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[00:01:53] <Frog_Master> um the sprites don't show up
[00:02:05] <Frog_Master> but the bodies are there i can see debug lines
[00:02:47] <Tomski> Why dont you debug it yourself then
[00:02:57] <Neomex> your converting pixel to box2d?
[00:03:01] <Tomski> print out at different parts of your code to see what is being executed, and what isnt
[00:03:28] *** Fitzy has quit IRC
[00:03:49] <Frog_Master> Tomski wth you talking about
[00:04:07] <Frog_Master> this isn't something that can be solved via system.outs
[00:04:24] <Neomex> wild guess, your screen is in pixel coordinates and you are trying to display in box2d coordinates
[00:04:40] <Neomex> tomski is talking about learning to solve issues by yourself
[00:04:54] <Frog_Master> i tried i can't figure this one out
[00:05:08] <Frog_Master> and it has nothing to do with pixels neomex
[00:05:08] <mobidevelop> Any of them
[00:05:20] <Frog_Master> i have working box2d sprites
[00:05:26] <Frog_Master> non animated though
[00:05:42] <Neomex> what does it even have to do with box2d?
[00:05:46] <Tomski> it has nothing to do with box2d
[00:05:53] *** NewGDX has quit IRC
[00:05:56] <Progrmor_> Quantity or Quality?
[00:05:59] <Neomex> check your animation code
[00:06:01] <Tomski> It has nothing to do with animations not being shown
[00:07:12] <Frog_Master> well it has to do with bodies obviously
[00:07:21] <Frog_Master> putting sprites to bodies
[00:08:16] <solarcactus> i animate with a textureregion list :)
[00:10:26] <Neomex> it doesn't matter that your putting it to bodies
[00:10:31] <Neomex> those are just coordinates
[00:10:36] <Neomex> and you said coordinates are fine
[00:11:33] <Frog_Master> i was able to do this perfectly fine with just sprites
[00:11:37] <Frog_Master> i cant do it with bodies
[00:11:50] <dermetfan> Maybe I'm missing something, but looks like this doesn't compile. 'frame' doesn't exist
[00:12:10] <Neomex> its just a piece from what ive seen
[00:12:36] <Neomex> sprite =/= body
[00:12:43] <Neomex> try displaying sprite at that body
[00:12:55] <Neomex> if that works, animation code is wrong
[00:12:59] <Neomex> if that doesnt work
[00:13:03] <Neomex> coordinates are wrong
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[00:13:57] <Frog_Master> http://hastebin.com/zuhapibemu.avrasm
[00:14:12] <Frog_Master> there that has frame initialized, it compiles
[00:16:19] <Frog_Master> coordinates are wrriten the same way as for non animated sprites
[00:16:28] <Frog_Master> and also every example shows it that way
[00:16:40] <Frog_Master> its not wrong
[00:16:50] <Frog_Master> animation code is proven to work already on my non body sprites
[00:17:03] <Frog_Master> its something else
[00:17:41] <Neomex> did you try displaying normal sprite at bodys location
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[00:19:21] <Frog_Master> yes that works perfect
[00:19:39] <Frog_Master> body + sprite = work, sprite + animation = work, body + animation = no go
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[00:20:30] <Neomex> your width/height is x,y btw
[00:21:51] <Frog_Master> yes i know
[00:22:15] <Neomex> width = location?
[00:22:35] <Frog_Master> bro do you know java
[00:22:56] <Frog_Master> and set when i call it
[00:23:13] <mobidevelop> O.o
[00:23:25] <Neomex> so width = 2 pixels height = 2 pixels
[00:23:26] <mobidevelop> Neomex: don't even bother
[00:23:49] <Neomex> that was my last bother, srsly
[00:24:19] <Frog_Master> no....
[00:24:54] <Neomex> 2*1 = x = width
[00:24:57] <Neomex> ok, that was last bother
[00:27:15] <TrofSivart> which of these two is better:
[00:27:17] <TrofSivart> transform.pos.x += movement.vel.x * deltaTime;
[00:27:21] <TrofSivart> transform.pos.y += movement.vel.y * deltaTime;
[00:27:24] <TrofSivart> or
[00:27:28] <TrofSivart> transform.pos.add((movement.vel.cpy().scl(deltaTime)));
[00:27:45] <mobidevelop> Never cpy()
[00:28:30] <Neomex> whys that, sometimes have to cpy
[00:28:37] *** Frog_Master has quit IRC
[00:28:41] <mobidevelop> Never
[00:29:06] <jug6ernaut> neva?
