (add? sub? ugh..) by the resulting color
[15:03:12] <esvee_> gentlemandroid, nah.. not good enough imo
[15:03:21] <esvee_> there are some detailed shadows i want to capture
[15:03:59] <esvee_> i want this dark sci-fi-ey look, but currently i have a vaguely lit untextured torus ... i suck as a programmer-art creator :p
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[15:06:07] <[[derek]]> what have I done
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[15:06:41] <[twisti]> thats pretty terrifying
[15:07:02] <[[derek]]> aye
[15:07:11] <[[derek]]> now if only I could figure out how to move htem
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[15:08:22] <kalle_h> esvee_: some ID games has used same aproach
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[15:09:37] <esvee_> currently though i'm just struggling with not being an artist.. i'm jumping from technique to technique without really knowing what i want
[15:10:02] <[[derek]]> how can I mode a ModelInstance?
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[15:12:05] <kalle_h> mode?
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[15:12:46] <kalle_h> esvee_: just play with tech. It's usually much more fun than actually making games by yourself
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[15:15:11] <esvee_> i'll never get a game out this way
[15:15:21] <esvee_> i have 90% of net, physics, logic code
[15:15:28] <esvee_> and 1% of graphics :/
[15:15:42] <gentlemandroid> Now you just have the other 90% to go
[15:16:53] <esvee_> i'll just use a rimlight shader on everything and f*ck it :p
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[15:17:15] <gentlemandroid> Rim lights, the fuck it of lighting solutions
[15:17:30] <gentlemandroid> Add bloom, no one will notice
[15:17:58] <esvee_> yup!
[15:18:03] <kalle_h> its never 90%
[15:18:03] <esvee_> bloom all the rimlights
[15:18:14] <kalle_h> last 10% is more than half of work
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[15:18:29] <gentlemandroid> That was what I was saying, first 90% down, second 90% to go
[15:18:58] <esvee_> yeah, just the intergration between the various components is a major PITA
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[15:19:15] <esvee_> but i'm really bummed aboud the graphics, i have no idea where to go. i have a vague idea of a specific 'feel'
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[15:19:50] <gentlemandroid> What sort of camera view?
[15:20:03] <kalle_h> esvee_: just add all the effects that you know. Start from physical based shading.
[15:20:08] <kalle_h> at the end its gonna look good
[15:20:37] <esvee_> gentlemandroid, umm basically any view, but 80% of the game will be in a slightly tilted top-down
[15:21:51] <esvee_> it's amazing how such a simple game concept turns into a monster :|
[15:22:02] <esvee_> *bangs head on keyboard*
[15:22:23] <kalle_h> esvee_: I know that. We used 75man months for Kinghunt. First fun proto was ready after 2day
[15:22:39] <kalle_h> it was meant to be simple and quick project
[15:23:19] <esvee_> i'm a single dev
[15:23:24] <esvee_> man months = my months :p
[15:23:47] <esvee_> and i have a full-time job 'on the side'
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[15:25:11] <kalle_h> then I don't suggest to spent 75months for it
[15:25:24] <esvee_> like this basic 'glow-y' sci-fi thing
[15:25:48] <gentlemandroid> Bloom!
[15:26:30] <gentlemandroid> Neat little lighting trick
[15:26:38] <kalle_h> thats more like glow shader(masked bloom)
[15:27:05] <kalle_h> real hdr and you can just do tresholdess bloom and its look like that
[15:27:36] <esvee_> my target is mobile :\
[15:27:56] <esvee_> and obviously i'll have to bake all those lights
[15:28:31] <esvee_> (influence on the static env.)
[15:28:36] <gentlemandroid> Lots of mobile devices are pretty kickass now
[15:28:46] <gentlemandroid> Maybe just scale the settings to ghetto for the po' crowd
[15:30:08] <kalle_h> esvee_: look the games at app stores
[15:30:23] <kalle_h> they use lots of cool effects and dynamic lights/shadows
[15:30:51] <kalle_h> basically high end mobile is par with ps3/xbox360
[15:31:13] <kalle_h> you don't need to bake everything
[15:31:14] <esvee_> whoa the doom trick is awesome! imo similar to what's going on in shadowgun, ney?
[15:31:24] <kalle_h> yeah
[15:31:52] <esvee_> dynamic shadows on mobile??
[15:32:39] <kalle_h> why not
[15:32:57] <esvee_> for multiple light sources?
[15:33:19] <kalle_h> why not but usually you only need one fro sun light
[15:33:23] <kalle_h> *for
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[15:34:08] <Lyndon> Hey guys! Can anyone suggest how i might make my own custom gestures using libgdx?
[15:34:30] <kalle_h> every object also calculate dynamic light and ambient shadow probes at every frame
[15:35:05] <gentlemandroid> He's also on iOS with predictable hardware to optimize specifically for...
[15:35:27] <gentlemandroid> And he's an alien with shaders in his blood
[15:35:45] <kalle_h> it would work on android too
[15:35:53] <gentlemandroid> He comes from planet Shadol!
[15:35:58] <kalle_h> wiht about >70%
[15:36:05] <kalle_h> devices
[15:36:42] <kalle_h> esvee_: never be afraid of performance. Just test what you think is cool and profile later
[15:36:53] <kalle_h> its just kill the creativity
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[15:38:27] <[[derek]]> how can I get the vector3 position of a model instance?
[15:39:20] <gentlemandroid> instance.position
[15:39:59] <gentlemandroid> Oh just nodes have position
[15:40:14] * esvee_ goes to smoke and think about gfx :)
[15:40:17] <esvee_> brb
[15:40:19] <gentlemandroid> The instance has a transform matrix, which you can get the translation from
[15:40:50] <[[derek]]> the function requires a vector3, not to sure what it is suppoed to be
[15:41:02] <gentlemandroid> What function?
[15:41:41] <[[derek]]> transform.getTranslation()
[15:41:57] <gentlemandroid> That's where the result is placed
[15:42:05] <gentlemandroid> Just pass it a vec to use
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[15:44:21] <[[derek]]> but it also returns a vector3
[15:44:27] <[[derek]]> what is the point in having both?
[15:44:32] <gentlemandroid> For chaining
[15:45:26] <kalle_h> best gif ever
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[15:47:24] <cackling_ladies> what were they doing, kalle_h?
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[15:48:09] <cackling_ladies> horrible sub ruined it, gentlemeandroid
[15:48:25] <cackling_ladies> wow I typed wrongly.
[15:48:37] <[[derek]]> how can I rotate a camera?
[15:48:42] <davebaol> <noooone> davebaol: ping
[15:48:44] <davebaol> pong
[15:49:33] <gentlemandroid> [[derek]]: try CameraInputController
[15:49:37] <[[derek]]> kk
[15:49:42] <cackling_ladies> [[derek]] you hold it on the top with your fingers and rotate. Or push two of the tripod legs
[15:49:45] <gentlemandroid> Read the wiki and spend some time with the tests
[15:50:23] <kalle_h> cackling_ladies: that is standard demo to show how awesome physics are
[15:50:40] <kalle_h> but that bitch moved her face towards it and get sucker punch
[15:50:42] <gentlemandroid> As long as you don't step forward
[15:51:46] <[[derek]]> gentlemandroid: I want to just do camera.setRotation()
[15:51:47] <kalle_h> but going to shower and heading for dinner
[15:51:48] <kalle_h> see ya
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[15:53:54] <gentlemandroid> So look at the camera methods?
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[15:54:18] <[[derek]]> its not there
[15:54:48] <gentlemandroid> You're really going to want to read up on matrix math then
[15:56:00] <noooone> davebaol: I have one working test finished
[15:57:07] <noooone> davebaol: together with some basic framework to setup more tests
[15:57:54] <noooone> should I make a PR to for your fork/branch?
[15:59:08] <gentlemandroid> What kind of test?
[15:59:46] <davebaol> ^^
[15:59:51] <noooone> path following using the new steering AI, in 3D using bullet physics
[15:59:54] <davebaol> sounds good noooone
[16:00:11] <gentlemandroid> Neat
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[16:00:43] <noooone> my RaycastCollisionAvoidance test doesn't work that well yet
[16:01:07] <gentlemandroid> I've got path following along a spline with minimized rotation
[16:01:20] <gentlemandroid> I was thinking of pulling it out to a more general location
[16:01:21] <noooone> I have setup some playground and got a working collision detector, but it just doesn't really work
[16:03:13] <noooone> maybe the Wander or ObstacleAvoidance paraters aren'T that good
[16:03:21] <noooone> *parameters
[16:03:46] <noooone> it keeps getting stuck at walls
[16:05:16] <davebaol> how do you combine them?
[16:05:27] <davebaol> weights or priority?
[16:05:37] <noooone> PrioritySteering, it's mostly copied from your test
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[16:06:27] <davebaol> then parameters are likely bad
[16:07:04] <davebaol> or it's a bug
[16:07:42] <noooone> g2g to lunch
[16:08:18] <davebaol> enjoy your meal
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[16:18:48] <Daranus> ahoy there !
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[16:20:02] <Daranus> Just read up on the color markup changes, pretty cool that someone actually worked on that :D
[16:20:45] <nexsoftware> Don't get too exited
[16:23:54] <Daranus> why is that ?
