[00:00:05] <sinistersnare> i started gwt superdev mode, but when i go the page, it says it cant find any modules... Tomski ?
[00:00:14] <Tomski> what page did you go to?
[00:00:49] <Tomski> go localhost:8080/html
[00:00:54] <sinistersnare> yup
[00:01:05] <sinistersnare> ok thats empty
[00:01:23] <sinistersnare> hey it worked
[00:01:32] <sinistersnare> well that was weird
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[00:04:32] <nexsoftware> Very
[00:05:45] <Tomski> Needs to be more difficult
[00:05:48] <Tomski> that was far too easy
[00:06:18] <davebaol> thanks TEttinger
[00:06:31] <davebaol> BTW Japanese writing is nice but the Korean is so cool
[00:06:38] <davebaol> last year I spent a few days to study it on the net
[00:06:40] <TEttinger> oh yes
[00:06:41] <davebaol> it's a really smart technique
[00:06:55] <TEttinger> very simple chars, but composed in endless variety
[00:07:02] <davebaol> yep
[00:07:02] <TEttinger> just like programming
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[00:17:16] <sinistersnare> nexsoftware: do preferences work on HTML?
[00:17:30] <nexsoftware> Yes
[00:17:32] <sinistersnare> yesssss
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[00:18:54] <Jarmund> silly question... If i have a bunch of static bodies (built from polygons) that together make up a 512x512 terrain, and i have a 512x512 pixel texture for said terrain. Does it make sense to attach the texture to only one of the bodies for it to cover all of them appropriately?
[00:19:07] <Jarmund> If no, the top left one?
[00:19:11] <Jarmund> if so*
[00:19:22] <kalle_h> Jarmund: what you mean by attaching
[00:19:31] <kalle_h> there is no such mechanic in API
[00:19:39] <kalle_h> so you can do what ever you see the best
[00:20:14] <kalle_h> but why they are different bodies if they are all static and have single surface?
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[00:23:01] <Jarmund> because of concave shapes
[00:24:46] <Jarmund> If i could, i'd just make it a single body based on a 123456-vertex polygon
[00:26:01] <kalle_h> use many fixtures
[00:26:04] <kalle_h> not bodies
[00:26:47] * Jarmund examines code
[00:26:48] <kalle_h> there are even tools that can concert bitmap to polygon and then triangulate that to single body
[00:26:54] <kalle_h> *convert
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[00:27:28] <Jarmund> Yead, I'm using one of those tools (PhysicsEditor by codeandweb)
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[00:27:43] <Jarmund> I'm reinventing the wheel by writing my own loader for it
[00:28:26] <kalle_h> why?
[00:28:32] <Jarmund> as part of porting a game from AndEngine to libgdx
[00:29:03] <Jarmund> Haven't been able to find a decent loader
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[00:36:08] <Tomski> That is amazing
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[00:39:15] <BlueProtoman> That's awful.
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[00:43:57] <kjempff> smart stuff
[00:44:49] <[twisti]> im adding that to our game
[00:45:00] <Jarmund> same
[00:45:27] <Jarmund> is fact, I'm adding so that they unintentionally install [twisti]s game
[00:45:34] <Jarmund> [twisti]: you're doing the same?
[00:45:42] <kjempff> and don't forget make your buttons really small and place them all right next to an ad
[00:46:02] <[twisti]> nah
[00:46:28] <[twisti]> weve had a long history of being open about money with out players
[00:47:48] <jug6ernaut> any thing can investigate regarding OrthographicCamera translate not working?
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[00:48:27] <[twisti]> did you forget cam.update ?
[00:48:38] <jug6ernaut> nope
[00:48:43] <[twisti]> thats all ive got
[00:48:47] <jug6ernaut> lol
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[00:50:29] <Tann_> print out the cam position to make sure it's working?
[00:51:09] <jug6ernaut> Tann_ haven't tried that, i will.
[00:51:10] <jug6ernaut> thx
[00:52:01] <kalle_h> jug6ernaut: first thing you should do is always start debuggin problem
[00:52:08] <kalle_h> otherwise you are shooting blindly
[00:52:23] <jug6ernaut> kalle_h i have been
[00:52:34] <jug6ernaut> i wasn't aware you could print out the cameras position
[00:52:53] <jug6ernaut> is it just camera.position.x/y ?
[00:53:36] <Tann_> Yeah
[00:53:39] <Tann_> I think so
[00:53:52] <kalle_h> your debugger should clearly show all camera attributes
[00:53:58] <Tann_> And it uses vector2 or something so just camera.position prints both out
[00:54:06] <kalle_h> like its show everythign else that happens with your code
[00:54:49] <jug6ernaut> LOL
[00:54:56] <jug6ernaut> yeah something is wrong -_-
[00:55:28] <Tann_> Hahaa
[00:55:30] * jug6ernaut is in week 2 of converting his game from slick2d to libgdx
[00:55:43] <Tann_> I'm in that process too! Mostly done.
[00:56:04] <Tann_> Well for me it was even worse. It was my first thing and I made it in /swing/ : (
[00:56:11] <jug6ernaut> :|
[00:56:12] <kalle_h> did you first test with something simpler?
[00:56:26] <kalle_h> 2week for converting sounds like lot
[00:58:15] <jug6ernaut> kalle_h lots of changes
[00:58:56] <jug6ernaut> i started not last saturday but the saturday before, i barely got it compiling last saturday lol
[00:59:28] <kalle_h> I have converted slick2d game to libgdx and it was matter of couple days
[00:59:37] <Tann_> What're you making, ju?
[01:00:24] <jug6ernaut> Tann_ multiplayer centric clone of advance wars for android
[01:00:33] <Tann_> Ah cool : )
[01:00:52] <jug6ernaut> well, mainly android, libgdx may mean i move it to other places, but its focus is android
[01:00:56] <jug6ernaut> kalle_h i wish
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[01:02:16] <knobber> i tried something exactly like that for a week last winter break
[01:02:20] <knobber> but then school started
[01:02:37] <knobber> advanced wars would be a fun game on android
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[01:03:20] <jug6ernaut> i didn't want to, considering i had it working well with slick2d, but i had already made enough modifications to slick2d(which was already a 1/2 port) and a custom libgdx (which slick2d uses as its backend)
[01:03:37] <jug6ernaut> to where the longer i left it the worse it would be when i need to change
[01:03:43] <jug6ernaut> knobber thats the idea :)
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[01:04:46] <knobber> i used to bust out my phone on road trips with my brother and play aw pass-and-play via emulator, lots of fun
[01:04:59] <knobber> how far along are you?
[01:05:21] <kalle_h> going to sleep
[01:05:30] <knobber> nn
[01:06:15] <jug6ernaut> knobber hard to say, I've been working on it off & on for 2 years now, tho the last year i have been working on the network backend for it :S
[01:06:29] <jug6ernaut> for a first release? ~70 complete
[01:06:43] <knobber> nice
[01:07:08] <knobber> i'm hoping to be able to commit to something over a timespan more than a week... maybe a barebones 4x game for me
[01:07:28] <jug6ernaut> thats a year of my life :S
[01:09:01] <jug6ernaut> WHAT
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[01:11:23] <jug6ernaut> knobber hardest part to release is going to be the visual/audio assets
[01:11:57] <knobber> going to get an artist?
[01:12:19] <jug6ernaut> probably 99designs
[01:13:59] <knobber> do they do game assets?
[01:14:09] <knobber> i always thought it was just logos and app designs
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[01:52:52] <Jarmund> Alright, sorry for this very basic question, but it seems that I've gravely misunderstood the relation between bodies, fixtures and shapes....
[01:52:55] <Jarmund> I have a bunch of polygons defined by their coords, and together these polygons make up some sloped terrain. The XML that holds this data has info for only one fixture. How do i proceed? Creade one fixture for each polygonshape, with the same fixture data?
[01:52:59] <Jarmund> And how do i proceed to make a body from this? Do i need one body for each fixture
[01:53:58] <Jarmund> (writing a level Loader)
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[01:58:49] <sinistersnare> can you place scene2d actors arbitrarily? or do you have to go through the table?
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[02:29:11] <Jarmund> RE my silly question 30 minutes ago... I did pretty much what i said: create a body, attach a lot of fixtures (based on the polygon shapes), each fixture based on the one listed in my XML
[02:30:34] <Jarmund> hopefully it'll test fine when i get rid of the remaining 83 compile time errors and 23 TODO tasks
[02:31:40] <nexsoftware> Making libgdx work with Cardboard is a bit more work than I had hoped
[02:32:11] <Jarmund> so is porting a more or less complete game from andengine to libgdx
[02:33:11] <s4ge> Well guys...i'm using subfolders together with the asset manager for the first time, and for some reason it's unable to load my resources from the subfolder.
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[02:53:47] <cackling_ladies> startingfolder + "/" + subfolder
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[02:55:05] <BlueProtoman> nexsoftware: In what way?
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[02:57:45] <nexsoftware> In what way is it more work?
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[02:58:18] <nexsoftware> I have to modify or duplicate some of the Android backend
[02:59:21] <nexsoftware> They provide their own CardboardView which I need to use instead of the normal GLSurfaceView
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[03:13:12] <BlueProtoman> nexsoftware: And that's for rendering in 3D? ("Pop off the screen" 3D, not 3D models)
[03:14:02] <nexsoftware> That's for stereoscopic "vr" rendering
[03:14:23] <BlueProtoman> Yeah, that's what I meant
[03:14:47] <BlueProtoman> It'd be a nice holdover until we got gdx-occulus. :P
[03:14:55] <nexsoftware> Ha, yeah
[03:16:06] <nexsoftware> I'll make it generic anyway
[03:16:44] <Lysander> libgdx is useful for 3D?
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[03:17:58] <cobolfoo> libgdx is useful for resource management
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[03:24:16] <BlueProtoman> libgdx is useful for complaining
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[03:38:21] <Frog_Master> hola
[03:40:11] <cobolfoo> hi
[03:40:31] <Frog_Master> :)
[03:41:28] <Frog_Master> im trying to have a color change depending on the value of a variable
[03:41:45] <Frog_Master> problem is, with two if statements the first one is ignored
[03:41:52] <Frog_Master> if i use else if both are ignored
[03:42:24] <cobolfoo> you can pass byte values to setColor() ^
[03:42:30] <cobolfoo> You are sure it is not floats ?
[03:43:00] <cobolfoo> that means that any value >= 1 will be 1
[03:44:07] <cobolfoo> change your values = 128 becomes 0.5f, 255 becomes 1.0f
[03:44:54] <Frog_Master> oh so its not - 255
[03:45:07] <cobolfoo> If you want color 0.5f from 100 to 400, then 0 for > 400, and 1.0f for the other you might want to use "else if"
[03:45:09] <Frog_Master> lemme see
[03:45:13] <Frog_Master> 0 - 255*
[03:45:36] <cobolfoo> if (change > 400) { c = 0; } else if (change > 100) { c = 0.5f; } else { c = 1.0f; }
[03:46:16] <cobolfoo> color.set(float r, float g, float b, float a);
[03:46:29] <cobolfoo> You are already using 1 for alpha :)
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[03:49:26] <Frog_Master> ah brilliant its working
[03:49:41] <Frog_Master> thanks
[03:49:45] <Frog_Master> i mistakenly thought it was byte values
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[03:52:36] <jug6ernaut> is there any way to make the camera's 0,0 match inputs 0,0
[03:52:51] <jug6ernaut> i.e. camera 0,0 = top left, not center, center
[03:53:44] <cobolfoo> check project() and unproject() functions
[03:53:55] <jug6ernaut> cobolfoo thanks
[03:54:26] <cackling_grandma> what'd happen if a centaur breed with a goatperson?
[03:54:53] <Frog_Master> goataur of course
[03:56:33] <cobolfoo> I learn new things each day here :)
[03:56:57] <Frog_Master> i wanna stand with you on a mountain
[03:57:02] <Frog_Master> i wanna bathe with you in the sea
[03:57:08] <Frog_Master> i wanna lay like this forever
[03:57:15] <Frog_Master> until the sky falls down on me
[03:57:21] <Frog_Master> lala la la la la
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[03:58:13] <cobolfoo> And when the stars are shining brightly in the velvet sky … (tx google)
[03:58:52] <Frog_Master> yeah google....
[03:59:00] <Frog_Master> you knew it by heart!
[03:59:20] <Frog_Master> :p
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[04:00:10] <Jarmund> is there any such thing as an OK starting point for pixel to meter ratio?
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[04:00:33] <Jarmund> (I'm assuming that 1px = 1meter is impractical in realistic applications)
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[04:01:22] <cobolfoo> Jarmund you want a good meter/pixel ratio ?
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[04:05:15] <Jarmund> basically, I'm dealing with a skier and a skiing slope, so we're not talking neither AU nor microns. I'll leave it at 20px/meter, unless that URL tells me something different makes sense.
[04:05:19] <Jarmund> thanks
[04:05:57] <cobolfoo> the maximum velocity of your objects define much of the resolution to use
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[04:07:43] <Jarmund> I guess that'd be 9.82m/s ^ height_of_tallest_cliff
[04:07:57] <Jarmund> or terminal velocity, whicheverone is higher
[04:13:06] <Jarmund> and no, my skier does so far not have a good health&safety record.... terminal vel makes a difference quite a bit
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[04:21:41] <mobidevelop> O.o
[04:22:04] <mobidevelop> There is no default skin
[04:22:22] <cobolfoo> you know what I mean :)
[04:24:23] <Frog_Master> in the jungle the mighty jungle
[04:24:29] <Frog_Master> a lion sleeps tonight
[04:24:32] <cobolfoo> hehe
[04:24:49] <Frog_Master> random song mode is enabled today
[04:25:03] <cobolfoo> rdio ?
[04:25:22] <Frog_Master> no
[04:25:31] <Frog_Master> my head
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[04:37:51] <faaj> hello guys
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[04:38:26] <faaj> I'm migrating from Slick2D to LIBGDX and my first question is: Why do we have only "one main method" (render) ?
[04:38:49] <faaj> I thought games were supposed to separate in different threads the render() and update() logics
[04:39:17] <faaj> and also putting them together would lower the performance, am I wrong?
[04:39:21] <cobolfoo> nope
[04:39:25] <cobolfoo> everything is in one thread
[04:39:37] <faaj> so
[04:39:57] <Tomski> i doubt slick2d sets you up with separate threads
[04:39:57] <cobolfoo> using multiple threads requires synchronzation, which kill the performance most of the time
[04:40:07] <faaj> hm
[04:40:09] <Tomski> Most likely it just has two methods that run on the same thread
[04:40:13] <cobolfoo> and some limitations due to OpenES/GL make it hard to do multi-threading
[04:40:17] <faaj> right
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[04:40:24] <faaj> so whats a good way to make them separate?
[04:40:41] <faaj> in the "original" render() method also include an update() followed by a render() call?
[04:40:52] <tricid> render() { update(); }
[04:40:55] <Tomski> original being what?
[04:41:00] <faaj> the ApplicationListener
[04:41:14] <Tomski> If you want to create an update method, yes
[04:41:19] <faaj> alright
[04:41:29] <faaj> lets see how it goes :)
[04:41:36] <cobolfoo> hehe I have done this the first time I used libgdx (creating a update() function)
[04:41:41] <faaj> I'm excited, mostly because Slick2D was almost dead...
[04:41:53] <tricid> I did too with the first couple games I ported from slick2d
[04:41:55] <faaj> is almost dead*
[04:42:12] <faaj> yeah.. I was just wondering if that wouldn't impact the performance, but ok :)
[04:42:30] <cobolfoo> the performance in libgdx is not a problem
[04:42:31] <faaj> but...
[04:42:34] <faaj> there's something else..
[04:42:40] <cobolfoo> your code will hurt performance , not libgdx :)
[04:42:43] <faaj> hm
[04:43:31] <faaj> well, actually it depends :) sometimes frameworks do refrain you from using a lot of stuff
[04:43:37] <tricid> it surprised me at first how much crap I can shove in render() without dropping below 60fps
[04:43:41] <faaj> but ok, I'll git it a try!
[04:43:53] <faaj> cool :)
[04:44:20] <cobolfoo> seriously, you will love libgdx
[04:44:26] <Tomski> woops
[04:44:31] <tricid> agreed
[04:44:44] <cobolfoo> Tomski what happened?
[04:44:58] <Tomski> I have no idea
[04:45:12] <Aryantes> distribution of kim kardashian tape probably
[04:45:33] <Tomski> I wonder what the basic bandwidth allocation is....
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[04:47:39] <cobolfoo> I moved from dropbox to seafile not too long ago
[04:47:46] <cobolfoo> self-hosting and using VPN
[04:47:47] <Tomski> 10GB per day
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[04:58:00] <mobidevelop> You exceed 10gb per day?
[04:58:18] <Frog_Master> o.O
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[05:03:24] <Frog_Master> O.o
[05:03:30] <Frog_Master> O.O
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[05:34:07] <KicStart> hi, I am looking for a basic example of a libgdx skeleton that works with RoboVM. So far all I have found is this video of GdxInvaders on iOS, but cannot find the code anywhere. Can anyone advise me?
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[05:49:22] <kjempff|2> how far are you KicStart ?
[05:50:11] <KicStart> kjempff|2: I've been googling and going through github repos for hours, I got the basic iOS demo that puts a Cocoa Touch UIButton on the screen, but that's it so far.
[05:50:42] <KicStart> That basic delegate app works, and I've got it building and running in the simulator and on my device running iOS8 beta.
[05:50:47] <KicStart> beta 5
[05:52:43] <kjempff|2> I am not sure I understand then .. you just want a libgdx application to run or ?
[05:53:03] <KicStart> Yeah, I haven't used libgdx before.
[05:53:41] <mobidevelop> That's the invaders source
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[05:54:03] <KicStart> mobidevelop: yep, I found that, but since iOS is not on there, I didn't think it work.
[05:54:16] <mobidevelop> It is on there
[05:54:36] <mobidevelop> Is the directory called ios
[05:54:47] <KicStart> mobidevelop: oh sorry, it is. :) I was just looking in the README and didn't see the iOS there, heh. Thanks!
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[05:57:38] <kjempff|2> you should not need to do any robovm coding or cocoatouch stuff ... the generated projects makes a simple wrapper ios robovm project for you and then you code in the "-core" libgdx project
[05:58:46] <KicStart> Got it. it's starting to click. :)
[05:59:09] <kjempff|2> the "-core" project is your shared code, -desktop -ios -android -html are wrappers for each platform
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[06:00:28] <KicStart> Long ago, I used libsdl, and OpenGL...just getting back into the hang of things, lately lot of OS native UI, and crossplatform UI stuff (PhoneGap & Sencha Touch)... basically there's no "iOS entry point" the API takes care of it for me, in the iOSLauncher. That's pretty brilliant.
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[06:02:54] <kjempff|2> test and debug with the -desktop project .. because its faster and supports code hotswapping like standard java
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[06:04:46] <KicStart> that makes sense
[06:10:05] <kjempff|2> if you need to do some platform specific stuff , you can make an interface that you use in the -core project and then implement it for each platform ... ex: display ad, launch various Intents/Views and so on
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[06:12:24] <KicStart> I'm doing the gradle project import now. Gradle is kind of slick, but there's a lot of dependency on Android SDK it seems.
[06:15:56] <KicStart> I saw the github repo for the robovm-ios-bindings and was glad to see the AdMob and Chartboost ad networks.
[06:16:03] <kjempff|2> yeah unfortunately you need that huge android sdk even on the mac afaik .. or maybe it is just the libgdx project generator
[06:16:54] <nexsoftware> If you remove the android project, the dependency on Android SDK goes away
[06:18:06] <kjempff|2> the robovm bindings are still in its infantry and alot of stuff arent working properly .. I can confirm AdMob works though
[06:19:03] <KicStart> nexsoftware: I just moved the folder out of the way, presumably take it out of the settings.gradle too?
[06:19:34] <nexsoftware> Yes, and remove the android stuff from the root build.gradle
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[06:22:26] <KicStart> very nice, thank you both. The build model piece of the Gradle import is now working and started to download stuff.
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[06:28:22] <sinistersnare> did my last message go through?
[06:28:49] <KicStart> sinistersnare: doesn't seem to be so
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[06:29:10] <|3DRoberto|> windows list
[06:29:17] <sinistersnare> me fighting with scene2d is always great
[06:29:20] <|3DRoberto|> :S sorry
[06:29:26] <sinistersnare> now to release stress, i will shoot peoples faces in counter strike
[06:29:45] <sinistersnare> listen to my beautiful voice!
[06:29:53] <|3DRoberto|> ¬¬
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[06:30:29] <KicStart> sinistersnare: can't hear ya with the volume all the way up. Why you whisperin?
[06:30:42] <sinistersnare> damn is it that low?
[06:30:52] <sinistersnare> i think its fine
[06:31:02] <sinistersnare> can you barely hear me, or not hear me?
[06:31:17] <Tann_> barely hear you
[06:31:26] <KicStart> barely. but if you got a blog or something online about Game Master's Apprentice I'll look for it and read it
[06:31:27] <sinistersnare> damn, i can hear me well.... thats annoying
[06:31:45] <sinistersnare> is what it is
[06:31:51] <sinistersnare> except better and cooler and shit
[06:32:02] <KicStart> Sweet!
[06:32:10] <sinistersnare> for tabletop RPG players (dungeons and dragons and stuff)
[06:33:04] <sinistersnare> weird about the audio though, i think it sounds fine
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[06:33:22] <nexsoftware> Why do we have so much protected and private stuff in the Android backend?
[06:33:55] <sinistersnare> nexsoftware: watch the video!
[06:33:59] <nexsoftware> I am
[06:34:02] <sinistersnare> woooo
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[06:34:20] <sinistersnare> the HTML backend is making me angry :)
[06:34:24] <sinistersnare> so im playing counter strike instead
[06:35:21] <nexsoftware> I'm making everything public in the Android backend
[06:36:48] <nexsoftware> The GWT backend error in your video is a reflection error
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[06:39:20] <sinistersnare> damn
[06:39:22] <sinistersnare> that sounds not fun
[06:39:28] <nexsoftware> It is probably because DebugRect is not public
[06:39:37] <KicStart> all of the assets for libgdx-demo-invaders appear to live in Android assets folder, so moving that out of the way, probably won't help my build. I would think they go in resources instead.