[00:29:13] <Ce11crowd_> creates new objects, its better to create temp vectors and reuse them
[00:30:17] <dermetfan> Pools.obtain(Vector2)
[00:30:24] <Ce11crowd_> it will make the garbage collector a lot happier
[00:30:41] <Neomex> thats nasty, ive seen people having global classes with vars to reuse
[00:31:08] <mobidevelop> Or just multiply then add the components
[00:31:18] <Ce11crowd_> like dermetfan says, use a pool, it will handle the reusable stuff
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[00:33:00] <Neomex> frog master couldnt stand the shame
[00:33:04] <Neomex> lol
[00:33:30] <mobidevelop> If only he'd stay away
[00:33:43] *** TrofSivart has quit IRC
[00:34:22] <c0ke> Alright, after 4 and a half hours of chasing the lighting dream, I give up for now ._.
[00:34:31] <c0ke> Sodding thing
[00:34:37] * jug6ernaut is almost finished converting his game from slick2d to libgdx :D
[00:35:09] <Neomex> c0ke, i didn't get it, you want libgdx light at other library?
[00:35:21] *** Frog_Master has joined #libgdx
[00:35:32] <Frog_Master> goddamn disconnect
[00:35:36] <Frog_Master> what i miss
[00:35:40] <jug6ernaut> shame
[00:35:44] <mobidevelop> Damn
[00:35:48] <Neomex> lol
[00:35:49] <Neomex> <Neomex> 2*1 = x = width
[00:35:49] <Neomex> <Neomex> ok, that was last bother
[00:36:16] <c0ke> Nah I'm trying to get a really basic lighting solution implemented that plays nicely with additive lights, the solution I used in slick was to draw a 'light' texture to a light map, tinted in whatever colour I felt like, then draw that over my other stuff with additive blending
[00:36:40] *** jug6ernaut has quit IRC
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[00:36:42] <Neomex> doesnt that produce artefacts though
[00:36:44] <c0ke> I can't for the life of me get it working though so I'm going to stop for now I think, come back to it later when I know more or whatever
[00:36:54] <Neomex> tried something similar in xna but was far from perfect
[00:36:56] <c0ke> Nopeski Neomex
[00:36:57] <Frog_Master> same width/height i have set for other non animated sprites
[00:37:07] <Frog_Master> the size isn't a problem
[00:37:20] <Frog_Master> mobi you ever animate bodies?
[00:37:30] <c0ke> In slick2d it looked like this https://trello-attachments.s3.amazonaws.com/50c8beb181a18144010098db/50cb6c07b8727a5d040027ff/54ae5cb949c2b958224950b138dd2d6b/tooFarAway.png
[00:37:49] <mobidevelop> Frog_Master: you can't animate bodies
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[00:38:04] <Frog_Master> i mean animate sprites and set them to bodies
[00:38:18] <Neomex> holy crap, tibia byt any chance? :D
[00:38:24] <mobidevelop> The same as animating anything else
[00:38:32] <c0ke> haha Neomex I was writing my own xD
[00:38:41] <Frog_Master> then why won't this work : http://hastebin.com/zuhapibemu.avrasm
[00:38:58] <mobidevelop> Beats me
[00:39:01] <Neomex> thats best mmorpg ever, screw what people say
[00:39:09] <Neomex> its just that deaths really hurt
[00:39:10] <c0ke> I wasted 10 years of my life playing it :P
[00:39:30] <Neomex> and probably tons of money
[00:39:32] <jug6ernaut> dat indenting
[00:39:57] <jug6ernaut> c0ke Neomex which?
[00:40:00] <c0ke> Likely. I am going to bring it to the mobile platform, or at least try, but this lighting stuff has ruined my day :P
[00:40:06] <mobidevelop> Frog_Master: you've used up all your helpsies from me
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[00:40:21] <Frog_Master> :(
[00:40:26] <Frog_Master> * kills himself
[00:40:28] <Neomex> jug6ernaut tibia
[00:40:33] <jug6ernaut> helpsies pool is all dry
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[00:40:46] <Neomex> wait 2 hours or pay 10$
[00:40:55] <Frog_Master> ill wait 2
[00:41:00] <jug6ernaut> Neomex never heard of it :\
[00:41:32] <Frog_Master> mobi did i ever tell you, you are my heroooooooooooooooooo
[00:41:40] <Frog_Master> you are everything i aspire to beeeeeeeeeeeeeee
[00:41:49] <Frog_Master> so mobi please help meeeeeeeeeeeeeeee
[00:41:55] <Neomex> stop the asslicking
[00:41:57] <Neomex> lol
[00:42:05] <Frog_Master> XD
[00:42:06] <dermetfan> awkward
[00:42:07] <jug6ernaut> licking :|
[00:42:35] <jug6ernaut> ups needs to hurry up
[00:43:00] <Frog_Master> the documentation or lack therof on this subject is appaling
[00:43:11] <Frog_Master> appalling*
[00:43:23] <jug6ernaut> the documentation for this free library
[00:43:23] <Frog_Master> thereof*
[00:43:28] <dermetfan> ok some help: use the Animation class to make an AnimatedSprite, draw that on the bodies like normal sprites
[00:43:38] <Neomex> i see wrong logic be more likely of an issue here than documentation
[00:43:38] <jug6ernaut> Frog_Master u know what that means right?