[16:24:59] <nexsoftware> Never get too exited about anything
[16:25:13] <nexsoftware> In this particular case, it doesn't work with scene2d so it is rather limited
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[16:29:08] <Daranus> yeah I read that...no Label love
[16:29:38] <Daranus> (btw, I still havent figured out why the texturepacker doesnt wanna overwrite anymore...did anyone else turn up here with that problem?)
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[16:30:16] <nexsoftware> Nope
[16:30:25] <Daranus> ok...reaaaaaally strange
[16:35:05] <mobidevelop> You've got gremlins
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[16:35:40] <Daranus> that would be alright
[16:35:47] <s4ge> hey guys
[16:35:57] <Daranus> i mean, I could just do all the packing before midnight
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[16:38:48] <davebaol> oh so that's why you should never bathe your computer
[16:39:13] <Daranus> ah, there is the guy who made that color markup shizzle happen
[16:39:17] <Daranus> thanks good sir :D
[16:39:19] <tnelsond> Bathe it in liquid nitrogen, it'll cool and run faster.
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[16:40:43] <[[derek]]> How can I set the rotaion of a modelinstance without overrding the translation?
[16:40:47] <Daranus> Now i gotta figure out a nice way to bring those markup texts together with my 1by1 letter appearing mechanism.
[16:41:41] <XTremEive> Has anyone encountered some NullPointerExceptions when trying to use a BitmapFont object?
[16:41:50] <XTremEive> I just don't know what went wrong.
[16:42:32] <mobidevelop> Me neither
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[16:42:58] <mobidevelop> Aside from trying to use some null reference
[16:43:37] <Daranus> #mobidevelopHelps
[16:44:38] <Slijt> anyone around?
[16:44:43] <s4ge> I was asking myself, what the intention of ashleys signal system is.
[16:45:20] <XTremEive> Nah the thing that I don't understand is the the exception is thrown from the BitmapFont object itself.
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[16:45:45] <s4ge> Then you may passed a null resource to the bitmapfont or something similiar.
[16:45:49] <mobidevelop> Post stack trace and code or it didn't happen
[16:46:07] <s4ge> Happens to me here and there when I have a typo in my resource name
[16:46:21] <XTremEive> Exception in thread "LWJGL Application" java.lang.NullPointerException at com.badlogic.gdx.graphics.g2d.BitmapFont.draw(BitmapFont.java:262)
[16:46:33] <mobidevelop> Code
[16:46:34] <XTremEive> Actually I'm just using new BitmapFont(); // All default here.
[16:46:38] <Slijt> We are having a weird issue where sometimes when you start our game on android, some textures are missing
[16:46:44] <s4ge> draw sounds pretty much like a null texture to me
[16:46:58] <Slijt> anyone know any reason for this to happend?
[16:47:36] <[twisti]> Slijt: maybe you are not done loading when you start to use them ?
[16:47:36] <s4ge> no fcking idea mobidevelop
[16:47:38] <s4ge> :D
[16:47:46] <[twisti]> do you use assetmanager ?
[16:47:53] <Slijt> [twisti]: yea we are using assetmanager
[16:48:02] <Slijt> and we are waiting for it to load
[16:48:09] <[twisti]> thats odd
[16:48:15] <[twisti]> maybe put some code on pastebin then
[16:48:29] <mobidevelop> XTremEive: you are most likely passing a null string
[16:48:43] <s4ge> +1
[16:48:56] <XTremEive> mobidevelop: Ohwwww that's entirely possible. Thanks :)
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[16:49:52] <s4ge> I really could need someone to discuss about ashleys signal system. :(
[16:50:22] <SudsDev> I'm having a brain fart. What do I need to do to transform an object's local matrix around a worldspace axis?
[16:50:27] <mobidevelop> I have never used Ashley
[16:50:33] <davebaol> <@mobidevelop> How does this have so many downloads?
[16:50:33] <davebaol> mmmm... let me try it lol
[16:50:36] <Slijt> [twisti]: btw if it wasn't loaded wouldn't the application crash? since there would be no texture
[16:51:03] <[twisti]> the texture could be allocated but not populated (im guessing)
[16:51:16] <s4ge> Slijt: Could it be that the graphics memory is full?
[16:51:22] <noooone> davebaol: how is it possible that an input ray to the collision detector has direction = 0
[16:51:27] <s4ge> I know cases where the textures just invisible then
[16:51:44] <davebaol> end point = start point
[16:51:54] <Slijt> s4ge: that shouldn't be the reason either, since it's litterally the second resource we are loading
[16:52:00] <davebaol> it makes box2d crach
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[16:52:11] <davebaol> crash*
[16:52:19] <noooone> davebaol: I'm using bullet, it just doesn't find a collision then
[16:52:34] <s4ge> Memory can get really messed up on overflow and weird things can happen.
[16:52:36] <TennisHater> Hi, does anybody ever tried to create a 4p game using libgdx?
[16:52:39] <noooone> but it should not happen actually, I'm using the single ray configuration
[16:53:02] <Slijt> TennisHater: 4p as in multiplayer or all on one screen?
[16:53:27] <Slijt> TennisHater: aka co-op
[16:53:28] <TennisHater> 4 people playing at the same time on one device
[16:53:47] <s4ge> Slijt: I wouldn't cost anything to check how much graphics memory your resources need and how much the device offer.
[16:53:59] <s4ge> *it
[16:54:09] <Slijt> TennisHater: probably
[16:54:15] <TennisHater> it's a simple game nothing 3d or too many particles
[16:54:28] <Slijt> s4ge: hmm true :)
[16:54:44] <Slijt> TennisHater: well if it's just finger input detection it won't be a problem
[16:54:57] <TennisHater> let's say something like nake for 4 people..
[16:55:21] <TennisHater> snake
[16:55:28] <cackling_ladies> 4 people on one devices? Like when those 2 CSI investigators typing on one keyboard?
[16:55:29] <Slijt> TennisHater: doesn't matter how many really
[16:55:42] <lolhaiye> anybody has experience selling app in google market?
[16:55:48] <Slijt> TennisHater: unless it's like 50 people (which makes no sense on a tablet or phone etc)
[16:56:12] <TennisHater> yes, 4 people on one device, there are two pianos for two teams, consisting of 2players for each team
[16:56:19] <TennisHater> and they battle against each other
[16:56:34] <SudsDev> lolhaiye: about five years ago. I'd say my experience is mostly useless now.
[16:56:34] <TennisHater> does libgdx ahve any limitation?
[16:56:41] <Slijt> TennisHater: it's all about how reouce heavy it is, but it shouldn't be a problem
[16:56:49] <noooone> davebaol: the ray has 0 length when the linear velocity is 0
[16:56:50] <noooone> hmmm
[16:56:57] <Slijt> TennisHater: limitation would be ur imagination and the hardware
[16:57:17] <TennisHater> so android support 256 fingers recognition, right?
[16:57:18] <Slijt> TennisHater: and ofc, any limitation that the android os has
[16:57:25] <lolhaiye> is getting 1 million download easy?
[16:57:33] <noooone> easypeasy
[16:57:40] <noooone> just need to spend 1mio $
[16:57:51] <Slijt> lol define easy lolhaiye
[16:58:05] <lolhaiye> need advertisement to get downloads?
[16:58:10] <SudsDev> i got about ten thousand in two months, five years ago.
[16:58:12] <cackling_ladies> it's not hard. Just buy some download services.
[16:58:18] <SudsDev> You definitely need to buy ads to get the downloads though.
[16:58:23] <noooone> davebaol: I think the direction of the angle should depend on the orientation of the steerable, not where it's moving...?
[16:58:25] <SudsDev> I spent about $150
[16:58:31] <cackling_ladies> not ads. Buy downloads directly :D
[16:58:37] <Slijt> lolhaiye: you do realize 1 million is about 1/9th of The entire population of Sweden
[16:58:58] <lolhaiye> world is big
[16:59:01] <Slijt> but as long as you market it and it's a free game, 1 million shouldn't be too hard
[16:59:02] <cackling_ladies> 0.05% the entire combined population of china and india.
[16:59:08] <noooone> it's about 1/1000 of china
[16:59:22] <TEttinger> 1/1200 now
[16:59:25] <TEttinger> 1/1300 now
[16:59:26] <Slijt> 1/1000 of china is pretty much too :p
[16:59:46] <Slijt> but anyways, it's all about how you market it and given that ur game doesn't completely suck
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[17:00:01] <cackling_ladies> well the amount of people in china who earn more than $1 a day is like 1/100000 tho ;p
[17:00:01] <Slijt> well it could still get a million hits, but it'd be harder
[17:00:31] <TennisHater> so, libgdx will support as many fingers as android? And the only limitation is the hardware/tablet and his finger recognition capabilities?
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[17:00:44] <mobidevelop> Yes
[17:00:52] <noooone> it also depends on how many fingers the user has
[17:01:03] <cackling_ladies> TennisHater, according to what a dev claimed, yes.
[17:01:08] <TEttinger> some hardware has a low limit I think
[17:01:13] <TennisHater> 4player with one hand = 20 fingers + 2 for menu and pause
[17:01:18] <mobidevelop> Technically, libgdx only supports 20
[17:01:27] <TennisHater> only 20 ;( ???
