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[00:12:36] <kalle_h> http://pzurita.wordpress.com/2014/06/21/optimizing-string-function-in-ue4/
[00:12:59] <kalle_h> quite amazing that toLower was hotspot of Unreal engine elemental demo
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[00:20:42] <kalle_h> Damn these gpu's can be mysterious.
[00:20:55] <kalle_h> one explicit derivate in my fog resolved pass used 100ms
[00:21:28] <kalle_h> same instruction on different shader dind't cost anything
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[00:22:35] <Lysander> I hate level design
[00:24:20] <kalle_h> why you do it then?
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[00:24:24] <TEttinger> Lysander, procedural all the things
[00:24:52] <kalle_h> if you do something that you hate its not going to be really good
[00:24:57] <Lysander> Kind of hard for a platformer, also that's just another large chunk of time I'd have to take on the game
[00:25:02] <Lysander> Yeah but I just want to get the game done
[00:25:14] <Lysander> So I can move on
[00:26:54] <kalle_h> do you have level editor?
[00:27:04] <kalle_h> or how you are doing levels?
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[00:29:11] <Lysander> http://www.mapeditor.org/
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[01:04:34] <jug6ernaut> camera.lookAt vs camera.translate
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[01:05:13] <kalle_h> jug6ernaut: they are not same functionality all all
[01:05:45] <jug6ernaut> what does lookAt do?
[01:05:51] <jug6ernaut> i understand translate
[01:05:56] <kalle_h> look the code
[01:05:59] <kalle_h> and read the java doc
[01:06:11] <kalle_h> Recalculates the direction of the camera to look at the point (x, y, z). This function assumes the up vector is normalized.
[01:06:24] <kalle_h> what part is unclear?
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[01:17:47] <jug6ernaut> nothing now
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[01:19:29] <Frog_Master> hi all
[01:19:37] <robitx> hi one
[01:19:52] <Frog_Master> so i understand you shouldn't create textures in render
[01:19:57] <Frog_Master> is setting them okay?
[01:20:34] <TEttinger> Frog_Master, if what you're setting them to already exists, yes?
[01:20:46] <Frog_Master> ah ok
[01:21:05] <TEttinger> I honestly just create a few thousand textureregions in create()
[01:21:15] <Frog_Master> O.O
[01:21:18] <TEttinger> I need to speed that up for android
[01:21:27] <jug6ernaut> :|
[01:21:33] <Frog_Master> i have a pregressive slow down problem
[01:21:45] <Frog_Master> progressive*
[01:21:58] <Frog_Master> how do you get DDMS to show heap?
[01:22:21] <TEttinger> what is DDMS? I'm not used to debugging android
[01:22:34] <TEttinger> on desktop I'd use VisualVM
[01:22:47] <[twisti]> https://dl.dropboxusercontent.com/u/29658740/test%20%289%29.gif
[01:22:57] <[twisti]> i damaged the model while animating it so it has some weird tears
[01:23:03] <[twisti]> but i dont feel like fixing it tonight
[01:23:32] <TEttinger> lol [twisti]
[01:23:39] <TEttinger> he's so fat he's imploded
[01:23:51] <[twisti]> lol
[01:24:02] <Frog_Master> its debugging tool for android sdk
[01:25:07] <robitx> [twisti]: are you good in graphic making?
[01:25:08] <[twisti]> i kinda like the stature of world of warcraft dwarves
[01:25:17] <[twisti]> robitx: didnt you see the link i just pasted ?
[01:25:50] <robitx> well I would die if I had to spend a day learning how to make good animation in blender
[01:26:11] <[twisti]> again: did you SEE the link ?
[01:26:20] <[twisti]> those are horrible
[01:26:25] <[twisti]> i just moved the arms and legs
[01:26:28] <[twisti]> and then loled
[01:26:51] <[twisti]> i mostly learned how to make them at all
[01:27:01] <[twisti]> turns out its pretty easy
[01:27:01] <kalle_h> [twisti]: what are your end goal for that project+
[01:27:08] <[twisti]> leg forward, arm forward, copy all, paste flipped
[01:27:24] <[twisti]> kalle_h: probably nothing, but maybe something like DF
[01:27:44] <[twisti]> so far zoomed out, so i didnt want to waste time making a good model only to have it then rendered at 10x10
[01:27:50] <kalle_h> [twisti]: what kind of graphical style you are going to aim?
[01:28:14] <[twisti]> i dont know, im not really an artist
[01:29:15] <robitx> I have one graphic hell before me in near future, need to make "universe" skybox
[01:29:38] <kalle_h> [twisti]: how about shading?
[01:29:59] <kalle_h> I can't draw even a stick figure but still I can do all kinds of graphics stuff
[01:30:04] <[twisti]> i like cartoony shading with black outlines, but it seems pretty complicated
[01:30:46] <kalle_h> its quite simple
[01:31:10] <kalle_h> you might even find some libgdx code sample for it
[01:32:05] <[twisti]> seemed plenty complicated
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[01:35:29] <kalle_h> [twisti]: voxel game with mainly cave levels, dynamic lighting and volumetric fog would be really nice looking
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[01:37:41] <[twisti]> caves are hard to look into
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[01:53:47] <aeprotestsi> Is it possible to download a zip of the javadocs for offline use?
[01:54:08] <aeprotestsi> I haven't *yet* memorized all of the fields and methods and I'm about to get on a plane
[01:54:53] <TheChubu> yeah, its there in the oracle site, i think in the same page as JDK download
[01:55:17] <TheChubu> ohh, you meant libgdx's
[01:55:43] <aeprotestsi> Yeah
[01:56:01] <TheChubu> they're not packaged too?
[01:56:43] <kalle_h> aeprotestsi: javadocs are in the code too
[01:56:48] <TheChubu> i have them inside /doc folder in the release.
[01:56:59] <kalle_h> so just plug the sources for your IDE and done
[01:57:01] <TheChubu> yeah, and if you link the sources in Eclipse you have them as pop ups
[01:57:32] <aeprotestsi> Thought gradle only downloaded the jars
[01:57:35] <kalle_h> java docs are usually worthless compared to actual code with that documentation
[01:57:43] <TEttinger> you can get them through not-gradle
[01:57:48] <aeprotestsi> Yeah, but they're helpful for figuring out things
[01:58:23] <kalle_h> aeprotestsi: just pressing one button at IDE and you are in actual code that contain the same documenation than java docs do
[01:58:45] <kalle_h> with actual context
[01:58:52] <aeprotestsi> Oh, right! The code is documented too
[01:58:56] <robitx> if you know class you wanna use first :)
[01:59:03] <kalle_h> java docs is auto generated from the code
[01:59:15] <kalle_h> so java docs can't contain more info than code
[01:59:16] <aeprotestsi> Right.
[01:59:20] <aeprotestsi> Okay, thanks
[01:59:28] <kalle_h> its open source for a reason
[01:59:58] <TEttinger> and I recommend you grab a nightly zip before the plane
[02:00:08] <TEttinger> just to browse differently
[02:00:13] <robitx> and dont fly above ukraine
[02:00:16] <kalle_h> usually documentation contain more bugs than code so never trust the documents
[02:00:40] <TEttinger> yeah, kalle_h -- I got bit by that on mono
[02:00:55] <TEttinger> mono needed to implement methods as public APIs specify
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[02:01:05] <TEttinger> Microsoft had a wee typo in a class
[02:01:08] <TEttinger> only in the docs
[02:01:14] <Lysander> Omg barret from FF7
[02:01:19] <TEttinger> mono needed to implement the typo
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[02:01:23] <kalle_h> documenation has tendency to go out of sync with the code
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[02:01:54] <TEttinger> kalle_h, the typo made all sorted collections un-serializable on mono only for many versions
[02:02:05] <TEttinger> they worked fine on .NET
[02:03:03] <aeprotestsi> robitx_zzzz: even better, DC
[02:03:20] <kalle_h> https://software.intel.com/en-us/blogs/2014/08/11/siggraph-2014-directx-12-on-intel
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[02:07:30] <TheChubu> cool
[02:07:38] <TheChubu> intel supporting stuff
[02:07:43] <TheChubu> GPU stuff of all things
[02:08:05] <TheChubu> now they need to support ARB_direct_state_access down to their HD2xxx series GPUs
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[02:08:58] <kalle_h> New proto character http://i.imgur.com/jGUnX1u.gif
[02:09:10] <kalle_h> Can't wait to see this with real models
[02:09:24] <kjempff> btw Kalle what is Bike Baron made with ?
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[02:09:47] <kalle_h> its mix of c++ and obj-c
[02:09:51] <[twisti]> awesoem explosion
[02:10:24] <kjempff> no engine or framework used ?
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[02:11:02] <kalle_h> nope
[02:11:34] <kalle_h> but I am going to sleep now. see ya
[02:12:06] <TEttinger> good lord kalle_h
[02:12:07] <kjempff> I can understand why it is so popular, great idea and simple gameplay
[02:12:11] <TEttinger> that looks incredible
[02:13:16] <cobolfoo> I will have to buy this game once it get released :)
[02:14:31] <kjempff> nice art style
[02:15:59] <Getterac7> Going to give Ashley a try... wish me luck.
[02:16:24] <Getterac7> I have to see if it's any more usable than my home-brew entity component system.
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[02:27:28] <sinistersnare> cobolfoo: ping
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[02:31:06] <TEttinger> hey sinistersnare
[02:31:24] <sinistersnare> hey, TEttinger
[02:31:28] <sinistersnare> *guitar*
[02:31:32] <TEttinger> lol
[02:31:33] <sinistersnare> i imagine it now, lol
[02:31:37] <TEttinger> indeed there was
[02:32:05] <TEttinger> I should turn the volume down on it -- nah, I'm listening to The Sword on headphones and I want to hear nickpings
[02:33:16] <sinistersnare> need to hear those ping riffs
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[02:57:37] <Frog_Master> ah stupid allocation tracker is showin nothing important
[02:57:47] <Frog_Master> i cant find out whats slowind down my game :(
[02:57:50] <Frog_Master> g*
[02:58:30] <kjempff> on android ?
[02:59:13] <Frog_Master> libgdx game
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[02:59:42] <Frog_Master> yes
[02:59:50] <Frog_Master> runs fine again upon resetting the screen
[03:00:11] <Frog_Master> i am suppose to look at the allocation tracker right?
[03:00:13] <Frog_Master> recently noticed it slows down to a crawl upon a long run
[03:01:32] <kjempff> check the logcat for messages about garbage collecting.. it could be that, also debug version on android can be slow
[03:02:22] <Frog_Master> i was running normal version
[03:02:29] <Frog_Master> i forgot about debug
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[03:03:25] <kjempff> other than that print out .. System.currentTimeInMillisec and see what code cause the delays
[03:05:21] <sinistersnare> currentTimeMillis*
[03:06:23] <sinistersnare> or TimeUtils.getNanoTime() i think
[03:07:18] <nexsoftware> Print out all the things every frame.
[03:08:03] <Frog_Master> wait can something like Array<Body> bodies = new Array<Body>(); in the render cause this
[03:08:15] <Frog_Master> i moved it to the top to see
[03:11:41] <kjempff> you should allocate all or most things at the beginning and avoid allocating stuff in render()
[03:12:55] <Frog_Master> yeah i figured
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[03:13:10] <Frog_Master> print out every variable every frame?
[03:13:21] <Frog_Master> but that won't tell me which is the memory hog
[03:14:27] <kjempff> no print out current time in millisecs at various places and check that there isnt more than a millisec or so between any calls
[03:15:15] <sinistersnare> dont put 'new' in render() :p
[03:15:25] <kjempff> and narrow it down until you find the code that takes the time
[03:15:36] <sinistersnare> kjempff: ghetto debugging
[03:15:46] <sinistersnare> fiding bottlenecks to the line
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[03:18:06] <Frog_Master> seems tedious but i guess i can try
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[03:18:08] <Frog_Master> thanks
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[03:31:50] <Frog_Master> is something like this bad to have in render world.getBodies(tmpBodies);
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[03:36:46] <nick-coden> http://www.pasteall.org/pic/75357 i'm using a window on a stage. Is it possible to catch a tap event on the backgound black area?
[03:37:13] <Frog_Master> yes
[03:37:24] <TEttinger> nick-coden, is this the asteroid game?
[03:37:24] <dermetfan> Frog_Master: No, it's alright
[03:37:27] <Frog_Master> i think
[03:37:40] <Frog_Master> oh thanks dermetfan
[03:37:47] <nick-coden> TEttinger: what asteroid game?
[03:38:00] <nick-coden> there are a couple i've seen with libgdx
[03:38:09] <nick-coden> but yes this is one of them
[03:38:23] <TEttinger> that screen just looks very similar to another I saw that had asteroid colonizing/battling for territory
[03:38:29] <nick-coden> yea thats mine
[03:38:34] <TEttinger> it made an impression!
[03:38:39] <nick-coden> i've reworked the editor screen
[03:38:49] <nick-coden> i'm taking this entire week off to work on the game
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[03:39:16] <nick-coden> TEttinger: an impression is a good thing
[03:39:44] <TEttinger> nick-coden, I'm trying to think of a good way to do it. Maybe an InputMultiplexer that has your own InputProcessor first, that only handles taps in the black area?
[03:40:15] <nick-coden> ahh
[03:40:16] <TEttinger> (and the Stage added second to the multiplexer)
[03:40:30] <TEttinger> I do something similar to detect taps on my weird iso grid
[03:40:44] <nick-coden> then i have to make sure the click doesnt fall within the windows boundary
[03:40:54] <TEttinger> just check what it's between after unprojecting is what I do
[03:40:57] <nick-coden> because I want to exit the window if they click on the background
[03:41:07] <TEttinger> sounds good, nick-coden
[03:41:15] <TEttinger> in that case
[03:41:26] <TEttinger> I would have the Stage first in InputMultiplexer
[03:41:48] <TEttinger> and if it doesn't handle a tap, have the next Processor handle taps by exiting the window
[03:42:10] <TEttinger> does that make sense, nick-coden?
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[03:42:26] <TEttinger> it might not work if Stage returns false on taps
[03:42:32] <nick-coden> hum... i already have a inputmultiplexor. I wonder if I coded something to ignore taps while in a window
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[03:42:45] <nick-coden> it stuff was written many months ago
[03:42:46] <TEttinger> you can have many processors
[03:44:09] <sinistersnare> ugh add an actor to my table, and everything immediately goes to shit :(
[03:44:54] <sinistersnare> actually, forgot to add a row :p now its just a little worse
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[03:56:26] <Jarmund> YESS!!!! http://www.extremetech.com/computing/187882-reversible-usb-type-c-connector-finalized-devices-cables-and-adapters-coming-soon
[03:57:06] <Jarmund> finally, the USB connector will return to 3D space
[03:57:34] <ShivanHunter> lol
[03:58:01] <nexsoftware> O.o
[03:58:30] <nexsoftware> Everybody knows it takes at least 3 turns before a USB is the right way
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[03:59:29] <cackling_grandma> from nothingness, I came
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[04:02:41] <Jarmund> 08.13 03:59 <@nexsoftware> Everybody knows it takes at least 3 turns before a USB is the right way
[04:02:52] <Jarmund> Even more for microusb
[04:03:32] <Frog_Master> * jumps in a lake
[04:03:48] <nexsoftware> Have a nice swim
[04:04:34] <Frog_Master> its murky
[04:04:40] <Frog_Master> and alligator infested
[04:04:58] <nexsoftware> Swim fast
[04:05:15] <Frog_Master> eh if they eat me its all good
[04:06:16] <nexsoftware> Sounds good to me
[04:06:52] <nexsoftware> Ever get your ads working?
[04:06:58] <Frog_Master> yes
[04:07:04] <Frog_Master> now its this damn bloody memory leak
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[04:07:36] <nexsoftware> Leak all the memory
[04:08:09] <Frog_Master> maybe my app can be called "the great leak"
[04:08:27] <Frog_Master> see how long you can tolerate the downward spiraling FPS!
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[04:09:01] <Tomski> https://mediacru.sh/sX-kb711alSO
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[04:09:28] <pmartino> sounds nasty
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[04:34:26] <aeprotestsi> Goddamn it, the plane hasn't even left yet
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[04:59:57] <Frog_Master> i think i may have found the source of my memory leak
[05:00:58] <Frog_Master> drum roll ...............................................
[05:01:03] <Frog_Master> sprite.setColor(color) in the render method
[05:01:23] <ShivanHunter> wat
[05:01:30] <pmartino> thats what i said
[05:01:36] <pmartino> she?
[05:01:48] <Frog_Master> its unbelievable
[05:01:48] <ShivanHunter> do Colors need to be dispose()d? That makes very little sense
[05:01:49] <pmartino> how can that cause a memory leak
[05:02:17] <Frog_Master> i dont know
[05:02:31] <Frog_Master> but i swear when that line is uncommented by game crawls to a sto
[05:02:32] <Frog_Master> p
[05:03:06] <cobolfoo> hey
[05:03:12] <cobolfoo> could you show us your code?
[05:03:30] <Frog_Master> thatll be 3 dollars per view
[05:04:05] <cobolfoo> Even if I found why it is causing a memory leak ?:)
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[05:04:12] <cobolfoo> sinistersnare: ping
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[05:04:47] <sinistersnare> i was wondering how to add my own texture atlasses to your editor, do i dump it into assets/resources?
[05:05:31] <cobolfoo> I think you have to put your separate textures, not the atlas
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[05:05:54] <cobolfoo> anyway you need to separate your UI textures from your ingame textures
[05:05:59] <cobolfoo> like having an atlas for each one
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[05:09:15] <sinistersnare> cobolfoo: confused
[05:09:53] <cobolfoo> to me an atlas is just a big texutre packed with small ones to limit the texture binding count on the GPU
[05:10:03] <sinistersnare> yes
[05:10:14] <cobolfoo> The skin editor purpose is to create a atlas only for the UI interfaces
[05:10:26] <sinistersnare> ok
[05:10:36] <pmartino> theres a skin editor?