[00:43:47] <jug6ernaut> its a great opportunity for you to contribute to libgdx
[00:44:15] <Tomski> please no
[00:44:20] <Frog_Master> id prefer not have a whole class for animation
[00:44:23] <jug6ernaut> lol
[00:44:29] <mobidevelop> Or learn java
[00:44:37] <jug6ernaut> Tomski i assume there is a review process :P
[00:44:43] <Frog_Master> this isn't java related pal
[00:44:47] <dermetfan> why not a "whole" class?
[00:44:51] <Frog_Master> it has to do with libgdx
[00:45:02] *** Frog_Master was kicked by Tomski (Frog_Master)
[00:45:19] <mobidevelop> Good job Tomski
[00:45:34] <jug6ernaut> lol
[00:45:50] <Aryantes> the Ant.create method illustrates perfectly the lack of java knowledge
[00:45:53] <Tomski> Guy asks for help, then insults and tells people they are wrong when they try to help
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[00:46:22] <Frog_Master> what jesus
[00:46:40] <Frog_Master> as i was saying um
[00:46:45] <Neomex> jesus stopped following this conversation
[00:46:59] <Frog_Master> i already have all the frame stuff set up within my screen class
[00:47:08] <Frog_Master> i dont want/need an animation class
[00:47:10] <jug6ernaut> Frog_Master they where serious about 2 hours
[00:47:32] <dermetfan> more classes is usually better
[00:47:36] <Frog_Master> mother of mary
[00:47:51] <Aryantes> Frog_Master, when did you start coding java
[00:48:20] <Frog_Master> a while but i've learned it properly recently
[00:48:32] <Frog_Master> not fully but now i know my way around it
[00:48:33] <Tomski> no you havent
[00:48:38] <Tomski> why do you even do it?
[00:48:40] <Aryantes> what does "a while" mean
[00:48:44] <Frog_Master> libgdx is still confusing for me though
[00:48:49] <Tomski> Half the fun is problem solving, and you seem to not want to do that
[00:49:18] <Frog_Master> i always self debug if/when i can
[00:49:27] <mobidevelop> Which is never
[00:49:27] <Frog_Master> this chat room is plan B
[00:49:34] <jug6ernaut> lol
[00:49:35] <Frog_Master> which is always
[00:49:37] <Neomex> you have no idea how it feels to solve an issue after working on it for a week D:
[00:50:04] <c0ke> At the end of the day Frog_Master sometimes you just have to admit short term defeat and spend a week reading, researching, and banging your head on a desk till 1am
[00:50:10] <Frog_Master> the sprite doesn't show up i don't even know when to start
[00:50:19] <dermetfan> now
[00:50:24] <Aryantes> lol
[00:50:27] <Frog_Master> where*
[00:51:05] <dermetfan> start by making an AnimatedSprite
[00:51:51] <Frog_Master> i dont want to
[00:51:57] <Aryantes> I have worked with senior customer support technicians in the past who have seen an error "Out of disk space" and escalated to a distro saying "Help! I don't know where to start troubleshooting this!"
[00:51:58] <Frog_Master> i have everything already
[00:52:04] <Aryantes> Now I know where they come from.
[00:52:33] <Frog_Master> from ligbdx forums?
[00:53:35] <c0ke> Frog_Master, if you'd spent all the time you have spent in this channel actively reading through your code and disecting it you could have fixed it by now
[00:54:06] <Frog_Master> i wouldn't be here if i could do that
[00:54:19] <dermetfan> you'll never be able to if you never try
[00:54:32] <Frog_Master> all the docs i looked up show the code the same way i have it
[00:54:38] <Frog_Master> thats what is really throwing me off
[00:54:45] <dermetfan> what docs?