[17:01:29] <TennisHater> damn
[17:01:35] <TEttinger> you're kidding
[17:01:38] <lolhaiye> dude have u got insane
[17:01:46] <TEttinger> you expect more than 4 hands on one tablet?
[17:01:51] <TennisHater> I have a multiplayer paino like game
[17:01:57] <TennisHater> with two pianos for each team
[17:02:13] <TEttinger> you can't possibly expect that to work on a real device
[17:02:16] <TennisHater> I need at least 2 finger recognition
[17:02:23] <s4ge> must be fun to play 4 pianos at once
[17:02:23] <TennisHater> 22 finger recognition]
[17:02:36] <TennisHater> 2 pianos
[17:02:48] <TennisHater> 1 paino for each team
[17:02:50] <cackling_ladies> how wide is each key?
[17:02:51] <TEttinger> that's 4 hands and 2 noses?
[17:02:57] <TennisHater> they play the same thing
[17:02:59] <mobidevelop> 22 fingers at once is highly unlikely with 2 players
[17:03:04] <SudsDev> your players are going to be using five piano keys, AND the menus at the exact same time?
[17:03:06] <TennisHater> but Ithat's not important
[17:03:19] <TennisHater> 4 players not 2
[17:03:33] <mobidevelop> With 4 players it is also highly unlikely
[17:03:36] <cackling_ladies> how many keys are there on each piano?
[17:03:47] <TennisHater> 22 at the same time are the most extreme scenario
[17:03:54] <mobidevelop> It will never happen
[17:03:58] <mobidevelop> Ever
[17:04:07] <SudsDev> I agree with mobidevelop
[17:04:10] <TennisHater> why?
[17:04:18] <noooone> it is highly unlikely that the device will be able to track 20 different fingers on a small screen like that
[17:04:18] <TEttinger> what hardware even supports 22 simultaneous presses
[17:04:35] <TennisHater> if 4 people press all 20 keys/buttons
[17:04:37] <TEttinger> the ipad supports 10 I think
[17:04:39] <mobidevelop> Most won't detect beyond 10
[17:04:40] <cackling_ladies> mobidevelop, technically in a duet it's possible at the end when they both rest hands on the keys which mean 20 fingers from 2 people.
[17:04:49] <TennisHater> ipad supports only 10?
[17:04:52] <cackling_ladies> now he has 4
[17:05:06] <s4ge> a chord needs usally 3-4 keys * = 8
[17:05:09] <s4ge> * 2
[17:05:39] <TennisHater> So, I cannot use libgdx for that?
[17:05:42] <cackling_ladies> TennisHater, how many keys are there on your piano?
[17:05:53] <TEttinger> TennisHater, you can't use anything
[17:06:00] <TEttinger> have you been listening?
[17:06:02] <SudsDev> TennisHater, you're not likely to be able to use anything for that
[17:06:03] <mobidevelop> Lol
[17:06:17] <TennisHater> together 20 keys in the whole game
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[17:06:21] <cackling_ladies> lol I dont think he see anything but what he want to see lol.
[17:06:25] <mobidevelop> At the same time
[17:07:12] <mobidevelop> This is an easy problem to solve of course
[17:07:14] <TEttinger> I mean not everyone has midget hands that can fit on the same tablet
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[17:07:42] <TEttinger> mobidevelop, make it networked?
[17:07:50] <noooone> I have midget hands
[17:08:05] <TEttinger> I have bendy hands
[17:08:07] <noooone> but three of them, so it's fine
[17:08:11] <mobidevelop> TEttinger: ha, not what I was thinking but that would work
[17:08:15] <SudsDev> finger twister!
[17:08:41] <TEttinger> that's me touching my middle finger to the back of my arm
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[17:08:54] <TEttinger> it barely hurts
[17:08:59] <mobidevelop> I was going to say, deaign your game around the limitation - make it so that it never requires more than 10 keys at once
[17:09:03] <mobidevelop> Design
[17:09:26] <SudsDev> TEttinger: mine barely makes it to 90 degrees. lol
[17:10:08] <TEttinger> I have a few hyperflexible joints. fun stuff sticking both feet behind my head like a pretzel
[17:10:09] <mobidevelop> That's gross, never shoe that picture again
[17:10:25] <cackling_ladies> mine're permantly in the "i'm going to press the keys" pose.
[17:10:36] <cackling_ladies> they can flinch like 2cm at most in either direction
[17:10:40] <TEttinger> mobidevelop: I took it in hawaii!
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[17:11:23] <TEttinger> mobidevelop, if you look closely, you can see my finger joints bending back too
[17:11:24] <cackling_ladies> damn, he's pissed
[17:11:44] <SudsDev> mustn't have gotten the answer he wanted. or she.
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[17:12:01] <lolhaiye> girls dont do programming
[17:12:10] <TEttinger> women do
[17:12:29] <lolhaiye> where do those women live
[17:12:29] <TEttinger> grace hopper invented the term "computer bug"
[17:12:54] <noooone> in this time it was still real bugs, lol
[17:12:59] <TEttinger> exactly
[17:13:04] <TEttinger> a moth in a vacuum tube
[17:13:11] <cackling_ladies> fun fact, computer scientists used to be mostly women back when they thought it's a field not worth pursuing
[17:13:36] <TEttinger> the internet is just a fad, cackling_ladies
[17:13:54] <tnelsond> ^ We'll go back to newspapers and books any day now.
[17:13:59] <cackling_ladies> TEttinger, wrong person?
[17:14:32] <TEttinger> cackling_ladies, no just talking about how computers are a field not worth pursuing, lol
[17:15:37] <cackling_ladies> I'm fairly certain compsci and automation will eventually be the only thing left being taught.
[17:15:40] <SudsDev> its amazing how little i ever see/hear the word "computer" these days.
[17:15:44] <cackling_ladies> everything else delegated to automatons.
[17:15:44] <tnelsond> Drat, now my hand hurts trying to touch my middle finger to the back of my arm. Someone needs to pay my chiropractic bills.
[17:16:08] <TEttinger> haha
[17:16:13] <SudsDev> tnelsond: just walk it off
[17:16:24] <TEttinger> I just did it again
[17:16:41] <tnelsond> I didn't even try very hard... just bent it a little.
[17:16:58] <cackling_ladies> tnelsond, should have taken the shortcut and touch the back of the OTHER arm ;p
[17:17:05] <TEttinger> lol yes
[17:17:16] <mobidevelop> It makes me sad every time I go to the Top and Trending lists on Google Play. So much junk.
[17:17:34] <SudsDev> cackling_ladies: now *thats* programmer thinking. But it reeks of spaghetti code. ;-)
[17:17:40] <cackling_ladies> people are shallow, what's new?
[17:17:41] <tnelsond> Yeah, where's the good 'ol breeding platformer puzzle games?
[17:17:59] <TEttinger> mewgenics?
[17:18:37] <SudsDev> I would almost kill for a modern Harvest Moon type game, that wasn't all big heads and super cartooney vector art.
[17:18:56] <tnelsond> Farmville is all the boring parts about harvest moon.
[17:19:04] <TEttinger> SudsDev, you'd gravely injure for a modern Harvest Moon type game, that wasn't all big heads and super cartooney vector art?
[17:19:30] <SudsDev> very gravely.
[17:20:05] <cackling_ladies> Blasphemy talk here, i've never played harvest moon
[17:20:13] <SudsDev> mobidevelop: stop before you hurt yourself.
[17:20:23] <mobidevelop> Never!!!
[17:20:29] <SudsDev> cackling_ladies, its okay, they weren't that good. I just liked the vibe. really relaxing to play.
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[17:23:02] <tnelsond> TEttinger: Couldn't really find much on mew-genics, looks kinda interesting.
[17:23:27] <TEttinger> my friend who is the son of a crazy cat lady loved the idea
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[17:23:43] <cackling_ladies> SudsDev I should pick up Rune Factory one day.
[17:23:59] * tnelsond has dairy cow colored kittens atm. So cute.
[17:24:05] <SudsDev> rune factory was good.
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[17:24:40] <TEttinger> tnelsond, aww
[17:24:56] <tnelsond> Everyone like the one I named "Beafsteak"
[17:25:00] <SudsDev> Does anyone know of a game like the old plants vs zombies zen garden
[17:25:01] <SudsDev> ?
[17:25:35] <cackling_ladies> hayday? ;p
[17:26:19] <TEttinger> kitten overdose -- a mom, her two daughters, and all 3 of them had kittens
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[17:26:41] <TEttinger> 13 cats total in that group
[17:27:12] <tnelsond> I have two momma cats, and we found some kittens with no parents, so one of the mommas adopted an additional litter, so I have 3 litters of kittens right now.
[17:27:37] <TEttinger> woah
[17:27:38] <tnelsond> Not a cat-lady though, we're putting most of our kittens into the newspaper.
[17:28:05] <cackling_ladies> SudsDev, there's also Wurm Online in which you can just go about planting stuff to your heart's content.
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[17:29:15] <SudsDev> I played that a few years ago. I remember I really hated the UI interaction. I might give it a go again tomorrow
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[17:31:31] <cackling_ladies> oh god please dont.