[05:10:44] <sinistersnare> https://github.com/cobolfoo/gdx-skineditor
[05:10:47] <cobolfoo> your whole UI interface skin is represented in three files (uiskin.json, uiskin.atlas and uiskin.png)
[05:10:53] <pmartino> thanks
[05:10:54] <cobolfoo> that you integrate to your game project.
[05:10:56] <pmartino> ill check it out
[05:11:06] <sinistersnare> alright
[05:11:09] <pmartino> i usually just make assets and put em in an atlas
[05:11:19] <cobolfoo> It's up to you to load other atlases in your game
[05:11:27] <sinistersnare> i mean like
[05:11:46] <sinistersnare> how can i load my own custom drawables to edit in the skineditor?
[05:11:59] <sinistersnare> instead of just your default ones...
[05:12:08] <cobolfoo> you load the source textures
[05:12:33] <cobolfoo> One thing that could be possible is loading an atlas and picking which asset you want to integrate in your skin, but this is not done yet.
[05:12:41] <cobolfoo> for now, you have to work with source textures
[05:13:28] <sinistersnare> cobolfoo: oh so loading custom atlasses is unsupported?
[05:13:50] <cobolfoo> thats right
[05:13:51] <Frog_Master> @Override public void render (float delta) {
[05:13:59] <Frog_Master> whoops
[05:14:01] <sinistersnare> Frog_Master: dont paste code...
[05:14:01] <cobolfoo> I have hard time finding why it is a interestinfg feature
[05:14:03] <sinistersnare> oh good
[05:14:12] <Frog_Master> it was in my clipboard my bad
[05:14:13] <Frog_Master> forgot
[05:14:16] <sinistersnare> its ok
[05:14:23] <sinistersnare> i thought there was gonna be a multiline paste coming
[05:14:29] <pmartino> whats the advantage of using the editor
[05:14:34] <pmartino> i feel stupid
[05:14:43] <cobolfoo> pmartino There is no documentation right now, it is ok to feel stupid :)
[05:14:43] <Frog_Master> Yup cobolfoo, setting the sprites color in the render did it. I just double checked it.
[05:14:49] <sinistersnare> pmartino: GUIs are nice, and it auto formats the json for you basically
[05:14:55] <sinistersnare> so you dont need to remember the json file semantics
[05:14:58] <pmartino> oh that is sweet
[05:14:58] <Frog_Master> so odd, i guess ill just move it up to the top
[05:15:19] <pmartino> i actually let all my scene2d shit hang out instead of using json
[05:15:20] <Frog_Master> sinistersnare why do you have a plus in front of name
[05:15:23] <Frog_Master> admin>
[05:15:25] <Frog_Master> ?
[05:15:28] <cobolfoo> Also, you can do live modifications in your skin editor and have them right here the nex ttime you launch your game (from the IDE)
[05:15:28] <sinistersnare> Frog_Master: + is voice
[05:15:34] <sinistersnare> @ is Op, which are the admins
[05:15:45] <cobolfoo> personnally, I use the skin editor mostly for font generations
[05:15:48] <Frog_Master> yeah i knew about the @
[05:15:48] <pmartino> are you going to add documentation cobolfoo
[05:16:00] <sinistersnare> i hope! and custom atlases :)
[05:16:04] <Frog_Master> what do you mean voice
[05:16:05] <cobolfoo> I think yes, I already have a website with some basic writings
[05:16:39] <sinistersnare> Frog_Master: https://answers.yahoo.com/question/index?qid=20080416002817AAXgf1q
[05:16:46] <sinistersnare> it just means that if the Ops mute everone, i can still talk
[05:16:49] <cobolfoo> anyway more I think about it, more I should switch working on the scene editor :)
[05:16:56] <cobolfoo> this will make the skin editor obsolete
[05:16:57] <sinistersnare> it also makes me feel superior to you mere mortals
[05:17:09] <pmartino> a scene editor would be awesome
[05:17:16] <Frog_Master> ah lol
[05:17:18] <sinistersnare> cobolfoo: do it!
[05:17:31] <sinistersnare> cobolfoo: well, couldnt they work together?
[05:17:52] <cobolfoo> why having a skin editor, I mean, you do all your screens in the editor, then it produce the skin for you
[05:18:12] <cobolfoo> you click on a label, you set the color, the font, the size, like in Visual Basic and the editor care for the ugly details
[05:18:29] <sinistersnare> cobolfoo: do you mean like scene2d layout editor?
[05:18:30] <BlueProtoman> cobolfoo: What if you want to reuse a Skin across multiple projects?
[05:18:48] <cobolfoo> yes, you create a project, then you add scenes to it, each scene is actually a table with no elements
[05:18:49] <BlueProtoman> But yeah, a Scene2D editor would be nice...but what would the output be? Code? Some new XML format?
[05:18:58] <cobolfoo> json
[05:18:58] <BlueProtoman> *Some form of XML?
[05:19:19] <cobolfoo> there already good json parsing in libgdx
[05:19:31] <sinistersnare> is there a scene2d json format?
[05:19:35] <sinistersnare> not just for skins, but for layout?
[05:19:36] <cobolfoo> I dont think so
[05:19:44] <cobolfoo> I have not found any custom parser
[05:19:45] <BlueProtoman> What would you do if you needed some widget's property (color, size, etc.) to depend on a variable?
[05:20:12] <cobolfoo> BlueProtoman: once loaded, your scene is stored in a table, you can change everything you want
[05:20:24] <BlueProtoman> cobolfoo: I know of a Scene2D GUI loader somewhere, but it kinda sucks. And no graphical editor.
[05:20:30] <cobolfoo> you retrieve the actor by name, get his style (each element have a different style)
[05:20:47] <pmartino> sounds amazing
[05:20:54] <BlueProtoman> For now, any plans to get your Skin editor into gdx-tools?
[05:21:05] <cobolfoo> In the end you have the editor and your IDE and they both complete each other
[05:21:24] <pmartino> would remove having to plan shit out , trial and error etc lol
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[05:21:32] <cobolfoo> BlueProtoman: I don't think so.
[05:21:45] <BlueProtoman> cobolfoo: Aw. That would be nice. And I think it'd get in, too.
[05:22:10] <cobolfoo> Maybe we could start a git repository to work on that with several peoples
[05:22:41] <sinistersnare> the scene2d editor? totally
[05:22:43] <cobolfoo> The first step would be to write a design document
[05:22:44] <BlueProtoman> I think XML would be a better fit for Scene2D, though.
[05:22:54] <cobolfoo> BlueProtoman: Why that ?
[05:23:11] <BlueProtoman> Because all widgets have some number of properties in common, but some can contain others.
[05:24:12] <BlueProtoman> Though, on the other hand, JSON is better for representing key-value maps and arrays.
[05:24:27] <sinistersnare> https://pbs.twimg.com/media/BH8VOD0CEAAzeUP.jpg:large
[05:24:56] <sinistersnare> they both work, but id say json because filesize
[05:25:13] <BlueProtoman> Is XML really that much larger?
[05:25:19] <cobolfoo> this is all depend on how much people want to work on that
[05:25:31] <cobolfoo> I guess outputting format is just a question of having custom classes to handle that
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[05:25:55] <BlueProtoman> Let's use S-Expressions for everything
[05:25:59] <cobolfoo> hehe
[05:26:20] <sinistersnare> protocol buffers
[05:26:21] <cobolfoo> http://www.fltk.org/images/fluid-flphoto.png
[05:26:25] <cobolfoo> This is very old
[05:26:26] <sinistersnare> or that new clojure transit thing
[05:26:37] <cobolfoo> I have done my first UI in C like 10-15 years ago with that
[05:26:48] <cobolfoo> It was named FLTK, you had some sort of editor
[05:26:49] <sinistersnare> damn.
[05:26:56] <cobolfoo> with a tree view at left, and your window at right
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[05:27:35] <cobolfoo> I would represent the root table of the scene with a tree view like that, you add your actors to the three and have some basic layout option on each cell (alignment, expand, fill, etc)
[05:27:48] <sinistersnare> agree
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[05:28:11] <cobolfoo> This will kill the drag&drop of actors but at least the interfaces will scale better on different resolutions
[05:28:11] <sinistersnare> https://img.4plebs.org/boards/pol/image/1385/75/1385753810661.gif
[05:28:32] <pmartino> plebs
[05:29:06] <sinistersnare> i think that your solution sounds fine, with fine grained movement like you said, alignment, expand, fill, padding, all else
[05:29:15] <BlueProtoman> I know there's a whole community for esoteric programming languages...but is there one for esoteric file formats and/or protocols?
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[05:29:52] <sinistersnare> BlueProtoman: clojure isnt esoteric! ask TEttinger
[05:30:02] <sinistersnare> :p its a JVM language, and they love their stuff
[05:30:11] <TEttinger> haha
[05:30:14] <cobolfoo> also, the editor must be in libgdx like the skin editor, it would look like exactly the same as in a game
[05:30:28] <BlueProtoman> sinistersnare: I wasn't talking about Closure. I brought up S-Expressions because Wikipedia mentions them as a data serialization format
[05:30:29] <sinistersnare> https://github.com/cognitect/transit-clj its 'like better json' as i understand it
[05:30:30] <cobolfoo> anyway I'll add this to my todo list (design document) this week
[05:30:38] <sinistersnare> BlueProtoman: thats what lisp uses lol
[05:30:52] <sinistersnare> (this (is (an (s-expression))))
[05:30:56] <TEttinger> BlueProtoman: edn
[05:31:12] <BlueProtoman> TEttinger: ?
[05:31:17] <sinistersnare> edn and transit, right?
[05:31:24] <sinistersnare> not completely sure how they relate
[05:31:29] <cobolfoo> what about storing our classes in a bytebuffer than uuencoding it to make it bigger? :)
[05:31:38] <sinistersnare> been a bit since i used clojure, but the yearly clojure convention is a few minutes from my house
[05:32:18] <sinistersnare> lol ofc
[05:33:00] <pmartino> any advantages using clojure over just java
[05:33:16] <sinistersnare> pmartino: lisp
[05:33:24] <sinistersnare> and it has some good features
[05:33:27] <sinistersnare> and is well engineered
[05:33:32] <pmartino> oh ok
[05:33:56] <pmartino> going to learn lisp / fortran and some other languages this semester
[05:34:06] <BlueProtoman> A disadvantage, I gather (at least in the context of LibGDX), is that most of your code ends up Java-like anyway
[05:34:14] <sinistersnare> pmartino: that sounds fun :p
[05:34:24] <pmartino> i wish i was at your guys level hehe
[05:34:28] <cobolfoo> seriously, you will get a job as a lisp / fortran coder ? (fortran maybe)
[05:34:28] <sinistersnare> BlueProtoman: play-clj is a nice wrapper for libgdx
[05:34:28] <BlueProtoman> Which sort of defeats the point of using a Java library on a non-Java language
[05:34:49] <pmartino> hwo easily cobolfoo
[05:34:57] <pmartino> lol
[05:35:00] <sinistersnare> its good to know lisp, it has some good ideas
[05:35:03] <sinistersnare> fortran idk, dont know it
[05:35:13] <cobolfoo> I mean everywhere I look is JAVA, C++ and C#, Fortran and Cobol stille xists for old stuff that nobody want to touch with the dick of their worst enemy
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[05:35:32] <pmartino> legacy code?
[05:35:48] <cobolfoo> but I live in french canada, we are 3-4 years late on anything
[05:36:55] <cobolfoo> There is a new movie called Avatar? :)
[05:36:59] <mobidevelop> Soon everyone will code everything in JavaScript
[05:37:05] <pmartino> really
[05:37:23] <sinistersnare> mobidevelop: dont make me :(
[05:37:26] <sinistersnare> i dont like javascript
[05:37:36] <cobolfoo> this is not that bad, javascript exists for quite a while
[05:37:50] <mobidevelop> I don't mind javascript
[05:38:12] <sinistersnare> i dont like it at all, how 'this' works, variable arity, weak typing
[05:38:22] <mobidevelop> It isn't hipster enough for sinistersnare
[05:38:31] <sinistersnare> :D
[05:38:37] <sinistersnare> javascript was designed in 10 days
[05:38:49] <pmartino> thats fats
[05:38:52] <sinistersnare> it wasnt made to be a good language, and we are stuck with it.
[05:38:58] <cobolfoo> one of my best friend told me that D wiill conquer the entire world like 10 years ago, I am still waiting, javascript have better chances
[05:39:07] <sinistersnare> www.rust-lang.org for life
[05:39:16] <jigawot> someone wrote a linux kernel in javascript... http://bellard.org/jslinux/
[05:39:22] <TEttinger> pmartino, clojure is a great language but it is a bit slow. however performance is a primary focus for newer versions
[05:39:30] <jigawot> you can run it in your browser :)
[05:39:41] <jigawot> =crazy
[05:39:45] <cobolfoo> We sound like girls talking about shoes
[05:39:47] <TEttinger> stuff like reduce/map/filter is just the beginning
[05:39:48] <BlueProtoman> At least the ass-ton of languages that compile to Javascript will work in any environment that uses Javascript
[05:40:11] <mobidevelop> I do all my code in javascript running in javascript linux in my browser
[05:40:23] <sinistersnare> i was just in an internship and i had to write a bit of javascript, and it made me sad :)
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[05:40:38] <mobidevelop> I write javascript every day
[05:41:05] <sinistersnare> you dont care about anything though
[05:41:16] <cobolfoo> I use JQuery all the day.
[05:41:18] <mobidevelop> Nothing at all
[05:41:32] <dermetfan> i kinda dislike dynamically typed languages :(
[05:41:45] <mobidevelop> I prefer writing javascript by hand as opposed to jquery
[05:42:00] <BlueProtoman> This just in; mobidevelop is a masochist
[05:42:06] <BlueProtoman> And dermetfan is a hater
[05:42:29] <mobidevelop> jquery is nice and all, but a lot of black magic
[05:42:43] <cobolfoo> mobidevelop: jquery-ui ?:)
[05:42:52] <mobidevelop> Never used it
[05:42:53] <sinistersnare> dermetfan: im fine with dynamic languages, just not weakly typed languages
[05:43:08] <sinistersnare> mobidevelop: your work doesnt use JQuery?
[05:43:14] <mobidevelop> We do
[05:43:20] <cobolfoo> jquery-ui is a very nice addon to jquery (for websites)
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[05:47:35] <sinistersnare> javascript really killed all conversation here, lol
[05:48:06] <mobidevelop> Anyway, it's too bad the derek isn't around
[05:48:16] <BlueProtoman> Javascript + LibGDX == ???
[05:48:20] <mobidevelop> I fixed that gwt matrix4 stuff just for him
[05:48:29] <sinistersnare> mobidevelop: whos derek
[05:48:36] <sinistersnare> BlueProtoman: dont you dare think that
[05:48:40] <dermetfan> BlueProtoman: The HTML backend :P
[05:48:42] <sinistersnare> jk, nashorn exists
[05:49:00] <mobidevelop> A guy who was in here earlier who was having problems with gwt
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[05:49:18] <BlueProtoman> Everybody has problems with GWT
[05:49:23] <mobidevelop> I don't
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[05:49:35] <dermetfan> I avoid using it
[05:49:42] <dermetfan> so I don't, lol
[05:49:42] <BlueProtoman> That's why you don't have problems with it
[05:50:28] <mobidevelop> I find it very easy to work with gwt, it is just time consuming
[05:50:41] <mobidevelop> Builds just take too long
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[05:52:30] <dermetfan> I would call that a problem
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[05:55:03] <mobidevelop> Not really
[05:55:12] <mobidevelop> It is easy to pass the time
[05:55:29] <mobidevelop> RoboVM builds take far longer
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[05:56:46] <faaj> hey, guys, whats up?
[05:57:02] <faaj> I have a problem
[05:57:08] <faaj> so I managed to get my TiledMap rendered
[05:57:15] <faaj> and inputs working and etc
[05:57:30] <faaj> but then, when I press WASD, I was suppoosed to move camera, but I can't
[05:57:56] <faaj> I have no sprites, no nothing.. I'm just setting the camera.position.set(x,y,z) and then I call camera.update()
[05:58:11] <faaj> any ideas of what might be happening?
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[05:58:23] <sinistersnare> can i disallow input on a TextArea?
[05:58:28] <mobidevelop> mapRenderer.setView(camera); after camera.update()
[05:58:29] <dermetfan> also call orthogonalTiledMapRenderer.setView(camera) again
[05:58:55] <mobidevelop> Winner!
[05:59:05] <faaj> yeah, I'm setting it as setView(camera)
[05:59:11] <mobidevelop> sinistersnare: sure, set it disabled
[05:59:13] <faaj> this makes the map get rendered, right?
[05:59:15] <sinistersnare> ah disabled
[05:59:18] <sinistersnare> was looking for that
[05:59:18] <faaj> again?
[05:59:19] <dermetfan> Lag! Laaag! I won on my screen!
[05:59:44] <faaj> I'm already doing this "S
[05:59:44] <dermetfan> setView(camera) "applies" the camera's matrix to the map renderer, it doesn't center it
[05:59:56] <faaj> let me call renderer.setView again
[06:00:46] <faaj> lol, ok
[06:00:52] <faaj> so why do I have to call it twice?
[06:01:03] <mobidevelop> Every time you update the camera do setView
[06:01:40] <faaj> hm
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[06:01:57] <faaj> I was following someone's tutorial but he didnt do it.. that's weird
[06:01:58] <faaj> ok
[06:02:13] <mobidevelop> setView copies the values at that moment that you call it
[06:02:16] <faaj> is there any tutorial (written) where I can see this rendering stuff? Slick2D was simpler on this side
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[06:02:40] <faaj> there's also this spriteBatch that I don't know how it works
[06:02:45] <faaj> begin and end
[06:02:54] <mobidevelop> Black magic
[06:03:07] <dermetfan> maps: https://github.com/libgdx/libgdx/wiki/Tile-maps#tiled-maps
[06:03:24] <faaj> nice
[06:03:25] <faaj> thanks :)
[06:03:54] <dermetfan> SpriteBatch: https://github.com/libgdx/libgdx/wiki/Spritebatch%2C-Textureregions%2C-and-Sprites#spritebatch
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[06:08:50] <cobolfoo> someone tried to imeplement this in libgdx? http://simonschreibt.de/gat/homeworld-2-backgrounds/
[06:10:15] <pmartino> porting the game?