[06:40:09] <sinistersnare> i dont have a Debugrect
[06:40:21] <nexsoftware> You should
[06:40:42] <nexsoftware> It is in the Table class (as an inner class)
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[06:41:38] <nexsoftware> Anyway, were your parents sleeping while you were recording that?
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[06:43:30] <sinistersnare> oh ok
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[06:43:41] <sinistersnare> well... should you make it public then?
[06:43:51] <sinistersnare> and yeah but i could have been louder... was it that unhearable?
[06:44:00] <sinistersnare> i just talk in a low tone throughout my life
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[06:45:46] <nexsoftware> Gah, more protected stuff.
[06:46:58] <nexsoftware> How is anyone supposed to make new Application implementations in Android with all this being protected/private?
[06:47:12] <KicStart> very carefully.
[06:51:15] <sinistersnare> has anyone tried?
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[06:52:14] <nexsoftware> I am trying to
[06:52:44] <sinistersnare> oh yeah? sounds fun, what for?
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[06:53:05] <nexsoftware> Google Cardboard
[06:53:09] <sinistersnare> ahhh
[06:53:13] <sinistersnare> makes sense
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[06:54:04] <nexsoftware> I really only need to replace the GLSurfaceView in AndroidGraphics, but can't because these silly protected/private things
[06:54:20] <KicStart> I've been going through the running demos, everything crashes, lol...most look like problems with a data dir. How does gradle pick that dir up?
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[06:54:50] <sinistersnare> working directory
[06:54:55] <sinistersnare> set it in eclipse/whatever-ide
[06:56:18] <KicStart> sinistersnare: shouldn't they be in core?
[06:56:43] <sinistersnare> i mean set he working directory to your assets folder
[06:56:49] <sinistersnare> thats what desktop uses as its internal folder
[06:56:51] <sinistersnare> the working dir
[06:57:47] <knobber> Chilley_: do you have the skin assets?
[06:57:50] <sinistersnare> theres no reason for it to be in core
[06:58:19] <KicStart> sinistersnare: oh, so you mean point all projects (desktop, gwt, ios, html) to the Androids assets folder?
[06:58:37] <knobber> default.fnt default.png uiskin,json are things you need in your assets for your skin to work
[06:59:19] <knobber> well i'm out then
[06:59:41] <sinistersnare> KicStart: are you using eclipse?
[06:59:48] <KicStart> sinistersnare: yep
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[07:01:00] <KicStart> sinistersnare: I can point the eclipse path settings to use the assets, well... I deleted the android folder because I don't want/need it, but I assume I just need to pull the assets folder out and point it to that instead. Is the rationale that assets should be an Android-centric idiom?
[07:01:03] <nexsoftware> It might be easier to just create a new project and copy the stuff in
[07:01:26] <sinistersnare> kick
[07:01:34] <sinistersnare> KicStart: go to your run configurations
[07:01:44] <sinistersnare> and in the arguments tab
[07:01:49] <sinistersnare> change your working directory
[07:02:02] <sinistersnare> to ${workspace_loc:GameMastersApprentice-android/assets}
[07:02:53] <KicStart> I don't have your GameMastersApprentice code, but I understand what you mean. ;)
[07:02:59] <sinistersnare> oh lol
[07:03:03] <sinistersnare> :p
[07:03:08] <knobber> Chilley_: i just ran the code real quick and i don't get just a grey slate
[07:03:09] <sinistersnare> i just copied mine w/o looking lol
[07:03:19] <knobber> try fiddling around with your viewports and sizes of stuff
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[07:03:38] <knobber> i don't think i'm on the latest 1.3 or whatever since i downloaded before that was released
[07:03:40] <KicStart> the question I have tho, is if I am making new cross platform projects, should I be putting my assets in the Android folder? Why not assets on top level in these generated projects?
[07:03:49] <sinistersnare> yes
[07:03:56] <sinistersnare> android uses assets for assets folder
[07:04:11] <sinistersnare> so use assets, and set desktop working dir to assets
[07:04:31] <KicStart> sinistersnare: right, but I'm doing ios
[07:04:52] <sinistersnare> ios probably uses assets too
[07:04:55] <sinistersnare> android assets
[07:05:29] <sinistersnare> actually, nexsoftware what does iOS use as its internal folder?
[07:05:31] <Chilley_> oh nice knobber wonder what i might be doing wrong i created a libgdx project with the jar and imported it to eclipse as a gradle project and the replaced the core.java code with the tutorial code
[07:05:50] <nexsoftware> sinistersnare, the assets are copied on build I believe
[07:06:06] <knobber> Chilley_: without tweaking the config in desktop launcher it didn't show all the buttons properly for me
[07:06:36] <sinistersnare> cool
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[07:07:41] <Chilley_> knobber, you mean the LwjhlApplicationConfiguration?
[07:08:54] <knobber> i also commented one line out because it was giving me an eclipse error but it didn't seem to affect anything, stage.setViewport(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, false);
[07:09:01] <Chilley_> oh wow that worked knobber
[07:09:25] <Chilley_> yea i changed that viewport line to something i think does the same :D
[07:09:47] <Chilley_> how did you know to change resolution?
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[07:10:17] <knobber> i made a new class in a game i'm already working on that has a custom resolution in config and i saw some buttons cut off
[07:10:21] <knobber> so i just made the resolution really big
[07:10:54] <Chilley_> its weird if i comment out the height and width line you added it shows only a grey screen
[07:10:59] <Chilley_> no partial buttons or anything
[07:11:39] <knobber> yeah, no idea why but the positioning is probably off in the demo
[07:11:48] <Chilley_> well not sure this fully works yet but at least i can see something
[07:11:54] <Chilley_> the button doesnt seem to respond
[07:11:56] <sinistersnare> KicStart: and we do it through android/assets because thats where we copy from for iOS i guess
[07:11:59] <sinistersnare> and gwt
[07:12:00] <Chilley_> but ill look into that
[07:12:17] <KicStart> sinistersnare: yeah, that's what I'm discovering
[07:14:27] <knobber> good luck Chilley_ i went through the first couple of that tutorial series to get my bearings and then spun off
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[07:16:57] <Paul____> Hello, is this libgdx irc chat?
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[07:17:19] <Paul____> Hello, is this libgdx irc chat?
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[07:17:27] <NOrtega> Yup
[07:17:33] <Paul____> Thank you.
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[07:17:51] <sinistersnare> what
[07:17:54] <knobber> good luck Chilley_ i went through the first couple of that tutorial series to get my bearings and then spun off
[07:17:56] <sinistersnare> wat
[07:17:56] <knobber> err
[07:17:58] <knobber> oops
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[07:19:38] <NOrtega> I have a question, I've been looking around (lots of googling) and I can't find how to change the mouse to a click image (aside from using custom mouse images). You know, like when you hover your mouse over a button and it makes the clicking hand.
[07:20:39] <NOrtega> I most likely have not found anything because I'm not sure how to phrase it. (I've search for libGDX mouse change, stuff like that)
[07:21:00] <NOrtega> (libGDX change mouse to hover/click)
[07:21:49] <LiquidNitrogen> is it called mouse icon?
[07:22:58] <knobber> the way that i can think of to do that is to use an inputprocessor and working in the MouseMoved function
[07:23:16] <knobber> checking to see if what you're hovering over is clickable and changing your cursor to that
[07:24:18] <LiquidNitrogen> Gdx.input.setCursorImage() looks like the thing to use
[07:24:49] <knobber> or LiquidNitrogen is right and there's an easier way
[07:25:51] <LiquidNitrogen> its probably good enough to constantly check what the mouse is pointing at and set the cursor image when appropriate
[07:27:10] <LiquidNitrogen> the people who really thought flappy bird was awesome, did they have any interest in beating each others high scores? or was that not very important in its appeal?
[07:27:32] <LiquidNitrogen> i kinda missed the whole thing
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[07:27:34] <knobber> i'm pretty sure that was the only appeal of that game
[07:27:46] <NOrtega> Gdx.input.setCursorImage() seems to set it to a custom image. I'm trying to use the system default.
[07:28:00] <NOrtega> If worse comes to worse, I'll do that though
[07:28:02] <LiquidNitrogen> was there no appeal in trying to beat your own high score?
[07:28:18] <knobber> NOrtega: you mean like hovering over the url and that little hand? you'd have to get that asset and draw that image yourself i think
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[07:28:39] <knobber> and LiquidNitrogen i didn't see the appeal myself but from what i saw it was all comparing scores
[07:29:32] <LiquidNitrogen> hm
[07:29:53] <jigawot> got a question about spritebatches and custom shaders
[07:30:35] <NOrtega> Alright, thanks!
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[07:47:55] <KicStart> sinistersnare: ok, I've managed to get assets/resources working to build two of the demos, but it had a problem playing sound. I'll take this for now. :) thx
[07:48:09] <sinistersnare> :) keep on trucking!
[07:48:15] <KicStart> sinistersnare: I commented out the section that did the music.mp3 and it built and ran. Progress!
[07:48:20] <sinistersnare> noice!
[07:48:29] <sinistersnare> if you have sound off, the music will fail
[07:49:08] <nexsoftware> O.o
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[07:55:57] <KicStart> sinistersnare: actually, it was also pointing to ../android/assets in the robovm.xml
[07:56:26] <KicStart> sinistersnare: it makes sense. I got rid of the ../android prefix and it's good to good, running on iOS. Woot.
[07:56:54] <sinistersnare> noice
[07:57:00] <sinistersnare> nexsoftware: why the O.o
[07:57:23] <nexsoftware> That's what I do
[07:58:41] <sinistersnare> what do you do
[07:58:54] <sinistersnare> you just 'do' that face?
[07:58:58] <sinistersnare> or as a response?
[08:00:03] <nexsoftware> o.O
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[08:02:09] <sinistersnare> alrightythen
[08:02:51] <nexsoftware> Alrighty, I've had enough of you people for one day. Catch y'all later.
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[08:03:40] <sinistersnare> waittt
[08:03:41] <sinistersnare> nooooo
[08:03:52] <sinistersnare> needed to ask you something
[08:03:54] <sinistersnare> damnit nx
[08:05:08] <KicStart> O.oops
[08:05:16] <sinistersnare> lol
[08:06:52] <sinistersnare> OK
[08:06:59] <sinistersnare> check out dev video take 2
[08:08:01] <sinistersnare> is sound better?
[08:09:45] <cackling_grandma> is there a limit on the amount of pages I can have in an atlas?
[08:10:58] <KicStart> sinistersnare: a lot better. btw, is there anything similar in libgdx to ccb/ccbi of Cocos2d?
[08:11:30] <sinistersnare> what is ccb?
[08:12:14] <sinistersnare> something to do with sprites?
[08:12:19] <sinistersnare> and animation?
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[08:12:53] <KicStart> yeah its a file save format for scenes and sprites
[08:14:01] <sinistersnare> cant think of anything like that
[08:14:03] <KicStart> oh, I suppose I could use typical models and Tiled tmls, but I was wondering about something more cohesive.
[08:14:09] <KicStart> ok cool
[08:14:14] <sinistersnare> yeah, i would say use tiled / spine to do that stuff
[08:14:18] <KicStart> The theming on your tabletop game looks pretty cool
[08:14:35] <sinistersnare> you need to cobble it together yourself :)
[08:14:49] <sinistersnare> KicStart: an old friend/teacher made the kickstarter
[08:14:54] <sinistersnare> im helping him out by making the app
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[08:29:38] <milligan> Morning TEttinger :)
[08:29:57] <TEttinger> evening milligan! I slept all day.
[08:30:17] <milligan> Evening? Where are you? States? Australia?
[08:30:25] <TEttinger> california, west coast us
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[08:30:48] <TEttinger> I'm guessing you're in Australia?
[08:30:53] <milligan> Norway :)
[08:30:56] <TEttinger> wow
[08:31:03] <milligan> 8:30 in the morning here
[08:31:17] <TEttinger> it's funny how the nordic countries come online at the same time as NZ/Australia
[08:31:49] <milligan> Moving in on bedtime down under, isn't it?
[08:32:03] <TEttinger> which country was the birthplace of IRC? I think it may have been finland
[08:32:26] <TEttinger> NZ is 4 hours earlier than here, and a day later. 11:30 now here, 7:30 there
[08:32:51] <TEttinger> (PM)
[08:32:56] <milligan> Yep, looks like you're right. Some Finnish fellah named Jarkko Oikarinen
[08:32:57] <TEttinger> (and it's winter)
[08:33:08] <milligan> winter .. pffft ..
[08:33:18] <milligan> I bet you don't have much of a winter in Cali either?
[08:33:32] <milligan> 20C and chicks in bikinis?
[08:33:37] <TEttinger> south island actually does get cold in nz, pretty close to antartica. but here? exactly
[08:33:50] <milligan> Spoiled you are
[08:34:13] <TEttinger> one of our neighbors is on the US ski team, she trains in NZ in the summer
[08:34:27] <TEttinger> our summer, their winter
[08:34:38] <milligan> Try the Norwegian winter on for size. I reckon a steady -25C .. shovelling snow a couple times a day.. I hate it,hehehe :) Much more of a summer person.
[08:34:44] <TEttinger> the real problem here is wildfires
[08:34:52] <milligan> Oh, wow. I thought NZ was nice and warm all the time.
[08:35:08] <TEttinger> north island more so, but it's still quite southern
[08:35:27] <TEttinger> you may be thinking of australia, which has some extremely hot places
[08:35:36] <TEttinger> and tropical jungles heh
[08:36:04] <TEttinger> it's crazy that australia is this massive place with 3 million people living there
[08:36:14] <TEttinger> that's as many people as one US city
[08:36:19] <milligan> hehe
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[08:36:39] <TEttinger> probably a fraction of a dense one like Tokyo
[08:36:57] <SudsDev> its 4:30pm, most of Australia
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[08:37:41] <TEttinger> LiquidNitrogen is in NZ IIRC, cackling_ladies is cackling away in vietnam, it's a nice global channel
[08:38:00] <milligan> Got the whole world covered then
[08:38:07] <TEttinger> except africa
[08:38:21] <TEttinger> I have talked to some clojure devs in south africa, but none in #libgdx
[08:38:25] <SudsDev> there are almost four million people living in just Melbourne TEttinger. :-) There's some 26 million of us across the country. Which still ins't much.
[08:38:28] <LiquidNitrogen> when i make $1 million ill shout you all a holiday somewhere nice
[08:38:32] <mk1> I guess there must be someone from South Africa
[08:38:59] <TEttinger> oh I was messed up then, I must have heard 30 million and gotten way off
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[08:39:23] <faaj> Hello guys :)
[08:39:29] <TEttinger> hey faaj
[08:39:34] <TEttinger> we
[08:39:43] <faaj> I have a question
[08:39:48] <TEttinger> we're trying to figure out how global our channel is, but go ahead
[08:39:59] <TEttinger> code goes on pastebin, not in channel of course
[08:40:00] <faaj> what do you mean by how global?
[08:40:07] <milligan> TEttinger, Norway is like 5 million .. pretty stretched country, so not heavily populated.
[08:40:09] <Thoast> amount of nations?
[08:40:11] <faaj> ah
[08:40:12] <LiquidNitrogen> the channel is 99% clobal
[08:40:24] <faaj> I'm from Brazil, so...
[08:40:26] <faaj> :)
[08:40:28] <faaj> more global
[08:40:29] <faaj> haha
[08:40:42] <TEttinger> I'm in california, we have one person in vietnam, at least one in NZ, a few in australia, some in norway, it's great this time of day
[08:40:54] <faaj> well, I live in Cali too, but I'm from Brazil :P
[08:41:01] <Thoast> holland
[08:41:01] <TEttinger> heh
[08:41:08] <TEttinger> I thought it would be a bit late in brazil
[08:41:10] <Thoast> and a few others probably
[08:41:19] <faaj> oh yeah, Brazil its 4 am now
[08:41:28] <milligan> Now I want to travel and see other countries.
[08:41:33] <faaj> might be 8/9 in Norway
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[08:41:48] <TEttinger> yeah, milligan's just waking up
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[08:41:58] <TEttinger> so what's your q, faaj?
[08:42:00] <faaj> well, I was reading some tutorials (I come from Slick2D) and I was wondering.. can I only set ONE InputProcessor in LIBGDX?
[08:42:02] <SudsDev> nothing to see in Australia. Its just red dirt and brown grass
[08:42:19] <TEttinger> faaj, you can set it to an InputMultiplexer to handle multiple
[08:42:27] <faaj> hmmm
[08:42:30] <TEttinger> scene2d's Stage is also an InputProcessor
[08:42:42] <faaj> nice, because I don't want to put mouse and keyboard on the same class lol
[08:42:54] <milligan> I would love Australia for the heat I think .. barbecues and pool all year. But I would be terrified being there. There's not a living thing in that country that doesn't want to kill you.
[08:43:27] <TEttinger> so an InputMultiplexer takes multiple inputProcessors in order, and it checks them in order for all events. if any return true, it stops processing and lets the event be handled
[08:43:47] <faaj> you'd love Brazil for barbecue and sun all year :) but not for violence tho
[08:44:05] <TEttinger> or rather, it handles all of them, but not if it stops from a returned true at some point
[08:44:13] <faaj> yep
[08:44:43] <TEttinger> milligan: lol, the platypus is even venomous part of the year and can kill dogs
[08:44:57] <TEttinger> (and cause excruciating pain to people)
[08:45:13] <TEttinger> and it's a cute little thing
[08:45:57] <milligan> I know. You can't even step on a house spider there and not expect it to fight back in some way!! :P
[08:46:34] <milligan> Brazil is tempting as well ! I've seen some videos from those festivals you guys have faaj .. and there are some fiiiiiiiiiine reasons to go there for sure!
[08:46:53] <faaj> oh yeah, I love Brazil dude :) even with the problems we have
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[08:47:32] <TEttinger> well here in california there's... compton :) I'm in a nice suburb though
[08:47:48] <TEttinger> los angeles is this massive sprawl
[08:48:17] <TEttinger> the only dangeous animals we have are dangerous primarily to pets
[08:48:23] <faaj> havent been to LA yet lol
[08:48:29] <TEttinger> the bear on the state flag is extinct in CA
[08:48:39] <faaj> yeah I saw that :(
[08:48:48] <TEttinger> (california golden bear has been extinct for a century or something)
[08:48:52] <TEttinger> but we have black bears
[08:48:56] <faaj> I went to yosemite (awesome park tho) and heard it was extinct :S
[08:49:16] <faaj> but there are some north of canada
[08:49:17] <TEttinger> they're just big raccoons, black bears -- rummaging through trash and running away when they see people
[08:49:23] <TEttinger> and in mexico!
[08:49:28] <faaj> oh lol
[08:49:31] <faaj> didnt know mexico had bears
[08:49:36] <TEttinger> there are very very few in mexico, baja california
[08:49:44] <TEttinger> highly endangered
[08:50:26] <TEttinger> brown bears like the ones we used to have here and they still have in other parts of the US and canada, they can be quite dangerous
[08:50:37] <TEttinger> ever heard of the documentary grizzly man?
[08:50:49] <TEttinger> the guy who shot it was killed by a grizzly bear filming
[08:51:07] <milligan> Think I saw something about that
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[08:51:44] <milligan> Not to be a dick, but a touch of Darwinism kicking in there, isn't there? :P I mean - park your ass in a beer hive, you're likely to get mauled,hehe.
[08:52:02] <TEttinger> yeah, he thought the bears were his friend
[08:52:19] <TEttinger> but they are not dogs, and they weight 10 times what you do
[08:52:55] <TEttinger> fun fact: Bears cannot die of obesity-related causes. the closest that can happen is they get so fat they can't walk anymore
[08:52:57] <Ange_blond> Hi guys .o/
[08:53:07] <TEttinger> they never get heart disease from being too fat
[08:53:15] <TEttinger> hi Ange_blond
[08:53:27] <milligan> Dang, that's a skill of life I'd love to have!
[08:53:36] <milligan> Eating > anything
[08:53:39] <TEttinger> seriously, right?
[08:54:09] <TEttinger> and there's of course very little research you can do because bears are hard to, you know, get to do what you want without them killing you?
[08:54:26] <sinistersnare> TEttinger: yes that happened!
[08:54:39] <sinistersnare> i was watching it in my AP environmental science class
[08:54:45] <sinistersnare> and right before we watched the end
[08:54:50] <TEttinger> sinistersnare, grizzly man?
[08:54:53] <sinistersnare> it was taken off netflix
[08:54:57] <sinistersnare> yah, donly read that part
[08:54:58] <TEttinger> oh geez
[08:55:06] <sinistersnare> was intense lol
[08:55:51] <faaj> guys, I gotta go. Nice to meet you :P
[08:55:58] <sinistersnare> bai
[08:56:03] <milligan> Take care faaj :)
[08:56:06] <faaj> tchau :)
[08:56:10] <sinistersnare> i missed a whole conversation! TEttinger did you see my video?
[08:56:11] <TEttinger> adios, faaj
[08:56:15] <sinistersnare> i made a second take
[08:56:17] <TEttinger> sinistersnare, yeah in my teacher-run film club at school, we managed to get a hold of an academy-awards copy of the Lord of the Rings on VHS before you could, like, pirate these things
[08:56:21] <TEttinger> no, I didn't sinistersnare
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[08:56:56] <sinistersnare> damn that sounds awesome
[08:58:30] <TEttinger> what is this, sinistersnare? it looks classy
[08:59:39] <sinistersnare> its a kickstarter for role playing games like dungeons and dragons
[08:59:43] <TEttinger> I could barely hear you in the video
[08:59:50] <sinistersnare> :( i hear me fine!
[08:59:58] <TEttinger> is it a tool for generating NPCs?
[09:00:13] <KicStart> sinistersnare: value your hearing young whippersnapper, one day you might not have it
[09:00:25] <Thoast> one day soon :(
[09:00:37] <sinistersnare> TEttinger: all sorts of stuff, NPCs general story seeds, anything that could work
[09:00:51] <Thoast> problem is, is it the actual hearing, or is it the pattern recognition in the brain that fails? :P
[09:00:55] <sinistersnare> KicStart: :) i listen to loud music very often, i dont think i have very good hearing. maybe i still do
[09:01:36] <TEttinger> I think my volume is just too high on my notifier
[09:01:37] <milligan> I could hear you .. had to up the volume a bit though.