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[17:32:51] <SudsDev> that bad, huh?
[17:33:24] <Daranus> hahaha, yeah baby!
[17:33:42] <Daranus> Letter by letter appearing text + Color Markups...working!
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[17:36:08] <cackling_ladies> SudsDev, the creator of Wurm quit his own game.
[17:36:14] <cackling_ladies> I'd let that sink in.
[17:37:48] <[twisti]> many people dont play the games they work on
[17:38:37] <tnelsond> Other people like my games more than I do...
[17:40:28] <cackling_ladies> [twisti], that's like hating your own babies. Unless you're in the womb-for-hire business.
[17:41:05] <davebaol> <noooone> davebaol: I think the direction of the angle should depend on the orientation of the steerable, not where it's moving...?
[17:41:11] <davebaol> what are you talking about?
[17:41:22] <[twisti]> nobody talked about hate
[17:41:43] <[twisti]> but games just lose a lot of appeal if you work on them
[17:41:49] <[twisti]> i havent played the game i work on in years
[17:41:56] <[twisti]> i sometimes have to ask players how things work
[17:42:20] <cackling_ladies> that blows my mind.
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[17:42:54] <[twisti]> to be fair, i really dont work on it much
[17:42:56] <SudsDev> we play games because we find it a fulfilling activity. I find its extremely hard to get that same fulfilment from playing games I make.
[17:43:00] <davebaol_> stupid connection :|
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[17:43:18] <SudsDev> I think it comes down to the fact that I know what that next unlock is, or the exact chances of getting that particular random loot.
[17:43:38] <noooone> davebaol_: I'm talking about the calculation of the direction in SingleRayConfiguration
[17:44:24] <cackling_ladies> I make strategy games so it's always interesting. There're no clear advancement paths.
[17:44:36] <cackling_ladies> if there's, I NERF IT.
[17:44:41] <davebaol_> noooone: mmm... it doesn't make sense imo
[17:45:06] <mobidevelop> I don't play the games I make
[17:45:16] <mobidevelop> Of course I also don't make games
[17:45:19] <cackling_ladies> wait, you make games
[17:45:20] <SudsDev> I'm working on a game now that's procedural _everything_, The content it ships with is made exclusively with content creation tools that will ship with the game.
[17:45:23] <cackling_ladies> well there you go...
[17:45:25] <noooone> davebaol_: well, the way it is now, there is no ray when the steerable is just staying
[17:45:58] <mobidevelop> I don't really play games in general
[17:46:32] <davebaol_> noooone: no linear velocity no collision
[17:46:39] <mobidevelop> Mostly card games, dominoes, stuff like that
[17:46:48] <davebaol_> noone: well no collision the character is responsible for
[17:47:37] <noooone> davebaol_: it's a bit different with bullet I suppose
[17:48:09] <davebaol_> don't know bullet, elaborate please
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[17:48:48] <noooone> davebaol_: the steerable runs straight into a wall, there is a collision, the body gets pushed back in the opposite direction and the velocity is 0
[17:49:17] <noooone> at least that's my explanation why it gets stuck right next to walls :/
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[17:50:32] <noooone> I actually went a slightly different approach than you did with the SteerableActor
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[17:51:13] <davebaol_> noooone: then priority steering should trigger wander that produces a linear acceleration
[17:51:39] <noooone> it does, but it runs straight into the wall... well corner actually
[17:52:10] <noooone> sometimes it gets also stuck at straight walls and doesn't move... not sure why
[17:52:16] <nexsoftware> Magic
[17:53:03] <davebaol_> noone: maybe you forgot to set some wander params
[17:53:18] <davebaol_> like acceleration or something
[17:53:25] <davebaol_> they defaults to 0 IIRC
[17:53:54] <davebaol_> try just to wander
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[17:55:11] <noooone> it runs straight to a wall, slides a bit next to it, then stops completely
[17:55:35] <noooone> I could copy all code to a gist if you want, then you could check it maybe
[17:55:38] <noooone> it's just 5 classes
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[17:56:40] <davebaol_> drag?
[17:57:23] <noooone> I don't really know what most of those tings to :D
[17:58:13] <SudsDev> Tweak! Play with them! Random engineering! Trial by fire!
[17:58:23] <SudsDev> lol. 2am. I'm going to bed. Night all.
[17:58:25] <davebaol_> noooone: did you read the javadoc?
[17:58:56] <noooone> yeah, but that didn't really help much
[17:59:46] <noooone> oh wait, I think I didn't read the class javadoc yet
[18:00:11] <davebaol_> noooone: imagine a sphere right behing your character
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[18:00:28] <davebaol_> a target moves ransomly on that sphere
[18:00:40] <davebaol_> randomly*
[18:00:58] <davebaol_> tha character continuously seek that target
[18:01:04] <davebaol_> the*
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[18:01:26] <davebaol_> sorry, not behind. I meant in front of
[18:01:57] <[twisti]> davebaol_: trying to imagine it behind was an emotional rollercoaster of confusion
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[18:02:09] <davebaol_> yeah sorry :)
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[18:07:15] <noooone> davebaol_: what is the deceleration radius?
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[18:09:34] <davebaol_> noooone: the distance from the target orientation at which the character should start to slow down
[18:09:46] <davebaol_> in radians
[18:09:53] <davebaol_> IIRC
[18:10:12] <davebaol_> it's inherited from ReachOrientation behavior
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[18:10:27] <davebaol_> do you use independent facing?
[18:10:47] <bhldev_> afternoon peeps
[18:11:13] <bhldev_> how long to setup the libgdx toolchain with gradle and all that shit to build the examples, been out of it for awhile
[18:11:28] <bhldev_> if you don't know what you're doing but can read the wiki
[18:11:43] <bhldev_> need to build on iOS now too
[18:11:59] <nexsoftware> 10 minutes
[18:12:10] <bhldev_> okay
[18:12:18] <bhldev_> including download time and all that shit
[18:12:23] <nexsoftware> depending on download speed
[18:12:32] <Tomski> its all maven
[18:12:59] <Tomski> Apart from demos ...
[18:13:35] <davebaol_> noooone: ReachOrientation is conceptually like Arrive
[18:14:05] <davebaol_> but produces angular acceleration instead
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[18:15:12] <davebaol_> noooone: you want to reach the target orientation instead of the target position
[18:15:31] <davebaol_> in both cases when you are arrived your velocity is 0
[18:15:56] <davebaol_> I mean angular for ReacOrientation and linear for Arrive
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[18:17:00] <noooone> how would I use independent facing?
[18:17:18] <davebaol_> in general or with wander?
[18:17:28] <noooone> in general
[18:18:09] <Daranus> regex are difficult.
[18:19:32] <davebaol_> noooone: look into SteeringActor#update
[18:19:50] <davebaol_> it's called by the overridden act()
[18:20:32] <davebaol_> you have to apply the angular acceleration produced by the steering system
[18:20:43] <davebaol_> using bullet methods I guess
[18:21:45] <davebaol_> alternatively, without independent facing, you have to calculate the new orientation from linear velocity
[18:22:02] <noooone> this is how I was updating, I assume this is incorrect?
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[18:23:23] <noooone> body is a btRidigBody
[18:23:45] <davebaol_> I think it's wrong
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[18:24:04] <noooone> what is steering.angualar?
[18:24:20] <davebaol_> both, "setXXX" is not correct
[18:24:26] <davebaol_> is more addXXXX
[18:25:10] <davebaol_> steering behaviors produce accelerations
[18:25:15] <noooone> ah, it's actually called SteeringAcceleration
[18:25:20] <davebaol_> yep
[18:25:45] <noooone> I didn't notice that, I copied it and there it was just called steeringOutput
[18:26:05] <davebaol_> this is how I do it with box2d
[18:26:07] <davebaol_> body.applyForceToCenter(steering.linear, false);
[18:26:07] <davebaol_> body.applyTorque(steering.angular, false);
[18:27:04] <noooone> will try
[18:30:13] <lolhaiye> i am creating a networked game having bullet collisions. Is bullet deterministic across platforms?
[18:31:48] <noooone> does that really matter?
[18:31:53] <lolhaiye> yup
[18:32:07] <lolhaiye> i am running simultaenous simulations
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[18:32:18] <noooone> why? the delay makes it impossible to keep it in sync anyway
[18:32:29] <lolhaiye> lockstep networking model
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[18:33:29] <lolhaiye> ensures synchronisation
[18:34:35] <noooone> what kind of game is it?
[18:34:42] <lolhaiye> RTS
[18:35:06] <noooone> RTS with physics?
[18:36:09] <cackling_ladies> ther're many rts with physics.
[18:36:17] <cackling_ladies> total annihilation come to mind.
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[18:39:12] <lolhaiye_> i guess dota 2 also uses 3d physics for their collisions
[18:39:20] <cackling_ladies> lol no
[18:39:24] <noooone> o_O
[18:39:42] <lolhaiye_> it is based on source engine
[18:39:51] <lolhaiye_> its physics shud be 3d
[18:40:35] <cackling_ladies> there's no such thing as physics in dota. Everything is flat 2D through and through. The 3D presentation is just for show.