[06:10:27] <cobolfoo> nope converting a background image into a serie of faces
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[06:33:32] <nexsoftware> ...for the largest enterprise builds in the industry like the Gradle build at LinkedIn with over 4000 subprojects. Holy shit!
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[06:39:39] <sinistersnare> nexsoftware: source? that sound scary
[06:39:49] <sinistersnare> people keep asking me to be their friends on linkedin
[06:39:52] <nexsoftware> http://www.gradle.org/roadmap
[06:39:55] <sinistersnare> but the UI disgusts me :(
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[06:40:24] <sinistersnare> i just cant say 'yes be my friend' without being bombarded by 'ASK YOUR CONTACTS TO JOIN US'
[06:41:46] <sinistersnare> but hot damn thats crazy
[06:42:21] <nexsoftware> It takes 3 hours in configuration for each build
[06:44:26] <sinistersnare> this app is shaping up nicely :) http://i.imgur.com/t4u2KfJ.png
[06:44:27] <nexsoftware> gradle tasks
[06:44:35] <nexsoftware> Ah crap< there goes my whole day
[06:44:38] <sinistersnare> nexsoftware: at linkedin?
[06:44:55] <nexsoftware> I am just joking, I have no clue
[06:45:00] <sinistersnare> http://xkcd.com/303/
[06:45:30] <sinistersnare> thats linkedIn HQ i guess lol
[06:45:46] <nexsoftware> Several times a day I start a build then grab some coworkers and go play foosball
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[06:46:19] <sinistersnare> that sounds like a job i want lol
[06:46:34] <nexsoftware> Our builds aren't that slow though. It is stupid WebLogic that takes forever to start.
[06:48:02] <TEttinger> rim of a volcano, sinistersnare?
[06:48:32] <sinistersnare> yes! what a great way to start a story
[06:48:41] <sinistersnare> you and the other adventurers find themselves at the rim of a volcano
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[06:48:57] <sinistersnare> theres a fainted body with fresh game
[06:49:13] <sinistersnare> and you have an inkling that you need to run before an imminent eruption
[06:49:15] <sinistersnare> done
[06:49:18] <sinistersnare> i love these cards
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[07:18:01] <pmartino> any part of that comic contain any truth
[07:18:39] <pmartino> i never wrote software professionally :(
[07:18:45] <sinistersnare> pmartino: C++.
[07:18:53] <sinistersnare> compile times crazy bad
[07:19:57] <pmartino> i saw a link to a nice circuit
[07:20:08] <pmartino> vibrators must be a great resistor
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[07:20:26] <pmartino> make rather
[07:23:02] <pmartino> fuck me, one of those comic panels happen to me all the time
[07:23:37] <pmartino> the one where you forgot theres a final exam, project, or completely forgot you were enrolled
[07:23:58] <pmartino> i mean a dream
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[07:41:58] <cackling_grandma> how'd premultiplied alpha affect my render routine?
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[07:52:47] <TEttinger> cackling_grandma, have you made much progress?
[07:53:52] <cackling_grandma> no, some how I still get transparent pixels instead of black with premultiplied alpha D:
[07:57:30] <TEttinger> you're going to solve this eventually!
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[07:58:11] * TEttinger shakes cackling_grandma, YOU'RE GOING TO GET THROUGH THIS!
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[08:11:46] <cackling_grandma> I could make do with dual pass rendering. one to draw opaque elements and one again to draw transparent elements.
[08:11:58] <cackling_grandma> just trying to push for a single pass now.
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[08:14:22] <TEttinger> what's wrong with dual-pass? you could organize atlas pages by pass
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[08:18:59] <sinistersnare> just destroyed a couple of assholes in counter strike 16-14. FEELING THE TESTOSTERONE
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[08:23:11] <cackling_grandma> sinistersnare, you have just ruined some 12 years's old's fun. You horrible monster!
[08:23:33] <sinistersnare> they were just dicks at the starting warmup "we are gonna destroy you morons" they kept saying and stuff like that
[08:23:44] <sinistersnare> and the loudest one was on last place the entire game
[08:23:58] <sinistersnare> and he just kept saying that it doesnt matter because he has a $300 knife
[08:24:07] <sinistersnare> god it made me so mad
[08:24:16] <sinistersnare> it felt so good to win just by a hair
[08:24:21] <sinistersnare> to almost let them taste it
[08:24:27] <sinistersnare> and then to destroy them
[08:24:36] <sinistersnare> (i get a bit worked up...)
[08:26:22] <cackling_grandma> I'm too old for FPS
[08:26:36] <cackling_grandma> and too young for competitive chess
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[08:27:37] <sinistersnare> :)
[08:27:50] <sinistersnare> but you seem to be a grandma
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[08:33:55] <cackling_grandma> I live in a poor region. It's not uncommon for people to have their first child before 20.
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[08:37:03] <sinistersnare> interesting
[08:37:12] <sinistersnare> so you are a grandma? cool
[08:37:21] <sinistersnare> i dont think there are many grandmas on this channel
[08:37:51] <cackling_grandma> no it's a moniker I picked
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[08:38:06] <cackling_grandma> cause my PC at home insist on holding on to the cackling_ladies handle!
[08:38:31] <sinistersnare> hahaha ok :p
[08:39:17] <sinistersnare> does @noone on github ever come on here?
[08:39:43] <cackling_grandma> you mean noooone?
[08:39:55] <sinistersnare> oh lol ok
[08:40:10] <sinistersnare> noooone: write those wiki pages about the new scene2d debug renderer
[08:40:21] <sinistersnare> please <3
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[08:41:53] <TEttinger> noooooooooooone
[08:44:34] <noooone> k
[08:45:32] <mk1> TEeeeeeeeeeeeeeeeeeettinger
[08:46:11] <noooone> sinistersnare: as long as you promise to not remove the Viewports link from the TOC anymore ;)
[08:46:15] <faaj> heyt guys
[08:46:24] <faaj> I'm back
[08:46:26] <sinistersnare> did i do that?
[08:46:28] <sinistersnare> :D
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[08:46:39] <sinistersnare> why did i do that? hmmm
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[08:46:54] <noooone> it happened like 3 times, I tracked it only to the last time and there it was your change, but I assume on accident
[08:46:59] <sinistersnare> oh wow how did that happen
[08:47:02] <sinistersnare> thats weird
[08:47:08] <sinistersnare> ill fix it now
[08:47:08] <sinistersnare> lol
[08:47:16] <noooone> no, I did already a while ago
[08:47:26] <noooone> it's there right now ;)
[08:47:33] <sinistersnare> oh
[08:47:50] <sinistersnare> oh its not on the home page
[08:47:51] <sinistersnare> ahhhhhh
[08:47:52] <sinistersnare> thats why
[08:48:02] <sinistersnare> becuase when i update the home page, i copy paste it into the TOC
[08:48:04] <faaj> hey guys, if I do: this.orthocamera.position.set(orthocamera.position.x +3,orthocamera.position.y + 3,0);, why is the map disappearing from the screen?
[08:48:05] <sinistersnare> i mean, the sidebar
[08:48:08] <sinistersnare> wait,
[08:48:17] <sinistersnare> its not onthe home page, its on the sidebar though
[08:48:24] <faaj> I'm checking the position and it only moved +3, +3 pixels
[08:48:27] <faaj> but it's not there, lol
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[08:49:39] <sinistersnare> woah the TOC and sidebar are mismatched.
[08:49:41] <sinistersnare> i will fix this
[08:50:04] <noooone> remember the Viewports :P
[08:50:15] <sinistersnare> its only those two pages
[08:50:18] <sinistersnare> fixing now!!!
[08:50:53] <faaj> what about the viewports?
[08:51:07] <noooone> faaj: what it your camera's viewport size?
[08:51:18] <sinistersnare> faaj:the page was missing from the wikis homepage
[08:51:24] <faaj> well, I did what a guy in a youtube video said
[08:51:34] <noooone> some people initialize it like new OrthographicCamera(1, w / h)
[08:51:41] <faaj> on resize(int width, int height) , I also change the viewportt
[08:51:49] <faaj> nope, I just do like new Ortho..Camera();
[08:52:08] <noooone> faaj: maybe show some code
[08:52:19] <sinistersnare> do you ever call camera.setToOrtho?
[08:52:22] <noooone> (via pastebin)
[08:52:23] <faaj> hm, it's going to be difficult as it's divided in many pieces
[08:52:31] <faaj> nope, I don't call setToOrtho, why?
[08:52:35] <faaj> should I?
[08:52:42] <noooone> not if you are using Viewport
[08:52:52] <sinistersnare> you need to tell it its size before you change it, unless you use a VP
[08:53:25] <noooone> without seeing any code we cannot help you though
[08:53:35] <faaj> hm.. everytime I change the posotion of the camera I have to do it?
[08:53:41] <faaj> ok, I'll try to post some
[08:53:42] <sinistersnare> no, at creation time
[08:53:51] <faaj> well, at creation time I tell it its size :P
[08:53:59] <sinistersnare> whats its size
[08:54:11] <faaj> ok, let me try something
[08:54:20] <faaj> 1280/720
[08:54:59] <faaj> wtf
[08:55:00] <faaj> oik..
[08:55:01] <faaj> ok..
[08:55:13] <sinistersnare> did you set it wrong?
[08:55:22] <faaj> so apparently, the version I saw on the video is different (maybe?)
[08:55:45] <faaj> the guy was saying I didn't need to specify it at creation time because if I changed the viewport on resize() it would do it "automatically"
[08:55:52] <faaj> thanks for the help
[08:56:11] <sinistersnare> if it works, then good :) which video did you watch?
[08:56:18] <faaj> so now I'm doing as you said, specifying at creation time new Ortho..Camera(1280,720)
[08:56:19] <faaj> hmmmm
[08:56:26] <faaj> I watched 3 series lmao
[08:56:33] <sinistersnare> ok
[08:56:46] <sinistersnare> did you read the libgdx simple app? its great to get started
[08:56:54] <faaj> but the last one was the LibGdx and tilemap, something like that.. it has 7 videos
[08:57:12] <faaj> nope, I... didn't. I was looking for that btw..
[08:57:24] <sinistersnare> was it dermetfan ? :P
[08:57:32] <faaj> yep!
[08:57:35] <sinistersnare> https://github.com/libgdx/libgdx/wiki/A-simple-game wiki is life
[08:57:44] <sinistersnare> dermetfan: get your stuff together! (or something)
[08:57:58] <faaj> I was hoping it to be easier since I worked with Slick2D for like.. 2 years or more
[08:58:02] <faaj> expecting*
[08:58:09] <faaj> but lets see :)
[08:58:52] <sinistersnare> there is http://mini2dx.org/
[08:59:09] <sinistersnare> which i think is a slick like API on top of gdx
[09:00:25] <faaj> I had built my on top of slick.. then I just gave up because the community was so.. boring =/
[09:00:46] <sinistersnare> yeah i hear its dead nowadays
[09:00:47] <faaj> even tho ppl there were trying hard to keep supporting stuff, but then many ppl moved to libgdx so here I am too
[09:00:58] <sinistersnare> well thats good :) i like us
[09:01:00] <faaj> yeah, literally
[09:01:25] <faaj> yep, I'm liking too :P there's plenty of videos, tutorials, documentation, etc.
[09:02:01] <dermetfan> sinistersnare: I guess it doesn't work for you faaj because you set the position before you update the camera and you don't update it every time you render, so it still has the old matrix from before resizing
[09:02:09] <sinistersnare> people say the wiki is weird, but it has a ton of good information
[09:02:25] <faaj> hmmm
[09:02:35] <faaj> I update it every frame
[09:02:48] <faaj> but yes, I'm changing it before the camera.update()
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[09:03:00] <dermetfan> that's how it should be
[09:03:16] <faaj> yep, I guess I missed some part of the tutorial then
[09:03:30] <faaj> and thanks for the videos, they really help :P
[09:03:58] <dermetfan> I don't know, maybe I could further defend what I said in the video if I had your code :D
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[09:04:56] <kaykay> i have been thinking for a while what are advantages of using libgdx over unity
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[09:05:16] <sinistersnare> kaykay: framework vs engine
[09:05:24] <sinistersnare> money vs free
[09:05:32] <kaykay> unity is free i guess
[09:05:38] <sinistersnare> when you start
[09:06:08] <sinistersnare> if youre going to release stuff, then unity == $$$
[09:06:18] <sinistersnare> actually, did they release android free? idk
[09:06:28] <kaykay> i heard not sure
[09:07:00] <pmartino> unity is free?
[09:07:48] <sinistersnare> well, im not a fan of drag and drop game engines
[09:08:02] <sinistersnare> its not my style. i like to fiddle with my code to be perfect
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[09:09:17] <kaykay> jrenner made an excellent engine over libgdx
[09:09:42] <kaykay> improving upon it can smday make libgdx>unity
[09:10:45] <noooone> but libgdx already > unity
[09:10:52] <sinistersnare> woot
[09:11:02] <kaykay> |m|
[09:11:06] <sinistersnare> so is it generally a thing in scene2d to nest tables a lot?
[09:11:17] <noooone> sure, just like in html
[09:11:26] <ollipekka> sinistersnare: that's what i do
[09:11:31] <sinistersnare> seeing nates screenshot of spines debug lines made me jealous
[09:11:41] <sinistersnare> my ui debugged is really hacky, i dont think its right
[09:11:45] <sinistersnare> i will try that then
[09:11:58] <ollipekka> sinistersnare: link pls
[09:12:38] <sinistersnare> mine: http://i.imgur.com/zDdbJyY.png nates: https://camo.githubusercontent.com/fc5d7a78febc446fef6bd5e34a5106417cda7cf4/687474703a2f2f692e696d6775722e636f6d2f3137626d655a752e706e67
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[09:13:19] <sinistersnare> and the magic numbers are of plenty in my ui spot fiddling, so i think im doing something wrong
[09:14:21] <sinistersnare> noooone: table.debug(Debug.all); should render the inner tables lines too, right?
[09:15:01] <noooone> you mean the cells?
[09:15:08] <sinistersnare> yes
[09:15:11] <sinistersnare> the inner cells
[09:15:18] <noooone> yeah, it should
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[09:15:26] <sinistersnare> hmm
[09:15:31] <sinistersnare> i will continue looking into this
[09:15:47] <sinistersnare> i think i need to reorganize my ui code before i think more about it
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[09:16:37] <noooone> tbh I have to look into it myself before I can write something for the wiki
[09:16:45] <noooone> NateS has changed it quite a bit after I was done with it
[09:16:53] <sinistersnare> i saw all the commits
[09:17:02] <sinistersnare> but its just, i see 3 line colors
[09:17:07] <sinistersnare> and im not sure which each is supposed to do
[09:17:14] <sinistersnare> i thought red was like the whole boundry
[09:17:26] <sinistersnare> but sometimes i call a .right() but it doesnt go to the boundry
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[09:17:39] <sinistersnare> it might just be my f'd up ui code though
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[09:34:09] <pmartino> areyou still messing with the skin editor
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[09:36:49] <noooone> I had a look at this mini2Dx thing
[09:36:58] <noooone> it has an interesting feature... dependency injection
[09:37:47] <noooone> now I'd like to try to make a gdx-cdi extension :D
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[10:07:38] <knhob> hi guys, i have a problem with my dialog, it kept hiding not all the time but most of the time. I already tried setting the fadeDurtation to 0 and alpha to the value of 1. Does anyone knows how to fix this? I really need help :(
[10:10:59] <noooone> it kept hiding?
[10:11:19] <noooone> what does it mean?
[10:14:20] <knhob> it display at first, its just hide randomly, for example i call the dialog 4 times, it works perfectly, but there times the dialog hides itself or fadesout automatically
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[10:15:54] <knhob> the button inside the dialog is still clickable but the dialog itself is transparent and also the buttons
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[10:17:48] <noooone> usually dialogs don't hide themselves...
[10:19:03] <Ashiren> ninjaDialog
[10:19:14] <knhob> yes, its weird. i can tell that the dialog is there. soemtimes i tap the background outside the dialog, then the dialog shows itself again.
[10:19:47] <knhob> i already try set its visibility or showing to true, but still nothing happens :(
[10:23:38] <KicStart> knhob: do you think its a z-ordering / focus issue?
[10:24:56] <KicStart> knhob: got a pastebin of your problematic code snippet?
[10:25:19] <knhob> KicStart: i already set the z index to the top most, and first few tries i can tell it works fine...i dont know about the focus issue, can you explain about this?
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[10:41:32] <Slijt> anyone around?
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[10:42:19] <KicStart> I might be an anyone.
[10:42:51] <Slijt> haha
[10:44:04] <Slijt> Im having trubble with generating our apk, when I build it, the apk has 2 copies of the asset folder, one named assets and one named data
[10:44:08] <Slijt> dunno what im doing wrong :s
[10:45:09] <noooone> how do you build that?
[10:47:03] <Slijt> im using IntelliJ
[10:47:19] <Slijt> and just build artifaact
[10:48:52] <Slijt> but im pretty sure the modules are linked wrong
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[10:53:59] <[[derek]]> mobidevelop: how goes it?
[10:55:05] *** Methius has joined #libgdx
[10:55:13] <[[derek]]> I guess mobidevelop is not yet awake
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[10:59:10] <awareApps> Hello?
[11:01:02] <awareApps> I am using Intellij and it says it cannot resolve method for overlaps
[11:01:21] <awareApps> somethingRectangle.overlaps(someotherRectangle)
[11:01:21] <cackling_grandma> post error?
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[11:01:56] <awareApps> didnt even compile yet
[11:02:08] <awareApps> overlaps is just highlighted red
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[11:02:41] <[[derek]]> awareApps: it works fine for me in Libgdx 1.3.0
[11:02:58] <[[derek]]> try restarting intelliJ
[11:03:05] <awareApps> im on 1.3 too and yes i will try that
[11:03:36] <awareApps> this is my first time trying to make a game :)
[11:03:49] <[[derek]]> well best of luck
[11:04:26] <awareApps> overlaps is still red
[11:05:01] <Scrittl> forgot to import?