[09:02:16] <milligan> really TEttinger ?
[09:02:24] <TEttinger> yes, it just played
[09:02:24] <KicStart> lol
[09:02:25] <milligan> Must get a bit annoying TEttinger ? ;)
[09:02:30] <TEttinger> I can hear it out of the room
[09:02:34] <TEttinger> so it's handy
[09:02:37] <sinistersnare> thats amazing
[09:02:40] <sinistersnare> TEttinger: HAH
[09:02:41] <TEttinger> better than pings
[09:03:00] <Thoast> you should not have said that TEttinger ;)
[09:03:12] <milligan> Hey, for the sake of the ongoing socialization.. how old are you guys ?
[09:03:13] <sinistersnare> yeah, TEttinger, not the best idea
[09:03:15] <TEttinger> it's pulled from a guitar solo on some aqua teen hungerforce thing
[09:03:21] <milligan> What about you TEttinger ?
[09:03:21] <sinistersnare> 18 in a month! woot
[09:03:29] <TEttinger> milligan: 26
[09:03:34] <Thoast> 28 ... :)
[09:03:36] <mk1> milligan: 28
[09:03:49] <sinistersnare> psh, old people
[09:03:50] <milligan> oh nice - I'm not THAT old in here!
[09:03:51] <TEttinger> damn mk1 you're younger than I thought
[09:04:07] <mk1> what did you expect? a grumpy old man?
[09:04:23] <TEttinger> you seemed like you had over a decade of experiences
[09:04:32] <TEttinger> *experience
[09:04:33] <KicStart> 38
[09:04:35] <TEttinger> in coding
[09:04:46] <milligan> 30 here.
[09:05:28] <mk1> well, I guess it's over a decade. started at the age of 12
[09:05:56] <milligan> Do you guys do programming professionally or is it just hobby ?
[09:06:06] <KicStart> pro
[09:06:32] <sinistersnare> i just ended an internship
[09:06:36] <sinistersnare> so now i just sleep all day
[09:07:34] <milligan> KicStart, pro games or industrial ?
[09:08:39] <KicStart> milligan: lot of desktop app dev, ton of mobile, and been working on some games for the past 6 months
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[09:08:48] <milligan> nice :)
[09:09:40] <mk1> programming: professionally, games: as a hobby
[09:11:32] <sinistersnare> ive been on this channel for a long time, but stopped coming a few months ago, but im back again :)
[09:11:38] <TEttinger> cool sinistersnare
[09:11:49] <Thoast> hobby
[09:12:00] <Ange_blond> Sorry to interrupt guys, but does anybody have an idea about finding the filename of a texture from a Model ? thanks
[09:12:02] <TEttinger> yeah I remember you were in #clojure asking about stuff before play-clj
[09:12:18] <KicStart> milligan: mind if I pm?
[09:12:22] <sinistersnare> TEttinger: yep! i consider myself the pioneer, pre oakes clojure libgdx :p
[09:12:48] <TEttinger> Ange_blond, oh ouch. I've never considered that that could be a problem
[09:13:17] <milligan> KicStart, by all means mate :)
[09:13:20] <TEttinger> the limited 3d I've done just loads files from the same directory, but .obj does have a filename that it looks for....
[09:13:30] <Ange_blond> TEttinger> you are talking about interupting or about the filename ?
[09:13:53] <TEttinger> sorry, not having a filename could be a problem
[09:14:54] <Ange_blond> I need to get the filename from a texture, and I didn't found a way for now. When it'sd loaded, seems the filename does not remain in the texture datas
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[09:15:25] <TEttinger> Ange_blond, strange... can you change the loader to keep the filename?
[09:15:45] <Ange_blond> TEttinger> I was hopping to avoid this kind iof modification >_<
[09:16:22] <TEttinger> it could be as simple/ugly as updating a static variable in your ModelLoader class and returning the same type of Model the normal Loader does
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[09:16:49] <Ange_blond> very ugly,n but it's an idea
[09:16:58] <TEttinger> ruby calls this monkeypatching
[09:17:32] <Ange_blond> nice name :)
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[09:33:32] <KicStart> Ange_blond: they want to be static to the class and not to the instance of a class.
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[09:34:32] <TEttinger> Ange_blond, it's not meant to change, it's bitwise or-ing the various possible types of texture into one mask
[09:34:39] <TEttinger> so right below....
[09:34:49] <TEttinger> it uses return (mask & Mask) != 0;
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[09:35:14] <TEttinger> it's just used to check that things are within a Mask's bits or not
[09:35:18] <TEttinger> *the Mask's
[09:35:38] <Ange_blond> TEttinger> KicStart >I know bit masks, and I understand now why it is used as static, but i'ts been a suprise
[09:35:55] <TEttinger> yeah, it is odd. but static code needs it right next to it
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[09:36:26] <Ange_blond> static methods need static code yes
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[09:58:04] <cackling_grandma> do textureatlas memory manage the textures it hold?
[09:58:40] <cackling_grandma> like what if i have an altas with the total amount of images larger than the memory can hold, what would happen?
[10:00:08] <noooone> an error I guess
[10:00:15] <noooone> what else should happen?
[10:00:42] <cackling_grandma> dunno, like load texture as needed?
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[10:05:35] <TEttinger> cackling_grandma: woah what kind of game has more than like 256 MB of textures?
[10:05:52] <TEttinger> are you making the ultimate epic quest?
[10:06:24] <cackling_grandma> on-disk 256MB or on RAM 256MB?
[10:06:37] <TEttinger> I guess there's a point
[10:06:54] <TEttinger> try RGB444 or whatever the thing is that uses less VRAM?
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[10:11:14] <ShivanHunter> can you/do you need to dispose() a ModelInstance? Do I need to store the underlying model and dispose() it when I get rid of it?
[10:11:56] <cackling_grandma> it's not really hard to get past the 250MB VRAM limit. Include 200 different real animals/plants. Put high res wikipedia pictures of such plants into an in-game wikipedia. Suddenly GBs worth of game data :)
[10:13:15] <TEttinger> cackling_grandma, heh right. it might be better to just require network and go to wikipedia in that ase
[10:13:17] <TEttinger> case
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[10:15:33] <cackling_grandma> Or something simple as multi direction artworks of creature. 200x200 size on average , 6 direction, 5 animated move sets per creatures, 20 frames per move set. => 600 pictures each creatures, 96MB of on-ram data per creature. 48MB if you use 4444
[10:19:13] <LiquidNitrogen> i guess thats partly why people use 3d models
[10:19:17] <TEttinger> cackling_grandma, ouch... I'd make the sprites smaller in that case
[10:19:32] <TEttinger> zoom in with code
[10:19:35] <cackling_grandma> LiquidNitrogen, that's EXACTLY the reason they use 3D
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[10:21:01] <TEttinger> I've cut my total sprites to about 1/8 of what it could be by using the palette swap thing. I could go further with my LuminanceAlpha hack
[10:21:04] <LiquidNitrogen> higher resolution displays makes 2d art take up a lot more space
[10:21:59] <c0ke> Tettinger, I'm looking to use palette swap stuff in my game, do you mind if I ask what you found the easiest way to achieve this was?
[10:22:26] <milligan> TEttinger, I'm still trying to get this headless thing working. I've set up a new project using grade, and I opted not to have android or any of the other thingybobs. How do I make this a headless application now?
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[10:22:51] <TEttinger> c0ke, mk1 did most of the work, but you can use my shaders, they're open source. hang on for headless time
[10:23:12] <c0ke> :o
[10:23:38] <TEttinger> milligan, so did changing the reference from the lwjgl backend to the headless backend, and then changing desktop's code to use the different backend, work in the new project?
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[10:24:59] <TEttinger> c0ke, I needed to make the assets differently first. this wasn't too hard, but had some pitfalls
[10:25:32] <c0ke> Yeah I figured that might be the case, this is one of the next things I need to work on and I've been dreading it a bit ^_^;
[10:25:59] <milligan> TEttinger, Not sure how I change that reference ? And I don't have any desktop subproject .. only the core.
[10:26:07] <TEttinger> milligan, ohhhh
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[10:26:40] <TEttinger> yeah I'm guessing you can create a similar file to the default Desktop thing but for headless
[10:26:45] <cackling_grandma> for pallete swap you can swap in color with one fixed color in the sprite (1 texture) or swap in based on an another textures (need multi texture)
[10:27:01] <TEttinger> yeah, I do the latter
[10:27:08] <TEttinger> I use rows in an image, here...
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[10:28:07] <TEttinger> I do a batch.setColor() with a color that has a different red value to change the row
[10:28:14] <TEttinger> (it's in the frag shader)
[10:28:31] <cackling_grandma> show me your multi sampler shader, Tet, I could make do with a serving of pasta or two :)
[10:28:34] <TEttinger> and I get the column by the red value in the original asset
[10:28:56] <TEttinger> cackling_grandma, there's another issue, the texture binding order matters
[10:29:09] <cackling_grandma> of course
[10:30:01] <TEttinger> u_texPalette is bound to that paletteDark.png
[10:30:14] <TEttinger> the other uniform comes from an atlas
[10:30:33] <c0ke> I don't know anything about shaders >.< I think I might go with the direct colour replace, seems much less scary :P
[10:30:44] <TEttinger> c0ke, I didn't either
[10:31:05] <TEttinger> mk1 walked me through this, I read a little on my own, and I think I can explain it now
[10:31:36] <TEttinger> the red value and alpha are all that matter
[10:31:49] <TEttinger> red 0 is column 0, red 27 is column 27
[10:32:06] <TEttinger> of course that's on 0-255 and the value don't go very high
[10:32:14] <TEttinger> so it all looks dark
[10:32:47] <TEttinger> the trick was pretty much generating the right palette for the images
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[10:34:00] <TEttinger> my way only works for images with 256 colors or less, including alpha. I am not sure if there's ever a way around that
[10:34:11] <TEttinger> (it can be more colors if you switch rows)
[10:34:34] <c0ke> My game has like 16 xD
[10:34:41] <TEttinger> good...
[10:35:23] <TEttinger> if you have photoshop, I think there's a built in palette compatible with my method
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[10:36:34] <mobaxe> hi i have a weird bug in my libgdx+box2d project, I draw background image for a body but it works like this. whenever i run my project sometimes i see only ball sometimes i see all of my bodies and sometimes i see no bodies.When i disable background image it works proprely
[10:38:32] <c0ke> Are you being careful to draw the background first? Could be that the other body parts are being drawn before the background hence it's appearing as though they aren't being drawn?
[10:40:03] <s4ge> greetings c0ke
[10:40:14] <c0ke> Hiho s4ge
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[10:42:31] <LiquidNitrogen> designing tile sets to properly work with linear filtering is quite difficult
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[10:49:59] <TEttinger> where's the background, mobaxe?
[10:50:47] <mobaxe> i set user data to my body as sprite
[10:50:50] <mobaxe> and draw in render
[10:50:56] <mobaxe> named stad
[10:53:39] <TEttinger> what's weird is you have a comment that says /* Render all graphics before do physics step */
[10:53:44] <TEttinger> and then you do the opposite
[10:54:22] <Ashiren> why render before update
[10:54:31] <Ashiren> this way graphics is behind actual state
[10:55:13] <TEttinger> yeah, I was wondering that
[10:55:26] <TEttinger> but the code mostly updates and then renders
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[10:56:08] <TEttinger> I'm guessing it has to do with computerPlayer.render(ball); not being inside batch.begin, same iwth the other render below it
[10:56:11] <[twisti]> morning gents
[10:56:29] <TEttinger> [twisti]! how goes the epilepsy generator?
[10:57:07] <mobaxe> TEttinger sorry I'm pretty new to game programming so what should i do now ?
[10:57:41] <[twisti]> havent worked on it since yesterday, but ill add a special seizure mode just for you
[10:57:56] <TEttinger> mobaxe, are ball.render and computerPlayer.render(ball)... do they actually render stuff?
[10:58:25] <TEttinger> if they aren't on a Stage or something, they need to be rendered by spritebatch, so after batch.begin() and before batch.end()
[10:58:35] <TEttinger> the last one called renders on top
[11:00:01] <mobaxe> actually they don't render just calculating some stuff
[11:00:10] <mobaxe> such a bad method name :)
[11:01:00] <mobaxe> weird thing is why sometimes it works good and sometimes not
[11:01:34] <mobaxe> and i try to hit ball and ball is there but can't see image. When i close backgrond image it works nice again
[11:01:37] <TEttinger> I still am not sure what the background image is
[11:01:45] <s4ge> I really having a hard time trying to load ttf fonts -.-
[11:01:55] <TEttinger> s4ge, using freetype?
[11:01:59] <s4ge> Yep
[11:02:18] <TEttinger> I've never tried
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[11:02:34] <[twisti]> i tried just yesterday
[11:02:51] <[twisti]> for some reason, it draws the fonts backwards
[11:02:55] <[twisti]> so back face culling ate it
[11:03:01] <[twisti]> threw me for quite a loop
[11:03:19] <s4ge> Well good for you, I didn't get them loading.
[11:03:26] <[twisti]> whats your problem ?
[11:03:38] <s4ge> File not Found exception
[11:03:56] <[twisti]> show the line you use to try to load them
[11:04:06] <[twisti]> and i assuming you f5'd the project and did project/clean all ?
[11:04:30] <s4ge> Mhmm well i've set up the loader using the InternalFileHandleResolver
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[11:04:55] <InspiredNotion> Hello
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[11:06:27] <[twisti]> im not sure how that works, why do you use that ?
[11:07:03] <[twisti]> new FreeTypeFontGenerator(Gdx.files.local("fontname.ttf")).generateFont; and youre golden
[11:07:26] <[twisti]> err. files.internal i mean
[11:07:33] <s4ge> Well i'm loading the font using the asset manager
[11:08:23] <s4ge> But, I think, its the asset manager itself who isn't able to find my font.
[11:08:44] <s4ge> And I'm not willing to believe that the asset manager does not like subfolders
[11:08:54] <[twisti]> you would be right to doubt that
[11:09:16] <[twisti]> well if you want to post some code and errors, id be willing to look at it
[11:09:26] <[twisti]> im not an expert or anything, but a second set of eyes never hurts
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[11:16:41] <s4ge> pretty simple actually, but he can't find the font. Other resources are loaded as expected.
[11:18:00] <[twisti]> do you get an error ?
[11:18:11] <s4ge> Well yes, a file not found exception.
[11:18:14] <[twisti]> or how does the problem rear its head
[11:18:37] <s4ge> I'll paste the stack trace
[11:18:40] <[twisti]> and your font is in assets/fonts/etc ?
[11:19:03] <s4ge> yep, in core/assets/fonts/myfont.ttf
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[11:20:04] <[twisti]> i hope its actually named bohemian_typewriter.ttf ;)
[11:20:08] <[twisti]> what is assetsToLoad ?
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[11:20:46] <[twisti]> in the code you show, the fontloader never connects with the assetmanager
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[11:21:11] <s4ge> assetsToLoad is just a libgdx array of AssetDescriptor instances.
[11:21:28] <s4ge> I've updated the pastebin post
[11:22:25] <[twisti]> thats really weird
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[11:23:12] <[twisti]> does it work without the path bit ?
[11:23:13] <s4ge> Especially when you take into account that other resources are loaded properly
[11:23:27] <s4ge> tried it in the root of assets too, same result.
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[11:23:52] <[twisti]> ah, how are you trying to get the font from the loader to use it ?
[11:24:05] <s4ge> i do not reach this point anyways
[11:24:28] <[twisti]> ah yes, i see, its from update
[11:26:06] <s4ge> mh?
[11:26:19] <[twisti]> the stack trace root is .update, not .load
[11:26:33] <[twisti]> err, not from .get
[11:26:43] <[twisti]> so yeah, you dont reach that point
[11:27:05] <s4ge> Yep
[11:27:32] <[twisti]> im stumed as well
[11:27:50] <[twisti]> just to dot all the eyes since you didnt respond earlier, you DID to project/clean all, right ?
[11:27:54] <[twisti]> dot all the i's*
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[11:28:25] <s4ge> sorry, what? i did a desktop:clean several times, yes.
[11:29:25] <[twisti]> eclipse or idea ?
[11:29:31] <s4ge> none of them
[11:29:36] <[twisti]> oh, weird
[11:29:36] <s4ge> im using vim
[11:29:46] <c0ke> ._.
[11:29:47] <[twisti]> my condolences
[11:30:28] <s4ge> dont be a douchebag. i dont flame others for their environments either ^
[11:30:33] <[twisti]> yeah, sorry, no idea either, you seem to be doing everything right
[11:30:48] <[twisti]> yeah, but others dont use vim :p
[11:30:58] <s4ge> let me check the file permissions
[11:31:09] <noooone> dat s4ge....
[11:31:40] <s4ge> noooone was talking to you.
[11:31:48] <s4ge> :)
[11:32:22] <noooone> :D
[11:33:59] <s4ge> file persmissions are fine, as expected
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[11:42:34] <s4ge> Well, I guess I'm going to bypass freetype then....what a bummer
[11:42:54] <LiquidNitrogen> anyone have experience with using ads?
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[11:44:42] <shebsa> LiquidNitrogen: some, yes
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[11:45:51] <LiquidNitrogen> ive got a portrait orientation, and im considering having adds at the top, im not sure whether to give them 20% or 25% of the height, or maybe some other size
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[11:47:34] <s4ge> [twisti], okay, okay, okay. Some explanation required here.
[11:48:24] <[twisti]> ?
[11:48:32] <s4ge> I've just observed, that the default badlogic.jpg is located at android/assets, not core/assets. So i decided to place my fonts also in android/assets/fonts and it is working. What is going on here?
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[11:48:51] <s4ge> WHILE my other resources are located in core/assets!
[11:49:00] <[twisti]> if i were to guess, id say you are probably using a libgdx from the early 1980s ?
[11:49:11] <s4ge> 1.3.0
[11:49:13] <[twisti]> weird
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[11:49:38] <[twisti]> must be outside my area of expertise then - looks like the maven build structures itself differently
[11:49:49] <[twisti]> the last time i saw you file structure was before even 0.9
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[11:50:55] <[twisti]> try looking at your resulting jar to see if you can get further information from how the file structure ends looking like
[11:51:10] <[twisti]> but it sounds like you found a bug in libgdx if your other assets load from core/assets
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[11:52:28] <s4ge> What a honor.
[11:52:42] <shebsa> LiquidNitrogen: I only add the ad and set the size to banner set it to wrap content for both width and height and place it accordingly
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[11:53:43] <LiquidNitrogen> shebsa: ok. i just want to allow space for it cos the game wont work if part of the game ares is covered
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[11:55:31] <shebsa> Can't you just show it during menus and such, it's also nicer to the player that way
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[11:55:58] <LiquidNitrogen> yeah ads are fuckin ugly :\
[11:56:21] <LiquidNitrogen> put it on 1/3 of the main menu perhaps?
[11:56:36] <LiquidNitrogen> are they generally pay per click deals?
[11:57:09] <shebsa> Are you using admob?
[11:57:16] <LiquidNitrogen> probably would be
[11:58:05] <shebsa> afk, lunch
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[12:08:29] <LiquidNitrogen> that looks fairly dangerous [twisti]
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[12:08:53] <[twisti]> i probably wouldnt want to live there
[12:10:33] <[twisti]> for some reason i seem to be having unexpected trouble thinking through how to zoom noise resolutions, even though technically, it should be just like scaling a texture
[12:11:42] <[twisti]> ah yes, got it
[12:13:30] <[twisti]> pow!
[12:13:54] <LiquidNitrogen> KABOOM! oh, excuse me!
[12:13:54] <cackling_grandma> framebuffer isnt initially transparent? o.O
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[12:16:47] <[twisti]> i wish i had better upload
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[12:17:24] <Darkyen> I have a feeling that FB is 0 0 0 1 (RGBA) initially, but I am not sure
[12:17:55] <LiquidNitrogen> do we have some easy way to determine whether a point is inside of a particular polygon?
[12:18:17] <LiquidNitrogen> (2d)
[12:18:37] <LiquidNitrogen> [twisti]: that looks a lot more plesant :D
[12:19:12] <Darkyen> LiquidNitrogen: Try looking into various math utils in core, there might be something
[12:19:39] <LiquidNitrogen> ok, yeah theres some line intersection things in there
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[12:25:31] <milligan> bleh. Can't make this headless thing work. Think I'll just make my own server :)
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[12:28:18] <TEttinger> mobaxe, sorry was away, that's a weird issue...
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[12:30:41] <mobaxe> Tettinger yup :)
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[12:34:41] <TEttinger> mobaxe, oh!
[12:34:51] <TEttinger> is the background a body in tempBodies?
[12:35:46] <TEttinger> I'd guess you are having issues because for (Body body : tmpBodies) isn't iterating through them in order
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[12:36:09] <TEttinger> or rather it is in order, but a different one every time
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[12:40:14] <TEttinger> yep
[12:40:31] <TEttinger> getBodies gets an Array from a LongMap, and LongMap is not sorted by value
[12:44:36] <kalle_h> hello
[12:44:43] <TEttinger> hello graphics lord
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[12:45:53] <[twisti]> very cool
[12:46:00] <c0ke> Woah
[12:46:01] <TEttinger> there was a wacky bug that made fire look terrible, took a day or two to fix
[12:46:56] <kalle_h> TEttinger: its look better. Could you try to add plane collision
[12:47:09] <mobaxe> TEttinger good point i'll try it my own for loop
[12:47:13] <mobaxe> thanks ya
[12:47:18] <TEttinger> np mobaxe
[12:47:30] <LiquidNitrogen> the rocket launcher looks sweet
[12:47:30] <TEttinger> that was a tricky one, your screenshots revealed a lot though
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[12:48:57] <TEttinger> the issue was my super-speed renderer was reserving spots of pixels as "taken, do not render outline around here" in one render size but not another, so they looked fine until they exploded or fired a weapon, then lights, fire and smoke got offset somewhat and it reserved the wrong space
[12:49:34] <TEttinger> thanks LiquidNitrogen, I'm trying to figure out how to make the cannon better
[12:50:02] <LiquidNitrogen> a nice cannon ball would look great
[12:51:53] <LiquidNitrogen> wow, this 1080 res is so cool, it divides evenly by so many different integers
[12:52:00] <TEttinger> ha good point. I was thinking like in advance wars (or real life), where cannonballs and tank shells fire way too fast to see
[12:52:43] <LiquidNitrogen> same reason games usually have slow bullets, so you can see them move
[12:53:00] <LiquidNitrogen> if they went notmal speed, youd never see anything besides a guy dieing
[12:53:49] <TEttinger> yeah, this is a turn-based game and normally tanks are right next to the target
[12:54:07] <TEttinger> there's about a 4 frame window it would have to span 60 or so pixels
[13:02:32] <LiquidNitrogen> hrm, should i make this ridiculous game roguelike? thats always the question
[13:04:24] <milligan> Does anyone here use Netbeans as their IDE?