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[18:43:55] <davebaol> stupid ISP
[18:44:37] <noooone> I know that feeling..
[18:44:57] <noooone> you might check some devices in your house
[18:45:18] <noooone> I once had a broken phone which somehow managed to completely jam the internet connection every 30m
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[18:47:54] <Daranus> haha, fu regex. for + if + while did the same just as good!
[18:48:39] <Tomski> Daranus, if (usingRegex) problems *= 2;
[18:49:04] <Daranus> At least if you dont really know what you are doing
[18:49:09] <Daranus> and I am clearly not.
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[18:50:17] <nexsoftware> Regex isn't that hard
[18:50:25] <Daranus> For smart people maybe
[18:50:57] <Daranus> I am pretty sure if i asked what I wanted it to do someone could have written it in like 30 seconds max
[18:51:18] <nexsoftware> What did you want it to do?
[18:51:51] <Daranus> replace all color markup tags with nothing
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[18:52:41] <Daranus> my biggest problem was, that when the text is like [RED] Fu me no [WHITE] yessirthisisstilltext
[18:53:02] <Daranus> he deleted [RED] Fu me no [WHITE]
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[18:53:19] <Daranus> because appartently that whole thing is enclosed in brackets.
[18:53:44] <ahb> should i make a 2d game with sprite or just make pretty much everything as meshes and keep a camera locked for 2.5d?
[18:54:03] <nexsoftware> Daranus, you need to not be greedy with your regex
[18:54:13] <Daranus> I tried.
[18:55:38] <Daranus> if i knew how to "but not" it would be no problem, but as i slowly got there i was like f* it, I can do it with a few loops so just do that.
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[18:59:44] <noooone> davebaol: where did you do the update like that with box2d?
[18:59:58] <Daranus> nexsoftware, do you think it makes sense to create an issue for the TexturePacker does not wanna overwrite anymore behaviour?
[19:00:09] <noooone> I cannot really find it, in the raycast collision avoidance test, it's still a regular SteeringActor
[19:00:23] <noooone> Gdx.input.setCurserImage()
[19:00:43] <noooone> *Cursor
[19:00:54] <Crigges> thx so far i will test it out :)
[19:01:09] <noooone> totally easy and works great
[19:01:12] <noooone> but only on desktoo
[19:01:13] <noooone> p
[19:01:28] <nexsoftware> Daranus, if you can provide a test case which shows the error
[19:01:52] <Daranus> would obviously need data
[19:02:03] <nexsoftware> Yeah, just some dummy images
[19:02:41] <nexsoftware> And perhaps some specific paths or something. I've not ever had a problem myself.
[19:03:30] <Daranus> I looked into the code and for me it totally makes sense because there is code that searches if there already is a region with the same name in there
[19:03:56] <Daranus> I mean, its not rocket science to use that tool and I've been using it for 1,5 years now without any problems
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[19:07:48] <Crigges> noooone: is there a easy way to use systembased cursor types?
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[19:09:18] <nexsoftware> Daranus, here is your regex anyway: \[([A-Z]*|#[A-F0-9][6,8])[^\]]*\]
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[19:11:40] <davebaol> noooone: that code is not commited.
[19:11:51] <davebaol> not tested too lol
[19:12:02] <noooone> Crigges: I don't think so
[19:12:21] <Crigges> mhh that is bad :/
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[19:12:49] <davebaol> anyways steering behaviors produce linear and/or angular acceleration
[19:12:49] <Crigges> thanks anyway
[19:13:07] <davebaol> noooone: on each time step you should apply them
[19:13:20] <davebaol> through yhe phisics engine
[19:13:33] <davebaol> the*
[19:14:48] <davebaol> with scene2d you have to do it manually applying the correct formula because it's not a physics engine
[19:15:27] <davebaol> see SteeringActor#update
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[19:17:51] <noooone> davebaol: yeah, I did it pretty much exactly like you said, i think it now behaves more like it should, but the results are still pretty bad
[19:17:59] <limeArrow> My game has already received a 5 star review. Yay =D
[19:18:31] <Daranus> i call evil magics on that one mr nexsoftware
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[19:19:54] <nexsoftware> You can remove the first * actually
[19:20:18] <nexsoftware> Wait, no, that is necessary to handle the empty closing tag
[19:21:21] <Daranus> I do not even understand it even after looking at it for a few minutes
[19:21:39] <Daranus> but I only read about regex like 20 minutes today so...i guess that ok.
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[19:22:28] <davebaol> noooone: try only the seek behavior for now
[19:22:42] <davebaol> it's the simplest one
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[19:24:23] <davebaol> noooone: so you don't have to deal with many params
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[19:24:51] <davebaol> in case bad params are your problem
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[19:27:59] <Daranus> nope, cannot fully grasp it so i will not use it. dont like having code i dont understand in my project. anyways, thank you very much mr nexsoftware. I'm outta here, have a good day fellas!
[19:28:39] <Tomski> It steals your bank account details
[19:28:46] <Daranus> :D
[19:29:02] <noooone> davebaol: *sigh* for that I first need to add some input processing
[19:30:44] <Daranus> its more of a pride thing i suppose. relying on code thats smarter than I am sucks. maybe I will use it one day when I spent another hour with regex so I understand it :)
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[19:33:30] <bhldev_> how do I get the libgdx wiki offline
[19:34:17] <noooone> save page via browser maybe
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[19:34:23] <noooone> with depth = 1
[19:34:27] <davebaol> noooone: Why? Seek will orbit around the target if you don't move it
[19:34:28] <noooone> from the TOC
[19:36:39] <davebaol> noooone: just give your character enough maxLinearAcceleration
[19:36:53] <davebaol> it's the only param
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[19:37:27] <noooone> davebaol: yeah, but it's boring if you cannot change the target
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[19:39:21] <davebaol> yeah, it's just to understand if you're applying forces corretly
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[19:40:22] <davebaol> I mean, if seek works then you have a problem with wander params
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[19:41:50] <noooone> not only wander, also path following doesn't really work anymore
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[19:42:15] <davebaol> noooone: tweaking params is the main drawback of steering behaviors
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[19:42:59] <noooone> I see :/
[19:43:08] <noooone> will add another seektest to check
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[19:56:25] <noooone> davebaol: I think a crucial part that was still missing was the ability to set a max speed for my bullet steering entity
[19:56:49] <noooone> with that the parameter tweaking should get easier
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[19:59:10] <noooone> libgdx 1.3 is out! :D
[19:59:16] <noooone> someone change the channel topic :)
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[20:01:26] <noooone> finally I can use a stable version
[20:01:47] <noooone> probably for a bit 0.4 days until I totally need anything post 1.3.0
[20:03:13] <[twisti]> ugh
[20:03:18] <[twisti]> proguard STILL doesnt support java 8 ?
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[20:08:02] <limeArrow> I couldn't get ProGuard to work correctly with my ad provider sdk. Final apk was giving errors that I just couldn't fix in the short time frame I had last night...
[20:11:13] <Oonej> under the androidmanifest.xml it says "add these two lines as children of the 'application' element:
[20:11:16] <Oonej> but there is nothing listed...
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[20:12:28] <[twisti]> 1 sec Oonej
[20:12:38] <limeArrow> Oonej, which ad company are you working with?
[20:12:50] <[twisti]> fixing it now
[20:13:07] <Oonej> Google Mobile Ads
[20:13:31] <Oonej> [twisti] also the line below that too
[20:14:09] <[twisti]> goddamn slow github
[20:14:15] <Oonej> lol
[20:14:18] <[twisti]> every click on preview takes like a minute
[20:14:29] <Oonej> no rush bud
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[20:16:35] <[[derek]]> hmmm
[20:16:43] <[[derek]]> setting the rotation is still not done yet
[20:16:50] <[[derek]]> frustrating as hell
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[20:17:01] <[twisti]> there, fixed
[20:17:43] <[twisti]> if you see anything like that in the future, try clicking on edit, it was in there, just malformatted so it didnt show up
[20:18:20] <davebaol> noooone: yes you have to clamp linear velocity
[20:18:29] <sehugg> i don't see 1.3.0 on Maven Central yet .. does it usually take awhile?
[20:18:57] <davebaol> noooone: otherwise it will keep moving faster and faster
[20:19:26] <davebaol> noooone: because you apply acceleration on each time step
[20:20:36] <Oonej> thanks [twisti]
[20:21:46] <davebaol> sehugg: wait a hour or so
[20:23:46] <kjempff> when using the new gradle libgdx project generator, I am supposed to import in eclipse as a gradle project, right ? not a normal java project
[20:24:11] <Tomski> Right
[20:24:26] <Tomski> Although if you use the advanced setting "eclipse" you can import as an existing project
[20:25:20] <kjempff> that is what the project generator suggests, but it breaks the 'asset' link when I import like that .. also I cant do gradle->refresh
[20:25:39] <Tomski> Why not?
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[20:25:46] <davebaol> noooone: just added support for open paths, so the character will arrive at the end point and still (or start point if it's moving in the opposite direction along the path, i.e. pathOffset < 0)
[20:25:53] <sehugg> cool, thx .. just had to add /releases to my build.gradle, had /snapshots already
[20:26:12] <Tomski> sehugg, did you generate your project a long time ago?