[00:54:56] <Frog_Master> examples i meant
[00:55:07] <Tomski> Here is an idea, why not draw the animation at some random point you know you should be able to see
[00:55:07] <dermetfan> Where do these examples come from
[00:55:10] <Ce11crowd_> Frog_Master, looking at your code I´d suggest you start by understanding basic OOP before moving on
[00:55:18] <Tomski> Ce11crowd_, he wont
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[00:55:23] <Ce11crowd_> lol
[00:55:29] <Tomski> Which is why I ask, why do you even do this
[00:55:37] <dermetfan> it's kinda fun
[00:56:00] <Frog_Master> sigh....
[00:56:06] <Frog_Master> i understand OOP
[00:56:12] <Neomex> no you dont
[00:56:14] <Tomski> Nope
[00:56:19] <Frog_Master> yes i do
[00:56:19] <dermetfan> sorry but if you did you would make an AnimatedSprite class
[00:56:22] <c0ke> I'm shattered, long frustrating evening =P Thanks very much to everyone who pointed me in the right direction with the lighting stuff, a fight for another day I think. Off to bed, cheers
[00:57:04] <Frog_Master> i have working animations and bodies that are objects
[00:57:44] <Frog_Master> makes no sense as a AnimatedSprite class isn't required for this
[00:57:48] <Frog_Master> dermetfan that is a really odd thing to say
[00:57:49] <dermetfan> How do you even "have" working animations if they are not in some class? "Have" != copy paste into the logic where you need it
[00:58:07] <Aryantes> He has an instance of Ant, inside of GameScreen, whose method returns a static member of GameScreen but doesn't use the return value anyways.
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[00:58:26] <TrofSivart> hi again
[00:58:26] <Ce11crowd_> there´s tons of weird stuff in there
[00:58:35] <Aryantes> tons of weird stuff heh
[00:58:38] <TrofSivart> i got my box2d collision detection working :D
[00:58:46] <TrofSivart> little steps
[00:59:04] <Frog_Master> working animationds do not require some special class
[00:59:10] <Aryantes> its still not complete code anyways
[00:59:15] <Frog_Master> animations*
[00:59:15] <Aryantes> just like yesterday, no point in looking
[00:59:18] <Neomex> its about writing clean code
[00:59:25] <Neomex> if you write clean code its easier to debug
[00:59:29] <TrofSivart> ^
[00:59:56] <Frog_Master> you can put it all in the screen class
[00:59:56] <dermetfan> encapsulation, hierarchies, ... OOP
[01:00:01] <dermetfan> ouch
[01:00:28] <Neomex> btw, tried c++ with sdl today
[01:00:37] <dermetfan> you probably CAN
[01:00:39] <dermetfan> but a) it hurts
[01:00:40] <dermetfan> b) totally unreusable
[01:00:42] <dermetfan> c) ouch
[01:00:45] <Neomex> after an hour of setting up a project i went whole hell no
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[01:01:10] <Frog_Master> im gonna have a the animation stuff in a seperate method later
[01:01:18] <Frog_Master> perfectly reusable that way
[01:02:18] <mobidevelop> Make sure it is static
[01:02:27] <c0ke> xD
[01:02:35] * c0ke just fell off his chair
[01:02:43] <Frog_Master> Aryantes this code is entirely complete in the terms of all the sprite stuff
[01:02:58] <Frog_Master> id rather not post a wall of irrelevant crap
[01:03:24] <Frog_Master> haha mobi, haha
[01:03:35] <Frog_Master> youve earned 10 points!
[01:04:09] *** mobidevelop sets mode: +b Frog_Master!*@*
[01:04:56] <TrofSivart> haha Neomex
[01:05:03] <TrofSivart> I actually started in Unity
[01:05:11] <TrofSivart> and I started off with Libgdx and it was too much
[01:05:18] <TrofSivart> but after some time I learned to code better
[01:05:24] <TrofSivart> and now I like libgdx more than Unity
[01:05:38] <Neomex> i started with c++, then c# then java
[01:05:47] <Neomex> and i shake every time when i try to do c++ again
[01:05:48] *** Frog_Master has quit IRC
[01:05:59] <TrofSivart> :O
[01:06:16] <TrofSivart> What's so daunting about it Neomex? Never tried c++ myself
[01:06:52] <Neomex> using headers in 21 century is bad
[01:06:55] <Neomex> just to start
[01:07:30] <TrofSivart> no auto-header like in intelliJ?