[13:05:04] <Darkyen> Used to have, I moved to intellij some time ago
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[13:11:46] <stepets> hi all
[13:12:03] <Darkyen> hi
[13:12:15] <stepets> i have problem with ScrollPane
[13:12:50] <stepets> when i place label into scrollpane all works fine
[13:12:51] <stepets> but
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[13:13:27] <stepets> when i place label into vertical group, then place vertical group into scroll pane
[13:13:46] <stepets> scroll pane has same height as vertical group
[13:14:08] <stepets> there is method used for ui initialization
[13:15:30] <stepets> since scrollpane has the same height it doesn't scroll properly
[13:16:01] <stepets> what's wrong?
[13:21:20] <InspiredNotion> anyone got experience with using admobs interstitials?
[13:23:20] <cackling_ladies> what's faster to execute, discard a fragment or draw nothing?
[13:23:56] <[twisti]> how does one discard a fragment ?
[13:24:02] <cackling_ladies> discard;
[13:24:20] <[twisti]> huh, i did not know that
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[13:25:17] <[twisti]> had the same page open already ;)
[13:25:48] <[twisti]> thats interesting, i had the case the other day where i wanted that and ended up just doing gl_FragColor = something with 0 alpha
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[13:26:02] <[twisti]> maybe that could help with your transparency issue
[13:26:14] <[twisti]> im guessing discarded fragments wont impact the depth buffer
[13:26:43] <mk1> no. they're discarded ;)
[13:27:12] <mk1> is it somehow possible to clip children of an actor?
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[13:31:53] <Darkyen> mk1: Scissor stack?
[13:32:17] <mk1> simpler way? I just want to clip a label by its parent's bounds
[13:33:12] <Darkyen> I don't know, probably not, Scissor stack is used commonly by scene2d.ui
[13:33:47] <mk1> bottom left corner
[13:34:19] <mk1> should be clipped to the blue part (which is a container)
[13:34:35] <mk1> container seems to have setClip but it shows some weird artifacts
[13:35:11] <Darkyen> How it should look?
[13:35:37] <Darkyen> If you clip it, then some letters will be missing - is that desired result?
[13:36:53] <mk1> I get some artifacts, especially visible for the letter L
[13:36:55] <cackling_ladies> the thing with depth is that sprites are mixed with the background color
[13:37:00] <mk1> sry, meant H
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[13:37:54] <Darkyen> IIRC there is option in label that it will shorten its content if it can't fit given width, like: "abcd...z", maybe you can try that?
[13:38:09] <[twisti]> yeah no discard for alpha transparency issues im guessing
[13:38:18] <Darkyen> What artifacts?
[13:38:25] <cackling_ladies> unless you draw into buffer, my friend :)
[13:39:51] <Darkyen> That is weird.. why it does suddenly fit? Scissor stack should just produce clip2.png result
[13:40:54] <mk1> Darkyen: shortening is not an option
[13:41:01] <mk1> I'll take a look at the clip code
[13:41:23] <Darkyen> How did you make it fit in your last link?
[13:42:36] <mk1> Container<T>.setClip
[13:43:12] <Darkyen> In that case it probably does something else than I thought, sorry about that
[13:43:20] <mk1> but it looks like this needs a flush so I'm thinking about other solutions
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[13:44:09] <mk1> okay, here's another question. how do I call an action on an actor after another action on another actor has been performed?
[13:44:29] <mk1> basically: the background shall expand to the correct size and then the text shall be faded in
[13:45:32] <Darkyen> Hmm, interesting, I have no idea why that works as it does
[13:45:57] <Darkyen> What do you mean faded in?
[13:46:23] <mk1> blend in the text
[13:46:43] <mk1> expand background until text would fit, then blend in text
[13:47:19] <Darkyen> I think that container will resize to be able to contain its child, try calling invalidate[Hierarchy]() after setting that text
[13:48:21] <Darkyen> Blend like add some effect, or bake into texture or just draw? I don't understand what you mean
[13:48:31] <Darkyen> (With blend)
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[13:51:15] <mk1> sry, I wasn't ver precise
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[13:51:48] <mk1> everything's working, I just need to know where to add an action listener to capture when an actions has been performed
[13:52:14] <mk1> uh... there's nothing like an action listener. never mind
[13:52:26] <Darkyen> What kind of action?
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[13:53:21] <mk1> Action(expand background) -> when finished -> Action(fade in text)
[13:53:57] <Darkyen> Aah, I got you now
[13:54:20] <Darkyen> You use scene2d's Action system, right?
[13:54:26] <mk1> yes
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[13:54:39] <Darkyen> You can chain multiple actions together
[13:54:48] <mk1> currently I'm doing a sizeBy action for the background which takes 400ms. I also add a delayed action to the text so it fades in when the resizing is done. it works but it's not a very elegant solution
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[13:55:25] <Darkyen> It will probably be the easiest solution
[13:56:10] <Darkyen> But if you want to do it clealyish, you can add runnable action after that sizeBy, that adds fade in action to the text
[13:56:22] <Darkyen> If you know what I mean
[13:56:44] <mk1> yeah, good solution
[13:57:25] <kojjootti4> Can please you tell how add extensions like bullet or tool afterward i maked my project with libgdx-setup
[13:57:28] <Darkyen> However it will result in creating an anonymous class, so select whatever suits your style
[14:00:54] <davebaol> so badlogic already used steering in his life :)
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[14:05:35] <kojjootti4> thank you
[14:05:50] <davebaol> TEttinger: simple and interesting solution
[14:07:14] <TEttinger> and it could be mixed with steering too, couldn't it, davebaol?
[14:07:22] <InspiredNotion> guys what is the latest target sdk version.. in generated projects its 19? is it higher now?
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[14:10:23] <TEttinger> I think 20 is not useful yet. 19.1 I think is what it targets
[14:10:39] <InspiredNotion> kk cheers TEtinger
[14:10:53] <TEttinger> not sure, I saw several 19.x versions
[14:11:23] <TEttinger> I'm pretty new to android, I still need to figure out how to handle the super-high-density screens
[14:11:48] <InspiredNotion> nw, i think your right
[14:12:40] <InspiredNotion> yeah i need to look into that, but i am only doing simple game currently.. beent hinking about 3d stuff but it makes my head spin
[14:15:27] <TEttinger> yep, 2d is sure simpler. my game code in a less-than-familiar language (scala) uses 2d sprites generated by rendering 3d voxel models as pixel perfect, and the 3d rendering code is way more complicated
[14:16:10] <TEttinger> 3d is in a more familiar language and mine still has more and more confusing bugs
[14:16:42] <InspiredNotion> lol gl ;)
[14:17:26] <InspiredNotion> never tried scala
[14:17:42] <InspiredNotion> but sounds like its fun and keeps you on your toes
[14:18:35] <Darkyen> Scala is pretty good
[14:19:15] <[twisti]> bleh, my perlin noise world has weird artifacts on the negative axis
[14:20:39] <Darkyen> [twisti]: You have exactly same problems as I did when I was writing minecraft generators :D
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[14:20:56] <TEttinger> and the same thing I just fixed in my explosions
[14:21:16] <TEttinger> explosions on mine would always lean to the left (y positive axis)
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[14:23:36] <Darkyen> TEttinger: Are you developing a browser game or is this just a graphics preview?
[14:23:49] <TEttinger> Darkyen, just a preview
[14:24:18] <TEttinger> the actual game saves on texture size by only storing one color scheme and recoloring with a shader
[14:24:30] <[twisti]> Darkyen: did you post about it on stackoverflow ? because if you did i read id :D
[14:25:01] <Darkyen> Looks very nice, good luck
[14:25:08] <LiquidNitrogen> wow my game is success so far... i need to just make these on screen arrows work now cos my phone has no keys
[14:25:18] <Darkyen> Hmm, I am not sure if I did
[14:25:53] <TEttinger> LiquidNitrogen, making a finger DDR game?
[14:26:03] <LiquidNitrogen> ddr?
[14:26:27] <Darkyen> [twisti] Link?
[14:27:19] <[twisti]> i dont know, i think i saw multiple ones
[14:27:50] <davebaol> sure TEttinger. Also, there's an interesting approach called steering pipeline that can coordinate steering and path finding pretty well. I hope to add it soon to the API.
[14:28:01] <TEttinger> cool
[14:28:17] <TEttinger> LiquidNitrogen: dance dance revolution ?
[14:28:19] <Darkyen> Must have been somebody else
[14:28:24] <LiquidNitrogen> oh, nope
[14:28:42] <TEttinger> ddr dancepads are used for other games, like that Necrodancer one
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[14:30:31] <mobaxe> TEttinger you were right. I fixed this problem
[14:31:35] <TEttinger> great, mobaxe!
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[14:35:11] <s4ge> i feel pretty silly right now guys
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[14:38:07] <TEttinger> s4ge, I know the feeling
[14:38:49] <TEttinger> off and on for the last two days I was fixing an IRC bot, changing the code. but I wasn't running the changed code, only the old .jar so none of my fixes were showing up
[14:39:45] <s4ge> Well, I can imagine the end of the story :D
[14:40:07] <TEttinger> haha, yeah, built new jar and it worked
[14:40:21] <TEttinger> first try actually
[14:40:26] <TEttinger> well, second...
[14:43:11] <[twisti]> oh, Darkyen, i dont think we have the same issue, i used a trick to get the float remainder that didnt work well for sub zero values that i havent seen much before, id be surprised if you used the same
[14:43:19] <[twisti]> int remainder = floatNumer % 1
[14:44:33] <[twisti]> lerping with a negative fraction does funny things
[14:44:53] <Darkyen> Probably not, but many times I dabbled in perlin I had problems with chunk discontinuity and regions in negative coordinates, so there's that
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[14:47:35] <[[derek]]> gradle uses up about 1 gig of ram when running the html5/gwt webserver for my game
[14:47:38] <[[derek]]> is this normal?
[14:48:21] <c0ke> Gradle uses up? Not sure what you mean, Gradle is just dependency and build management isn't it?
[14:48:48] <Darkyen> It can run a test server for you as well
[14:49:30] <Darkyen> (Well, it can do anything you tell it to, theoretically)
[14:50:02] <TEttinger> [[derek]]: I'm guessing it's allocating the whole heap up front?
[14:50:10] <StrikerFred> [[derek]]: it uses a lot of ram here too. but this is only for development
[14:50:21] <TEttinger> it isn't changing after it starts up, right?
[14:50:26] <[[derek]]> nope
[14:50:37] <[[derek]]> it was 980mb the first time
[14:50:46] <[[derek]]> now its "only" 878mb
[14:51:06] <TEttinger> that's still quite a bit... I wonder what it is
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[14:51:39] <[[derek]]> its gone down to 250mb now
[14:51:41] <[[derek]]> werid
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[15:06:38]
<Sameer> When deploying libgdx to an HTML application, it creates a table around the canvas element and puts it in a row. How do I stop it from doing that? You can see what I mean from the demos - https://github.com/libgdx/libgdx/wiki/Running-Demos - If you look for the canvas element, you will see it is surrounded by a table
[15:07:15] <Sameer> The reason I want to remove the table is because when I resize the browser, the canvas resizes properly but the table does not.
[15:07:31] <mobidevelop> I told you what you need to do yesterday Sameer
[15:08:19] <Sameer> mobidevelop: Can you repeat what you said because I was kind of out of it yesterday lol
[15:08:23] <Sameer> I'm sorry about that
[15:10:06] <Sameer> mobidevelop: Are you also known as nexsoftware?
[15:10:11] <[[derek]]> is there anyway I can get the output of Gdx.app.log in a html game
[15:10:13] <[[derek]]> ?
[15:10:21] <mobidevelop> Sameer: yes
[15:11:43] <[[derek]]> how can I view the logging created by Gdx.app.log when I run my game in GWT?
[15:12:21] <cobolfoo> derek in the developer console of your browser EE
[15:12:22] <cobolfoo> ?
[15:12:27] <[[derek]]> nope
[15:12:29] <[[derek]]> nothing
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[15:13:46] <mobidevelop> The debugging goes to a text are a beneath the canvas
[15:14:00] <[[derek]]> hum
[15:14:05] <mobidevelop> But you have to set the logging level appropriately
[15:14:20] <mobidevelop> Default only errors will be shown
[15:14:41] <[[derek]]> even if I log using Gdx.app.log() ?
[15:15:44] <mobidevelop> Gdx.app.setLogLevel(LOG_INFO); should set it to show all logging with Gdx.app.log
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[15:16:29] <cackling_ladies> hey guys I asked this earlier today but didnt get any satisfying answer: what'd happen if I make a TextureAtlas with more images than there're RAM? Will it load/unload as needed or crash?
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[15:16:56] <cobolfoo> cackling_ladies: crash
[15:16:57] <SudsDev> My money is on crash.
[15:17:03] <mobidevelop> You should try it and see
[15:17:11] <SudsDev> ^^
[15:17:23] <cobolfoo> the last time I tried I got a gl error about memory
[15:17:23] <mobidevelop> My guess is it wouldn't crash but would just have invalid textures
[15:17:35] <mobidevelop> But I don't really know
[15:18:37] <cackling_ladies> ok then are there ways for me to make a texture atlas with just one page? Like "here's the json and here's one pic, make do with them"?
[15:18:51] <cackling_ladies> err not json. pack.atlas, more like.
[15:19:02] <cobolfoo> cackling_ladies: you need to increase the size of your page
[15:19:25] <Getterac7> cackling_ladies: i don't think you can tell the TexturePacker to stop after one page.
[15:19:53] <Sameer> mobidevelop: Panel is abstract though. So what do you mean I have to set rootPanel to the new panel?
[15:19:53] <Sameer> rootPanel = new Panel();
[15:20:07] <cobolfoo> cackling_ladies: if it is a performance issue, you could use several pages but organize in a way they dont swap more than once per render
[15:20:19] <cackling_ladies> that's not my goal, I want to initialize many atlases with one page each and throw them out as needed.
[15:20:30] <cobolfoo> like UI elements in one page, ingame lements in another one, post effects in a third one …
[15:20:37] <cackling_ladies> atlases automatically load all pages right?
[15:20:41] <mobidevelop> Sameer, if you want to do something nonstandard, the prerequisite is you do some of the research on the docs.
[15:21:11] <Sameer> What docs.. There is no doc that explains this and there are no examples
[15:21:50] <mobidevelop> GWT has lots of docs
[15:23:02] <mobidevelop> Your question (how do I make a panel) is a GWT question, not a libgdx question.
[15:23:04] <[[derek]]> for some reason translating a modelinstance in GWT causes it to move up in the X direction for both positive and normal values of X unless the same value of X is in another one of the vectors dimenions
[15:23:16] <[[derek]]> *normal -> negative
[15:23:38] <mobidevelop> Someone probably screwed up the Matrix4 emulation in GWT
[15:24:01] <[[derek]]> mobidevelop: eugh, anyway to hack it on my end? I really want to use this for the ludum dare in 10 days
[15:24:31] <mobidevelop> If you can make a test case, I can look into it later today
[15:24:42] <[[derek]]> what would you want to be in the test case?
[15:25:30] <[[derek]]> I'll git my code and my model files so you can run it, would that be enough, the code is fairly simple.
[15:26:29] <mobidevelop> That would be enough
[15:27:06] <[[derek]]> mobidevelop: okay, uploading it to github now
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[15:31:44] <[[derek]]> did you get my pm mobidevelop ?
[15:32:24] <noooone> this first link is broken somehow
[15:32:32] <noooone> I don't know what a problem wizard is
[15:32:41] <noooone> but it just lets me download a .php file
[15:33:07] <[[derek]]> my irc client is werid, I can't see private messages
[15:33:48] <[[derek]]> noooone: it's an issue with baglogics servers
[15:34:29] <[[derek]]> noooone: he most likely has not configured his apache stack correctly
[15:34:35] <mobidevelop> [[derek]]: yes, will have a look in a bit
[15:34:43] <[[derek]]> mobidevelop: okay many thanks!
[15:35:22] <[[derek]]> this is why I use LibGDX and not properity library by a for profit company.
[15:35:36] <mobidevelop> noooone: that doesn't work because PHP is not installed on the new server
[15:35:44] <TEttinger> mobidevelop will only charge $10,000 to look at your code
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[15:36:07] <[[derek]]> pay us £100 000 for source and you can fix it yourself!
[15:36:11] <[[derek]]> fun!
[15:36:39] <[[derek]]> noooone: how badly do you want to look at that link?>
[15:36:50] <cackling_ladies> give me $1000000 and I'll give you a money-saving lesson.
[15:37:15] <Neomex> why does libgdx rotate sprites and how to turn it of for specific ones
[15:37:42] <[[derek]]> it shouldn't rotate them without you telling it to
[15:38:03] <kalle_h> Neomex: libgdx does nothing for your sprites
[15:38:08] <Neomex> where could i have told it to? :D
[15:39:04] <Neomex> ah it must be axis thing
[15:39:08] <kalle_h> how you are rendering?
[15:39:13]
<[[derek]]> noooone: I renderd it on my server, its not very intresting, here is the plain text version: http://pastebin.com/3F7FMbKY
[15:39:14] <Neomex> yeah that
[15:39:30] <Neomex> y axis down, thats why they are rotated by 180 degrees
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[15:40:23] <mobidevelop> Never y-axis down ever
[15:41:06] <[[derek]]> mobidevelop: this means I have actually be productive untill you fix it
[15:41:07] <Neomex> y-axis is down everywhere but libgdx
[15:41:09] <Neomex> heresy
[15:41:36] <Getterac7> i think openGL is y-up?
[15:42:21] <kalle_h> opengl is what ever you want it to be
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[15:42:50] <Getterac7> ah ok.
[15:43:17] <kalle_h> you render to clipspace. How you do that is up to you.
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[15:44:16]
<Sameer> mobidevelop: This is what I did - http://pastebin.com/6xQ4zF07 - Now it resizes fine.. However the canvas height starts off at 0, so nothing is displayed until it is resized.
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[15:44:53] <Getterac7> i thought libgdx was y-up to follow the lead of some other library/tool that used y-up.
[15:46:36] <InspiredNotion> Hey guys, how long does it take for admob to start pushing Interstitial adds to a device?
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[15:47:09] <InspiredNotion> is normally straight away or does it take time?
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[15:48:17] <mobidevelop> Getterac7: that other library/tool is math
[15:48:38] <Getterac7> lol
[15:48:50] <[[derek]]> InspiredNotion: admob always worked near instnatly for me
[15:48:57] <mobidevelop> Me too
[15:49:01] <[[derek]]> InspiredNotion: check on their website to see if your device is set up correctly
[15:49:09] <InspiredNotion> kk cheers will do
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[15:50:27] <[[derek]]> hells bells, I've made around 30 pence in ad revanue
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[15:53:38] <cobolfoo> Someone know if OpenES will allow direct state access eventually?
[15:54:30] <mobidevelop> No
[15:54:52] <kalle_h> cobolfoo: why you want that?
[15:55:17] <kalle_h> propably at gles4.0 or when new opengl iniative get gles version
[15:55:24] <kalle_h> or if those will be unified
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[15:56:07] <cobolfoo> I guess there are some advantages to have direct access to states
[15:57:07] <kalle_h> lol
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[15:58:24] <cobolfoo> I was reading OpenGL 4.5 specs :)
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[15:59:04] <kalle_h> I guessed that
[16:00:08] <Neomex> anything interesting in ogl4.5?
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[16:01:59] <kalle_h> Neomex: not really compared to new ground up opengl iniative
[16:02:47] <Neomex> dx12 should be out soon i think
[16:03:51] <kalle_h> not really
[16:04:04] <Getterac7> i'd imagine DX12 will be out with Win9
[16:04:30] <kalle_h> "Microsoft said to expect the first DX12 games to be made available around .holiday 2015."
[16:04:57] <Getterac7> like... December 2015?
[16:05:08] <kalle_h> yeah
[16:05:38] <SudsDev> which means developers get it no later than about march, doesn't it?
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[16:06:02] <kalle_h> propably only some big studios and reserachers get it early
[16:06:49] <s4ge> Anyone here who used color markup in bitmap font texts so far?
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[16:07:04] <s4ge> Maybe you know why this throws an exception: [#FF0000]not[]
[16:07:35] <mobidevelop> What's the exception?
[16:07:43] <s4ge> Unclosed color tag
[16:08:32] <TEttinger> I should really upgrade to 1.3.0 huh
[16:08:33] <mobidevelop> Never heard of it
[16:08:51] <TEttinger> s4ge, just that string on its own throws it?
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[16:09:24] <s4ge> Wait a moment...its my fault. All fine!
[16:09:52] <Ashiren> its always your fault
[16:09:57] <s4ge> Since im writing a type writer, I didn't take these markups into account, so the typewriter messing them up
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[16:13:29] <mobidevelop> Whoops
[16:13:48] <InspiredNotion> jesus Eclipse has gone fubar on me.. trying to execute commented code..
[16:14:41] <InspiredNotion> lol deleted the code and still trying to execute..
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[16:15:32] <Getterac7> InspiredNotion: clean workspace.
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[16:16:02] <mobidevelop> So [[derek]] it is the translate that isn't working correctly?
[16:16:54] <InspiredNotion> booom it works..
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[16:18:52] <[[derek]]> mobidevelop: yup
[16:19:03] <[[derek]]> modelinstance.transform.translate()
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[16:19:10] <mobidevelop> Got it
[16:19:20] <[[derek]]> mobidevelop: thanks, I'm here if you need anything else
[16:19:59] <mobidevelop> Are both versions problematic (the floats and the Vector3)?