[20:27:03] <kjempff> shrug .. anyways seem to work when I import as gradle project - nop just downloaded everything today.. was getting tiered of my old 0.9x libgdx hehe
[20:27:04] <noooone> davebaol: that's great, I will actually need that for my game :D
[20:27:48] <Tomski> kjempff, importing as an existing project removes the gradle integration from the IDE
[20:28:20] <Oonej> wow [twisti] following your tutorial is making my GC overhead limit exceed warning appear :(
[20:28:27] <Tomski> You have to drop down to the command line if you use that
[20:28:31] <[twisti]> my tutorial ?
[20:28:36] <Oonej> that page
[20:28:43] <[twisti]> youre the one who linked it
[20:28:54] <Oonej> oh thought it was yours lol
[20:28:55] <[twisti]> i just added two 's to it
[20:29:15] <Oonej> well its making my eclipse go wonky
[20:29:38] <cackling_ladies> the same mesh run on a stand alone test class, but not in the game <.<;
[20:30:03] <davebaol> noooone: what about adding an optional callback to Arrive? So you're notified when the char has arrived at destination and you can set pathOffset = -opathOffset to go back
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[20:30:38] <davebaol> noooone: without a callback you'd have to check char position on each update
[20:30:58] <[twisti]> cackling_ladies: what does it fail with ?
[20:31:35] <cackling_ladies> with normal data. In fact, same texture I used with the test class.
[20:32:06] <[twisti]> no i mean like, do you get an error ? does it get stuck there ?
[20:32:11] <davebaol> noooone: callback can be useful for closed path too, so you can easily count laps for example
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[20:33:14] <cackling_ladies> IllegalArgumentException because Buffer.limit() failed on limit > capacity || limit < 0
[20:33:43] <sehugg> Tomski: sorta (right after new Gradle wizard came out)
[20:33:57] <[twisti]> cackling_ladies: what are you passing in for count ?
[20:34:04] <Tomski> sehugg, ah ok. It was added later on so that would explain why you dont have it :)
[20:34:42] <noooone> davebaol: I like the callback idea, but they should be optional
[20:34:42] <[twisti]> cackling_ladies: i believe that error indicates that you are trying to render more vertices or indices than you actually have
[20:34:50] <cackling_ladies> [twisti] vert_per_sprite*idx/vert_length
[20:35:58] <[twisti]> what is vert_length ?
[20:36:09] <[twisti]> also you should use proper java naming conventions
[20:36:36] <cackling_ladies> of course I'm typing that down so it's easy for you to understand silly.
[20:36:44] <[twisti]> ok
[20:36:54] <cackling_ladies> per sprite is 4 (4 corners) and length is 5 (x y z u v)
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[20:37:12] <[twisti]> do you use indices ?
[20:37:25] <cackling_ladies> I do.
[20:37:32] <[twisti]> actually yeah youd have to
[20:37:40] <[twisti]> remove the /vert_length
[20:37:52] <[twisti]> or wait
[20:37:54] <[twisti]> what is idx
[20:38:40] <cackling_ladies> current position in the vertex array. Same as Spritebatch's idx
[20:39:27] <[twisti]> that seems about right, but the error indicates that you are passing a bad count
[20:39:37] <[twisti]> print it out and see if it is what you expect it to be
[20:40:35] <Xoppa> when indixed, then offset and count are indices not vertices
[20:41:36] <[twisti]> Xoppa: while you arent wrong, in his case, the answer should be identical
[20:41:39] <cackling_ladies> so that's the indix array then? I misnamed.
[20:42:19] <[twisti]> with 4 corners he should have one index per vertex so it comes out the same
[20:42:40] <Xoppa> 4 corners = 6 indices
[20:42:48] <[twisti]> ooooh
[20:42:51] <[twisti]> wow youre right
[20:42:59] <Xoppa> for triangles that is
[20:43:00] <cackling_ladies> I have 160 for idx and 200 for indix length
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[20:43:17] <cackling_ladies> sprite cap per batch is 10
[20:43:31] <cackling_ladies> I draw several thousands, so that's definitely for 10
[20:43:34] <[twisti]> then id say that isnt the first draw call
[20:43:41] <cackling_ladies> it's the first call
[20:43:44] <[twisti]> are you sure
[20:43:47] <cackling_ladies> yes
[20:43:52] <[twisti]> how do you know
[20:43:56] <cackling_ladies> I print out in the call doh
[20:44:33] <[twisti]> then im confused
[20:44:53] <cackling_ladies> me too. Same method run in a standalone test class -.-
[20:45:00] <cackling_ladies> something fissy is going on.
[20:45:41] <[twisti]> well you definitely have an issue with with mixing up vertices and indices like Xoppa said
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[20:49:48] <cackling_ladies> as far as I can tell, they're identical.
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[20:50:38] <[twisti]> hah, that looks just like my code that i posted the other day
[20:50:45] <[twisti]> looks like we are both going off the mesh tutorial
[20:50:46] <cackling_ladies> really?
[20:50:59] <cackling_ladies> aye, libgdx from scratch?
[20:51:29] <noooone> davebaol: seek test seems to work
[20:51:39] <noooone> even with input processing -> moving target :)
[20:52:01] <[twisti]> cackling_ladies: where do you instantiate your spritebatch class ?
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[20:52:22] <[twisti]> you are doing things that im not sure will work right without a glcontext
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[20:53:10] <cackling_ladies> I think it does. I use the same cam object to init a vanilla spritebatch and that one work.
[20:53:57] <[twisti]> cam doesnt need a context
[20:54:08] <[twisti]> but shaders do, im pretty sure
[20:54:42] <cackling_ladies> I see, lemme check.
[20:55:32] <cackling_ladies> what do you mean with context, same thread?
[20:55:53] <[twisti]> same thread and from or after .create
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[20:56:09] <[twisti]> (thats basically what .create is for)
[20:56:16] <dajos7> Congratz to release 1.3.0 :D
[20:56:17] <Xoppa> int vertexCount = (4*idx/VERT_LENGTH); // <== just increase a counter for every sprite, also this are the number of vertices (or at least implies it to be), while you should specify the number of indices
[20:56:56] <[twisti]> Xoppa: comes out the same and indices arent counted in the code
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[20:57:24] <Xoppa> no, it should be *6 for indices
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[20:57:40] <cackling_ladies> the vanilla spritebatch compiled in the same thread (in fact, same spot) work just fine.
[20:57:45] <[twisti]> cackling_ladies: do you actually draw any triangles ? are your draw calls the same ? the file that you say doesnt work doesnt have any calls to draw
[20:57:46] <cackling_ladies> so I think it does have context.
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[20:58:10] <cackling_ladies> draw is called from an outside object.
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[20:58:40] <[twisti]> are they the SAME draw calls though ? or different ones ?
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[20:58:59] <[twisti]> what xoppa says isnt wrong, i dont know why your version with the 4 works
[20:59:11] <cackling_ladies> of course they should I pass normal sprite.
[20:59:57] <[twisti]> can you show the draw calls ? "they should" doesnt sound very reassuring
[20:59:58] <cackling_ladies> it shold be 6?
[21:00:18] <[twisti]> yes
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[21:01:20] <[twisti]> where did you get that strange way to handle indices anyways ?
[21:01:55] <cackling_ladies> from the same tutorial you used I think ;p
[21:02:13] <cackling_ladies> and uh that's how I invoked the draw call.
[21:02:32] <[twisti]> my tutorial doesnt have that
[21:03:15] <[twisti]> does your 'working' example really draw 3 squares
[21:03:28] <Xoppa> euhm 4*idx/VERT_LENGTH is a bit weird, this is basically 4 time the number of vertices....
[21:03:29] <cackling_ladies> yes it does.
[21:03:48] <Xoppa> you should divide to get the number of sprites and then multiply with 6
[21:03:55] <cackling_ladies> err it draw 3 sprites. I'm not sure how many squares it draw.
[21:04:11] <Xoppa> sprite_count = idx/(vert_length * 4)
[21:04:18] <Xoppa> index_count = sprite_count * 6;
[21:04:21] <Xoppa> something like that
[21:04:49] <[twisti]> the more we talk, the less i can believe your 'working' code actually works :p
[21:05:01] <cackling_ladies> so that's 6*idx/(vert_length*4)?
[21:05:24] <cackling_ladies> I posted the working code, you can point it to a texture atlas you have and see for yourself :(
[21:07:03] <cackling_ladies> sorry it doesnt work indeed. Changed the amount of sprites drawn to a high prime like 7 -> crash :)
[21:07:14] <[twisti]> ah, i got it
[21:07:33] <[twisti]> what happens is that your 'working' code actually draws your 3 sprites 8 times
[21:07:42] <[twisti]> you just cant see, because it goes on top of each other
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[21:08:01] <[twisti]> 6*idx/(vert_length*4) should be right
[21:08:06] <[twisti]> and should fix your problem
[21:08:22] <cackling_ladies> what's the 6 and the 4?
[21:08:38] <cackling_ladies> 6 is indexes per sprite?
[21:08:40] <cackling_ladies> and 4?