[11:05:16] <[[derek]]> CTRL-SHIFT-O
[11:05:32] <[[derek]]> i think thats the auto import
[11:05:46] <awareApps> No I have auto import enabled and have Rectangles in
[11:05:57] <Scrittl> pastebin please
[11:06:39] <awareApps> i’ve got it
[11:07:02] <awareApps> sorry guys had to actually full restart intellij
[11:07:06] <awareApps> fully*
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[11:14:05] <[[derek]]> what function does the node paramater have in a model instance?
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[11:18:56] <awareApps> awesome i made the drop app
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[11:19:57] <Djal> Hi everyone
[11:20:19] <awareApps> hey
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[11:26:28] <Slijt> argh why does my android export make 2 assets?
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[11:32:30] <mk1> how do you guys design your ui skin?
[11:41:43] <robitx_zzzz> mk1: badly, there is small project connected to this problem on forum http://badlogicgames.com/forum/viewtopic.php?f=17&t=14295
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[11:42:35] <awareApps> badly ayy lmao
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[11:43:20] <robitx> awareApps: care to elaborate? :)
[11:43:42] <awareApps> no i just found it funny when you said badly
[11:43:50] <awareApps> i have no clue on how to make ui skins
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[11:44:05] <robitx> awareApps: sorry, non native and wake up only while ago
[11:44:09] <mk1> robitx: I've created a small C# app to convert inkscape svg to 9 patches. works very well for now
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[11:45:18] <robitx> mk1: well my main problem is, that I hate making graphics, tools are secondary, but it might help is it on forum?
[11:45:45] <mk1> not yet. needs some fixes first and UI so you don't have to use the shell
[11:46:31] <robitx> we like shell, and those who don't shall die :)
[11:46:53] <mk1> if everything works as expected, you can simply choose a list of svg and it'll automatically export all of them to different resolutions
[11:47:21] <mk1> even better, I may add a way to automatically create the skin file
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[11:48:52] <robitx> mk1: canibalizing this might speed you up https://github.com/cobolfoo/gdx-skineditor
[11:50:17] <mk1> I'll look into it
[11:50:36] <mk1> http://mk-scape.de/notify.png that's what I've got so far
[11:52:52] <robitx> looks good
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[11:58:21] <lucrus> hello
[11:58:44] <mk1> hi
[11:58:48] <robitx> olleh
[11:59:06] <lucrus> I'm trying to add a ClickListener to a List (actually to a custom class that extends List). The clicked method never gets called...
[12:00:01] <mk1> lucrus, I guess that the items of the list have listeners that consume the touchdown/up events. your list will never receive an event
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[12:00:25] <lucrus> is there any way to propagate the event to the list itself?
[12:01:03] <robitx> lucrus: Wouldnt it be easier to use extra button?
[12:01:06] <mk1> nope
[12:01:20] <mk1> maybe if you explain what you want to do...
[12:01:43] <lucrus> I'm extending List because I need a custom draw() for the elements
[12:02:24] <lucrus> never mind I've understood the problem
[12:02:28] <lucrus> thanks anyway
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[12:03:50] <gentlemandroid> Anyone use Modo?
[12:03:52] <mk1> lucrus: if you basically have a copy of the List class you can change the input listener in the constructor
[12:04:41] <mk1> in line71 in List.java just return false. that way the input event is propagated to the parent
[12:05:01] <mk1> you can also add another input listener before it
[12:05:03] <gentlemandroid> lucrus, the change event for list should suffice no?
[12:05:44] <mk1> in any case, if you just need another way to draw your list, just extend List and override the draw method
[12:05:51] <robitx> gentlemandroid: what's modo?
[12:06:18] <gentlemandroid> Modeling application I've started looking at
[12:06:31] <gentlemandroid> I've heard of it before but never checked it out
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[12:07:31] <gentlemandroid> Just wondering if anyone had opinions on it
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[12:08:43] <robitx> opengamearch channel might have people who know it
[12:08:47] <robitx> art*
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[12:10:37] <gentlemandroid> Was not aware of that channel, thanks
[12:13:54] <robitx> well currently it looks idle there
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[12:20:18] <davebaol> does "public T mul (Matrix3 matrix);" make sense?
[12:20:32] <davebaol> it is missing from Vector inteface
[12:22:34] <Neomex> is it a bad thing to call assetManager.get whenever you create new object?
[12:23:20] <gentlemandroid> davebaol, does Vector2.mul(Matrix3) make sense?
[12:23:48] <gentlemandroid> Oh I guess it does :P
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[12:25:19] <mk1> Neomex: yes
[12:25:41] <mk1> it's better to cache it somewhere
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[12:26:22] <davebaol_> damned connection
[12:26:40] <davebaol_> anyways, gentlemandroid, it does
[12:26:48] <davebaol_> http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/math/Vector2.html#mul-com.badlogic.gdx.math.Matrix3-
[12:26:52] <gentlemandroid> Yep I see
[12:27:11] <noooone> Matrix3 is used for Vector2, Matrix4 for Vector3
[12:27:14] <Neomex> mk1, how should you cache it, just make global sprite objects and pass them futher?
[12:27:37] <gentlemandroid> Both can have Matrix3 applied, though with Vector3 I think it's kind of a hack
[12:27:47] <mk1> Neomex: what asset do you want to get?
[12:28:03] <davebaol_> yeah gentlemandroid there is Vector3.mul(Matrix3) too
[12:28:15] <davebaol_> are they the same?
[12:28:48] <davebaol_> I mean does make sense adding it to Vector interface?
[12:28:49] <gentlemandroid> With Vector3 it's just assuming the rest of the Matrix4
[12:29:21] <davebaol_> yeah
[12:29:25] <Neomex> sounds and textures
[12:29:56] <Neomex> im getting fps drops and am suspecting this to be the reason
[12:30:00] <mk1> then just do Texture textureUsedOften = assetManager.get("yourTexture.png", Texture.class);
[12:30:11] <mk1> and pass textureUsedOften to whatever it needs on creation
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[12:30:48] <mk1> Neomex: if you create A LOT of instances during a frame you should use a pool
[12:31:27] <mk1> davebaol_: Vector2.mul(Matrix3) is the same as using a Vector3(x,y,1) where the one is set
[12:32:02] <Neomex> i have arraylist and am deleting not needed ones after some time / when they leave screen
[12:32:50] <mk1> Neomex: how many do you create?
[12:33:09] <mk1> do you constantly create them?
[12:33:21] <gentlemandroid> You can do more to a Vector2 with a Matrix3 than that
[12:33:57] <gentlemandroid> Basically all the affine transforms you can do in 2D use a Matrix3
[12:34:24] <gentlemandroid> I think I'm saying that right, maths!
[12:35:00] <Neomex> bullets/particle effects are created quite often
[12:35:08] <Neomex> but it should be more than 50
[12:35:12] <gentlemandroid> http://vimeo.com/13497928
[12:35:20] <Neomex> shouldnt*
[12:35:36] <mk1> Neomex: you should definitely pool them
[12:35:43] <[[derek]]> I'm trying to obtain the btCollisionShape from a static model using Bullet.obtainStaticShape but I'm not sure what to give it. I tried to give it the nodes of a modelinsance but it didn't like them.
[12:36:04] <mk1> Neomex: https://github.com/libgdx/libgdx/wiki/Memory-management
[12:36:10] <mk1> lunch time
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[12:36:19] <gentlemandroid> Also, don't use ArrayList ever
[12:37:15] <c0ke> Err hangon why don't use ArrayList ever?
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[12:37:28] <gentlemandroid> Does this mean that mk1's lunch is now speaking to us?
[12:37:42] <gentlemandroid> c0ke, because you're using libgdx and you have Array
[12:37:54] <noooone> c0ke: ArrayList is not optimized against GC
[12:38:09] <KicStart> gentlemandroid: it might mean libgdx can make lunch.
[12:38:16] <c0ke> Man, I learn so much useful stuff just sitting in this channel. I didn't know about Array, thanks guys ^^
[12:38:30] <gentlemandroid> Check out all the util classes, some neat stuff in there
[12:38:41] <c0ke> Will do gentlemandroid :D
[12:38:46] <noooone> Also don't use HashSet, HashMap... use ObjectMap and ObjectSet
[12:38:55] * c0ke mind = blown
[12:40:43] <gentlemandroid> Neomex, you can even use an unordered Array in your case
[12:40:45] <gentlemandroid> probably
[12:41:11] <Neomex> good to know ive been using unoptimized array
[12:41:16] <Neomex> month into a project
[12:41:19] <Neomex> xD
[12:41:35] <[[derek]]> Neomex: just think of it as a free performance enchancement
[12:41:44] <gentlemandroid> ^
[12:42:16] <[[derek]]> I'm not to sure how new you are, but it's not healthy to create month long projects when you are just beginning.
[12:43:11] <Neomex> new to libgdx, not to games in general
[12:43:16] <gentlemandroid> None of this is healthy
[12:43:18] <[[derek]]> I see
[12:44:20] <davebaol_> well, my problem is that I have a generic parameter T extends Vector
[12:44:20] <davebaol_> then I have
[12:44:20] <davebaol_> T position;
[12:44:20] <davebaol_> float orientation;
[12:44:20] <davebaol_> I want to rotate position based on orientation
[12:44:21] <davebaol_> does something like that make sense ?
[12:44:21] <davebaol_> orientationMatrix.idt().rotateRad(orientation);
[12:44:21] <davebaol_> position.mul(orientation);
[12:45:24] <gentlemandroid> What situation do you have where you can apply a generic orientation to both 2d and 3d space?
[12:45:40] <gentlemandroid> 2d and 2.5d?
[12:45:51] <davebaol_> yes
[12:46:15] <davebaol_> it depends on the coordinate system I guess
[12:46:26] <davebaol_> y-up, y-down, etc...
[12:46:30] <Neomex> libgdx supports 3d sound?
[12:46:49] <gentlemandroid> Maybe instanceof? And cast some things?
[12:48:11] <[[derek]]> Neomex: it supports panning from left to right and volume, you can abstract your own 3D sound layer ontop of that
[12:48:31] <davebaol_> gentlemandroid of course I meant position.mul(orientationMatrix);
[12:48:40] <davebaol_> and orientationMatrix is a Matrix3
[12:48:58] <gentlemandroid> Yes, I'm just saying maybe casting makes more sense than adding this to the Vector interface
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[12:50:42] <davebaol_> maybe I should just define an abstract method
[12:50:44] <gentlemandroid> I never noticed Vector.interpolate, that's neat
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[12:51:03] <davebaol_> and let the dev implement it based on its actual coordinate system
[12:51:49] <davebaol_> also in this case T is known
[12:52:12] <davebaol_> I mean, it's no longer generic
[12:53:25] <gentlemandroid> I don't know, maybe it's fine putting it in the interface
[12:55:02] <gentlemandroid> What are you making anyway?
[12:55:09] <davebaol_> formations
[12:55:35] <davebaol_> generic formations support
[12:56:14] <davebaol_> you can implement V formation, circle formation, wedge formation, etc..
[12:56:42] <gentlemandroid> ;:|
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[12:57:25] <gentlemandroid> Like for the steering stuff?
[12:58:39] <davebaol_> yeah they can work together or separately
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[12:59:06] <gentlemandroid> Cool, I always liked the opensteer stuff
[12:59:23] <gentlemandroid> I make a racer prototype implementing the path following once
[12:59:36] <davebaol_> gentlemandroid each member of the formation has a position relative to the anchor of the formation
[13:00:07] <davebaol_> each member can seek for that position
[13:00:18] <davebaol_> while avoiding obstacles for example
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[13:08:52] <Neomex> im getting couldn't load dependencies of asset
[13:09:01] <Neomex> thought the asset doesnt have any dependencies
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[13:12:13] <[[derek]]> I'm using a component entity system. Should I lump physics and collision together in one component/system or make them seperate?
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[13:20:10] <kojjootti4> if i implement class GameObject which owns it's sprite(s) which class I subclass from? Do i have to implement disposable-interface?
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[13:38:29] <brianbrain> Why is world.getWorld void?
[13:38:34] <brianbrain> world.getBodies() * sorry
[13:41:45] <noooone> is it possible to remove a cell from a table?
[13:42:21] <noooone> does table.getCells().remove(cell) work?
[13:42:54] <robitx> how hard is to try that?
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[13:43:21] <noooone> pretty much, because I didn't code the table yet
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[13:43:39] <gentlemandroid> brianbrain, because the body list passed into the array you supply
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[13:44:07] <brianbrain> So I provide an empty array and getBodies() fills it ?
[13:44:37] <robitx> noooone: why do you need to remove cells directly anyway, wouldnt removing actors be sufficient?
[13:45:05] <brianbrain> gentlemandroid: So I provide an empty array and getBodies() fills it ?
[13:45:14] <gentlemandroid> Yes
[13:45:18] <noooone> the use case is a dynamic list of things I want to display in one row
[13:45:58] <noooone> elements can be removed anytime and new can be added
[13:46:22] <gentlemandroid> It avoids re-allocating a new array each time you want to walk the list
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[13:47:55] <brianbrain> Thank you! :)
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[13:50:47] <robitx> noone: well I guess .getCells().removeIndex() will work
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[13:53:44] <mobidevelop> [[derek]]: I pushed those Matrix4 changes for GWT. Your project works the same on Android and GWT for me. Didn't try desktop.
[13:54:17] <robitx> noooone: and if it fails, keep your things you want to display in array and every time it changes change array, .clearChildren() on table and fill it with modified array
[13:56:09] <mobidevelop> noooone: I'd just use a HorizontalGroup
[13:58:43] <noooone> ah, I didn't know about that one
[13:59:03] <noooone> will check it, thanks
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[14:05:22] <brianbrain> why do get some of my freshly spawned bullets properties of previously deleted bodies?
[14:05:47] <brianbrain> I flag those, which should be deleted and delete them after each timestep. Same for creation!
[14:08:01] <brianbrain> this guy has exactly the same problem http://stackoverflow.com/questions/25243532/libgdx-stop-body-from-taking-properties-of-previously-deleted-body
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[14:09:02] <mobidevelop> Weird, the Google Play Store client on Android uses jMonkeyEngine.
[14:09:19] <gentlemandroid> For what?
[14:09:39] <mobidevelop> No clue, just saw it in the open source licenses section
[14:09:41] <gentlemandroid> It's not like it's a bonanza of 3d
[14:09:55] <gentlemandroid> That should be embarassing
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[14:11:16] <gentlemandroid> brianbrain, are you not explicitly setting all properties of a newly spawned body anyway?
[14:11:41] <brianbrain> I do, yes
[14:11:45] <brianbrain> is that a problem?
[14:12:26] <gentlemandroid> If you're setting everything then what's left to be inherited from a previously deleted body?
[14:13:27] <brianbrain> I got 2 classes of entities (which are relevant atm). Butterfly and Bullet. If a bullet hits a butterfly, the butterfly AND the bullet are getting flaggedForDeletion.
[14:13:55] <brianbrain> But somehow when a butterfly is deleted together with the bullet, two shots later a bullet flies around like the butterfly
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[14:13:59] <brianbrain> same movement pattern
[14:14:28] <gentlemandroid> You're using userData?
[14:14:30] <brianbrain> But i definitely dont inherit something from the butterfly - I even set every body which i delete to null previously
[14:14:31] <brianbrain> yes
[14:14:44] <brianbrain> with a string and a boolean in it
[14:14:51] <gentlemandroid> Sounds like you're not resetting userData on spawn
[14:15:21] <gentlemandroid> I believe bodies are pooled internally, so you'll need to zero-out or reset all properties on a new body
[14:15:55] <brianbrain> So the problem is my delete, probably?
[14:16:06] <gentlemandroid> Your spawn I'd think
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[14:16:41] <brianbrain> okay
[14:16:47] <gentlemandroid> Why so much butterfly hatred anyway?
[14:17:00] <brianbrain> ]:->
[14:17:13] <brianbrain> just had some usable code lying around, just dummies atm :)
[14:17:25] <brianbrain> I will look at my spawncode, probably the bulletspawncode is messed up
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[14:19:45] <brianbrain> Could it be a problem that I'm creating a FixtureDef and BodyDef for every single bullet i spawn?
[14:19:57] <brianbrain> both freshly initialized
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[14:20:53] <gentlemandroid> Probably should just post some code
[14:21:00] <brianbrain> will pm you, okay?
[14:21:08] <gentlemandroid> pastebin it
[14:21:15] <brianbrain> yea
[14:22:10] <gentlemandroid> And probably no one's going to steal your idea
[14:22:19] <gentlemandroid> Except mobidevelop, that guy's a hawk
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[14:22:26] <brianbrain> :D
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[14:22:39] <brianbrain> no brilliant idea so im fine with that
[14:22:40] <brianbrain> http://pastebin.com/rfmFvVFQ
[14:22:49] <mobidevelop> Lol
[14:22:52] <brianbrain> inserted the bullet class and the butterfly class
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[14:24:36] <gentlemandroid> Where do you setUserData?
[14:25:06] <mobidevelop> You should dispose things
[14:26:14] <brianbrain> am i wrong with disposing things only after the creation of the body?
[14:26:54] <mobidevelop> Well you never dispose the shapes
[14:27:03] <brianbrain> I do, after creating the body.
[14:27:21] <mobidevelop> Not in that code
[14:27:23] <brianbrain> Or should I do that prior to body creation?
[14:27:35] <brianbrain> I can post the code where that happens
[14:28:04] <brianbrain> gentlemandroid: will post that as well.
[14:28:17] <mobidevelop> Why is you body creation code scattered about?
[14:29:17] <brianbrain> http://pastebin.com/K1kwDbTM
[14:29:47] <brianbrain> It is scattered at the moment, because i thought that the creation caused bugs.
[14:30:23] <brianbrain> The same bug happened while instantly creating those objects.