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[16:20:44] <[[derek]]> mobidevelop: I haven't tried the float version, I'll give it a go now, but the vector one definitly is
[16:21:26] <[[derek]]> mobidevelop: the translate in my game that uses floats is deprecated as it doesn't work with rotations
[16:21:43] <[twisti]> i think im going to leave it at this, anything more would be just fiddling with something thats not going to stay anyways
[16:22:09] <mobidevelop> Moar
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[16:22:58] <TEttinger> 2 million triangles?
[16:23:02] <[[derek]]> mobidevelop: compiling the version that uses instance.transform.translate(x, y, z) to see if there is any diffrence
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[16:23:11] <[twisti]> thats what it says, yeah
[16:23:15] <TEttinger> wowza
[16:23:20] <[twisti]> why, does that seem wrong ?
[16:23:45] <[twisti]> im just shitting this code, its not exactly well tested or anything, so it could be wrong
[16:23:49] <TEttinger> I'm amazed you can do that, I'm used to crappy software rendering :P
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[16:24:24] <[twisti]> its 9269835 cubes
[16:24:37] <TEttinger> my renderer that preprocesses voxels handles about 14K voxels per frame, and take about a minute to generate 256 or so frames
[16:24:48] <TEttinger> maybe 512 now
[16:24:52] <[[derek]]> [twisti]: very nice, did you use opengl entirely or some of the libgdx helper functions?
[16:24:53] <noooone> [twisti]: That's over NINE THOUSAAAAAAAAAAND!
[16:24:53] <[twisti]> so after some superficial culling that seems like a reasonable number
[16:25:09] <[twisti]> [[derek]]: thats mostly mesh
[16:25:37] <[[derek]]> okay
[16:25:44] <[[derek]]> one day I will learn opengl
[16:25:44] <TEttinger> (my renderer is dog slow GDI+ C#)
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[16:25:54] <[twisti]> TEttinger: mind you that the shaders dont really do much, just color and one texture, as i add stuff itll certainly go slower
[16:26:08] <TEttinger> it's still impressive
[16:26:18] <TEttinger> and it looks landscape-y
[16:26:31] <noooone> it looks minecraft-y
[16:26:38] <TEttinger> perlin noise?
[16:26:40] <[twisti]> let me see how high i can bring it before the framerate drops
[16:26:41] <[twisti]> yeah
[16:26:57] <[[derek]]> Terrain making is fun in blender
[16:27:03] <TEttinger> I'm always wondering whether there's a better way to do random stuff
[16:27:07] <noooone> how can it be 9m cubes, if it's just 2m triangles?
[16:27:15] <kalle_h> [twisti]: depending of bottleneck it might be free to do stuff at pixel shader
[16:27:29] <[twisti]> at 3.6 i still get 57 fps
[16:27:36] <SudsDev> most the cubes have neighbours on all sides, so they don't have any triangles associated, noooone
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[16:27:59] <[twisti]> at 5.3 it drops to 15ish
[16:28:14] <[twisti]> thats cpu though, like kalle_h said
[16:28:47] <TEttinger> I'd be curious to see if these could be used for something like perlin noise
[16:28:51] <[twisti]> SudsDev: thats your helpful logging class in the corner, thanks again, that thing is awesome
[16:29:23] <noooone> logging class?
[16:29:47] <[twisti]> TEttinger: perlin noise is just really a method to mix noises from a noise source, so im sure that could be used as perlin input
[16:30:00] <TEttinger> hm
[16:30:37] <TEttinger> the thing about quasirandom sequences is they're fixed from the start, which is useful for reproducing random numbers with one seed
[16:30:52] <InspiredNotion> anyone know how to turn off the translatable thing for android app when exporting.. throwing loads of googleplay Lint issues
[16:31:58] <LiquidNitrogen> added chainsaws
[16:32:09] <[[derek]]> mobidevelop: I screwed up on my end and I'm having trouble compiling the html version
[16:32:37] <mobidevelop> Good job
[16:33:08] <[[derek]]> mobidevelop: I copied a package and then IntelliJ changed some of the refrences to that package so now I have to hunt them down and remove them
[16:33:16] <[twisti]> TEttinger: now i have to think about what i want to do with it next: add slopes, or add dwarves that can run around on the map ?
[16:33:34] <TEttinger> [twisti], dwarves all the way
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[16:33:39] <TEttinger> singing dwarves
[16:33:50] <[[derek]]> [twisti]: voxel games are overdown, we need more sleek low poly games
[16:34:00] <TEttinger> [[derek]], haha
[16:34:15] <TEttinger> there aren't enough of those yet eh?
[16:34:17] <[twisti]> i was thinking of taking a page out of minecraft and make a very simplistic model in blender for the units, and actually animate them
[16:34:23] <[twisti]> instead of using sprites
[16:34:44] <[twisti]> at zoom levels like that you wont be able to see all that much anyways
[16:34:46] <TEttinger> yeah, animation is the big hurdle in my voxel sprites
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[16:35:12] <[twisti]> yeah i guess i can might as well do that
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[16:35:42] <[twisti]> actually, nevermind, i need to do something to be able to click places first
[16:36:07] <[[derek]]> [twisti]: how are your blender skills? I recently animated a very simplisitic box man that I would be happy for you to take a look at.
[16:36:17] <InspiredNotion> now i have to correct googlePlayServices_lib xml issues..
[16:36:30] <TEttinger> because it's too hard to animate voxels within voxel space, it's easier to do it in something like blender
[16:36:43] <[twisti]> [[derek]]: i spent like one week learning the basics, so id say close to non existent
[16:36:57] <s4ge> Doesn't libgdx's Color class like a constructor value of Integer.parseInt( "FF0000", 16 ) ?
[16:37:28] <[[derek]]> [twisti]: its very easy when it "clicks" I normally just keep extruding the basic box until I get what I want
[16:37:30] <TEttinger> s4ge, there might be a "fromXXX" method
[16:37:44] <jigawot> i need some advice about spritebatch and custom shaders
[16:37:46] <[[derek]]> biggest problem is working that that darn camera
[16:37:54] <mobidevelop> InspiredNotion: don't touch the play services stuff, it is a can of worms
[16:37:55] <[twisti]> s4ge: Color.valueOf maybe
[16:38:04] <s4ge> TEttinger, the docs telling me that I can pass an int
[16:38:14] <TEttinger> yeah, that's right
[16:38:42] <[[derek]]> InspiredNotion: I just said "screw it" and copied all the play servies dependancies into my project libs folder and added them in intelliJ
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[16:39:09] <s4ge> Well yeah, thats what I'm doing. unfortunately, the color stays black. If I pass each component it works. :(
[16:39:37] <InspiredNotion> kk intelliJ is the way forward then? do i need to get the full version or is the free version good enough
[16:39:38] <TEttinger> well that parseInt call returns 16711680 ... so what are those components I wonder...
[16:39:47] <jigawot> anyone able to lend me a hand?
[16:39:57] <[[derek]]> InspiredNotion: free version is amazing
[16:40:01] <InspiredNotion> depends what your gonna do with my hand ;)
[16:40:18] <[[derek]]> jigawot: its best just to ask your question and see who can answer it
[16:40:19] <InspiredNotion> kk will give it a go then.. cheers derek
[16:40:23] <s4ge> As far as I know, its the correct way to convert a hex string to an integer....
[16:40:26] <mobidevelop> With IntelliJ, if you are using gradle, you don't need to copy anything
[16:40:48] <InspiredNotion> how about the GooglePlay stuf Mobi
[16:40:50] <[[derek]]> you say that, but it was giving me hell with play services stuff
[16:41:15] <jigawot> all right...
[16:41:29] <mobidevelop> [[derek]]: then you did it wrong
[16:41:37] <[[derek]]> most likey
[16:41:42] <InspiredNotion> :)
[16:41:52] <jigawot> so I'm using some custom shaders to do normal maps and such, and it works great when I draw using sprite batch and bind the extra textures because the UV mapping is the same for each texture
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[16:42:37] <jigawot> but i'd like to use a texture atlas and the UV mappings aren't the same for each texture and spritebatch only has one UV mapping per vertex in the mesh
[16:42:41] <Scrittl> s4ge: Since its rgbA, looks like your missing the alpha channel
[16:42:55] <s4ge> Scrittl, you're right.
[16:43:07] <InspiredNotion> Thanks Mobi
[16:43:24] <jigawot> so if i want multiple textures used in the fragment shader, should i extend sprite or spritebatch or use a custom mesh or something else? not sure the best approach
[16:43:59] <jigawot> what i'd really like to do is change the mesh that spritebatch uses, but spritebatch isn't really designed for extension
[16:44:05] <jigawot> so maybe that is the wrong approach
[16:44:17] <[[derek]]> mobidevelop: compiled, the instance.transoform.translate(x, y, z) exhibits the same behavoir as the vector version in GWT
[16:44:24] <jigawot> any suggestions?
[16:44:26] <[[derek]]> did you manage to get my game running?
[16:45:04] <mobidevelop> [[derek]]: so far I am only looking for discrepancies in the emulation of matrix4
[16:45:10] <[[derek]]> I see
[16:45:10] <mobidevelop> Found some already
[16:45:22] <[[derek]]> it works fine for y and z, but not for x
[16:46:05] <[[derek]]> for some reason if I have the same value for the float x as the float y or z it works fine
[16:46:12] <InspiredNotion> Mobi do you have any examples of GoogleInAppPurchase or maybe Amazon? just a thought
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[16:47:04] <mobidevelop> InspiredNotion: not at the moment
[16:47:12] <InspiredNotion> kk thanks though
[16:49:33] <Scrittl> s4ge: Btw. using the 0x literal might be suiteable. But thats just more cosmetic
[16:50:11] <s4ge> I switched over to a n,n,n,n notation anyways, but thanks!
[16:50:48] <kalle_h> jigawot: do you need to alter any per vertex data?
[16:51:04] <jigawot> no, just pixels in the fragment shader
[16:51:12] <jigawot> my vertex shader looks pretty normal
[16:51:45] <kalle_h> why you want to alter mesh then=
[16:52:06] <kalle_h> just bind additional texture and use that as pixel shader
[16:52:15] <jigawot> because the mesh takes vertex attributes and i need to associate the UV mappings per vertex
[16:52:58] <jigawot> is it faster to send in all the data in the VBO or to add the data to the shader program with uniforms?
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[16:54:10] <jigawot> i think it'll work just fine setting them as uniforms in the program, but it doesn't seem as elegant of a solution as sending them with the VBO
[16:54:19] <jigawot> but maybe that just comes from my inexperience
[16:55:38] <jigawot> isn't there an advantage to binding only one texture at a time?
[16:55:43] <jigawot> does that make rendering faster?
[16:56:21] <kalle_h> nope
[16:56:40] <kalle_h> what kind of multitexturing you are trying to use?
[16:56:57] <jigawot> normal maps, specular map, etc.
[16:57:14] <jigawot> i wanted to use a textureatlas to pack all the images together
[16:57:32] <jigawot> but then the UV mappings don't line up like when the textures come from separate individual assets
[16:59:11] <jigawot> i thought spritebatch gives you a boost in render time because it can draw multiple copies from the same texture without having to bind a new texture
[16:59:12] <kalle_h> easiest is to pack all albedos to single atlas, all normal maps to other texture and so on
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[16:59:37] <kalle_h> so you can then use same uv's
[16:59:45] <cackling_ladies> jigawot that's indeed the point of spritebatch
[16:59:49] <kalle_h> then you also need to send less vertex data
[16:59:53] <jigawot> that's a good idea
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[17:00:27] <kalle_h> only complication is that you need to make sure that material textures get same place at atlas
[17:00:29] <jigawot> so long as texturepacker packs everything the same way ;)
[17:00:35] <jigawot> yeah
[17:01:03] <jigawot> i have one channel that will have different sizes and might not pack in the same order
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[17:01:51] <kalle_h> jigawot: what you mean with one channel?
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[17:02:24] <jigawot> sorry... wrong terminology; one set of textures that i use in my shaders
[17:02:47] <jigawot> i have a "glow map" that isn't affected by ambient, diffuse, or specular light
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[17:02:58] <jigawot> so that it looks like it is its own light source
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[17:03:17] <[[derek]]> mobidevelop: how goes it
[17:03:27] <jigawot> and the glow sometimes extends over the other transparent pixels
[17:03:36] <jigawot> so the packing uses different dimensions
[17:04:29] <kalle_h> jigawot: emissive texture is right terminology
[17:04:37] <jigawot> oh, thanks :)
[17:04:51] <mobidevelop> [[derek]]: still finding/fixing discrepancies
[17:05:00] <kalle_h> but if you have precalculated the glow part too then glow map is good word too
[17:05:34] <TEttinger> jigawot: you can do just fine with spritebatch and have uv's set up, I think... it involves using the Atlas's member class (something Region) instead of regular TextureRegion
[17:05:39] <kalle_h> jigawot: slow way to do this is to modifu spriteBatch and send many uv's
[17:05:43] <[[derek]]> mobidevelop: how many are there?
[17:05:47] <kalle_h> this is not recommend aproach
[17:05:59] <mobidevelop> [[derek]]: a few
[17:06:10] <TEttinger> but yes listen to kalle_h
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[17:07:26] <s4ge> This **** driving me nuts. All i'm trying is to change the bitmap font color inside a string without using the markup tags....
[17:07:42] <jigawot> right now i have a wrapper class around spritebatch that lets me add extra sprites for each of the different "channels" (diffuse, specular, glow, etc.)
[17:07:54] <jigawot> (what is the right term for what I'm calling a "channel"?)
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[17:08:05] <lucrus> hello
[17:08:29] <lucrus> my app displays a map by calling external map app
[17:08:38] <jigawot> so that i can use the batch like usual, but every time i draw something, i set a bunch of other textures, which seems to defeat the purpose of the "batching" part of it
[17:08:38] <lucrus> it's a Android/IOs map
[17:09:02] <cobolfoo> s4ge what about a Table with several Label as segments ?
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[17:09:17] <[[derek]]> mobidevelop: ah okay, I'll pull the nightlies tommrow and see if its fixed
[17:09:28]
<lucrus> I call the external map app with Intent in Android and with openURL(new NSURL("http://maps.apple.com/?ll= in IOs
[17:09:46] <lucrus> how do I make those maps display a marker at the latlong I specify?
[17:10:33] <jigawot> lucrus: I think you have to include some special information in the bundle that you pack with the Intent
[17:10:46] <s4ge> cobolfoo, well would be fine, but it's a typewriter I've created with some instructions embed into the text. It's like "I at speed=1f; dot ..@speed=0.025f;don't know" ...now I wanna implement color instructions aswell
[17:10:47] <kalle_h> jigawot: you set texture to different textureUnits
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[17:11:02] <kalle_h> spriteBatch is just geometry batcher!
[17:11:07] <lucrus> jigawot, any clue about which information? I couldn't find anything on google
[17:11:12] <jigawot> kalle_h: yeah, i think i'm doing that
[17:11:15] <jigawot> lucrus: lemme look
[17:11:43] <kalle_h> it does not anything special for textures. Material change just flush the batch
[17:11:54] <s4ge> i guess that i can only draw each character for itself.
[17:12:16] <kalle_h> so using N texture material is just the same as using 1 texture with spriteBatch in terms of batcing effiency
[17:12:36] <lucrus> jigawot, already seen that, thanks. No marker is shown when calling the app with lat and long coordinates
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[17:13:00] <mobidevelop> GWT emulation sucks
[17:13:02] <jigawot> lucrus: are you using the one for label? or just for geo:lat,long?
[17:14:09] <[[derek]]> mobidevelop: very convient for the end use though
[17:14:10] <lucrus> geo:lat,long, I tried the one for label but I couldn't make the external maps app understand it
[17:14:12] <[[derek]]> *user
[17:14:31] <jigawot> lucrus: what was the URL you tried?
[17:15:31] <lucrus> geo:25.3,55.2(Event) and geo:25.3,55.2%28Event%29
[17:16:00] <jigawot> you need both something for location and the label (separate coordinates -- though you could make them the same)
[17:16:26] <lucrus> what's the syntax then?
[17:16:27] <jigawot> like this: geo:25.3,55.2?q=25.3,55.4(Label)
[17:16:46] <jigawot> give that a try
[17:17:16] <lucrus> ok, though the doc says to put 0,0 after geo in that case...
[17:17:23] <jigawot> hm
[17:17:25] <jigawot> that's true
[17:17:48] <jigawot> but i think you need the ?q= part
[17:17:58] <jigawot> it is a different component of the URL and gets parsed differently
[17:18:17] <jigawot> i figured the first part was where the map is centered and the second part is where the label goes
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[17:18:31] <kevinson> Good day
[17:18:51] <lucrus> ok I try thanks
[17:19:33] <jigawot> kalle_h: right, but it felt a little strange using spritebatch almost normally, but then binding extra textures and sending more information via uniforms
[17:19:50] <jigawot> but maybe it shouldn't feel strange and it is just me ;)
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[17:20:34] <jigawot> spritebatch is smart enough to look at the currently bound texture and determining if it needs to flush and re-bind a new texture
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[17:20:45] <jigawot> i didn't want to break that by side-loading my own textures
[17:21:07] <cackling_ladies> hmm is it possible to render to a frame buffer and at the same time pass said frame buffer to the shader that render to it to check for current content? :)
[17:21:19] <jigawot> or lose that optimization by circumventing it
[17:21:59] <jigawot> cackling_ladies, i don't think so... once you send it off to render, i don't think you can change your mind and bail out
[17:22:09] <mobidevelop> [[derek]]: it only sucks because people don't keep them in sync, or in the same method order so diffs are more complex than they really should be
[17:22:32]
<kevinson> I'm rewriting my code from about 6 months ago (pre libGDX 1.0.0), but I'm having a bufferoverflow when switching from BurningHands cached spriterenderer to OrthoCachedTiledMapRenderer: http://gyazo.com/0cdbab5a241b9d3699c44d8c9bdd4d03
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[17:23:47] <kevinson> I render a specific layer with: "renderer.render(new int[] {0});"
[17:24:26] <mobidevelop> Needs more code
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[17:25:46] <[[derek]]> mobidevelop: ah, well if there is anything I can do let me know
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[17:25:55] <lucrus> jigawot, it doesn't seem to work, it pops up a window asking "pherhaps you were looking for..." and a number of useless search suggestions
[17:26:31] <andemiau> Hello. Would it be fair to ask for Swarm Leaderboards help here?
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[17:27:28] <[[derek]]> andemiau: why are you not using the play services one?
[17:27:29] <Getterac7> andemiau: you'll probably get better support in the Swarm IRC channel (if they have one)
[17:27:47] <[[derek]]> to me at least it looks a lot better
[17:27:49] <jigawot> lucrus: what was the URL that did that?
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[17:28:42] <andemiau> [[derek]]: I use it because it offer in app purchases and google play doesn't support my country for in app purchases.
[17:28:51] <lucrus> jigawot, geo:25.2,55.3?q=25.2,55.3(Event)
[17:29:01] <kevinson> Creation of a map:
[17:29:02] <jigawot> did you try it with geo:0,0 at the beginning?
[17:29:08] <lucrus> I try
[17:29:09] <jigawot> but with the ?q= also?
[17:29:10] <kevinson> Oh wait, I'll make a pastebin.
[17:29:14] <mobidevelop> Thank you
[17:30:04] <andemiau> Getterac7: any idea where I can font their channel?
[17:30:46] <Getterac7> andemiau: nope... never used Swarm. Check their website for contact/support info?
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[17:31:58] <[[derek]]> Fixed a typo in the wiki. I literrally just saved Open source software.
[17:32:11] <[[derek]]> Stallman would be proud.
[17:32:27] <andemiau> Getterac7: they only seem to have their support center website where last time I asked question and 13 months latter they still haven't answered it.
[17:32:47] <mobidevelop> Who, swarm?
[17:32:58] <andemiau> Yup ;(
[17:33:08] <mobidevelop> They don't actually exist anymore, they just keep the server(s) running.
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[17:33:33] <andemiau> Really? What happened to them?
[17:33:46] <lucrus> jigawot, thanks a lot it works!!
[17:33:54] <jigawot> lucrus: np, glad to help :)
[17:33:56] <mobidevelop> Google Play Game Services happened to them
[17:34:04] <lucrus> jigawot, maybe you also know how to do that in IOs?
[17:34:06] <Getterac7> andemiau: sounds like it's time to find a new IAP provider?
[17:34:10] <mobidevelop> Just a guess
[17:34:27] <jigawot> lucrus: sorry, never done iOS... just a little bit of android
[17:34:29] <andemiau> Getterac7: any suggestions?
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[17:34:44] <Getterac7> andemiau: sorry again, can't help... i've never tried to set up IAP. =/
[17:34:56] <mobidevelop> Unfortunately, those guys have never been the best at long term planning and sort of abandon everything they do.
[17:35:30] <mobidevelop> They did the same with their games
[17:36:59] <mobidevelop> Though oddly enough they leave the lights on when the abandon so I guess that's good.
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[17:40:38] <[[derek]]> Ashely is seriously cool.
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[17:42:04] <TEttinger> andemiau, which country has google forsaken?
[17:42:22] <brian> Hey guys, I got java error with the problematic frame: C [gdx-box2d64.dll+0xbd0d]
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[17:42:29] <TEttinger> seems like google should allow IAP everywhere...
[17:42:45] <Guest59020> where can i report that? pretty buggy behaviour
[17:42:58] <Ashiren> :o
[17:43:04] <TEttinger> Guest35053: it's some error in native code
[17:43:12] <TEttinger> does it give any line numbers?
[17:43:24] <andemiau> TEttinger: Lithuania.
[17:43:27] <Guest59020> i can send you the whole report, if you have the time to look at it
[17:43:41] <TEttinger> someone here might, pastebin?
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[17:43:49] <mobidevelop> I have no doubt it is something you are doing wrong in your code
[17:44:03] <TEttinger> I've never used box2d other than some casual debugging of other people's code
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[17:44:33] <Guest59020> heres the log
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[17:45:04] <mobidevelop> And now the code
[17:45:21] <[[derek]]> why isn't the component class an interface instead of an abstract class?
[17:45:52] <mobidevelop> What component class?
[17:46:00] <[[derek]]> mobidevelop: the on in ashley
[17:46:05] <[[derek]]> *the one in ashley
[17:46:36] <mobidevelop> No clue
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[17:46:58] <TEttinger> I'm guessing they need to make deals with local telecoms, andemiau. that would explain kazakhstan, only one telecom to negotiate with
[17:47:38] <Getterac7> Guest59020: you're creating an object during the physics step is my guess.