[21:08:46] <Xoppa> 4 sprite corners, 6 triangle corners
[21:08:57] <[twisti]> INDEX_PER_SPRITE = 6;
[21:08:58] <[twisti]> and
[21:09:01] <[twisti]> VERT_PER_SPRITE = 4;
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[21:09:14] <[twisti]> you already had those ;)
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[21:09:45] <davebaol> <noooone> davebaol: seek test seems to work
[21:09:49] <davebaol> veeery god :)
[21:09:58] <davebaol> good lol
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[21:10:31] <[twisti]> so thats where that strange indices trick comes from
[21:10:34] <noooone> I prefer "god" :D
[21:10:43] <davebaol> I know I know
[21:10:57] <cackling_ladies> so that's where I copy pasted
[21:11:32] <burninghand> Nope
[21:11:40] <noooone> davebaol: but it seems like every single steering behavior doesn't do anything anymore as soon as the velocity is 0
[21:11:49] <Oonej> seems to crash with a GC error when just trying to add this package to my library
[21:12:35] <noooone> davebaol: followpath also works now, but if I set the max speed to 0 and then back to a higher value, the steerable won't move anymore
[21:13:22] <cackling_ladies> hmm... more problem.
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[21:13:48] <cackling_ladies> background color poking around draw object :D
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[21:14:29] <davebaol> noooone: weird, acceleration should let it move again
[21:14:36] <[twisti]> pic ?
[21:15:03] <cackling_ladies> there's probably an alpha blending flag somewhere I forgot to set
[21:16:10] <davebaol> noooone: it's likely something related to bullet or the use you make of it
[21:16:32] <davebaol> noooone: it works with SeekTest
[21:16:49] <kjempff> what is the process to get proguard on the desktop project ? export to executable jar
[21:16:51] <cackling_ladies> xoppa, on line 90 of SpriteBatch.java: 32767 is max index, so 32767 / 6 - (32767 / 6 % 3) = 5460.
[21:16:59] <cackling_ladies> what's those 6 and 3 are?
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[21:18:00] <davebaol> rename nexsoftware burninghand
[21:18:06] <davebaol> damn, doesn't work
[21:18:14] <[twisti]> cackling_ladies: the 6 is indices per quad
[21:18:18] <nexsoftware> O.o
[21:18:23] <davebaol> :)
[21:18:29] <Xoppa> cackling_ladies, 6 is numbers of indices per sprite, 3 is number of indices per triangle ...
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[21:18:54] <[twisti]> im unsure what the 3 is doing there
[21:19:02] <cackling_ladies> I use the same stuff then.
[21:19:04] <[twisti]> you cant have a sprite with just one triangle, right ?
[21:19:25] <[twisti]> and 32767 can hold 5461 instances of 6, not 5460
[21:20:26] <[twisti]> it seems like its requiring couples of 3 times 6, but i cant figure out why
[21:20:49] <Xoppa> it is comment, why bother?
[21:21:04] <[twisti]> understanding is good
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[21:23:49] <noooone> WhatDo: Use the Viewport class and viewport.getPickRay
[21:24:25] <WhatDo> how do i use the viewport class in 3d ?
[21:33:03] <cackling_ladies> Xoppa, I draw truckloads of sprites, so I need a limit as high as possible.
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[21:38:05] <dajos7> someone familar with the map renderers?
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[21:38:20] <dajos7> i have a question
[21:38:54] <dajos7> is it posible to animate a rotation of a cell?
[21:39:26] <dajos7> i only habe 4 rotation degrees at the moment (0,90,180,360)
[21:39:54] <dajos7> the cell is not animates just turned instantly
[21:40:06] <dajos7> animated*
[21:42:21] <kjempff> Proguard on an android project was pretty simple.. now I need proguard on the desktop project, can anyone kick me off in the right direction ? just getting in enabled
[21:42:35] <cackling_ladies> dajos7, if you can access the sprites directly, you can call setRotation
[21:42:37] <kjempff> gradle builds
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[21:44:08] <WhatDo> noooone: Using viewport.getPickRay() simply calls the cameras getPickRay, so it still doesn't work.
[21:44:47] <dajos7> cackling_ladies: I have the Cell
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[21:45:46] <dajos7> cackling_ladies: Can get TiledMapTile
[21:46:03] <dajos7> cackling_ladies: getTextureRegion...?
[21:47:18] <noooone> WhatDo: sorry I was afk
[21:47:23] <WhatDo> np
[21:47:31] <noooone> Viewport manages a Camera, PerspectiveCamera is one of them
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[21:48:03] <WhatDo> i know, it just gives the same result as if i used the cameras getPickRay
[21:48:24] <noooone> you do not use glViewport directly anymore?
[21:48:31] <noooone> and update the viewport in resize?
[21:48:37] <dajos7> cackling_ladies: The renderer uses fixed degrees
[21:48:53] <WhatDo> i do use update glViewport
[21:49:12] <WhatDo> but that was the only way i could get 2 screens above eachother
[21:49:28] <noooone> oh...
[21:49:30] <WhatDo> i do update the viewport in resize
[21:49:59] <noooone> well, if you want two screens, then no viewport will actually help you wit that
[21:50:04] <cackling_ladies> dajos7, looks like it doesnt use sprites.
[21:50:08] <noooone> better do it manually then
[21:50:17] <WhatDo> that's what i was thinking
[21:50:24] <cackling_ladies> you probably have to make your custom tile renderer
[21:50:30] <WhatDo> so far, it works well, apart from the input
[21:50:44] <dajos7> cackling_ladies: argh... I have another idea
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[21:52:00] <noooone> WhatDo: getGroundCoord(mCamera.getPickRay(x, y, 0, 0, width, height)); what's width/height?
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[21:52:22] <dajos7> cackling_ladies: get the position of the cell, create a sprite with the texture of the cell, blend the cell texture, animate the sprite to rotation, and bend the cell texture again, destroy the sprite :D
[21:52:24] <noooone> Gdx.graphics.getWidth() / 2 and Gdx.graphics.geHeight() / 2
[21:52:28] <noooone> ?
[21:52:35] <WhatDo> yes
[21:52:41] <WhatDo> or Gdx.graphics.getWidth()
[21:52:43] <WhatDo> not half
[21:52:55] <noooone> should be half
[21:53:06] <cackling_ladies> dajos7 that sounds really hackish. What if you want to do something else in the future, too?
[21:53:21] <WhatDo> even if it the screen fills the entire width ?
[21:53:53] <noooone> it doesn't fill the whole screen
[21:54:00] <dajos7> cackling_ladies: math in the renderer would be very complicated :(
[21:54:01] <noooone> it's split in half
[21:54:20] <WhatDo> yea, but above eachother
[21:54:25] <WhatDo> heigth is half
[21:54:41] <noooone> ah, I got what you mean
[21:54:51] <noooone> but height is / 2?
[21:54:54] <WhatDo> yes
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[21:57:37] <noooone> hmmm
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[22:02:09] <noooone> davebaol_: btw, any plans on pathfinding for the gdx-ai extension? there are currently three different A* PRs
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[22:06:38] <WhatDo> noooone: it appears that if you offset the y coord with the screens height, it returns the correct Ray
[22:06:50] <WhatDo> mCamera.getPickRay(x, y+ mCamera.viewportHeight, 0, 0, width, height)
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[22:09:20] <WhatDo> noooone: it appears that if you offset the y coord with the screens height, it returns the correct Ray
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[22:09:31] <WhatDo> mCamera.getPickRay(x, y+ mCamera.viewportHeight, 0, 0, width, height)
[22:12:52] <noooone> ah, do you pick in the top window?
[22:13:16] <WhatDo> i delegate the touch to each screen
[22:13:44] <WhatDo> InputScreen screen = screenY < Gdx.graphics.getHeight() / 2 ? mScreen1 : mScreen0;
[22:13:57] <WhatDo> screen.touchUp(screenX, screenY % (Gdx.graphics.getHeight() / 2), pointer, button)
[22:14:17] <noooone> I think we should add multiple screen support to Viewport
[22:14:27] <WhatDo> that would be nice
[22:19:20] <noooone> thinking about it... not an easy task
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[22:46:31] <davebaol_> noooone: No I've not looked into the code. Also, badlogic told that he has a better impl somewhere
[22:47:02] <shadowrunner> im looking for a nice scene2d.ui TextArea example, anyone?
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[22:47:16] <shadowrunner> with background and ninepatch borders
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[22:48:05] <noooone> davebaol_: yeah, I think I have implemented it the way badlogic wanted to do it as well (one of the PRs is mine)
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[22:50:12] <davebaol_> noooone: then he will decide what to do, sooner or later.
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[22:50:47] <noooone> probably later, I think he is pretty busy with his wedding currently
[22:50:59] <davebaol_> yep
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[22:53:42] <davebaol_> maybe I'll look into it one day. There's a rather generic steering pipeline algorithm able to combine path finding with steering behaviors
[22:54:15] <davebaol_> and of course a common interface for path finding is required
[22:56:10] <davebaol_> noooone: but I don't think that will happen soon
[22:57:04] <noooone> my PR has really just 200 LOC, it's 1 interface with 2 methods (a bit like your Proximity, to find neighbours) and then the class which performs A* with 1 public method
[22:57:09] <noooone> it's super simple ^^
[22:57:53] <davebaol_> are you from usa?