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[14:30:43] <gentlemandroid> I usually just pass the world to the entity, or make the world easily accessible
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[14:31:05] <brianbrain> Happened as well while deleting those bodies right in the contactlistener (without a deletion list which is iterated after the step)
[14:31:26] <brianbrain> gentlemandroid: thought about that as well, will do that later :-)
[14:31:47] <gentlemandroid> Well don't do that
[14:31:53] <gentlemandroid> That part is right
[14:32:44] <brianbrain> oaky
[14:32:47] <brianbrain> okay*
[14:33:53] <brianbrain> i would advise you to look at the video of this post: http://stackoverflow.com/questions/25243532/libgdx-stop-body-from-taking-properties-of-previously-deleted-body
[14:33:58] <brianbrain> exactly the same behaviour i have.
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[14:35:31] <brianbrain> same problematic frame and .dll as well..
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[14:39:07] <gentlemandroid> What does butterfly class look like?
[14:39:22] <gentlemandroid> Oh nevermind
[14:39:39] <brianbrain> :) really appreciate your efforts!
[14:39:58] <gentlemandroid> I don't see a getType for Butterfly
[14:41:05] <brianbrain> atm i add that type manually, but i just created the getter :)
[14:41:39] <gentlemandroid> entity.getBody().setUserData(new EntityData(entity.getType()));
[14:43:11] <brianbrain> yeah, the type string is now stored in the generic entity class.
[14:43:27] <brianbrain> getType in bullet was just some old code, didnt need to add that in butterfly either.
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[14:46:39] <gentlemandroid> Okay but the code you posted uses getType to set the userData
[14:46:50] <brianbrain> yeah, entity.getType
[14:47:15] <brianbrain> entity is a generic class, which stores a bullet/butterfly/... and some additional stuff
[14:47:30] <gentlemandroid> What does that return in IEntity?
[14:47:42] <brianbrain> EntityData
[14:47:56] <brianbrain> which is my userData class (stores a String type, and boolean isFlagged)
[14:48:56] <gentlemandroid> No according to the code you posted
[14:49:09] <gentlemandroid> You're instantiating a new EntityData based on what getType returns
[14:49:28] <brianbrain> public EntityData(String type){
[14:49:28] <brianbrain> this.type = type;
[14:49:28] <brianbrain> }
[14:49:39] <brianbrain> isFlagged is false at initialization
[14:50:04] <gentlemandroid> Okay.. so getType returns a string?
[14:50:35] <brianbrain> Ahh you mean getType.. I thought you meant getUserData()
[14:50:37] <brianbrain> yeah, a string
[14:50:46] <gentlemandroid> Right, where is that in Butterfly?
[14:51:47] <brianbrain> I dont need that neither in butterfly nor in bullet. I get that information from getUserData().getType()
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[14:52:08] <gentlemandroid> That's super, but according to the code you posted you set userData based on it
[14:52:29] <brianbrain> let me have a look, dont want to mix it up :)
[14:52:29] <gentlemandroid> I think your problem has to be the roundabout way you're setting userData
[14:54:23] <brianbrain> but how does that explain that a bullet gets the movement behaviour from a butterfly?
[14:54:48] <gentlemandroid> I don't even know how you assign movement behavior here
[14:54:49] <Neomex> im using netbeans and when i launch my app from dist folder it turns off, most likely because it cant find assets
[14:55:06] <gentlemandroid> Does it involve a switch statement?
[14:55:22] <brianbrain> the movement of the butterfly is in the butterfly class (called via update)
[14:55:25] <Neomex> though all the assets are inside the jar, but it didn't make 'assets' folder
[14:55:33] <Neomex> im not really sure what to do about this
[14:55:47] <brianbrain> the movementVector of the bullet is stored in force
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[14:56:19] <brianbrain> if i leftclick a new bullet is created, with a forcevector which points towards my cursor
[14:56:43] <brianbrain> the bullet is first stored on a "bodiesToCreate" list, which is iterated after world.step
[14:56:56] <brianbrain> after creation it is getting updated
[14:57:02] <brianbrain> like every other entity in the world
[14:57:10] <brianbrain> and the force is applied
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[14:58:17] <gentlemandroid> I see where you delete bodies but where do you delete entities?
[14:58:39] <gentlemandroid> In contactlistener?
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[14:59:59] <brianbrain> no, contactlistener just flags them for deletion. the whole deletion is in the deleteEntities function
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[15:00:06] <[twisti]> http://www.engadget.com/2014/08/11/microsofts-found-a-way-to-banish-gopro-shakycam-footage/ thats pretty cool
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[15:01:03] <gentlemandroid> That doesn't delete the entity itself
[15:01:08] <gentlemandroid> That I can see
[15:01:28] <brianbrain> i just use the debugrenderer atm to display entities
[15:01:31] <brianbrain> no fancy graphics
[15:03:09] <gentlemandroid> Okay but you have bodies you delete from entities but never remove the IEntity from the "entities" array?
[15:03:23] <gentlemandroid> Leading to zombification
[15:03:31] <brianbrain> just added iter.remove() to deleteEntities();
[15:03:39] <brianbrain> thats what you mean, right?
[15:03:46] <gentlemandroid> [twisti], I saw that but it's crazy how much work goes into it isn't it?
[15:04:01] <[twisti]> yeah thats pretty insane
[15:04:35] <gentlemandroid> iter.remove() would just remove the body from the bodies list
[15:05:19] <gentlemandroid> [twisti], I like how the coarseness of the reconstruction in the rock climbing feels like real-world level of detail shifts
[15:05:23] <brianbrain> I think i see what you mean
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[15:07:08] <brianbrain> entities.remove(body); would to the trick?
[15:07:25] <gentlemandroid> No
[15:07:34] <brianbrain> I think i see the problem.
[15:07:50] <brianbrain> Will take a look at it and come back if it solves the problem to let you know it. Thanks gentleman!
[15:07:59] <gentlemandroid> I'd refactor all the things
[15:08:24] <gentlemandroid> I get that you try out lots of things when you can't find what's wrong, but it's kind of a mess atm
[15:08:44] <gentlemandroid> Box2d works fine, the stackoverflow post you linked was from someone who didn't know what they were doing
[15:08:51] <mobidevelop> Refucktor
[15:09:28] <[twisti]> yeah gentlemandroid i was reminded of lod popping with that as well
[15:09:36] <brianbrain> okay, i was just wondering because i found someone who had the exact same problem and noone knew an answer :-)
[15:10:29] <gentlemandroid> It is re-using bodies so whatever properties you don't reset could remain set to what the previous body had
[15:10:36] <gentlemandroid> But that means your spawn code is bugged
[15:11:10] <brianbrain> fixed it
[15:11:35] <brianbrain> instead of iterating through a bodies array which i got from the world
[15:12:09] <brianbrain> i just iterate through the entity array, get the entities body and then remove the entry of the entity
[15:12:31] <brianbrain> that was kinda weird, but you were correct. thank you sir!
[15:12:33] <Slijt> I have a question, when releasing a game on play store
[15:12:49] <mobidevelop> Don't do it!
[15:12:54] <gentlemandroid> ^
[15:12:56] <Slijt> is there a special way to have 2 versions of the game, one free lite version and one pay version
[15:13:10] <gentlemandroid> Impossible no
[15:13:21] <Slijt> ?
[15:13:29] <gentlemandroid> Except for all the people that do it all the time I mean
[15:13:35] <brianbrain> Gentlemandroid: You really made my day(s). Learned a lot!
[15:14:08] <brianbrain> and just to make it clear: I never doubted Box2Ds correctness O:-)
[15:14:39] <gentlemandroid> brianbrain, I'd look at some example code somewhere, it's pretty common what you're doing and there's better ways to structure it
[15:14:43] <Slijt> well Im asking more on how you go ahead and do that
[15:14:54] <brianbrain> okay! :-)
[15:14:56] <Slijt> when publishing, I can't find much info about it
[15:14:58] <brianbrain> will definitely do that.
[15:15:04] <gentlemandroid> Slijt, just make a different package name
[15:15:07] <brianbrain> if I find appropriate sources
[15:15:38] <gentlemandroid> Most people seem to be moving towards free with iap
[15:15:53] <Slijt> gentlemandroid: where do you set package name? :o is it the same as app name?
[15:16:01] <gentlemandroid> AndroidManifest
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[15:16:43] <Slijt> oh
[15:17:17] <Slijt> if I upload a game with package name hello for example
[15:17:34] <gentlemandroid> So for example you'd have com.slijt.android.TinyBoobsClone and com.slijt.android.TinyBoobsCloneLite
[15:17:39] <Slijt> can I change apk later by uploading an apk with package name "helloLite"
[15:18:02] <gentlemandroid> No the package name has to stay the same for the app's lifetime iirc
[15:18:11] <Slijt> alright
[15:18:14] <Slijt> thank you very much!
[15:18:22] <[twisti]> wtf
[15:18:24] <[twisti]> tiny boobs ?
[15:18:26] <Slijt> one more question, haha
[15:18:27] <[twisti]> that makes me sad
[15:18:40] <Slijt> when releasing the apk as alpha
[15:18:45] <Slijt> and I select payment option
[15:18:52] <Slijt> if I select pay for it
[15:19:04] <Slijt> do my alpha testers still have access to it without needing to pay?
[15:19:15] <gentlemandroid> Btw you can setup a second android project and just pass a parameter into your core project to determine if it's lite or full version
[15:19:31] <gentlemandroid> I don't know anything about alphas tbh, is that new?
[15:19:42] <gentlemandroid> Maybe I should login to my android dev acct this year..
[15:19:50] <mobidevelop> New in the last year
[15:19:56] <mobidevelop> Or two
[15:20:05] <Slijt> whats that about parameter into core project?
[15:20:07] <Slijt> :o
[15:20:52] <mobidevelop> Presumably the game is different between paid and free versions, the core project should know which experience to present.
[15:21:05] <gentlemandroid> [twisti], I was referring to this sadly discontinued classic: http://www.appbrain.com/app/tiny-boobs-surfer/com.rustyrat.tinyboobs
[15:21:18] <mobidevelop> Too bad Rusty Rat is gone
[15:21:55] <[twisti]> ah, i didnt know that
[15:22:02] <gentlemandroid> Did we determine what happened to them?
[15:22:16] <mobidevelop> No definitively
[15:22:33] <[twisti]> i keep hoping for the devs of lair defense to return some day too
[15:22:35] <mobidevelop> Our assumption was they got hit by the too sexy for google clause
[15:22:40] <gentlemandroid> I wonder if they'll be angry about Slijt's TinyBoobs clone
[15:22:41] <[twisti]> that seemed like a popular game
[15:22:55] <Slijt> rofl gentlemandroid
[15:23:16] <gentlemandroid> Tread lightly Slijt, don't want to get sued
[15:23:34] <Slijt> I'll keep it in mind gentlemandroid, I'll keep my balls tight
[15:23:46] <gentlemandroid> o.O
[15:23:50] <Slijt> :D
[15:24:22] <Slijt> mobidevelop: do you know if you can set pay as an option and when releasing as alpha they can download it for free?
[15:24:55] <gentlemandroid> Is it possible to give away a free copy to someone? Like through the store?
[15:25:01] <gentlemandroid> I always wanted that
[15:25:27] <Slijt> another thing, if I fuck up the publishing settings and can't revert it, would it be possible for me to just remove the whole application and start over?
[15:27:00] <mobidevelop> Slijt: never used that alpha/beta stuff
[15:27:53] <mobidevelop> One you create your store listing it cannot be deleted, it can be replaced with a new apk having the same package name, and it can be unpublished.
[15:28:23] <Getterac7> how strange... you can't pull your app?
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[15:28:49] <mobidevelop> You can unpublish it, which is "pulling" your app
[15:29:01] <Getterac7> ah
[15:29:32] <mobidevelop> But once the package name is used, that package name is claimed forever
[15:30:24] <Getterac7> oh no... it's like naming an MMO character all over again!
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[15:30:57] <Getterac7> Spending hours at the character creation screen, just trying to think up the perfect name...
[15:31:05] <gentlemandroid> TinyBoobsDarkElfMage2231 you will be remembered
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[15:31:48] <mobidevelop> Long package names are actually good in Google Play
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[15:32:02] <mobidevelop> They are used in searching so you could keyword stuff them
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[15:33:01] <gentlemandroid> com.gentlemandroid.justin.bieber.tinyboobs.flappy.angry.birds.ScientificCalculator
[15:33:21] <mobidevelop> Exactly
[15:34:22] <mobidevelop> Though nobody cares about the the Biebs anymore
[15:35:25] <gentlemandroid> True beliebers do
[15:36:36] <mobidevelop> True
[15:41:17] <cobolfoo> TableLayout is used elsewhere ?(non libgdx)
[15:41:46] <[[derek]]> mobidevelop: how goes the matrixing?
[15:42:13] <mobidevelop> Done
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[15:42:30] <[[derek]]> woop, can't wait to test it out, what was the problem?
[15:43:14] <SudsDev> cobolfoo: There was (is?) another separate framework called TableLayout. But i believe the original author also made the libgdx version.
[15:44:11] <mobidevelop> [[derek]]: the gwt version didn't have some changes that were made to the core version
[15:46:19] <[[derek]]> mobidevelop: I see. Can I get it in todays nightlies?
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[15:47:07] <cobolfoo> I am writing a design document for a possible scene editor, but I wonder if it could be exported (the result) to other engines
[15:48:16] <cobolfoo> I plan to use tablelayout ...
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[15:51:14] <mobidevelop> [[derek]]: yes
[15:51:19] <cobolfoo> very nice: http://simonschreibt.de/gat/renderhell/
[15:51:45] <[[derek]]> mobidevelop: I'll take a look and report once I've got this phone interview out the way
[15:51:56] <mobidevelop> OK
[15:52:25] <mobidevelop> You gwt and android builds behave the same for me
[15:52:34] <mobidevelop> *your
[15:52:45] <[[derek]]> mobidevelop: do you get the "can't walk down" symptom?
[15:53:04] <mobidevelop> Can't walk anywhere
[15:53:17] <mobidevelop> But I don't think that is a matrix issue
[15:53:18] <[[derek]]> WASD?
[15:53:46] <mobidevelop> I didn't use a keyboard, no clue
[15:54:00] <[[derek]]> ah, well WASD was the only option, I should have spesified
[15:54:11] <[[derek]]> sorry for wasting your time >_<
[15:54:13] <mobidevelop> I don't use desktops for anything
[15:54:20] <[[derek]]> not even coding?
[15:54:23] <mobidevelop> Nope
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[15:54:43] <[[derek]]> surely a laptop must have keys
[15:54:45] <mobidevelop> Anyway, there were issues in the Matrix4 on GWT
[15:54:58] <mobidevelop> I code on my phone
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[15:55:07] <[[derek]]> mobidevelop: what OS?
[15:55:10] <[twisti]> thats just a lie
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[15:55:14] <mobidevelop> Android
[15:55:22] <[twisti]> nobody codes on their phone
[15:55:24] <[twisti]> thats insanity
[15:55:26] <mobidevelop> I do
[15:55:31] <[twisti]> INSANITY
[15:55:36] <[[derek]]> can you not afford a proper computer?
[15:55:55] <[[derek]]> the compile times must kill you
[15:56:25] <dek> anyone know some common causes why box2d freezes up in an infinite loop in its b2TimeOfImpact() function ?
[15:56:29] <mobidevelop> Of course k have computers
[15:56:32] <mobidevelop> I
[15:57:11] <mobidevelop> I was working on my work laptop yesterday so only ran stuff on my phone to avoid detection
[15:57:19] <mobidevelop> Shh
[15:57:27] <[[derek]]> you were having us on
[15:57:38] <mobidevelop> O also code on my phone
[15:57:40] <mobidevelop> I
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[15:58:03] <[[derek]]> well best of luck to you in yoru endevor
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[15:58:19] <mobidevelop> The compile times are as fast or faster than gradle
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[15:58:59] <c0ke> Argh crap, I went out last night for some tuesday night drinks... got home hammered at 2:30am, I'm now sat in my office and caffeine has stopped keeping me awake. Shit just got real
[15:59:18] <c0ke> Tips for staying alert in the workplace during extreme hangover conditions? :P
[15:59:35] <gentlemandroid> Take some of yourself
[15:59:36] <mobidevelop> Sick day
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[16:01:05] <Slijt> when dealing with a lite and full version of the game
[16:01:39] <Slijt> when updating the full version, how can I update the lite version without having to do it manually like a little bitch?
[16:01:40] <Slijt> :p
[16:02:00] <mobidevelop> Hmm, what?
[16:02:34] <Slijt> well if I wanna have a lite and full version of the game
[16:02:41] <Slijt> aka 2 apps on playstore
[16:02:49] <mobidevelop> Use gradle to build multiple flavors
[16:03:12] <Slijt> and I update the full project with some changes, and then wanna do the same changes in the other projct that has a different package name etc
[16:03:20] <Slijt> we aren't using gradle
[16:03:33] <Getterac7> Slijt: if you have 2 apps on the play store, and someone playing the lite version wants to buy the game, link to the pay version... let them buy and install it.
[16:03:47] <Slijt> yes I know that Getterac7
[16:04:00] <Getterac7> i'm not sure where the confusion is..
[16:04:07] <Slijt> but when I make some bug fix on the full version, I have to do the same bug fix on the lite version
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[16:04:27] <mobidevelop> Slijt: then switch to gradle
[16:04:44] <mobidevelop> They should use the same core project
[16:04:45] <Slijt> is there some method to do this without going through the pain of manually changing the files on the other project aswell
[16:04:49] <Getterac7> Slijt: use the same code base for both versions... just have less content in the lite version?
[16:05:28] <gentlemandroid> Just add a note to the lite version that says "Fixed bugs in the paid version, stop being cheap."
[16:05:29] <Slijt> Getterac7: you have different packages and that still doesn't solve how you apply the same changes to 2 "different" projects
[16:05:54] <KicStart> Slijt: Can't you just have a shared library for common code, and update the lib?
[16:06:13] <mobidevelop> I like gentlemandroid's suggestion
[16:06:28] <KicStart> lol
[16:06:32] <Getterac7> Slijt: i would treat it like how LibGDX sets up Android vs iOS projects... two launchers with the same "core".