[17:47:53] <Guest59020> That was my guess as well.
[17:48:25] <Guest59020> I tried to create a Hashmap with bodydefs and fixturedefs which are then added to the world after the physic steps
[17:48:36] <Guest59020> same problem
[17:48:40] <TEttinger> cackling_ladies, you're so lucky. almost every neighboring country can't be a google app merchant, but vietnam can...
[17:48:49] <Getterac7> Guest59020: you can't do that... you need to have a way to store up a list of spawn/destroy events and then process them between physics steps.
[17:49:01] <mobidevelop> ^
[17:49:05] <TEttinger> thailand can, I guess
[17:50:19] <kevinson> mobidevelop: Have you had a chance to take a peek?
[17:50:56] <Getterac7> Guest59020: sorry, i mean you can't create or destroy Box2D Body's during the physics step... so make a list of events.
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[17:51:04] <mobidevelop> kevinson, not yet sorry
[17:51:16] <Guest59020> the deletion works properly, i got that figured out
[17:51:32] <kevinson> I'll see if I can get it working with another renderer
[17:51:47] <mobidevelop> kevinson: do you ever set the view?
[17:52:29] <TEttinger> mobidevelop with the smart questions. I was going to ask "is your map infinite or recursively looping"
[17:52:36] <kevinson> public void setView(OrthographicCamera camera) { renderer.setView(camera); }
[17:52:46] <kevinson> which is set right after clearing the screen each time
[17:53:19] <kevinson> It worked with BurningHands gist, switched his version for the version included in current version of gdx
[17:53:37] <mobidevelop> They are mostly the same
[17:53:47] <mobidevelop> I am BurningHand, by the way.
[17:54:42] <kevinson> Oh, well hi then :p
[17:55:04] <kevinson> I've compared both versions yes, couldn't find noticeable differences that would break my code
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[17:56:14] <kevinson> The normal OrthogonalTiledMapRenderer functions properly
[17:57:40] <Getterac7> going to try and put together a prototype tonight for a 2d platformer with 'layers' and a 3d camera... hopefully it works out. I've never messed with 3d stuff really.
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[18:02:22] <mobidevelop> kevinson: How big is the view? And how big are the tiles?
[18:03:03] <TEttinger> mobidevelop, do you think it could be a problem with inability to cache due to size?
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[18:03:47] <mobidevelop> Possibly it is exceeding the size available
[18:03:50] <kevinson> It's a 50x50 map, with tile size being 32x32 pixels
[18:04:04] <[[derek]]> just releiased environment has a silent n
[18:04:07] <[[derek]]> wow
[18:04:30] <mobidevelop> A silent n?
[18:04:45] <[[derek]]> enviroNment
[18:04:51] <mobidevelop> That is not silent
[18:04:58] <TEttinger> I pronounce it but I'm weird
[18:05:23] <[[derek]]> I pronouce it en-vi-ro-ment
[18:05:30] <mobidevelop> Everyone I've ever heard say environment has pronounced the n
[18:05:38] <TEttinger> I think the correct term is "commonly elided," not silent
[18:05:45] <Getterac7> you don't ever hear the N pronounced in the USA.
[18:05:52] <TEttinger> it also is probably regional
[18:06:10] <TEttinger> I don't hear n in california unless I'm saying it
[18:06:18] <[[derek]]> I wouldn't even know how to start prouncing the n
[18:06:30] <Getterac7> en-vi-ron-ment?
[18:06:37] <[[derek]]> vi-ron
[18:06:44] <[[derek]]> sounds like a type of doctor who villan
[18:06:45] <TEttinger> vi-ruhn
[18:06:47] <mobidevelop> I'm in the US
[18:06:50] <TEttinger> like lord byron
[18:07:09] <[[derek]]> England hear, the queen dictacts that I am right
[18:07:12] <[[derek]]> I just aksed her.
[18:07:14] <TEttinger> say, en-byron-ment, and you're fine
[18:07:24] <[[derek]]> *here
[18:07:32] <TEttinger> *asked
[18:07:32] <[[derek]]> so many spelling errors
[18:07:40] <TEttinger> *dictates
[18:07:46] <TEttinger> queen's english my arse
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[18:08:34] <mobidevelop> kevinson: it might be that rendering different layers results in bad cache data, probably should have a check to see that specific layer is cached
[18:08:58] <[[derek]]> TEttinger: didn't claim I could spell it
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[18:09:15] <mobidevelop> Oh, nevermind, all layers are always cached
[18:09:19] <[[derek]]> I type far to quickly to worry about little things such as spelling.
[18:09:27] <TEttinger> *too
[18:09:42] <kevinson> [[derek]]: type less quickly and spent less time fixing your spelling :p
[18:09:49] <kevinson> spend*
[18:09:51] <kevinson> like that.
[18:09:55] <TEttinger> haha
[18:10:00] <kevinson> Oh the irony
[18:10:13] <TEttinger> but yeah, I say it like en-byron-ment
[18:10:26] <TEttinger> spanish uses the same letter for b and v
[18:10:38] <[[derek]]> kevinson: but that means more time having to think about what I type and thinking is hard
[18:10:53] <TEttinger> bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
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[18:11:00] <TEttinger> it's so easy to just hold down keys
[18:11:16] <giwrgos88> hello!!!
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[18:11:30] <TEttinger> hey giwrgos88!
[18:11:42] <[[derek]]> My typing is werid. I mostly use the two figers that follow the thumb, but a few letters have their reserved finger which I use just for them.
[18:11:47] <kevinson> Point taken, [[derek]]
[18:11:57] <giwrgos88> Does anyone had this problem before PopupManager(28672): You have not specified a View to use as content view for popups ?
[18:11:58] <[[derek]]> On each hand might I add.
[18:12:28] <mobidevelop> giwrgos88: I've seen it, but it is only a warning so I ignore it.
[18:13:03] <giwrgos88> ok because it doesn't show the popup that im signed in
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[18:17:06] <[[derek]]> mobidevelop: a programmer reads the text on a ciggaret packet "Warning: MAY CAUSE DEATH". His friend says "You probelly shouldn't smoke those" and he says "I only listen to errors"
[18:17:47] <c0ke> GeekOverflowException
[18:17:59] <giwrgos88> (Y)
[18:18:00] <[[derek]]> I have many of those jokes.
[18:18:15] <c0ke> I think my last message has a sort of recursion to it :P
[18:18:19] <[[derek]]> some of them can takes hours to tell if I'm in a good mood.
[18:18:40] <c0ke> Those who are close enough to listen in are very fortunate [[derek]]
[18:18:43] <c0ke> You have a gift
[18:18:49] <TEttinger> [[derek]], oh yeah, I hunt and peck without looking at the keys. I only use my index fingers for letters/numbers and thumbs for space
[18:19:12] <[[derek]]> TEttinger: I tell myself I can touch type, but whenver I try to program in the dark I struggle a lot.
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[18:19:24] <[[derek]]> I dont look at the keyboard normally so I can't really tell what the problem is.
[18:19:33] <[[derek]]> Its the F-keys that get ya
[18:19:34] <c0ke> The user
[18:19:36] <giwrgos88> to use Google Play Games i need to use the HelpedGame or it is ok to use only GoogleApiClient?
[18:19:59] <TEttinger> I've honestly never tiuch typed on this keyboRD and i keep making mistakes
[18:20:19] <TEttinger> my right hand just switched to regular mode after touch typing half of that
[18:21:28] <TEttinger> part of the problem is I exclusively use laptops, so lining up on homerow then switching to touchpad is tricky
[18:21:43] <vixus> i suck at touch typing
[18:21:55] <c0ke> To be honest I forgot I had a keyboard
[18:21:58] <vixus> i mean i can type without looking at the keyboard but my hands are all over the place
[18:22:22] <c0ke> I've been typing nearly my whole life, I could type upside down with my hands behind my back, such is the fate of the developer
[18:22:25] <TEttinger> right, same here vixus
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[18:22:42] <vixus> but i know for sure where WASD, Ctrl, Shift and Space are :D
[18:22:48] <TEttinger> but I wrote strangely in school, too
[18:23:08] <TEttinger> partly because of the bendy fingers which I have been instructed not to link again
[18:23:15] <c0ke> If I try and think of where a key is on a keyboard I can place it exactly in my head, I guess most people can if they type enough
[18:23:16] <vixus> they did try and teach us touch typing at school if I recall
[18:23:53] <vixus> c0ke: yeah i'm familiar with where keys are, which is why i don't sit on the homerow
[18:24:43] <kjempff> did you know that www.allthegoodnamesweretaken.com is also taken
[18:25:13] <[[derek]]> is anyone here participating in Ludumdare 30?
[18:25:33] <c0ke> homerow?
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[18:26:50] <[[derek]]> c0ke: some keyboard have a little mark on the keyboard where the defualt position of your fingers are ment to rest
[18:26:51] <vixus> c0ke: asdfhjkl
[18:27:11] <c0ke> Meh, my hands somehow know where they are magically
[18:27:28] <vixus> hmm, i feel i'm doing calculations libgdx probably has some utility to do for me :D
[18:27:50] <vixus> i'm mapping points on the circumference of a circle
[18:28:00] <TEttinger> good ol' trig
[18:28:03] <Getterac7> i might give LD30 a go.
[18:32:49] <[[derek]]> woop entity component system is now working
[18:33:21] <[[derek]]> now I've got to implement bullet
[18:33:27] <[[derek]]> but I really dont want to because it looks hard
[18:33:39] <vixus> [[derek]]: it can be a pain
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[18:34:02] <[[derek]]> vixus: how much physics handelling does bullet do? how similar is it in terms of box2D?
[18:34:02] <vixus> [[derek]]: but someone has put up a set of bullet entity classes that make it easier
[18:34:24] <vixus> [[derek]]: it handles all the physics and collision detection you want
[18:34:32] <[[derek]]> link?
[18:34:41] <vixus> it's been a while, but i'll have a look
[18:34:46] <[[derek]]> thank you
[18:35:05] <[[derek]]> is it compatible with libgdx?
[18:35:22] <vixus> well, yeah
[18:36:54] <[[derek]]> vixus: reading it at the moment!
[18:37:04] <vixus> ah here it is
[18:38:01] <[[derek]]> Created by thou art farther Xoppa
[18:38:07] <vixus> of course :p
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[18:42:27] <[[derek]]> Managing C++ memory in Java is always fun
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[18:46:22] <vixus> heh
[18:46:30] <vixus> no one said it would all be fun and games :p
[18:47:23] <kevinson> Get to da Xoppa!
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[18:49:16] <Saymos> Hey guys, can somebody help me a bit
[18:49:37] <Getterac7> Saymos: only if you ask your question.
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[18:50:01] <Saymos> I'm creating an array like this: Array<String> a = new Array<String>();
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[18:50:29] <Saymos> And adding values: a.addAll("string1", "string2");
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[18:50:40] <Saymos> Which works great, but when I do the exact same it doesn't work at all
[18:50:51] <vixus> the exact same what?
[18:51:03] <Saymos> Copy paste, just changing array name
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[18:51:43] <vixus> what do you mean it doesn't work?
[18:51:44] <Saymos> Trying to make another array in that class
[18:52:01] <Getterac7> Saymos: if it doesn't work, does it give an error message?
[18:52:05] <vixus> so you have another array Array<String> b = new Array<String>()?
[18:52:08] <vixus> and b is empty?
[18:52:22] <Saymos> Yeah
[18:52:41] <Saymos> It says the . in b.addAll(..)
[18:53:13] <Saymos> And syntax error on the values added
[18:53:43] <vixus> you've probably got a typo somewhere
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[18:54:32] <Saymos> Well... making a typo when I copy + paste and change an a into b isn't likely
[18:54:40] <vixus> but not impossible :p
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[18:56:32] <Saymos> The full class?
[18:56:46] <vixus> or just the problem area
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[18:57:58] <vixus> er
[18:58:16] <Saymos> The first row doesn't give any error
[18:58:21] <Saymos> It's the second one
[18:58:32] <vixus> what's the error? Syntax error?
[18:58:44] <Saymos> Is it something about the libgdx array that needs to be in game class or something?
[18:58:57] <vixus> no..
[18:59:17] <Saymos> Syntax error, misplaced token - the dot in b.addAll
[18:59:26] <Saymos> And then syntax error on the added values
[18:59:47] <Saymos> I'll try restart eclipse and see if that solves something
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[19:00:15] <vixus> oh
[19:00:17] <vixus> i know
[19:00:18] <esvee> hi all
[19:00:21] <vixus> maybe
[19:00:33] <vixus> Saymos: is the b.addAll(...) being done in a method?
[19:01:24] <Saymos> What do you mean? I just add 2 strings
[19:01:35] <vixus> can you paste the whole file?
[19:01:38] <Saymos> b.addAll("string1, "string2");
[19:01:59] <Saymos> Aha, I get it
[19:02:08] <vixus> ok good
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[19:02:31] <Saymos> Nah, I get the same error even if I put it as the first 2 rows after public class x {
[19:02:37] <Saymos> X*
[19:02:45] <vixus> right, it needs to be in the constructor or in a method
[19:03:01] <vixus> you can't just do stuff anywhere in Java
[19:03:18] <Saymos> Hmm right
[19:03:58] <Saymos> Ofc
[19:04:02] <Saymos> I'm an idiot
[19:04:15] <Saymos> Oh well :P Thanks vixus
[19:04:56] <vixus> np
[19:05:04] <vixus> i make dumb mistakes all the time
[19:05:37] <vixus> hell, so do the developers who work on linux hardware drivers
[19:05:50] <nick-sleep> can you play ogg files on ios with libgdx?
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[19:06:21] <cobolfoo> yes
[19:06:23] <cobolfoo> of course : )
[19:06:31] <cobolfoo> I use ogg for music, wav for effects
[19:06:31] <Saymos> :P
[19:06:40] <nick-coden> is this something new?
[19:06:56] <nick-coden> I recall libgdx + ogg +ios != work
[19:07:12] <nick-coden> could just be the older version
[19:07:17] <mobidevelop> ogg shouldn't work on ios
[19:07:42] <nick-coden> k, two different answers :-)
[19:07:44] <cobolfoo> Yeah I remember that
[19:07:54] <nick-coden> who is correct?
[19:08:00] <cobolfoo> the best looking one
[19:08:05] <esvee> kalle_h, here maybe?
[19:08:53] <cobolfoo> nick-coden the last time I tried, libgdx on osx wont work with ogg, you have to use mp3
[19:09:06] <nick-coden> ok, thanks guys
[19:09:13] <cobolfoo> but maybe this have changed, I mean ios.
[19:09:35] <kjempff> is there still a 1mb limit on sound effects ?
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[19:10:01] <nick-coden> kjemp: yes per wiki
[19:10:20] <cobolfoo> nick-coden: I think the problem is with robovm not supporting ogg
[19:10:41] <nick-coden> thats silly, ogg > mp3 for legal reasons
[19:13:18] <mobidevelop> I think there just isn't a decoder for ogg
[19:14:00] <mobidevelop> I'm not sure this is an issue specific to libgdx or robovm
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[19:16:13] <[twisti]> anyone know how i can get Model to look for my models texture in a texture atlas ?
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[19:21:26] <[twisti]> urgh, guess you cant easily
[19:21:36] <kjempff> I am in the process of creating a new game company/studio (to have a name behind a game release, and future releases). All the good .com names are taken or cost a fortune, so after some nights with domain name checkers I have found some candidates
[19:22:04] <tricid> finding a good .com is so difficult nowadays
[19:22:18] <Unimatrix325> why do you choose company name depending on what .com is free ?
[19:22:56]
<kjempff> Since english is not my main language and it is always good to hear input, if anyone would check this list give your opinion I will gladly listen http://pastebin.com/PKMqaYz0
[19:23:22] <mobidevelop> Because www.super-cool-game-company-2.com isn't nearly as cool as www.super-cool-game-company.com
[19:23:34] <tricid> I like nicelizard
[19:23:37] <kjempff> because I want the games to be playable from the website aswell , so I need a good name that is easy to remember
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[19:23:52] <tricid> in large part because of your note, awesome logo options
[19:24:06] <kjempff> yeah
[19:24:14] <Unimatrix325> 95% of visitors will not come to your website by typing name of your company to addressbar in browser
[19:24:43] <vixus> Unimatrix325: no, but if there's a website i like, i remember the url
[19:24:48] <Unimatrix325> you can choose whatever name you like and simply register some reasonable domain for it
[19:24:53] <vixus> therefore i remember the company
[19:24:55] <tricid> its still nice to have something short and easy to remember, has a more legit feeling that way imo
[19:25:03] <kjempff> Well it is not only that, but also a good name to remember for industri people is a good thing
[19:25:11] <vixus> but if the url is something like "coolcompanynamegamesplc.com" then i won't ever see them again
[19:25:24] <Unimatrix325> :-D
[19:25:55] <vixus> memorable one word names are best, but they're in short supply :P
[19:26:13] <vixus> just don't call yourself "Something Software"
[19:26:16] <vixus> because it's not the 90s
[19:26:16] * Jarmund registers all domain names in kjempff's list
[19:26:18] <kjempff> unless you want to pay up 100k for it
[19:26:20] <Jarmund> j/k of course
[19:26:30] <Jarmund> i like nicelizard too
[19:26:36] <vixus> nicelizard sounds good
[19:26:40] <tricid> lol I was about to say you should choose quickly and register something now that you've shared that list
[19:26:40] <vixus> surprised it's not taken
[19:26:52] <Unimatrix325> people will remember your game name
[19:26:54] <Jarmund> friendly, easy to remember, and goofy to fit my sense of style
[19:27:00] <Unimatrix325> and perhaps the company name
[19:27:07] <Unimatrix325> url name does not really matter
[19:27:12] <vixus> warmplay sounds like... another... kind of website
[19:27:17] <tricid> rofl
[19:27:23] <kjempff> haha
[19:27:30] <Jarmund> lol
[19:27:58] <Unimatrix325> url is just an address
[19:28:06] <Jarmund> not sure what owlbreak.com makes me think of... but i like it
[19:28:13] <Unimatrix325> people will visit page via links, via google, via bookmarks
[19:28:14] <vixus> no, url is a brand
[19:28:35] <Unimatrix325> so SEO is important, not domain name
[19:28:36] <vixus> that's why coca cola have registered both coca-cola.com and coke.com
[19:28:38] <tricid> oh I like owlbreak too, didn't see that one
[19:28:41] <tricid> still like nicelizard more
[19:28:55] <Unimatrix325> sure, for big companies this is important
[19:29:02] <Unimatrix325> but not for some indie game guy
[19:29:06] <vixus> for *any* company it's important
[19:29:16] <Jarmund> I agree with vixus
[19:29:18] <Unimatrix325> it's not
[19:29:19] <vixus> hell, for any endeavour
[19:29:19] <tricid> I agree with vixus there, it is important
[19:29:28] <Unimatrix325> what is important to choos name, which is hard to confuse
[19:29:30] <vixus> bands, for example
[19:29:41] <kjempff> It is important, especially since I plan to release more games under that name and its playable from the website
[19:29:46] <Scrittl> who cares about SEO if you have a domain like "my-global-awesome-gaming-hangout365.tv"
[19:29:53] <Jarmund> I wouldn't go as far as call it vital, but it sure does help with the occational person trying to access your page by only knowing the company name
[19:30:02] <Unimatrix325> kjempff : ok it makes some sense...
[19:30:06] <tricid> just seeing a domain like that makes me close the page
[19:30:06] <vixus> rule #1 of SEO: have an easy and memorable URL
[19:30:20] <Unimatrix325> Jarmud : those are like 1 in 10 000
[19:30:38] <Jarmund> I'm one in 10k, then... i do that often
[19:30:38] <Unimatrix325> vixus : yeah, but that is ideal case
[19:30:42] <vixus> when i search on google, i trust websites that have short .com names more than websites like "i-am-really-legit.ru"
[19:30:50] <tricid> yea
[19:30:50] <Unimatrix325> Jarmund : ever heard of google ? :.-)
[19:31:02] <Scrittl> From your list U would suggest: nicelizard or tinytactic. But you should consider to register the plurals too.
[19:31:03] <Unimatrix325> I rarely ever check the url
[19:31:16] <vixus> Unimatrix325: living on the edge ;)
[19:31:20] <tricid> I try to only/always get domains in 3's, if .com/.net/.org are all available
[19:31:20] <Unimatrix325> why ?
[19:31:24] <tricid> but I'm a bit OCD like that
[19:31:26] <kjempff> thanks for the input Scritt
[19:31:26] <Unimatrix325> why should I care about URL ?
[19:31:30] <Unimatrix325> URL is a dinosaur
[19:31:36] <vixus> because page titles can be spoofed
[19:31:37] <Unimatrix325> I mean "memorable domain name"
[19:31:47] <vixus> who knows where you'll end up
[19:31:51] <Unimatrix325> vixus : I'm not talking internet banking now
[19:31:55] <vixus> you might end up at warmplay.com
[19:31:57] <vixus> :D
[19:32:01] <Unimatrix325> :-)
[19:33:16] <vixus> anyway, i think both decisions (company name and URL) are important and must be taken together
[19:33:28] <Unimatrix325> disagree
[19:33:30] <vixus> you don't want a shitty name because it was the only URL available
[19:33:35] <Unimatrix325> yes
[19:33:42] <vixus> and you don't want a shitty URL because your name isn't available
[19:33:52] <Unimatrix325> you can go with long name ans shortened url etc.
[19:34:03] <vixus> yes
[19:34:05] <Unimatrix325> or add some word to the url... easya
[19:34:07] <vixus> like coke.com
[19:34:07] <Getterac7> ANuStart.com or AnusTart.com
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[19:34:12] <Scrittl> You can... but its better to have both of them
[19:34:17] <vixus> indeed
[19:34:19] <mobidevelop> O.o
[19:34:26] <Unimatrix325> of course it's better
[19:34:31] <vixus> Getterac7: :p
[19:35:02] <Scrittl> Yea and every customer remembers your company name -> goes to "company.com" and gets a parked site... best way to get loyal customers
[19:35:10] <[twisti]> i seriously need to implement a proper 3d fps game controller
[19:35:13] <[twisti]> this is horrible
[19:35:24] <[twisti]> every time i try to move i get it wrong
[19:35:27] <[[derek]]> [twisti]: if you look on github someone most likely already has
[19:35:31] <cobolfoo> I ask for your feedback guys, If you were in a position of having a half-done desktop/multiplayer game, would you 1) Wait to finish the game before trying to get public with it, 2) Go kickstarter/early-access, 3) Put a free evolving alpha on your website to attract collaborators and testers until the game is complete enough to be sold?