[22:57:58] <noooone> germany
[22:58:25] <noooone> why?
[22:58:35] <davebaol_> behavioUr misled me
[22:58:50] <davebaol_> sorry neighboUr
[22:59:05] <noooone> yeah... and neighbour, I always have to force myself to write behavior
[22:59:21] <noooone> but actually I would be from UK
[22:59:30] <noooone> USA writes it without the U
[22:59:36] <noooone> in UK with the U
[23:00:24] <davebaol_> oh I though it's the opposite
[23:01:52] <noooone> in germany we learn only british english in school... if I would have written neighbor, that would be a mistake and I would have lost a point... pretty stupid
[23:02:06] <noooone> but that way I will never forget the difference again, lol :D
[23:02:48] <s4ge> Germany?
[23:02:58] <s4ge> How is it there? I heard to live in comunism
[23:03:02] <s4ge> *you
[23:03:24] <noooone> you heard right
[23:03:50] <noooone> we also stopped living overground and now live beneath the earth in big caves, connected through a huge tunnel system
[23:04:25] <noooone> we are well prepared for the 3rd world war
[23:04:26] <s4ge> Wow, reminds me of that game.
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[23:05:16] <davebaol_> well, after the World Cup, you can return to the surface
[23:05:23] <davebaol_> :)
[23:06:42] <noooone> :D
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[23:14:47] <davebaol_> noooone: speed controller reminds that I have to make a decision about maxSpeed and some other character/behavior attribute
[23:15:36] <davebaol_> I mean, each behavior takes all the required parameter for maximum versatility
[23:16:02] <davebaol_> but for some games maxSpeed is a character property
[23:16:35] <davebaol_> so all behaviors should use character maxSpeed
[23:16:46] <davebaol_> even after changing it
[23:17:07] <davebaol_> for some other games instead this is undesirable
[23:17:38] <davebaol_> because you can seek for coins with maxSpeed1 and evade enemies with maxSpeed2
[23:17:54] <davebaol_> those are behavior properties
[23:19:42] <davebaol_> I have an idea about how to support this but I don't like it so much
[23:20:20] <davebaol_> can't find a better solution though
[23:20:30] <noooone> I'm not sure I understood that completely. you want to add maxSpeed as another parameter to all behaviours?
[23:20:40] <davebaol_> nope
[23:21:05] <davebaol_> but the developer should be able to use both
[23:21:11] <davebaol_> based on his needs
[23:21:23] <noooone> but isn't he able to do this currently?
[23:21:36] <davebaol_> not exactly
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[23:22:02] <noooone> but SteeringActor.setMaxSpeed() does that, doesn't it?
[23:22:18] <davebaol_> a character, not a Steerable, has a maxSpeed property
[23:22:48] <davebaol_> and SOME behaviors have maxSpeed property too
[23:23:41] <davebaol_> if you want them to be the some you have to do it manually
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[23:24:08] <noooone> Xoppa: "e.g. a float uniform is just as expensive as a vec4 uniform" :D
[23:25:07] <davebaol_> yeah noooone, SteeringActor does
[23:25:15] <davebaol_> but Steerable doesn't
[23:25:29] <davebaol_> and behaviors use Steerable
[23:25:39] <noooone> but why not add it to Steerable?
[23:26:11] <davebaol_> because is not necessay for all games
[23:26:26] <davebaol_> also maxSpeed is not the only property
[23:26:40] <davebaol_> common to character and behaviors
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[23:27:11] <davebaol_> SOME behaviors
[23:28:08] <davebaol_> not sure I explained clearly wath's the real problem here :)
[23:28:25] <noooone> for which behaviour would maxSpeed not make sense?
[23:28:47] <davebaol_> most behaviors
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[23:30:26] <davebaol_> but for behaviors it makes sense I want the dev be able to chose where to take maxSpeed
[23:30:51] <davebaol_> from char or from individual behavior
[23:31:37] <davebaol_> is it clear now what I want to achieve?
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[23:33:29] <noooone> I'm not sure... I'm like 0 experienced when it comes to steering, I've never done it before
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[23:34:05] <noooone> but I think adding a maxSpeed somewhere doesn't hurt... if the user doesn't want to use it, he can always supply Float.MAX_VALUE or something
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[23:35:05] <davebaol_> this doesn't resolve the problem
[23:35:26] <davebaol_> how can the dev decide which should be used?
[23:36:12] <davebaol_> between character's maxSpeed and behavior's maxSpeed
[23:36:32] <noooone> both should be used
[23:36:53] <noooone> the minimum gets applied
[23:37:01] <davebaol_> sure, but you might want them to be the same
[23:37:09] <davebaol_> and changing char maxSpeed
[23:37:18] <davebaol_> all behaviors use the new value
[23:37:46] <davebaol_> without having to change the maxSpeed of all behavior manually
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[23:39:00] <noooone> in this case Steerable should have a getMaxSpeed value
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[23:39:10] <noooone> imho Steerable ~= character
[23:39:42] <Xoppa> why not calculate the drag force?
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[23:39:50] <davebaol_> and maxAngularSpeed, maxLinearAcceleration, maxAngularAcceleratio, etc...
[23:40:44] <davebaol_> all these properties can be at character level and/or behavior level
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[23:40:52] <davebaol_> what to use?
[23:41:01] <davebaol_> it depends on the game
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[23:42:29] <davebaol_> currently each behavior always uses its own properties
[23:42:40] <davebaol_> never from character
[23:43:12] <noooone> I think they should both be used... Steerable/character has some global limitations and the behaviours can override those
[23:43:50] <davebaol_> a possible solution is to access those properties with getters
[23:43:57] <davebaol_> from behaviors code
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[23:44:09] <davebaol_> so the dev can override the getter
[23:44:19] <davebaol_> and redirect it to the character
[23:44:27] <davebaol_> property
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[23:44:39] <noooone> shouldn't the character always BE the steerable?
[23:44:50] <davebaol_> yes
[23:44:50] <matthewt> i really wanna make a realistic early 19th century sailing game
[23:44:56] <matthewt> can u help me noooone
[23:45:07] <davebaol_> noooone can help you lol
[23:45:14] <noooone> wth?
[23:45:29] <matthewt> davebaol_ is pleased to be jocose
[23:45:34] <nexsoftware> noooone is the perfect guy for the job
[23:45:45] <davebaol_> :)
[23:46:01] <noooone> I'm born 1989, I have never been sailing and my games suck in general... but I can help you to make a 19th century sailing game, sure
[23:46:27] <matthewt> the first thing i need you to do is put this admiral's hat on
[23:47:36] <nexsoftware> noooone is going to star in the game
[23:47:39] * noooone turns on this admiral's hat
[23:48:24] <davebaol_> nexsoftware: did you read all my blathering stuff above?
[23:48:36] <nexsoftware> nope
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[23:49:52] <nexsoftware> Should I have?
[23:50:08] <davebaol_> no, it's not mandatory :)
[23:50:19] <matthewt> you don't have to but you may be keel-hauled if you don't
[23:50:43] <noooone> we'll just lose all respect to you if you don't
[23:51:50] <nexsoftware> If it is about steering stuff, I've lost interest already
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[23:52:13] <davebaol_> well it's a more general problem
[23:52:21] <davebaol_> you can forget steering
[23:52:26] <nexsoftware> ok
[23:52:42] <nexsoftware> in that case, summarize it for me
[23:52:59] <davebaol_> there are characters and behaviors
[23:53:07] <davebaol_> both can have similar properties
[23:53:23] <davebaol_> I want the dev to be able to decide where to take them from
[23:53:49] <davebaol_> currently behaviors always takes their local properties
[23:54:11] <davebaol_> one solution is always using getters in code
[23:54:40] <davebaol_> the dev can override getters to take the property from character
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[23:54:52] <nexsoftware> sounds reasonable
[23:55:02] <davebaol_> but I'm not sure is the better solution
[23:55:08] <davebaol_> you do?
[23:55:15] <noooone> what's the alternative?
[23:55:25] <davebaol_> don't know
[23:55:28] <noooone> ah lol
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[23:55:45] <nexsoftware> I don't think there is anything wrong with that
[23:55:53] <nexsoftware> Who is objecting?
[23:56:05] <davebaol_> myself lol
[23:56:05] <noooone> noone
[23:56:11] <davebaol_> and noooone too
[23:56:22] <nexsoftware> Why?
[23:56:29] <davebaol_> joking
[23:56:38] <nexsoftware> I'm lost
[23:56:42] <davebaol_> me too
[23:56:52] <noooone> good that we talked about it
[23:57:03] <nexsoftware> Yep, good chat guys
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[23:57:27] <davebaol_> well now I know that I have to use getter systematically
[23:58:25] <noooone> I think the solution is not bad, it's also easy to understand for the dev
[23:58:33] <davebaol_> ok then
[23:58:39] <Xoppa> add a PropertyProvider interface, then a BasePropertyProvider class for easy extending and then a couple of pre-made classes like CharacterPropertyProvider and BehaviorPropertyProvider :D
[23:59:21] <davebaol_> wow this is a work for vlaaad
[23:59:35] <davebaol_> he is obsessed by providers