[16:06:34] <Slijt> mobidevelop: if I do that, can I switch between package names and also switch what asset content to be used?
[16:06:38] <gentlemandroid> I think for every bug you fix in paid you should introduce another new bug into the lite
[16:06:51] <KicStart> gentlemandroid: you are a marketing genius.
[16:07:01] <Slijt> rofl gentlemandroid
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[16:07:49] <gentlemandroid> You should really think about going with iap anyway
[16:08:15] <gentlemandroid> They're simple to setup (so I hear) and it saves you dealing with the hassle of multiple apks/projects
[16:08:35] <c0ke> For the benefit of the casual observer... iap?
[16:08:40] <KicStart> gentlemandroid: I haven't *yet* dealt with Android IAP, but on iOS it's an absolute disaster/nightmare.
[16:08:41] <[twisti]> in app purchases
[16:08:44] <gentlemandroid> Plus your users don't have to uninstall the lite then re-install the paid
[16:09:17] <gentlemandroid> Oh are we talking about making actual money here?
[16:09:20] <c0ke> Ah I see
[16:09:30] <KicStart> lol
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[16:09:38] <Slijt_> lol damn internetkick..
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[16:09:45] <Slijt_> can someone remove Slijt?
[16:09:51] <gentlemandroid> Hire a marketing firm and spend at least 5x your development costs on advertising
[16:10:07] <Slijt_> Slijt KicStart: yea I would have done that, but since 2 versions on play store needs different package names, I can't really do that
[16:10:11] <cobolfoo> to get 0.1x of the total expanses the first year
[16:10:21] <gentlemandroid> Actually why even have a lite version on iOS, Apple users just spend money on anything
[16:11:04] <KicStart> gentlemandroid: Are you kidding? A lot of android deadbeats moved to iOS and infected the platform.
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[16:11:23] <gentlemandroid> heh
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[16:13:43] <mobidevelop> O.o
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[16:15:20] <KicStart> gentlemandroid: seriously tho, its a lot of hassle to do IAP you have to basically have things all set up in 5 different places -- its so much easier to just have two separate codebases for ad-laden and paid versions.
[16:17:29] <gentlemandroid> If you say so
[16:17:44] <gentlemandroid> I also think it's kind of tacky at this point having a separate free version
[16:18:06] <mobidevelop> Heh, we got an email from someone saying hey why isn't this hotel in your app? Then listed a hotel that isn't one of ours. Silly users.
[16:18:08] <KicStart> It should change when Apple replaces their iTunes Connect at some point TBD.
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[16:18:13] * gentlemandroid still has several separate lite versions
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[16:18:31] <KicStart> double the ASO fun tho!
[16:19:23] <gentlemandroid> mobidevelop you own hotels?
[16:19:28] <gentlemandroid> Ballin
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[16:19:42] <mobidevelop> We don't own any hotels
[16:19:47] <mobidevelop> We own the brands
[16:19:59] <gentlemandroid> Less ballin'
[16:20:08] <mobidevelop> We get the money without all the work
[16:22:01] <mobidevelop> Of course by we I don't mean me, I don't get NY of the money.
[16:22:05] <mobidevelop> any
[16:22:53] <noooone> obviously
[16:22:57] <mobidevelop> Google Keyboard to the rescue, who knows what nonsense I would have typed without autocorrect.
[16:23:05] <noooone> you would not be here if it would be different :D
[16:24:41] <mobidevelop> Maybe I would
[16:24:44] <gentlemandroid> Artificially pumping up his score with corrections
[16:25:10] <mobidevelop> It's true, I just want to top the list
[16:25:30] <gentlemandroid> Well I've got you beat on Tiny Boobs references
[16:25:40] <mobidevelop> Damn
[16:28:14] <Slijt> hey
[16:28:16] <Slijt> trick question
[16:28:41] <Slijt> if I upload a game with package ex tiny.boobs
[16:28:51] <gentlemandroid> I knew it
[16:29:18] <Slijt> and then copy that project and modiy some stuff in it, but keep the tiny.boobs name of the package
[16:29:38] <Slijt> can I upload the apk from that other project copy without fucking it up on play store?
[16:29:48] <gentlemandroid> If it has the same key
[16:29:58] <Slijt> how can I keep the same key?
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[16:30:14] <Slijt> you mean the same password to the key or what?
[16:32:07] <mobidevelop> The package name has to be unique
[16:32:20] <abs25> is it possible to draw textures with alpha channel?
[16:32:30] <gentlemandroid> abs25, Enable blending
[16:32:35] <Slijt> yeah I know
[16:33:55] <gentlemandroid> As long as it had the same package and key you could replace Angry Birds with the latest build of Tiny Boobs afaik
[16:34:17] <gentlemandroid> Which would be a troll on the most massive of scales
[16:34:36] <Slijt> rofl
[16:34:37] <gentlemandroid> Well Candy Crush I guess is the new kid
[16:34:47] <Getterac7> hahah, that would be amazing.
[16:34:50] <Slijt> dunno about new gentlemandroid
[16:35:21] <gentlemandroid> Is something bigger than Candy Crush now?
[16:35:46] <gentlemandroid> I need fresh outrage
[16:36:23] <cobolfoo> Actually Candy crush is going down
[16:36:50] <cobolfoo> http://www.gamasutra.com/view/news/223259/King_execs_struggle_to_explain_why_the_Candy_Crush_maker_is_flagging.php
[16:37:54] <gentlemandroid> "Omg the billion dollar machine is only spitting out million bills! What will we do!?"
[16:38:15] <KicStart> yeah, Kardashian is the new hotness.
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[16:44:20] <abs25> what if I want to make my object glow, how would I aproach taht?
[16:44:30] <abs25> that*
[16:46:29] <[twisti]> render object to frame buffer with glow colour, apply strong blur, render frame buffer to viewport (and then render object over it)
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[16:49:46] <abs25> [twisti], is there any article about that on libgdx wiki because I cant find any
[16:49:57] <noooone> nope
[16:50:11] <noooone> but you will find a lot about it via google
[16:50:19] <noooone> it's not libgdx specific
[16:50:29] <abs25> how is that called that process
[16:51:10] <noooone> glow effect?
[16:51:25] <noooone> maybe outline
[16:52:57] <Tann_> I made something that does this- http://i.imgur.com/1B157o4.png
[16:53:02] <Tann_> And then made the glow from there
[16:53:06] <Tann_> It works alright
[16:53:29] <gentlemandroid> abs25, https://code.google.com/p/bloom-lib/
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[16:55:43] <cobolfoo> Tann_ very nice
[16:55:50] <cobolfoo> Tann_ how you proceed?
[16:56:04] <Tann_> Have you used pixmaps?
[16:56:09] <cobolfoo> of course
[16:56:24] <Tann_> I go through each pixel of an image
[16:56:35] <cobolfoo> You march-square a spaceship to get his outline ?
[16:56:36] <Tann_> if it's transparent, I mark all adjacent non-transparent pixels as "outline"
[16:56:38] <[twisti]> Tann_ thats very pretty
[16:56:55] <Tann_> Cheers guys : )
[16:57:17] <cobolfoo> Tann_ ok then you have your outline, how do you generate the glow?
[16:58:08] <Tann_> I take the outline image and.. blur it a bit. I go through n pixels around it and colour them a bit.
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[16:59:24] <Tann_> You can probably get a nicer-looking effect if you google around a bit though
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[16:59:53] <Tann_> I'm working on the tutorial for my game at the moment, I don't know if this is the right place to ask but I'd love some feedback on it: http://threechoicegames.com/EventHorizon0.221.jar
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[17:00:15] <Tann_> Been playing my game a bunch so I don't know what's obvious and what's not.
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[17:02:13] <javiercito53> Hi, I'm using pcker to make an exe for a game. But I can't pass the error "Failed to load class "org.slf4j.impl.StaticLoggerBinder"., I added slf4j-simple.jar to the desktop project, but it keeps throwing the error, can anyone help me?
[17:03:28] <gentlemandroid> Ooh boy, almost there with the texture mapping
[17:03:38] <gentlemandroid> Running out of reasons not to commit to PR
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[17:15:50] <Getterac7> why can't zombie games be better? ... all of them suck. :(
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[17:16:39] <davebaol> Xoppa: do you think Vector.mul(matrix3) makes sense?
[17:16:50] <Xoppa> sure
[17:17:03] <davebaol> both Vector2 and Vector3 have that method? Is it the same?
[17:17:26] <davebaol> method!
[17:18:15] <Xoppa> what do you mean?
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[17:19:52] <javiercito53> Hi, I'm using pcker to make an exe for a game. But I can't pass the error "Failed to load class "org.slf4j.impl.StaticLoggerBinder"., I added slf4j-simple.jar to the desktop project, but it keeps throwing the error, can anyone help me?
[17:20:19] <davebaol> Xoppa: my problem is that I have a generic parameter T extends Vector
[17:20:19] <davebaol> also, I have
[17:20:20] <davebaol> T position;
[17:20:20] <davebaol> float orientation;
[17:20:20] <davebaol> I want to rotate position based on orientation
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[17:20:20] <davebaol> does something like that make sense ?
[17:20:20] <davebaol> orientationMatrix.idt().rotateRad(orientation);
[17:20:21] <davebaol> position.mul(orientationMatrix3);
[17:21:03] <davebaol> if so, mul should be defined in Vector interface
[17:22:38] <Xoppa> it depends on the use-case, but typically multiplying a vec2 with mat3 both rotates and translates it, while multiplying a vec3 with mat3 only rotates it
[17:22:57] <Xoppa> w is considered 1 while z is considered 0
[17:23:03] <Xoppa> *considered=assumed
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[17:26:17] <gentlemandroid> To be fair the docs don't say anything about what the matrix does
[17:26:23] <gentlemandroid> Just the maths
[17:27:15] <davebaol> xoppa: I think I need something that rotates and translates because I have a relative position
[17:27:55] <gentlemandroid> Just says multiplies, there's no real assumption about the transform
[17:30:29] <davebaol> Xoppa: I'd like to do it within generic code, if possible
[17:30:44] <Xoppa> ow for vec2 z is assumed 1 in the mul as well
[17:30:54] <Xoppa> davebaol, there's no generic matrix class
[17:31:11] <Neomex> any idea why it would fail to load assets in exported jar when in ide everything works?
[17:31:55] <cobolfoo> open the jar and check inside, a jar is a renamed zip file.
[17:32:22] <davebaol> Xoppa: I want to support 2D and 2.5D, not 3D
[17:32:27] <davebaol> orientation is a float value
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[17:32:40] <davebaol> do you think I can do it with Matrix3?
[17:32:57] <c0ke> relative paths Neomex?
[17:32:58] <davebaol> on both Vector2 and Vector3?
[17:33:45] <Xoppa> gentlemandroid, i guess matrix math is assumed to be known, and if it isn't then javadocs might not be the best place to explain it
[17:33:56] <Neomex> c0ke, using assetmanager.load
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[17:34:49] <Daranus> Ahoy there!
[17:34:55] <Xoppa> davebaol, interface Transform<T extends Vector<T>> { T getTranslation(); T getScale(); float getRotation(); void transform(T val); }
[17:35:30] <Xoppa> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g3d/utils/BaseAnimationController.java#L40
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[17:38:47] <davebaol> thanks Xoppa, sounds interesting
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[17:44:45] <Neomex> im really lost, it loads to a point and crashes, when in ide works fine
[17:44:53] <Neomex> im passing paths same way
[17:45:07] <Tomski> What is the way?
[17:45:27] <Neomex> assetManager.load("file.png" ...
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[17:47:07] <Tomski> Then file.png should be in the highest level directory in your jar
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[17:47:25] <Neomex> it is
[17:47:41] <Neomex> maybe it crashes because it doesn't have enough memory?
[17:47:46] <Neomex> am loading quite a few files
[17:47:48] <Tomski> Whats the actual error?
[17:48:19] <Neomex> cant figure it out, tried to catch it and write to file but nothing happens
[17:48:36] <Neomex> im launching it outside ide and it just closes
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[17:49:25] <[twisti]> how does raycasting/picking work ? is it just java code that goes through my geometry ? because i throw that geometry away after sending it to mesh
[17:49:52] <Tomski> Neomex, on windows I aassume?
[17:50:19] <Neomex> yes
[17:51:12] <Tomski> create a .bat file with your launch arguments and add "pause" on the next line
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[17:55:26] <[twisti]> what happened to the libgdx pick ray tests ? cant find it on github, and its gone from google code
[17:56:53] <Daranus> did you guys come to a conclusion on the steering stuff btw ?
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[18:00:33] <Neomex> Tomski, thanks, figured out one error, working on others... :)
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[18:03:54] <Xoppa> [twisti], http://blog.xoppa.com/interacting-with-3d-objects/
[18:04:10] <[twisti]> thanks, ill read up on that
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[18:07:47] <Noctalin> Hello
[18:09:38] <Neomex> why aren't you using jme3 for 3d?
[18:09:53] <[twisti]> why would i
[18:10:08] <Neomex> its better suited
[18:10:17] <Neomex> (i think)
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[18:10:36] <Neomex> more high-level
[18:10:40] <[twisti]> but i like libgdx
[18:10:47] <[twisti]> and im not even using the libgdx high level things
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[18:12:58] <Neomex> idk, i came from jme3 for 2d
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[18:17:09] <Noctalin> Can someone please help me? I am trying to register on the forum but the security question doesnt accept if I enter 1.3.0 as the current version
[18:17:23] <cackling_grandma> try 0.9.9
[18:18:05] <Noctalin> You have provided an invalid answer to the question. :(
[18:18:13] <Noctalin> even tried 1.3.1
[18:18:19] <cackling_grandma> :(
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[18:23:00] <cackling_grandma> I still do not understand how texture binding work.
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[18:23:54] <cackling_grandma> For example, why does it seems that I always need to bind in reverse order. Like bind(GL20.GL_TEXTURE1); -> bind(GL20.GL_TEXTURE0); work but not the other way around
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[18:24:56] <Xoppa> Noctalin, try 1.2.0 or 1.2.1
[18:25:03] <[twisti]> you dont need to, but the last bound texture is the active one, and your shader probably expects the one in slot 0 to be active
[18:25:08] <Xoppa> cackling_grandma, because it always makes it active
[18:26:05] <cackling_grandma> I see. So whatever I do, bind to 0 last?
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[18:29:31] <cackling_grandma> additionally, what does the int in setUniformi(String,int) does?
[18:29:43] <cackling_grandma> doesnt seem to matter whatever number I put it
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[18:31:48] <[twisti]> theres a gl call to make 0 active that you can use if you dont want to bother thinking about the order
[18:31:55] <Neomex> cackling_grandma, such change, much respect
[18:32:21] <Neomex> ok thats it, im gonna write lolcode interpreter
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[18:32:33] <[twisti]> im guessing it sets a uniform named string to the value of int
[18:33:04] <Tomski> dingdingding
[18:33:15] <cackling_grandma> potato phone
[18:33:29] <Neomex> potato salad
[18:33:37] <[twisti]> and the javadoc actually says just that
[18:34:02] <cackling_grandma> with 600 ingredients, 20 of which begin with horse and end with radish
[18:34:28] <Neomex> i never ate potato salad
[18:34:35] <[twisti]> http://img.pandawhale.com/post-10513-Code-Refactoring-Cat-in-Bathtu-yRZT.gif
[18:34:41] <Neomex> should have funded
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[18:37:43] <cackling_grandma> what does that int do. I cannot figure out?
[18:37:50] <cackling_grandma> . and ? and misplaced.
[18:37:57] <cackling_grandma> are, not and
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[18:38:54] <Tomski> cackling_grandma, sets the uniform variable to that value
[18:39:36] <cackling_grandma> yes but where is that used?
[18:39:41] <Tomski> At shader
[18:40:03] <cackling_grandma> I still dont get it. The name is also binded anyway.
[18:40:48] <Tomski> You use uniform variables to comminicate with your shaders
[18:42:12] <cackling_grandma> that mean both name and uniform variables must be unique
[18:42:16] <cackling_grandma> right?
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[18:44:32] <cackling_grandma> I think I get it, the number # is the GL_TEXTURE# binded?
[18:44:47] <cackling_grandma> so I can have like u_texture being GL_Texture15>
[18:44:49] <cackling_grandma> ?
[18:45:45] <Tomski> The number where?
[18:45:56] <cackling_grandma> setUniformi(String,int)
[18:45:59] <cackling_grandma> that number.
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[18:46:43] <Tomski> It would depend what the uniform was
[18:47:12] <cackling_grandma> texture uniforms
[18:47:35] <cackling_grandma> for example, setUniformi("u_texture" , 15);
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[18:48:10] <Tomski> right
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[18:55:00] <[twisti]> is that really how it works, Tomski ?
[18:55:11] <[twisti]> that seems like it would just bind the number 15 to an int called u_texture
[18:55:27] <[twisti]> and not in any way bind a texture or set a texture to texture slot 15
[18:56:46] <Tomski> [twisti], it sets the uniform sampler2D in this case to some texture unit
[18:57:43] <[twisti]> weird
[18:57:50] <[twisti]> so Uniformi is specific for textures ?
[18:57:57] <Tomski> no
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[18:59:12] <Tomski> Its just the case if the uniform is a texture
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[18:59:20] <[twisti]> ah, i see
[18:59:26] <[twisti]> thats kinda horrible
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[19:00:12] <maximtwo> leave opengl alone
[19:00:17] <maximtwo> it doesn't know any better
[19:00:23] <Tomski> keep it at 0, bind before drawing
[19:00:45] <Tomski> maximtwo, didnt you create opengl?
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[19:01:01] <maximtwo> no i made ClosedGL
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[19:01:52] <[[derek]]> I'm curious as to the purpose of the the function checkCollision() in this example. Could someone please explain to me why it is needed instead of just relying upon the contactlistener? https://raw.githubusercontent.com/xoppa/blog/master/tutorials/src/com/xoppa/blog/libgdx/g3d/bullet/collision/step5/BulletTest.java
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[19:02:26] <maximtwo> haha my zoom in chrome was set to 500% when i went to that page
[19:02:36] <maximtwo> those import statements were HUUUUUGE
[19:02:55] <maximtwo> i need to stop looking at closeups of natalie portman's nip slips
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[19:03:39] <[[derek]]> right...... Xoppa you there?