[19:35:45] <Unimatrix325> Scrittl :if your company name is > 2 words, it is not very likely he will get the url right anyway
[19:35:46] <[twisti]> [[derek]]: good call i shall try that
[19:36:22] <Unimatrix325> cobolfoo : I'm aiming for 2) :)
[19:36:32] <vixus> cobolfoo: depends on the value of "half" :)
[19:36:49] <mobidevelop> [twisti]: a camera controller?
[19:36:50] <cobolfoo> it miss 50% of the features
[19:36:51] <vixus> lots of 'early-access' games are pretty polished nowadays
[19:37:16] <cobolfoo> I followed several kickstarters lately, and I have the feeling they are not going as well as before
[19:37:19] <vixus> you need the important and unique gameplay in place
[19:37:21] <[twisti]> mobidevelop: yes, but the first person one sucked and was completely different from any first person game i ever played
[19:37:29] <vixus> cobolfoo: or no one's going to take notice
[19:37:53] <Scrittl> I wouldnt go for early access unless your at 90% and can spend alot of time for fast improvements and communication
[19:37:58] <mobidevelop> [twisti]: you are talking about the one in gdx?
[19:38:00] <Unimatrix325> cobolfoo : well you don't have to go kickstarter, but you can do early access :)
[19:38:03] <cobolfoo> vixus, let s ay it is not a clone of something popular, not a plateformer, a niche space game.
[19:38:05] <[twisti]> yeah
[19:38:06] <vixus> [twisti]: a lot of refinement goes into FPS controls.. there's dozens of variables that control the feeling of movement in valve games, for example
[19:38:10] <cobolfoo> More like SPAZ or FTL
[19:38:32] <Unimatrix325> Scrittl : agreed
[19:38:47] <vixus> cobolfoo: ok, but if the gameplay is highly limited and the graphics obviously unfinished then it'll be hard to attract people
[19:39:09] <vixus> cobolfoo: or worse you'll have to deal with piles of useless 'feedback' is people try and influence the development
[19:39:17] <Unimatrix325> there si a difference between 50% of game and 50% of features :)
[19:39:30] <vixus> cobolfoo: and then when you actually change something, half your fanbase leaves because they disagree with the change
[19:39:44] <Unimatrix325> early acces is for playable games, with adding content
[19:39:55] <Scrittl> cobolfoo: the question is, what do you want to achieve? Marketing? Money?
[19:40:24] <cobolfoo> Scrittl: releasing a funny game
[19:40:38] <Scrittl> Then wait until its finished :)
[19:40:40] <cobolfoo> I dont care about money, not that I am rich but I already have a dev company that support me
[19:40:56] <Unimatrix325> this is nice, I may actually rearrange some of my thoughts :)
[19:41:21] <tricid> any 'early release' games I've followed I got bored with long before they ever released full versions (if they ever did)
[19:41:41] <Tomski> doesnt matter, they have your money!
[19:41:41] <cobolfoo> The game being a free alpha might help ?
[19:41:49] <cobolfoo> you know, not feeling ripped
[19:41:59] <tricid> I can't remember if I paid for them or not, probably
[19:42:07] <tricid> project zomboid and some prison sim are coming to mind
[19:42:33] <tricid> good time to check on their progress now that I've thought about it
[19:42:36] <cobolfoo> hehe both non-free
[19:42:38] <Tomski> I dont mind actual indie teams doing it
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[19:43:14] <Scrittl> No, people will play it and rant about bugs. You can tag it with million "alpha" symbols. Better wait until your really happy about it and could release it and then make something like early access to get feedback and tune / bugfix a little bit (and get some marketiongg)
[19:43:18] <[twisti]> tricid: i agree, fuck this early access shit
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[19:43:41] <tricid> reminds me of g+ kinda
[19:43:44] <sinistersnare> mobidevelop: you online?
[19:43:49] <cobolfoo> Maybe I could start by finding people I know to play with the alpha
[19:43:49] <tricid> by the time it was out no one really gave a shit anymore
[19:43:56] <Tomski> Early access preorders and the like just lets the big dogs do what they want
[19:43:57] <mobidevelop> sinistersnare: I am
[19:43:58] <cobolfoo> instead of making it public and having random people
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[19:44:14] <Scrittl> So you want feedback? Playtesting?
[19:44:17] <[twisti]> the moment people have my money they patch notes go from 'jan 1, added 1 monster, jan 7th, added 17 monsters and five space ships' to 'jan 18th added multi language support, august 3rd fixed a spelling mistake on help page 3'
[19:44:18] <Tomski> Make shit games that arent up to par with their pricetag
[19:44:23] <[twisti]> their*
[19:44:27] <cobolfoo> Scrittl: I think yes
[19:44:28] <tricid> rofl
[19:44:34] <tricid> so true twisti
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[19:44:49] <tricid> 'made icon #1234-B more blue'
[19:44:53] <Unimatrix325> :)
[19:44:58] <cobolfoo> twisti hehe so true
[19:45:30] <cobolfoo> ok anyway thanks for the comments guys
[19:45:33] <kjempff> whatever you do, dont sit on your game fearing someone will steal your idea, get some people to play it
[19:45:33] <Scrittl> cobolfoo: Then I would suggest something like a closed-alpha. Preferable people you know/trust
[19:45:37] <[twisti]> im not neccessarily even saying those guys are dicks who ripped you off, i think once you have players who paid you you just get bogged down in bug fixing and quality control shit and any sort of progress or invention stops
[19:46:03] <cobolfoo> In the end I will release all game for free with the source code and move on :) (no dont do that!)
[19:46:36] <Unimatrix325> cobolfoo : do you have some webpage or screenshots btw ? :-)
[19:46:59] <cobolfoo> Unimatrix325: nothing rescent, just a old page on indiedb before I ported everything back to libgdx
[19:47:11] <cobolfoo> mostly videos about internals
[19:47:30] <Unimatrix325> ok
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[19:48:19] <sinistersnare> cobolfoo: i just realized i should try yor skin editor!
[19:48:41] <cobolfoo> sinistersnare: still have to write the documentation but you cuold use it :)
[19:48:54] <cobolfoo> I use it for few projects already
[19:49:09] <sinistersnare> ill try :) i saved it on reddit a bit ago, but havent had a chance til yesterday/today
[19:49:55] <sinistersnare> you should update the libgdx version used
[19:50:30] <cobolfoo> yup
[19:51:08] <sinistersnare> this is so cool and useful! this and a scene2d wysiwyg editor would save my life :)
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[19:51:25] <cobolfoo> It would not be that hard to do it
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[19:52:09] <cobolfoo> Like you create a project, forget about skins, you design your screens as you want (pick font, color, random textures), it could output screens and skins automatically
[19:52:41] <sinistersnare> yep, thats true
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[19:53:20] <cobolfoo> let kickstart it for 2000$ :)
[19:54:30] <sinistersnare> that sounds like a winner!
[19:54:44] <sinistersnare> i mean, actually, a lot of people have problems with scene2d, something like that could help
[19:54:51] <cobolfoo> I wonder how much people will pay for that kind of tool
[19:54:52] <sinistersnare> ill let you do it :)
[19:55:00] <cobolfoo> how fun
[19:55:45] <Tomski> 0
[19:56:07] <kjempff> I abandoned scene2d a long time ago, its just so much easier to place stuff yourself than try to make scene2d to something I want
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[19:56:46] <cobolfoo> Tomski: you killed the mood, but I guess this is true
[19:56:57] <Tomski> heh!
[19:58:37] <cobolfoo> This is me or the libgdx patreon ammount per month have dropped ?
[19:58:45] <Tomski> Its dropped
[19:59:37] <cobolfoo> Still enough for servers I hope?
[20:00:08] <[twisti]> am i too stupid for the libgdx modelinstance stuff ? is it really impossible to rotate a model and position it at the same time ?
[20:00:21] <[twisti]> or do i have to rotate it again each time i change position ?
[20:00:30] <sinistersnare> i think mario only wanted like ~$60 a month for the servers
[20:00:43] <sinistersnare> idk what he does with the rest, the site at least used to say beer money :p
[20:00:46] <cobolfoo> I think he upgraded too ?
[20:00:48] <Tomski> cobolfoo, yup
[20:01:21] <Tomski> It will most likely go towards devices as they are required
[20:01:22] <[twisti]> with the planet stuff i was just confused, but now im really lost
[20:03:21] <sinistersnare> the [core contributors] link is broken
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[20:08:53] <cobolfoo> sinistersnare: what are you coding lately?
[20:09:18] <sinistersnare> (sorry if its quiet)
[20:11:20] <cobolfoo> people backed this project… wow
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[20:12:28] <sinistersnare> the kickstarter?
[20:12:31] <sinistersnare> yeah its awesome
[20:12:35] <[twisti]> i think the reason the camera controller is weird for me is because i use z up
[20:12:42] <[twisti]> which feels natural
[20:12:54] <[twisti]> but i guess thats an unusual choice ?
[20:13:03] <cobolfoo> sinistersnare: you got the contract of doing it in libgdx ?
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[20:13:45] <sinistersnare> cobolfoo: basically, he just wanted an app for iOS and Android, and I knew libgdx. I owe him for hosting a club of mine when i was in highschool, so im not asking for too much money :p
[20:14:11] <sinistersnare> and yeah, with the cross-platform requirement, i figure libgdx would work great, and it hasnt been much work
[20:14:22] <Unimatrix325> eh... I am confused... what does it do ?
[20:14:45] <sinistersnare> watch that video
[20:14:48] <sinistersnare> and dont mind the hat :)
[20:14:59] <nick-coden> preditor?
[20:15:06] <sinistersnare> its for tabletop RPGs like dungeons and dragons
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[20:15:49] <cobolfoo> a nice product then
[20:16:10] <Unimatrix325> so it's basically a random generator of ingame stuff ?
[20:16:18] <sinistersnare> yeah
[20:16:27] <sinistersnare> say that you want a new story
[20:16:49] <sinistersnare> so you pick 3 cards, and take the location from one, the catalyst from another, and the belongings for each of the players
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[20:17:22] <sinistersnare> or however you want, its all imaginative. he will be shipping adventure guides for inspiration.
[20:17:45] <Unimatrix325> hm... so somehow, this is useful, yet noone have created similar app before ?
[20:18:07] <nick-coden> he got the funds so who cares?
[20:18:32] <nick-coden> we might not understand the business case, but if he pays then its on him to understand it
[20:18:36] <Unimatrix325> well that's what I am trying to figure out :)
[20:18:40] <sinistersnare> its useful, he uses it a lot, and hes also releasing genre specific decks
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[20:18:56] <sinistersnare> like horror or sci-fi for specific stories
[20:21:01] <Christiaan> Anyone have any experience adding a NEW module to the gradle project in IntelliJ (IDEA)?
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[20:22:06] <Tomski> Christiaan, yup
[20:22:34] <Christiaan> Tomski: Last time it tried, it gave me an error that my gradle home location was incorrect.
[20:22:46] <Tomski> how were you trying to do it?
[20:22:54] <Christiaan> This was ofcourse easily fixed...
[20:23:07] <Christiaan> Just browse to the folder where gradle is installed, and point to that
[20:23:33] <Christiaan> But afterwards it gave some errors about the dependencies, and it not being able to find the gdx jars
[20:23:34] <Tomski> how were you trying to add a new module?
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[20:23:58] <Christiaan> anyway, I decided to start over, and suddenly it gave the "gradle home not set" error for ALL the modules that were working fine before
[20:24:13] <Christiaan> I went to the module settings (shortcut F4 I think) and added one there
[20:24:40] <Tomski> Are you wanting an empty module?
[20:24:47] <Tomski> for now at least
[20:25:22] <Tomski> Either way, its probably best to do it outside of the IDE
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[20:29:25] <Christiaan> Tomski: Yes, right now I want to seperate the map editing code into a seperate executable
[20:29:40] <Christiaan> The cleanest way to do this to me seemed to create a new module for it
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[20:30:22] <SpaceKookie> Is there a way to use OpenGL 4.4 in LibGDX without having to rewrite half the engine ? (not caring about mobile support).
[20:30:25] <Tomski> I can walk you through it if you like Christiaan
[20:31:29] <Christiaan> Tomski: That would be nice, though right now I'm working on adding constraints to my pathfinding algorithm, I'll finish this first.
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[20:31:43] <Tomski> Ok, just send me a pm when youre done
[20:31:44] <Christiaan> Mind if I ask for help later?
[20:31:46] <Christiaan> Thanks
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[20:41:39] <mobidevelop> Yay, 1.3.0 is broken for GWT. Woot!
[20:42:20] <[[derek]]> mobidevelop: told ya so
[20:42:37] <mobidevelop> Only if you use scene2d
[20:42:47] <[[derek]]> well
[20:42:59] <[[derek]]> is the 3D thing still broken now?
[20:43:01] <[[derek]]> or did you fix it?
[20:43:05] <mobidevelop> Well, my exclamation was only relating to scene2d
[20:43:11] <[[derek]]> i see
[20:43:36] <mobidevelop> Matrix4 is probably also broken
[20:43:46] <[[derek]]> thats pretty serious
[20:44:03] <mobidevelop> It probably has been for quite some time
[20:44:18] <[[derek]]> ah
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[20:44:58] <kalle_h> hello
[20:45:06] <[[derek]]> o/ kalle_h
[20:45:14] <[[derek]]> mobidevelop: any ETA on the fix date?
[20:45:19] <Tomski> mobidevelop, you know what would have saved us?
[20:45:50] <kalle_h> I spent whole for procedural animations and almost made it work then I noticed that I really need to use some different aproach
[20:46:53] <kalle_h> I hate animation systems :/
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[20:47:53] <mobidevelop> Tomski: not PR builder plugin
[20:48:16] <Tomski> Removing scene2d
[20:48:27] <robitx> anyone played with dermetans filechooser? can't find offswitch for multiple selection, yet his wiki claims it can be
[20:49:09] <mobidevelop> [[derek]]: no eta currently
[20:49:54] <[[derek]]> mobidevelop: ah, looks like no GWT for ludumdare then :(
[20:50:16] <Tomski> You could always use 1.20
[20:50:32] <Tomski> And isnt LD in 2 weeks or so?
[20:50:46] <mobidevelop> It would be before then
[20:50:50] <[[derek]]> Tomski: mobidevelop said that Matrix4 has been broken for a long time
[20:50:55] <mobidevelop> Like in the next couple hours most likely
[20:51:05] <[[derek]]> mobidevelop: I'm getting H Y P E D
[20:51:34] <mobidevelop> Maybe next day or two, not weeks
[20:51:48] <[[derek]]> looking forward to it
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[20:57:31] <Tomski> are those Kenny's assets?
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[20:58:43] <Saymos> Im changing a sprite with sprite.set(...) but when it activates the sprite changes position. Is it possible to have the same position?
[20:59:27] <Christiaan> Tomski: yes :)
[20:59:30] <Christiaan> Placeholders for now though
[20:59:46] <Christiaan> the 'orbs' are placeholders too, they rotate and were used for testing animation
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[21:00:01] <esvee> hallo
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[21:00:17] <Christiaan> Kenny's assets are awesome, but his art is not in the style that I was thinking of using for this game.
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[21:00:37] <Tomski> yeah, I've always wanted an excuse to use his iso stuff
[21:00:54] <Christiaan> Anyway, what that screenshot is supposed to show is the pathfinding constrains working. As in, on a horizontal roadtile, the algorithm cannot search up or down, but only left and right
[21:01:04] <Jarmund> Does SpriteBatch provide any benefit when each texture/sprite is only used in one place?
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[21:01:53] <Christiaan> I'm sure I'll actually use Kenny's assets for a game at some point
[21:03:04] <kalle_h> Jarmund: if you use atlas you can batch multiple sprites to single draw call
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[21:03:33] <Jarmund> alright, so it still provides simplicity
[21:03:37] <esvee> kalle_h, are you familiar with forward tiled rendering?
[21:03:38] <Jarmund> thanks
[21:03:48] <Christiaan> Game design question
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[21:03:54] <Christiaan> I was thinking about how to do my GUI
[21:03:58] <esvee> kalle_h, *tiled foward rendering
[21:04:00] <kalle_h> esvee: in theorethic side
[21:04:07] <Christiaan> Like, HUD, showing health and all
[21:04:12] <esvee> kalle_h, do you think this technique is viable for mobile platforms?
[21:04:15] <kalle_h> I have done some simple test for particles
[21:04:25] <Christiaan> and someone suggested not using a hud at all, but rather use graphics to indicate health
[21:04:27] <kalle_h> esvee: only if you are really carefull
[21:04:41] <Christiaan> Anyone here who has tried that, and did it work well?
[21:04:49] <kalle_h> esvee: it would be really good if you would have explicit controll over mobile tiled deferred architechture
[21:05:03] <kalle_h> but with gles2.0 you don't have any controll :)
[21:05:12] <esvee> kalle_h, @-:(
[21:05:26] <kalle_h> esvee: I have one tiled design that could fit for your needs
[21:05:39] <esvee> kalle_h, spill the knowledge on meh :)
[21:06:16] <kalle_h> I need to remember the desing a bit :)
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[21:06:40] <kalle_h> esvee: can you use float16 textures?
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[21:07:39] <kalle_h> esvee: how many lights it need to be support?
[21:07:41] <esvee> kalle_h, how can i figure it out? i havn't touched on texture formats yes..
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[21:07:43] <esvee> *yet
[21:08:09] <kalle_h> you would need two extensions for it
[21:08:10] <esvee> kalle_h, ideally, ~50
[21:08:20] <kalle_h> 50 can be done without them
[21:08:25] <esvee> o
[21:08:35] <esvee> mobile?
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[21:08:38] <esvee> :)
[21:08:39] <kalle_h> yeah
[21:08:47] <esvee> what's the secret
[21:09:24] <kalle_h> you just need to frustum cull lights at cpu.
[21:09:32] <kalle_h> count light amount per tile
[21:09:54] <kalle_h> then you need 2d texture. ideally just 8bit texture
[21:10:29] <kalle_h> you create texture that is 64 X amountOfTiles
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[21:10:44] <kalle_h> first texel is numOfLightsPer tile
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[21:11:07] <esvee> question: how to determine tile size? or it's a 'quality' setting basically?
[21:11:07] <kalle_h> and after that they are just indices to uniform buffer that holds the lightInfo
[21:11:35] <kalle_h> esvee: just start with simple and use 16x16 tile grid
[21:11:48] <kalle_h> then tile size is screenSize / 16
[21:11:51] <esvee> i'll do away with culling at the first iteration as well
[21:12:11] <kalle_h> culling is just an optimzation
[21:12:25] <esvee> premature optimization = death
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[21:12:34] <brenoInojosa> whats up guys
[21:12:35] <brenoInojosa> faaj here
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[21:12:42] <esvee> kalle_h, i don't understand something though
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[21:12:53] <esvee> assume i have this texture will all the info i need per tile
[21:13:17] <esvee> what do i do next?
[21:13:34] <kalle_h> you render objects like normal
[21:13:53] <kalle_h> and then at pixel shader you calculate tileCoord
[21:13:57] <mobidevelop> scene2d for gwt is fixed, will be in next snapshot
[21:13:59] <kalle_h> and use that to calculate texture coord
[21:14:07] <kalle_h> then you loop over all the lights
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[21:14:33] <esvee> is this fast? e.g a 50 texture fetches
[21:14:38]
<robitx> http://pastebin.com/kXePWYiV that comment really doesn't fit... from Selection.java (com.badlogic.gdx.scenes.scene2d.utils)
[21:14:41] <kalle_h> esvee: nope
[21:14:44] <esvee> :(
[21:14:52] <kalle_h> this is why you need to use frustum culling
[21:15:00] <esvee> but worse case is horrible then
[21:15:04] <kalle_h> to make most tiles contain lot less than 50lights
[21:15:33] <esvee> i still don't get something
[21:15:40] <kalle_h> but I would suggest you start with something simpler. Like sorting lights per object and picking N most influential lights
[21:15:40] <esvee> what is contained in light info?
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[21:16:04] <kalle_h> esvee: texture contain indices to uniform array that contain light color and position
[21:16:21] <kalle_h> light color and intensity is already premultiplied
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[21:17:21] <esvee> so attenuation etc i'd have to calc in the shader?
[21:17:28] <esvee> e.g if all are pt lights
[21:17:40] <Saymos> How come mySprite.set(...) changes position of my sprite?
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[21:18:48] <sinistersnare> mobidevelop: thx
[21:18:55] <kalle_h> esvee: attenuation is global setting
[21:19:07] <kalle_h> all lights use same physics
[21:20:03] <kalle_h> esvee: but if you want to use more complex light features like cookies, light prefabs, spotlights, non uniform colors etc you need more data
[21:20:54] <esvee> what is a cookie?
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[21:21:49] <[[derek]]> esvee: like a biscuit
[21:22:58] <Saymos> Everybody ignoring me :/
[21:23:28] <Ashiren> :c
[21:24:18] <esvee> kalle_h, i see.. but in case of simple pt lights i can calc the attenuation per vertex right?
[21:24:20] <Ashiren> Saymos: set(Sprite sprite)
[21:24:21] <Ashiren> Make this sprite a copy in every way of the specified sprite
[21:24:28] <esvee> and save the frag shader from complex calcs
[21:24:43] <[twisti]> still looking for help with modelinstance and translations, why is it not possible to have transformations like rotate and scale and still be able to move models ? are modelinstances designed for stationary models ? or do people have methods that reapply all the translations after every move ? or is there some other aspect im missing ?
[21:25:53] <Saymos> Yeah but if I use set(atlas.createSprite(..)) it repositions it. How can I access a sprite from my atlas and replace that sprite without it changing position?
[21:25:53] <esvee> [twisti], just use modelInstance.transform to everything you need..
[21:26:20] <[twisti]> esvee: so i seriously need to reapply all my transforms every time the model moves ?