[19:03:53] <Tomski> bahaha
[19:03:58] <maximtwo> sorry [[derek]]
[19:04:01] <Xoppa> [[derek]], that code is part of a tutorial and in the tutorial it is explained how and why
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[19:09:08] <[[derek]]> Xoppa: I've read the tutorial multiple times and I'm stuck at that part. I don't understand why the function checkCollision is needed when we already have a contact lisnter to do it for us.
[19:09:24] <Neomex> is there a list of game jams?
[19:09:49] <[[derek]]> Neomex: quick google: http://compohub.net/
[19:10:08] <Neomex> thanks
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[19:12:03] <Xoppa> [[derek]], in that part the checkCollision method is used to make bullet check if two object collide
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[19:12:42] <[[derek]]> I thought that by adding a contact listener to bullet it would work automaticly like in Box2D, guess I was wrong.
[19:12:50] <Xoppa> [[derek]], you dont actually need to understand it in depth, you can just skip it and continue to using the collision world (which will make this method unneeded)
[19:13:05] <Xoppa> box2d also uses a world
[19:13:18] <[[derek]]> ah, and I assume the world handles stuff like this
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[19:14:11] <Xoppa> indeed, i just showed so it's not like "black magic" but you understand the *impact* of the code you write (or at least i hope to learn you that in that part)
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[19:15:05] <[[derek]]> Xoppa: huehue, one of these days. I'm also learning C at the moment to get rid of some that "black magic" that surrounds Java so I know what you mean.
[19:17:23] <Daranus> Have a good evening fellas, bb!
[19:17:43] <Neomex> why not c++ derek
[19:18:25] <Neomex> functional languages hurt
[19:19:11] <[[derek]]> Neomex: C is not a functional programming language
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[19:20:04] <[[derek]]> C++ is built on C so by learning C if I decide to learn C++ I will have a deeper understanding.
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[19:21:26] <maximtwo> c++ is actually built on php
[19:21:39] <maximtwo> and php is built on javascript
[19:21:45] <[twisti]> C is built on assembler, so you should start with assembler imo
[19:21:58] <Neomex> what about machine code?
[19:22:06] <[[derek]]> [twisti]: there is being thorough and then there is being [twisti]
[19:22:29] <[twisti]> im way too lazy to ever be considered thorough
[19:22:30] <_Riven> i have a dozen MOSFET transistors, how to minecraft?
[19:22:36] <[twisti]> i just learn the base minimum
[19:22:59] <TEttinger> but really the courses I took in college started with C and then introduced C++; the downside is the C we were using wasn't at all typical, it was noob C (we hadn't been taught pointers)
[19:23:07] <Neomex> ahh, microprocessor programming was so fun
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[19:23:23] <Neomex> like cutting yourself with rusty razor
[19:23:50] <vestu> assembler is the true haxor language
[19:24:02] <vestu> leet haxor (oldfags remember)
[19:24:02] <_Riven> if you are about to teach C-without-pointers, Java seems a better starting point
[19:24:23] <[[derek]]> why are there a lot of game companies in malta? I assume its some sort of tax haven.
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[19:24:33] <vestu> that is correct
[19:24:36] <Neomex> is it?
[19:24:39] <_Riven> I write ASM for fun, not profit
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[19:24:43] <Neomex> ok, they have one more company then
[19:24:49] <vestu> _Riven, that's often the case
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[19:25:11] <[twisti]> Neomex: the new microprocessor programming is raspberry pi, if you dont know that, check it out, even runs java
[19:25:49] <_Riven> RaspPi is too advanced. I prefer the Arduino
[19:26:39] <_Riven> RaspPi is simply a really slow PC. microcontrollers are in a totally different league
[19:26:50] <[[derek]]> _Riven: they are two completely diffrent things. It's like saying "Battleships are to advanced, I prefer bicyles"
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[19:27:39] <_Riven> my point is that RaspPi is not microcontroller programming
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[19:28:31] <Neomex> i dont remember mine, ubt ive got some cheapass programator from hong-kong and were using that
[19:28:34] <_Riven> so i was making the same point, so you were explaining to me your own mixing of concepts :)
[19:29:02] <Neomex> arduino seems too expensive
[19:29:21] <_Riven> i program atTiny85's
[19:29:55] <_Riven> way more fun than java. only a few KB ram
[19:30:04] <mobidevelop> [[derek]]: by the way, I tested with a keyboard and it appears to work
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[19:31:02] <[[derek]]> mobidevelop: up down left and right?
[19:31:08] <mobidevelop> Yes
[19:31:29] <[[derek]]> mobidevelop: woooop. Also did the monster guy bob up and down or did he squish horizontally?
[19:31:38] <SpaceKookie> btw I've seen that LiBGDX is now using Gradle for building. What does that mean for me as a dev? Is there a post/tutorial about why that was done and what advantages I get from it?
[19:31:45] <mobidevelop> He bobbed up and down
[19:32:10] <[twisti]> SpaceKookie: what are you used to ?
[19:32:14] <[[derek]]> mobidevelop: thank you so much. what did you think of my amazing graphics skills?
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[19:32:16] <Neomex> found it, atmel atmega
[19:32:24] <SpaceKookie> [twisti]: either no build tool at all but my biggest project uses maven
[19:32:24] <Tomski> SpaceKookie, it means you are no longer tied to any specific IDE, and if you want to, you can continue on as you did before
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[19:32:50] <mobidevelop> [[derek]]: amazing graphics
[19:32:58] <[[derek]]> i know right
[19:32:59] <SpaceKookie> Tomski Ah okay, that seems sensible
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[19:33:04] <[twisti]> SpaceKookie: then you can continue to use the maven archetype instead if youre not comfortable with gradle
[19:33:09] <dermetfan> SpaceKookie: Ask the oracle: https://github.com/libgdx/libgdx/wiki/Project-Setup-Gradle
[19:33:17] <Neomex> oracle lies
[19:33:22] <[[derek]]> rewriting it at the moment with an entity component system and physics thanks to Xoppa
[19:33:23] <Tomski> SpaceKookie, https://github.com/libgdx/libgdx/wiki/Improving-workflow-with-Gradle#why-does-libgdx-recommend-gradle
[19:33:28] <_Riven> you use the arduino to 'program' the atTiny... these are $2.50
[19:33:28] <_Riven> a chip
[19:33:36] <[twisti]> it usually lags behind in version because nobody remembers to update it but thats just putting in one number
[19:33:47] <[twisti]> https://github.com/libgdx/libgdx-maven-archetype
[19:33:58] <[[derek]]> I wish JetBrains would hurry up and finish their C++ ide
[19:34:16] <SpaceKookie> [twisti] Ah thanks. Well…I may give Gradle a chance. It seems to be the new kid in school that everybody likes now :
[19:34:17] <SpaceKookie> * :p
[19:34:23] <SpaceKookie> But thanks for the links <3
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[19:34:42] <[[derek]]> SpaceKookie: the wiki should be your first port of call before asking here
[19:35:39] <SpaceKookie> [[derek]] okay. I wasn't aware that it had grown so big. I will in the future…
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[19:38:28] <[[derek]]> its sad that gaming nights have turned in dota nights now. all my friends refuse to play anything else
[19:39:01] <Tomski> buy new friends
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[19:41:35] <SpaceKookie> Tomski: www.get-new-friends.org ? ^^
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[19:43:15] <robitx> exe whats that?
[19:43:34] <robitx> oh I forgot to scroll for some time
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[19:45:28] <dermetfan> this joy that is taking care of people's virtually dead windows machines...
[19:46:17] <Neomex> dota sucks badly
[19:46:22] <dermetfan> that ask you what kind of network this is 10 minutes after plugging in the LAN cable
[19:46:28] <Neomex> and so does lol
[19:47:04] <Neomex> know a guy who has been playing lol and lol only nearly nonstop for last few years
[19:48:09] <Neomex> but then again he smokes shitton of stuff so maybe thats what keeps him from dying from boredom
[19:49:49] <nich_modeln> any gradle experts in the house?
[19:50:14] <robitx> why dont you ask your question
[19:50:29] <nich_modeln> what is the meaning of life?
[19:50:37] <nich_modeln> 40+2 or someting like that?
[19:50:50] <robitx> what is your gradle problem
[19:50:51] <Tomski> Its probably a regex
[19:51:03] <nich_modeln> oh
[19:51:27] <nich_modeln> i got a ftp upload process wrapped up in a shell script
[19:51:32] <nich_modeln> run and forget
[19:51:47] <nich_modeln> i want to tie that into gradle, if possible... if its not too hard
[19:51:57] <dermetfan> Write an Exec task
[19:52:07] <[[derek]]> if you could go back in time and change something that will slightly inconviance people of today, what would you do?
[19:52:09] <nich_modeln> so I can "deploy" in gradle and it magically pushes the code to the server
[19:52:14] <dermetfan> task uploadFTP(type: Exec)
[19:52:32] <nich_modeln> what file do I edit?
[19:52:40] <Tomski> any
[19:52:43] <Neomex> all
[19:52:45] <dermetfan> the build script
[19:52:45] <nich_modeln> build.gradle?
[19:52:49] <robitx> [[derek]]: why would anyone do that?
[19:53:04] <[[derek]]> robitx: it would be funny
[19:53:36] <SpaceKookie> Is there a guide somewhere how to set up the Gradle build files to work in a single project? (aka only have a Desktop one, e.g. ?)
[19:53:46] <[[derek]]> I think I would uninvent the fork so people had to use two knifes, that would be very funny to watch.
[19:53:48] <dermetfan> Exec documentatino: http://www.gradle.org/docs/current/dsl/org.gradle.api.tasks.Exec.html Video tut: http://youtu.be/g56O_HeefBE
[19:54:12] <nich_modeln> you the man, youtube hero
[19:54:14] <TEttinger> [[derek]], changing warfare in the process
[19:54:15] <Tomski> You could also use ant commons
[19:54:33] <TEttinger> https://en.wikipedia.org/wiki/Military_fork
[19:54:59] <Tomski> SpaceKookie, you could just combine the scripts from core/desktop only projects
[19:55:30] <[[derek]]> I would also go back and change it so that ipv4 only used 3 address spaces.
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[19:57:04] <TEttinger> this makes you think, actually http://discoverthemiddleages.com/?q=category/glossary/military-fork -- what weapons in your games could have non-violent uses?
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[20:04:42] <nich_modeln> it looks like its working :-)
[20:04:45] <nich_modeln> coolness
[20:05:51] <[[derek]]> Xoppa: how long did it take you to write all the 3D documentaion and tutorials?
[20:06:22] <kalle_h> hello
[20:06:34] <Xoppa> probably longer than the time it took to write the code that it describes
[20:06:40] <TEttinger> hey kalle_h
[20:08:42] <[[derek]]> Xoppa: ah well, I'm very glad that you took the effort to do so.
[20:08:43] <TEttinger> got any new footage of that fire-breathing dragon?
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[20:09:36] <zambo> Hey guys. I want to make a texture that will be transformed and tinted to specific colors in my game
[20:09:52] <zambo> should I make it white, then apply the color to the spritebatch?
[20:10:30] <kalle_h> TEttinger: not yet
[20:10:38] <kalle_h> I worked with particles whole day
[20:10:40] <[[derek]]> zambo: that would work
[20:10:52] <[[derek]]> zambo: just make sure to undo it afterwards
[20:11:00] <zambo> white with no transparency?
[20:11:15] <Tomski> you can have transparency if you want
[20:11:26] <[[derek]]> you'll want transparency if the sprite your rendering is not a perfect square
[20:11:32] <kalle_h> Added thing called alpha tresholding. Basically its. alpha = (alpha - treshold) / (1 - treshold)
[20:11:54] <kalle_h> so particles shape can vary based on time
[20:12:16] <zambo> @[[derek]] right, but if I have a white texture with full alpha, if I tint my spritebatch with alpha, will that apply when it’s drawn?
[20:12:32] <TEttinger> hm, I'm not sure if you can tint a batch with setColor to have alpha
[20:12:41] <TEttinger> it would make sense right?
[20:12:43] <kalle_h> ofc you can
[20:12:45] <zambo> okay I’ll try it out either why
[20:12:47] <Tomski> yup
[20:13:08] <kalle_h> batch have color and its applied at fragment shader like this. tex * v_color
[20:13:14] <TEttinger> oh ok
[20:13:15] <[[derek]]> zambo: another option is to modify the pixels that you want to tint indivually using a pixmap
[20:13:26] <TEttinger> yeah, and that includes a in there, right kalle_h?
[20:13:28] <TEttinger> vector4
[20:13:31] <kalle_h> yeah
[20:13:36] <zambo> I’m basically trying to make circles and lines that I can rescale with anti aliasing
[20:13:41] <[[derek]]> zambo: cache the result though because that operation is EXPENSIVE
[20:14:07] <[[derek]]> zambo: libgdx 1.3.0 includes new api that allows you to generate primative shapes in code if you want
[20:14:07] <zambo> I have everything working with shaperenderer but there is no antialiasing
[20:14:10] <TEttinger> but setColor on batch is not expensive at all
[20:14:36] <kalle_h> never ASSUME anything
[20:15:18] <kalle_h> performance can be measured so there are no value for guesses.
[20:15:23] <zambo> does the new shape API draw with anti aliasing?
[20:15:33] <mobidevelop> Guess and assume everything
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[20:15:40] <TEttinger> kalle_h, heh I do a setColor before drawing any sprite
[20:15:45] <kalle_h> zambo: if you set sample count higher than 1 then everything use multisampling
[20:16:01] <TEttinger> several hundred, maybe a thousand sprites per frame and it seems fine
[20:16:07] <zambo> including shaperenderer?
[20:16:11] <Tomski> lel
[20:16:25] <TEttinger> (it's needed for palette swaps)
[20:16:31] <[[derek]]> TEttinger: screenshot?
[20:16:34] <kalle_h> zambo: everything usually contain... eh everything
[20:16:47] <zambo> @kalle_h haha okay :)
[20:17:05] <TEttinger> https://www.youtube.com/watch?v=TsINKFmEKJA [[derek]]
[20:17:14] <TEttinger> OBS mangled the color a bit
[20:17:38] <[[derek]]> oh its advance wars
[20:17:39] <kalle_h> I remember that I once helped somebody to write shaperender like API that used shader based analytical anti aliasing
[20:17:42] <[[derek]]> very nice
[20:18:40] <kalle_h> TEttinger: I like where you are going with that
[20:19:04] <TEttinger> kalle_h, it's going to get better once I figure out the enhanced art
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[20:21:32] <[[derek]]> in an entity component system is it alright if I pass the system as a paramter to a component, when the component needs a value from the system to create itself?
[20:22:31] <kalle_h> [[derek]]: sounds like code smell
[20:22:45] <kalle_h> [[derek]]: what paramters it need?
[20:23:05] <Getterac7> sounds like a smell? :P
[20:23:22] <kalle_h> Getterac7: LSD
[20:23:33] <Getterac7> kalle_h: it all makes sense now, haha
[20:23:34] <kalle_h> usually components are plain old data without any logic
[20:23:37] <TEttinger> synaesthesia
[20:24:03] <TEttinger> I think at least one person I have talked to has it, can't remember who
[20:24:08] <kalle_h> so if components need complex constructor its seems that component is doing more than it should
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[20:24:34] <[[derek]]> kalle_h: I create btColliosionWorld in the collision system, but the component needs a btCollisionWorld to add its btCollison body to.
[20:25:41] <kalle_h> [[derek]]: you could create those with factory pattern
[20:26:03] <[[derek]]> kalle_h: like how?
[20:26:20] <kalle_h> make method that creates those components
[20:26:27] <kalle_h> then component does not need that logic
[20:26:41] <[[derek]]> there isn't any logic
[20:26:57] <kalle_h> PhysicComponent createPhysicComponent(params)
[20:27:20] <kalle_h> but use what ever works and refactor later
[20:27:33] <[[derek]]> in the constructor of the collisonComponent its just world.add(btBody)
[20:27:45] <TEttinger> oh man, that would be cool to have in a game. first-person, you play as different people, all with different synaesthesia -- one hears gunfire and sees where it's coming from, one sees numbers with different GUI textures and sizes...
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[20:29:10] <zambo> changing numSamples in the config does not seem to affect ShapeRenderer shapes
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[20:31:35] <nich_modeln> gradle experts, is there a way to make sure only one 'ftp' task runs at a time?
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[20:32:18] <kalle_h> zambo: did you check how many samples you got
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[20:33:28] <zambo> kalle_h: not sure how to do that?
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[20:34:05] <kalle_h> getBufferFormat().samples
[20:34:19] <kalle_h> in Graphics interface
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[20:36:00] <zambo> I am also testing on a tegra device (Nexus 7 2012)
[20:36:41] <zambo> samples = 5
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[20:37:37] <kalle_h> 5?
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[20:37:38] <kalle_h> really
[20:38:27] <[[derek]]> Xoppa: I'm playing your game at the moment and I noticed the black bars. I am dissapoint.
[20:38:49] <Xoppa> which game?
[20:38:56] <[[derek]]> the football one
[20:39:00] <kalle_h> zambo: usually there are only 2,4,7,16 supported
[20:39:04] <kalle_h> never heard of 5
[20:39:08] <kalle_h> zambo: set it to 4
[20:39:21] <zambo> Strangely, it is
[20:39:25] <davebaol_> ahah now formations are somewhat working
[20:39:28] <davebaol_> there are still a few bugs though
[20:39:30] <zambo> maybe it’s the number of extra samples?
[20:39:38] <Xoppa> ow, i'm surprised that even still works, it's two years ago and (prehaps even worse) using andengine
[20:39:46] <kalle_h> zambo: how did you set it?
[20:40:05] <kalle_h> 7 should be 8
[20:40:12] <zambo> subclassed AndroidApplicationConfiguration, numSamples = 16; in constructor after super()
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[20:40:24] <Slijt> how do I set color on only one actor?
[20:40:27] <zambo> (it was 4 before)
[20:40:34] <kalle_h> zambo: 16 is rarely supported on mobile
[20:40:46] <kalle_h> its also use 16times more memory
[20:41:08] <zambo> yeah, just trial and error
[20:41:16] <[[derek]]> Xoppa: Isn't andengine just a wrapper for libgdx without the cross platform stuff?
[20:41:17] <zambo> seeing if any number makes a difference
[20:41:24] <kalle_h> test it with 4 and show screenshot comparision
[20:41:25] <Slijt> anyone ever colored an actors texture before?
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[20:42:02] <[[derek]]> jesus
[20:42:03] <[[derek]]> what happend
[20:42:05] <Xoppa> kinda
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[20:42:06] <[[derek]]> why is everyones net splitting?
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[20:42:27] <davebaol_> [[derek]]: it's freshnode
[20:42:28] <cobolfoo> because people are not on the same server
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[20:42:48] <cobolfoo> Slijt: there are TintedDrawables you could use
[20:42:56] <davebaol_> well freenode
[20:43:35] <Slijt> TintedDrawables?
[20:43:52] <[[derek]]> freshnode?
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[20:43:57] <Slijt> shouldn't it be as simple as actor.setColor?
[20:43:57] <Slijt> it colors it, problem is that it colors ALL of them
[20:43:57] <Slijt> lol
[20:44:02] <TEttinger> [[derek]], it gets much worse sometimes
[20:44:24] <davebaol_> <[[derek]]> freshnode?
[20:44:26] <davebaol_> <davebaol_> well freenode
[20:44:47] <cobolfoo> Slijt: you have to create a style per actor
[20:44:56] <TEttinger> when the NSA and the Chinese censors are teaming up on Freenode, #clojure has had repeated netsplits that scroll for multiple screens of height
[20:45:17] <TEttinger> (I'm guessing it's more than one government)
[20:46:03] <cobolfoo> Netsplits are a very common occurence on IRC servers. When one server cannot keep up it split from the network and come back later
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[20:46:27] <TEttinger> there's been a lot more lately. quakenet posted about how they blamed NSA
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[20:46:31] <Slijt> cobolfoo: how do I do that?
[20:47:46] <cobolfoo> Slijt: let say you want a Label. you do: Label.LabelStyle style = new Label.LabelStyle(); .. then you set style.font and style.fontColor and use it in the Label constructor as follow: Label label = new Label("blahblah", style);
[20:48:26] <cobolfoo> the clean way would be to add several entries in your skin json file.
[20:48:42] <cobolfoo> and do something like: Label label = new Label("blahblah", skin, "label_yellow");
[20:49:03] <TEttinger> might have taken it down, i see http://blog.freenode.net/2014/02/turbulence/
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[20:49:23] <Slijt> do I really need to do that, sounds like overkill?
[20:49:37] <kalle_h> I really like this look http://www.gamersyde.com/hqstream_the_tomorrow_children_gamescom_trailer-32721_en.html
[20:50:05] <cobolfoo> look like someone is doing mass connect with specific encryption to increase the CPU load :)
[20:50:28] <zambo> @kalle_h http://i.imgur.com/Uua95UH.png left: numSamples = 4;, right: numSamples = 1;
[20:50:38] <zambo> I don’t think ShapeRenderer shapes are drawn with hardware acceleration
[20:50:53] <zambo> also, note the messed up line width which seems to happen on all tegra
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[20:51:47] <zambo> Gdx.graphics.getBufferFormat().samples is also always config.numSamples + 1
[20:53:15] <kalle_h> zambo: everything that libgdx draws is using opengl
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[20:54:42] <[[derek]]> i wish android would hurry up and support Java 8
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[20:55:52] <kalle_h> zambo: actually those both look anti-aliased
[20:56:04] <kalle_h> there is slight gradient at edges
[20:56:18] <kalle_h> without anti aliasing there would be either white or black
[20:56:23] <kalle_h> no shades of gray
[20:56:42] <kalle_h> zambo: maybe your gpu settings is forcing msaa to 2/4
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[20:57:39] <zambo> hmmm, maybe. White/blue are not the correct colors and there is a lot of contrast there
[20:58:46] <[[derek]]> after 3 days I finally have at least a little 3D collison working
[20:58:47] <kalle_h> zambo: https://www.dropbox.com/s/26ot3pqf8yll8b6/aliasingExample.png
[20:59:03] <kalle_h> look how different that line look
[20:59:13] <kalle_h> its lot more jaggied
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[21:00:43] <kalle_h> MSAA is just not enough for black and white geometric shapes
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[21:03:03] <kalle_h> Screenshot of the day https://www.dropbox.com/s/4ullw5mksrf9kcm/ExplosionWithBloom.png
[21:03:32] <kalle_h> I bumbed bloom resolution and chromatic aberration quality up
[21:03:48] <Getterac7> kalle_h: stop making your game look so good... you're making the rest of us look bad :P
[21:04:00] <kalle_h> deja vu
[21:04:14] <kalle_h> I really need to make that explosion look better
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[21:08:15] <[[derek]]> How do I use Bullet.obtainStaticNodeShape()? I tried to pass it nodes from a model instance but it does not detect any collision.
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[21:14:47] <yrk> where would I start debugging visual stutter which appears randomly every few seconds as I move (pan) the camera?
[21:16:11] <yrk> right now I'll just start with selectively removing stuff from my render() until it (hopefully) goes away
[21:16:27] <Slijt> if I tint something to a color
[21:16:35] <Slijt> how do I reset the color to be normal?
[21:17:16] <kalle_h> Slijt: how you you set it in first place
[21:17:42] <kalle_h> if you use spriteBatch then just set it back to Color.White
[21:17:47] <Slijt> it's a texture and a normal batch
[21:18:05] <kalle_h> then set it to white
[21:19:08] <Slijt> alright
[21:19:32] <Slijt> would it be bad to do batch.setColor(Color.WHITE)) every update?
[21:19:46] <Slijt> when I tint an actor to a color, my batch colors my texture aswell
[21:19:48] <Slijt> and I dunno why
[21:20:03] <kalle_h> just set it always to be sure
[21:20:09] <Slijt> alright
[21:20:11] <Slijt> sounds good
[21:20:18] <Slijt> thanks a lot :)
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[21:28:15] <rachard> Hi, Gdx audio extension was removed sometime ago. Does someone know, if there is any plans to get it back? As a temporary solution, does someone know the last version that has it still?
[21:28:55] <mobidevelop> No plans at this time
[21:29:18] <rachard> Does old version work with RoboVM?
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[21:29:42] <mobidevelop> Don't think so
[21:29:47] <rachard> ok thank you
[21:30:04] <rachard> actually I just noticed in wiki that it does not work with ios, too bad
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[21:38:53] <[[derek]]> obtain static shape is not working
[21:38:55] <[[derek]]> aaraggag
[21:39:13] <mobidevelop> O.o
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[21:45:15] <[[derek]]> I've made a model in blender and I want to generate a btCollision shape for it, do I use Bullet.obtainStaticNodeShape() ?
[21:45:31] <robitx> f*** this s***... fail to sign in. please check your network connection and try again... (GPGS)
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[21:47:50] <Xoppa> [[derek]], https://github.com/libgdx/libgdx/wiki/Bullet-physics#using-models
[21:49:14] <[[derek]]> Xoppa: I've tried that, I use obtainStaticNodeShape as suggested for my blender object, but the collsion just passes right through it unless is it as the direct centre of the object
[21:49:39] <Xoppa> probably either dynamic or scaling
[21:50:08] <[[derek]]> why won't obtainStaticNodeShape work?
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[21:53:54] <[[derek]]> Xoppa: I'm tryng to use UniformScalingShape now, I assumed thats what you ment by scaling. It requires a pointer though, and I'm not to sure what that pointer should be.
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[21:55:01] <Xoppa> dont use scalingh
[21:55:42] <[[derek]]> what btShape should I use then?
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[21:56:05] <[[derek]]> Most of ones I've tried don't work or require pointers which I have no idea what pointer to use.
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[21:59:35] <Xoppa> check the wiki page i just linked to
[22:00:25] <Xoppa> it is a static (unschaled) shape then you can do btCollisionShape shape = Bullet.obtainStaticNodeShape(model.nodes);
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[22:01:03] <[[derek]]> Xoppa: that doesn't work, for some reason the collsions go right through the staticNodeShape
[22:03:05] <Xoppa> like i said <Xoppa> probably either dynamic or scaling
[22:04:45] <zambo> Okay, anyone know of a good approach for drawing smooth 2d lines? I’m looking at scaling/rotating a 1 pixel texture to do it
[22:06:38] <Xoppa> zambo, try gimp or mspaint for drawing the smooth lines and then render the result. For straight lines a 1 pixel textureregion (use atlas) should indeed work as well
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[22:08:08] <esvee> hi
[22:08:09] <esvee> :)
[22:09:30] <kalle_h> hello
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[22:12:02] <robitx> finaly GPGS working
[22:12:39] <kalle_h> What kind of time machine greek uses https://media.riemurasia.net/albumit/mmedia/yd/0a2/vpw/104036/normal_1463611738.jpg
[22:13:13] <kalle_h> 3000years old antic theatres are in better shape
[22:13:44] <robitx> it is because it wasnt build by current greeks
[22:14:33] <esvee> kalle_h, i'm writing my little texture data baker :)
[22:14:44] <esvee> fun w/ barycentric coordinates and triangle rasterization
[22:15:20] <esvee> i want to bake all the specular data for a single object
[22:16:48] <esvee> and then it's SH (hopefully without getting into the math)
[22:16:56] <esvee> *it's=implement
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[22:19:23] <kalle_h> you can't bake specular
[22:19:53] <kalle_h> or you can but its need 1d texture per pixel
[22:20:11] <kalle_h> specular is higly view dependant
[22:20:26] <kalle_h> you can bake diffuse
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[22:21:54] <esvee> i can bake a cubemap...
[22:22:13] <esvee> and feed it reflected view dir
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[22:24:17] <esvee> 1d tex per pixel because i need R.L index into the texture to get the spec. color*intensity?
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[22:25:04] <esvee> if it's a static object why wouldn't the cubemap thing work?
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[22:27:37] <esvee> hmm i didn't think this through very well
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[22:28:05] <esvee> but i want my tons of light speculars :(
[22:28:40] <kalle_h> stop baking and use real time lights
[22:29:55] <kalle_h> they are not just better looking(for direct specular specially) but a lot simpler and easier
[22:29:59] <kalle_h> too
[22:30:06] <esvee> but i have tons of lights
[22:30:11] <nick-coden> anyone know how to add a "tap" event to a window?
[22:30:21] <nick-coden> window.addListener(new ChangeListener() { <= didnt work
[22:30:46] <kalle_h> esvee: but you don't have ton of lights per object
[22:30:59] <esvee> this object actually has tons of lights :(
[22:31:02] <kalle_h> and if you do they are not all important
[22:31:05] <esvee> it's basically the game's "arena"
[22:31:13] <kalle_h> split it to smaller pieces
[22:31:13] <esvee> and the lights are distributed more or less evenly around it
[22:31:53] <kalle_h> you could try something like light pre pass
[22:32:15] <kalle_h> but first do the simplest thing and try with per object
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[22:34:04] <esvee> so split the object into multiple pieces with no more than K lights affecting each piece?
[22:34:36] <kalle_h> yup
[22:34:39] <esvee> is light pre-pass even viable @ high frame rate on mobile?
[22:34:46] <kalle_h> yes
[22:34:53] <kalle_h> I have done it 3years ago
[22:34:56] <esvee> btw kalle_h thanks a lot for the help - you really save my uneducated ass :)
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[22:35:33] <esvee> why aren't more games using it?
[22:35:49] <esvee> i didn't see mobile games w/ deferred shading
[22:36:16] <kalle_h> if they don't need to support many dynamic point lights
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[22:36:35] <mars3142> hi
[22:36:42] <kalle_h> many games are outdoor where only sun is important at day time
[22:37:22] <mars3142> if i set the "useGL30" to true - i received an error message:
[22:37:28] <mars3142> java.lang.IllegalArgumentException: Error compiling shader: ERROR: 0:1: '' : #version required and missing.
[22:37:28] <mars3142> ERROR: 0:1: 'attribute' : syntax error syntax error
[22:37:28] <mars3142> ERROR: 0:1: '' : #version required and missing.
[22:37:30] <mars3142> ERROR: 0:7: 'varying' : syntax error syntax error
[22:37:40] <mars3142> only after starting the game
[22:37:51] <kalle_h> sounds like shader errors
[22:37:54] <mars3142> useGL30=false - it works
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[22:38:04] <esvee> kalle_h, maybe i should give up on all the complex lighting stuff now... just use lightmaps and complement it with some dynamic lighting
[22:38:06] <kalle_h> spesify that you use 2.0 version
[22:38:44] <kalle_h> esvee: stop messing around and just pick one technique and implemt it
[22:38:56] <mars3142> @kalle_h - I don't use shaders, because I don't know how to code them ;)
[22:39:21] <esvee> kalle_h, i like overcomplicating stuff, i learn way more :p but you're absolutely right
[22:39:28] <esvee> lightmaps and N influential lights!
[22:39:31] <kalle_h> mars3142: you always use shaders with opengl
[22:39:49] <kalle_h> esvee: what you are storign to lightmaps?
[22:39:50] <mars3142> @kalle_h - okay, i don't use custom shaders ;)
[22:39:53] <esvee> btw, http://stemkoski.github.io/Three.js/Shader-Glow.html <-- i'm steal it for my game :)
[22:40:02] <esvee> kalle_h, accumulatted diffuse
[22:40:20] <kalle_h> from what?
[22:40:31] <esvee> blender
[22:40:36] <esvee> i set up the whole scene there
[22:40:48] <kalle_h> so you have some static lights
[22:41:01] <esvee> ofc
[22:41:12] <mars3142> @esvee - nice effect
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[22:44:30] <esvee> RNM lightmaps aren't really suitable for mobile right? too much texture lookups
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[22:46:45] <TEttinger> soon it's time to figure out how to remove all the constructors in my render code :|
[22:47:25] <kalle_h> RNM should be doable
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[22:48:09] <kalle_h> esvee: how big area those objects cover at screen?
[22:48:24] <esvee> kalle_h, big..
[22:48:27] <esvee> it's the whole arena
[22:48:41] <jauby> Does anyone else have errors compiling to html5 that don't exist when porting to android or desktop?
[22:48:51] <esvee> but you can usually see around 70% of the object at any given time
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[22:49:36] <jauby> Specifically with tweening
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[22:50:29] <kalle_h> esvee: but do you need RNM light maps?
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[22:52:06] <esvee> i understood you can get specular from RNM
[22:52:09] <esvee> for multiple lights
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[22:53:28] <esvee> or maybe i misread the valve paper
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[22:54:30] <esvee> oh now i see they're using cubemaps at sampled position for that...
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[22:54:54] <kalle_h> you can get some low frequency normal map details there
[22:55:00] <kalle_h> but its not that good looking
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[22:58:23] <esvee> kalle_h, what's the difference between a "distant" and an "infinite" light source
[22:58:38] <kalle_h> nothing really
[22:59:05] <kalle_h> its just term that you are aproximating light source to be that far away that the direction is static
[22:59:06] <esvee> it's basically another name for directional light?
[22:59:24] <kalle_h> yeah
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[23:00:52] <kalle_h> some times you can just aproximate point light as direction light if its distant enough
[23:01:30] <kalle_h> same is true for view direction. for distant and small object view direction can be aproximate to be static
[23:01:39] <kalle_h> I used that for minigore2
[23:02:56] <esvee> the energy of the point light would have to be very large wouldn't it?
[23:03:05] <kalle_h> yeah
[23:03:22] <esvee> i love the shading in minigore
[23:03:31] <kalle_h> but if point light is at 5m away from 0.5m radius object
[23:03:48] <kalle_h> you can see that lightDir is almost same for all points
[23:04:34] <esvee> makes sense
[23:04:45] <esvee> i bet it's not that hard to find that analytically if it's under some epsilon
[23:04:56] <esvee> just go over all the vertices and calculate the max. delta
[23:05:06] <kalle_h> and if light dir and view dir are constant per object you can precalc most of the math
[23:05:18] <esvee> did you see that? http://www.adrianlazar.com/2013/08/05/frejas-journey-shader-look-exploration/
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[23:05:26] <kalle_h> yeah
[23:06:25] <esvee> i wonder if this smooth look is the artist's hand
[23:06:52] <esvee> even the unlit lightmap only screen shot looks good
[23:07:30] <kalle_h> yeah artist are magicians
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[23:08:22] <esvee> i'm struggling with my programmer art a lot :(
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[23:09:58] <esvee> thansk a lot kalle :) i'm off to sleep
[23:10:05] <esvee> hopefully no rocket alarms tonight heh
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[23:11:17] <kalle_h> where do you live?
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[23:11:24] <esvee> israel..
[23:11:27] <esvee> fun times here
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[23:12:09] <kalle_h> Wasn't that hard to guess. There aren't many countries with regular rocket alarms
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[23:13:15] <esvee> well they aren't regular here.. just in crisis times every 1-2 yrs
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[23:19:22] <mobidevelop> Aren't pretty much all times in Israel crisis times?
[23:20:14] <esvee> nop, usually it's quiet
[23:21:07] <esvee> there's some rockets once in a while @ the south of the country closer to Gaza, but they're usually intercepted.
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[23:23:48] <esvee> most of the time it's no different from any other country, maybe a higher percentage of people overly sensitive to siren-type sounds :)
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[23:29:10] <kalle_h> esvee: do you like to live there?
[23:29:18] <esvee> sure, it's great
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[23:31:18] <esvee> climate's good, high-tech is in full bloom here so the money's good
[23:31:32] <esvee> chicks are hot :)
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[23:37:49] <esvee> heh checked the news, two rocket alarms @ the last hour. one fell in open areas a few km from here
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[23:38:07] <esvee> o well. night :)
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   August 13, 2014  
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