[21:26:33] <esvee> it's just a matrix multiplication.. no biggie
[21:26:39] <esvee> plus all the functions are there for you
[21:26:47] <[twisti]> i guess i can write a helper class that remembers them and automatically reapplies them, but still, that seems a bit weird
[21:26:55] <esvee> why would you do that? :O
[21:27:22] <esvee> see some examples in the libgdx tests..
[21:27:25] <[twisti]> because i dont want to write a bunch of lines resetting my translations every time i move it
[21:27:26] <robitx> [twisti]: you can translate after rotation and scale how many times you want
[21:27:48] <[twisti]> but then translate will be affected by those
[21:28:20] <robitx> I should investigate what exactly do you want and read stuff above
[21:28:36] <[twisti]> and instead of saying 'move model 1 step to the left', i have to do 'get models vector, reset vector to world, get scale, reset scale to world, move 1 set, reapply scale, reapply rotation...'
[21:29:19] <[twisti]> because once you scale or rotate, translate doesnt work right anymore and uses some sort of messed up model local coordinate system
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[21:30:26] <robitx> transform.trn?
[21:31:24] <robitx> [twisti]: what function do you use for translation>
[21:31:32] <[twisti]> .translate
[21:31:54] <robitx> aditional translation -> use trn
[21:32:11] <[twisti]> see, i knew i was using this wrong, that couldnt have possibly been this weird
[21:32:12] <[twisti]> thanks
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[21:34:53] <robitx> [twisti]: no problem, always good to look into code and see exactly what it does
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[21:38:47] <hovaku> Hi, I've been trying to make the animation speed easily change based on the player's speed by doing this
[21:38:54] <hovaku> pkiWalkStateTime += Gdx.graphics.getDeltaTime() * ((body.getLinearVelocity().x + body.getLinearVelocity().y) / 10);
[21:39:11] <hovaku> it works for a while and then I get the following error
[21:39:23] <hovaku> java.lang.ArrayIndexOutOfBoundsException: length=9; index=-1
[21:39:31] <[[derek]]> there are so many things wrong with that
[21:39:32] <[twisti]> robitx: im pretty weak on the matrix stuff, i can understand something if i know what it does, but i couldnt figure out something like that
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[21:39:49] <[[derek]]> hovaku: first of all you are diving a float by an integer
[21:40:02] <hovaku> I know you aren't supposed to do it that way, but I don't see why it wouldn't work
[21:40:09] <hovaku> that might be a problem :|
[21:40:14] <hovaku> forgot about that
[21:40:25] <[[derek]]> hovaku: you want to scale it by the length of the vector
[21:40:25] <noooone> why x +y / 10?
[21:40:36] <noooone> use velocity.len() instead
[21:40:45] <[[derek]]> ^ this
[21:40:48] <hovaku> never saw that >.<
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[21:41:10] <[[derek]]> hovaku: it looks like you need to read up on some basic trigonomertry
[21:41:14] <robitx> [twisti]: we all have weak points :), btw. working on anything interesting?
[21:41:14] <hovaku> thank for pointing that out
[21:41:39] <[twisti]> robitx: 1 sec
[21:42:24] <hovaku> this confused me >.<
[21:42:36] <hovaku> I quickly read it and though it was for vector components
[21:42:46] <hovaku> not the vectors themselves
[21:43:02] <hovaku> hence .x + .y
[21:43:35] <[[derek]]> hovaku: you need to learn vectors in the mathimatical sense and then how to represent that in code
[21:44:23] <[[derek]]> Yes you can represent vectors as 2 numbers in an object, but thats not what vectors really are
[21:45:08] <[twisti]> dont open them all at once
[21:45:17] <[twisti]> slow progress
[21:45:31] <[twisti]> adding an animated blender model now
[21:45:39] <[[derek]]> hovaku: that tutorial seems good but you didn't start at the begining, hence your confusion
[21:47:09] <robitx> [twisti]: those are planes, or whole objects?
[21:47:30] <[twisti]> oh, those are just cubes
[21:47:36] <[twisti]> that i made in code
[21:47:43] <[twisti]> not blender models, thatd probably be a bit heavy
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[21:48:17] <robitx> well if you look, libgdx cubes are done in obj anyway I think
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[21:48:34] <[twisti]> i dont know what libgdx cubes are
[21:48:55] <robitx> I got to later gifs, now I see cubes clearly
[21:49:06] <kalle_h> esvee: basically you can't do tiled forward shading at vertex shader
[21:49:30] <kalle_h> if you have big triangle, vertices end up to different tiles
[21:49:43] <kalle_h> and then interpolation does look really ugly
[21:50:08] <robitx> [twisti]: minecraft two? :)
[21:50:12] <[[derek]]> [twisti]: same as blender cubes, just generated through code
[21:50:39] <esvee> kalle_h, so there's no other way except calculating the attenuation right there in the frag shader?
[21:51:18] <kalle_h> you could store triangle center point per vertex
[21:51:35] <kalle_h> and use that to determine the tile index
[21:51:45] <kalle_h> but its does not work right for big triangles either
[21:51:59] <kalle_h> I don'
[21:52:15] <kalle_h> t think that tiled forward is really good fit for mobile
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[21:52:30] <esvee> :|
[21:52:40] <esvee> so basically resort to old-school tricks
[21:52:50] <kalle_h> have you tried to use max N lights per object
[21:53:14] <esvee> nop
[21:53:30] <kalle_h> that should be the first thing you even think
[21:53:33] <esvee> how many lights would be good for middle-class mobile?
[21:53:36] <esvee> (N = ?)
[21:53:54] <kalle_h> I would propably use some sort of hierachy
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[21:54:27] <esvee> heirarchy based on what
[21:54:28] <esvee> ?
[21:54:32] <kalle_h> 1-2 per pixel light, 8 vertex light, and rest I would bake to per object light probe
[21:54:55] <kalle_h> then it would be constant cost always
[21:55:00] <kalle_h> with pretty good quality
[21:55:32] <kalle_h> even just dynamic light per object probes look good
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[21:56:39] <esvee> wouldn't drastic changes look odd? for example if a lot of lights are concentrated in one place
[21:56:51] <esvee> and suddenly say half of the lights change
[21:56:52] <kalle_h> not really
[21:57:16] <kalle_h> if that will be problem there are many ways to hide those
[21:58:03] <esvee> can't think of any ... except letting N+K lights for a few frames
[21:58:10] <esvee> where K is the new lights and interpolate smoothly
[21:58:11] <kalle_h> like last vertex lights use 50% of intensity at vertex shader and 50% at probes
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[21:59:20] <esvee> btw per object light probe?
[21:59:32] <esvee> is that different from the 'grid' light-probes?
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[21:59:38] <kalle_h> spherical harmonics or valves ambient cube
[21:59:50] <esvee> why do that per object?
[21:59:53] <kalle_h> per object probe use object center as position
[22:00:10] <kalle_h> so you never have wasted probes
[22:00:22] <esvee> oh that's for static object
[22:00:23] <esvee> s
[22:00:35] <esvee> if the object's dynamic i'll have to use the grid proves
[22:00:38] <esvee> *probes
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[22:01:02] <kalle_h> Unity does that too. they have lots of probes and then object interpolates from those one dynamic probe and use that
[22:01:33] <kalle_h> and then you can add dynamic lights top of that
[22:01:48] <esvee> i'm still having trouble wrapping my head on how to calculate those damn light probes
[22:02:28] <esvee> all the articles talk in scary monte carlo integration schemes
[22:02:28] <kalle_h> simplest thign would be first spherical harmonics band
[22:02:37] <Maximus_> I am running into a really silly problem and can't figure out how to fix it, so I'm implementing google play services into my game, I add the code <meta-data android:name="com.google.android.gms.games.APP_ID" android:value="@string/app_id" /> into my manifest file and I get a warning and eclipse will not let me export the android project as it can't find it when there is a warning
[22:02:41] <kalle_h> its just constant ambient color
[22:03:21] <kalle_h> so you would calculate dynamic lighting to that point and store result as color
[22:03:34] <esvee> is that done in a shader?
[22:03:36] <esvee> or cpu?
[22:03:38] <kalle_h> cpu
[22:03:42] <Maximus_> The warning is "Should explicitly set android:allowBackup to true or false (it's true by default, and that can have some security implications for the application's data)", the worse part is I can take out that line of code and save it but the warning will not go away
[22:03:44] <[twisti]> so how weird is it having z=up
[22:03:51] <[twisti]> weird enough to rewrite all my shit ?
[22:04:01] <kalle_h> [twisti]: we have z up
[22:04:10] <[twisti]> robitx: was more thinking of a dwarf fortress like game
[22:04:16] <esvee> so i use analytic formulas to calculate the lighting intensity @ point V
[22:04:23] <[twisti]> kalle_h: then im NEVER changing it
[22:04:28] <[twisti]> thanks
[22:04:35] <kalle_h> I don't recommend it :)
[22:04:53] <[twisti]> damn, really ?
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[22:05:11] <kalle_h> we used y up in minigore and that caused some bugs because game layer was xz
[22:05:14] <esvee> kalle_h, so basically as far as i understood the papers, i need to calculate the lighting from every possible direction .. basically integrate over the sphere
[22:05:17] <robitx> I keep y up, easier with my sensor fusion
[22:05:32] <kalle_h> so we then started to using z up for Hardland and its bit better in gameplay code
[22:05:44] <kalle_h> but lot worser in graphics code
[22:05:51] <kalle_h> cause some weirness with animations
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[22:06:20] <[twisti]> well now im thoroughly confused as to what to do
[22:06:27] <kalle_h> esvee: yeah, but if you only calculate from point lights + sky its super easy
[22:06:57] <esvee> kalle_h, the integration simplifies to some simple formula?
[22:06:57] <robitx> [twisti]: and what do you want to do? :)
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[22:07:12] <[twisti]> i dont really care one way or another
[22:07:18] <kalle_h> esvee: basically integration is just divide by PI
[22:07:32] <esvee> as simple as it gets lol
[22:07:51] <esvee> i gotta stop reading theory, must get hands dirty
[22:08:02] <esvee> my head explodes from the various permutations of techniques possible
[22:08:17] <kalle_h> you need lot more practical experience
[22:08:32] <esvee> right now i have a lightmapped torus. not even a pretty looking one. ;p
[22:08:55] <esvee> another cool thing i read about is brdf fake
[22:08:56] <robitx> I shall stop reading this and go back coding...
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[22:11:28] <esvee> i adore this soft light look
[22:11:32] <robitx> I would like some glowing shader
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[22:13:19] <cobolfoo> robitx go, code
[22:13:20] <Neomex> does anyone here have a publisher?
[22:14:33] <kalle_h> Neomex: we do self publishing. Publishers really don't add that much
[22:14:52] <robitx> cobolfoo: I am, I just moved quassel to second monitor
[22:15:07] <robitx> what are publishers good for anyway? :)
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[22:15:18] <Neomex> making money
[22:15:32] <kalle_h> Neomex: they take money
[22:15:43] <kalle_h> 30% for basically nothing
[22:16:06] <robitx> google play fee
[22:16:34] <Neomex> its better to have 50% off more revenue than 100% of much less
[22:17:15] <robitx> I dont need publisher, I need graphic and audioguy
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[22:17:54] <kalle_h> Neomex: what experience you have about publishers or self publishing?
[22:18:31] <Neomex> zero with both, thats why i m asking if someones here ^^
[22:19:48] <kalle_h> we have 6 games at appstore. Two have been published by somebody else and 4 are self published. There aren't any difference how well they have been succeeded based on publisher
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[22:20:29] <kalle_h> Our most succesfull game is self published
[22:22:02] <robitx> wow dermetfan, I was just thinking of you when I canibalized treefilechooser :)
[22:22:15] <kalle_h> Publishers rarely spent big amounts for adds or promoting. It's not good business for them. Add's are money sink anyway and if you only get 30% of results its just guaranteed loss
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[22:22:58] <[twisti]> whats most successful kalle_h ?
[22:23:00] <kalle_h> if you can get up front money from publisher then its different story.
[22:23:10] <robitx> kalle_h: post link
[22:23:12] <kalle_h> [twisti]: bike baron
[22:23:15] <dermetfan> robitx: I hope it's still alive :)
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[22:23:41] <kalle_h> 8million players
[22:24:14] <cobolfoo> wow I am one of those
[22:24:24] <[twisti]> impressive
[22:24:27] <kalle_h> 660 000 users levels is quite stunning number
[22:25:29] <[twisti]> yeah people are usually way too lazy to contribute on mobile devices
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[22:25:49] <sehugg> is there a way to tell if there are any currently running actions? With TweenEngine I turn setContinuousRendering() on and off using getRunningTweensCount()
[22:26:49] <Azazel> quick question: what are you guys using for source control?
[22:27:03] <robitx> dermetfan: it is working, I had no choice since its methods dont get much flexibility, but anyway thanks for that, it saved me some ui coding hell
[22:27:20] <robitx> Azazel: source control :D
[22:27:25] <kalle_h> Perforce
[22:27:30] <dermetfan> Mercurial
[22:27:34] <Azazel> robitx: thanks, that was useful
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[22:29:12] <robitx> Azazel: always glad to help ;)
[22:29:34] <Azazel> robitx: great, how about you go help someone else now?
[22:30:11] <robitx> Azazel: dont need to be that sarcastic
[22:30:31] <Azazel> dermetfan: Mercurial is the tool, righ? And where do you host your files?
[22:30:58] <Azazel> robitx: I really do. Otherwise I'd have to be vulgar and I don't want to do that on this channel
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[22:31:19] <dermetfan> Azazel: Yep, it is. I use BitBucket for hosting
[22:31:33] <[twisti]> bitbucket++
[22:31:39] <Azazel> is it free?
[22:31:44] <dermetfan> absolutely
[22:32:01] <[twisti]> you can get unlimited free private repositories
[22:32:13] <[twisti]> you only have to pay if you have above a certain amount of team members
[22:32:16] <[twisti]> like 5 or so
[22:32:17] <Azazel> awesome
[22:32:23] <Azazel> yea, up to 5 user
[22:32:25] <[twisti]> and imo thats a much more sensible request
[22:32:28] <Azazel> and seeing as I'm one user
[22:32:39] <dermetfan> but if you invite people you can get up to 8 free members
[22:32:47] <[twisti]> because if you have 5 people, you probably can afford some spending money
[22:32:58] <Azazel> yea that makes sense
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[22:33:05] <[twisti]> but at least i tend to have a gazillion projects, so the github stuff with the limit on private repos sucks
[22:33:46] <Azazel> I thought it'd be unlikely that there'd be a free source code hosting service. cause they have to pay for the hardware and the bandwidth after all. But I get their business model now
[22:33:54] <dermetfan> finally some people who agree with me. I usually get bashed on by Git + GitHub believers
[22:34:05] <Tomski> BITBUCKET IS AWESOME
[22:34:07] <Tomski> woah
[22:34:23] <nexsoftware> I use BitBucket for my private repos
[22:34:27] <Tomski> I find navigation more fluid on github though
[22:34:54] <dermetfan> Oh gawd. So many new friends :')
[22:34:55] <Azazel> this mercurial, does it integrate with the IDE, or do I sort of operate it on the file system?
[22:34:59] <Azazel> if you know what I mean
[22:35:02] <BlueProtoman> GitHub has Jekyll. Which means free website hosting.
[22:35:16] <BlueProtoman> Azazel: There's plugins for most major IDEs
[22:35:38] <Azazel> alright
[22:35:45] <Azazel> thanks guys, I'll use that
[22:35:49] <Azazel> btw
[22:35:55] <dermetfan> you can use the CLI or the mess people call GUIs.
[22:36:03] <Azazel> dermetfan: do you happen to have a series of tutorials on YouTube?
[22:36:15] <dermetfan> Azazel: I do
[22:36:24] <Azazel> I've seen some. They're nice
[22:36:52] <dermetfan> Thanks :)
[22:37:05] <Azazel> thanks for making them
[22:37:39] <kalle_h> Good read
[22:38:57] <Azazel> kalle_h: I'll take your word for it :)
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[22:41:59] <Azazel> Aight. I'm ouf of here
[22:42:02] <Azazel> see you guys
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[22:42:41] <dermetfan> Bye :)
[22:43:15] <Tomski> dermetfan, do you know if there is a browser extension for bitbucket?
[22:43:56] <dermetfan> Tomski: Haven't heard of one. What would it do anyway?
[22:44:49] <sinistersnare> thats purty
[22:47:11] <dermetfan> So basically a navigation sidebar.. May be useful. Unfortunately I don't know something like that for BB :(
[22:47:40] <Tomski> Yeah, its really handy for huge projects
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[22:50:37] <mars3142> hi, is it possible to create a json document with code? i don't find the needet API like json-simple in libdx
[22:50:56] <robitx> it is
[22:51:21] <nick-coden> where can i just the pan sensitivity ?, it will take movement across a few tiles before the pan event fires
[22:51:36] <nick-coden> *where can i set/adjust the pan sensitivity ?, it will take movement across a few tiles before the pan event fires
[22:51:56] <mars3142> the jsonvalue is only a linked list (prev, next) - but how can i add 2 or more children?
[22:52:46] <robitx> mars3142: what do you want to do, have some instances of some classes and save them with json?
[22:54:24] <mars3142> i don't want to create a separate class and then serialize it to json - that creates me a class-tag which i don't want and i want to be flexible with the children
[22:55:15] <robitx> use array
[22:56:35] <mars3142> why should I do it heavy, if it could be simple? is that the only way in libgdx?
[22:58:23] <noooone> was the json serializing changed? for me it didn't create any class tags
[22:58:24] <robitx> I dont know if it is only way, but it isnt that heavy, do you want some code sample?
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[23:00:48] <BlueProtoman> Would anyone have any use for a StringLoader, a ByteArrayLoader, a JsonLoader, or an XmlLoader?
[23:01:11] <sinistersnare> Tomski: am i missing something... added gdx-tools to gradle.build, ran gradlew build, and eclipse project cant find TexturePacker.process ...?
[23:02:22] <Tomski> you refreshed gradle in eclipse?
[23:03:29] <sinistersnare> i run gradle build in eclipse and it yells at me for not having JAVA_HOME set... but i do
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[23:04:20] <Tomski> Right click > Gradle > Refresh all
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[23:05:13] <sinistersnare> still cant find it :/
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[23:06:00] <[twisti]> time to see if i can overload my brain
[23:06:05] <sinistersnare> i tried importing it directly and i cant find com.badlogic.gdx.tools
[23:06:20] <[twisti]> going to try to recode my stuff to run with y up instead of z up while watching how i met your mother
[23:06:41] <dermetfan> sinistersnare: ./gradlew cleanEclipse eclipse, reimport
[23:06:57] <Tomski> Shouldnt need to do that if its a gradle project
[23:07:06] <dermetfan> I always had to
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[23:08:53] <mars3142> @robitx: that could be working - i build it more complicated - i'll test it later - now, it's time for me to go to bed.
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[23:09:45] <Tomski> dermetfan, those tasks should only matter if you import as existing project, rather than import as gradle project
[23:10:34] <Tomski> I have had that plugin flake out at times though, so who knows.
[23:10:54] <sinistersnare> still being wonky
[23:11:03] <sinistersnare> its in my gradle cache
[23:11:10] <sinistersnare> but eclipse does not want to find it
[23:13:01] <sinistersnare> i lied
[23:13:02] <dermetfan> Ah yeah, I prefer not to use Gradle IDE plugins, they slow everything down. There's a command line in IntelliJ, that's my proxy-plugin for everything
[23:13:15] <sinistersnare> apparently it doesnt want to work in core/ only on desktop/
[23:13:34] <sinistersnare> :( i guess it makes sense, its not a core dependency
[23:13:46] <Tomski> sinistersnare, u so silly
[23:13:53] <sinistersnare> im too silly for myself
[23:13:57] <sinistersnare> i feel like my 4am self
[23:14:01] <Tomski> heh
[23:14:05] <sinistersnare> but i cant stay up late, so i need to be my 4am self now
[23:14:09] <sinistersnare> apparently
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[23:15:28] <cackling_ladies> <- literally 4am
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[23:16:35] <sinistersnare> heh europeans
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[23:16:57] <BlueProtoman> No, in Europe it's probably something like midnight at the latest.
[23:17:19] <robitx> 23:13 in middle earth
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[23:17:59] <sinistersnare> heh western asians
[23:18:09] <cackling_ladies> ~23:13 in germany too.
[23:18:13] <cackling_ladies> So germany is in middle east.
[23:19:11] <robitx> thanks to previous disscussion I tried bitbucket... commit has 131 errors... WHAT?
[23:19:32] <KicStart> bitbucket is the new sourceforge
[23:20:37] <[twisti]> allahu akhbar
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[23:22:02] <sinistersnare> i like bitbucket
[23:22:21] <sinistersnare> i use it for my personal projects
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[23:47:22] <abs25> should I make all my textures static?
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[23:49:59] <kalle_h> abs25: nope
[23:50:01] <cackling_ladies> abs25 use textureatlas and make that static instead.
[23:50:07] <kalle_h> no
[23:50:28] <kalle_h> static life time has problems with android
[23:50:38] <kalle_h> specially static finals
[23:50:44] <abs25> so each object should have its own texture?
[23:50:52] <cackling_ladies> no, that's absurd.
[23:51:04] <abs25> so how do I deal with it?
[23:51:12] <cackling_ladies> each objects should point to a texture. Never hold its own.
[23:51:25] <abs25> how do I make it point?
[23:51:32] <abs25> there is no pointers in java
[23:51:37] <kalle_h> all objects in java are just references
[23:51:44] <cackling_ladies> and thus, pointers.
[23:51:52] <kalle_h> yup, same thing different name
[23:52:38] <abs25> I dont understand
[23:52:52] <kalle_h> then you need to learn some basics
[23:52:53] <cackling_ladies> you should grasp java basic first.
[23:53:02] <abs25> so I load my textures just once, and make getTexture method and assign value of getTexture to Texture texture inside each object?
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[23:54:05] <cackling_ladies> you load textures once, held by a manager and use it to give out references. Multiple objects should use the same texture.
[23:54:29] <cackling_ladies> you can write your own or use the many built-in.
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[23:58:26] <sinistersnare> i usually put all of that stuff in my Game instance, and pass that around along with all of the other stuff i need
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