[01:08:16] <Neomex> its not that simple
[01:08:31] <Neomex> sometimes you need to declare globals in header to use them somewhere else
[01:08:38] <Neomex> it looks different with pointers
[01:08:46] <Neomex> templates are painfull
[01:09:18] <mobidevelop> Sure got quiet around here
[01:09:48] <TrofSivart> Yeah I mean I think Libgdx is low level enough to do whatever you want. I mean what advantage do you really get using SDL?
[01:10:03] <Neomex> portfolio material
[01:10:06] <Neomex> :D
[01:10:14] <Neomex> wanted to do custom opengl engine
[01:10:31] <TrofSivart> lol
[01:10:52] <Neomex> that + java games
[01:10:57] <Neomex> somebody should hire me
[01:11:27] <TrofSivart> I mean I'm most likely ignorant here but the main reason to use a custom engine is to take advantage of DX11 or advanced rendering optimizations?
[01:11:52] <Neomex> or just learn
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[01:12:33] <TrofSivart> Yeah, that too :D. I'm def. learning a lot doing Libgdx, and that's nothin. I've only been making games for like 1.5 yrs now.
[01:12:43] <RedChedder> ....
[01:12:51] <Neomex> been programming since 12 :d
[01:12:58] <Neomex> had quite long breaks though
[01:13:20] <RedChedder> that hurt
[01:13:43] <TrofSivart> I tried programming in high school and hated it
[01:13:58] <TrofSivart> Then I had a really good intro to C professor, and now coding is my jam
[01:14:09] <Neomex> it was so much pain to go alone through beggining
[01:14:11] <Neomex> idk how i did it
[01:14:23] <Neomex> but then i tried everything, microcontrollers, os dev
[01:14:44] <Neomex> im bad at it but atleast i did some of it :d
[01:14:55] <TrofSivart> hehe
[01:15:08] <TrofSivart> if there's one thing I hate it's mobile dev
[01:15:21] <Neomex> be carefull
[01:15:24] <Neomex> its mobile channel
[01:15:46] <TrofSivart> no way:O there's totally people doing desktop stuff like me
[01:16:19] <mobidevelop> I'm mobile developer for a living, and I have ban power, watch out!
[01:16:24] <Neomex> only me that i know so far, lol
[01:16:37] <Neomex> one person today tasted your ban hammer
[01:16:47] <Neomex> let his ip rest in peace
[01:16:49] <mobidevelop> He's back anyway
[01:17:11] <mobidevelop> Meet RedChedder
[01:17:24] <RedChedder> i thought we were friends
[01:17:33] <RedChedder> guess im done here
[01:17:39] <mobidevelop> It was a username ban not an ip ban
[01:18:12] <mobidevelop> OK, bye RedChedder
[01:18:13] <TrofSivart> *bows to mobidevelop* praise be to thy mobile development!
[01:18:25] <Neomex> how is your animation redchedder
[01:18:30] <mobidevelop> There we go, no ban for you
[01:18:59] <RedChedder> um still not workin
[01:19:03] <solarcactus> i got a problem, my speed and pipe-gap wont change when i code it into and if statement
[01:19:15] <RedChedder> why did u even do that mobi
[01:19:29] <Ce11crowd_> pipe-gap, that sounds nasty
[01:19:42] <solarcactus> if(myButton is Pressed) then -> speed = (speed); pipe_Gap = (pipe_Gap)
[01:19:46] <solarcactus> wont change
[01:19:53] <mobidevelop> RedChedder: because you are a waste of everyone's time
[01:19:58] <solarcactus> http://pastie.org/9473989
[01:20:10] <Ce11crowd_> pressing your button, that sounds nasty
[01:20:25] <solarcactus> dosnt work ->
[01:20:25] <TrofSivart> BTW if anyone's considering using Ashley, I've been using it for about 3 weeks now and it's perfect if you're familiar with Component Patterns :D
[01:20:27] <solarcactus> yes it does
[01:20:28] <RedChedder> i tried it on my own, i read examples
[01:20:34] <solarcactus> ima cast it to nasty
[01:20:39] <RedChedder> didnt work so i pased what i had here
[01:20:40] <solarcactus> (nasty)pressing a button
[01:20:45] <RedChedder> pasted*
[01:21:25] <mobidevelop> RedChedder: please go learn java and read docs
[01:21:34] *** Gonsor has quit IRC
[01:21:39] <mobidevelop> Then ask you can ask for help
[01:21:54] <RedChedder> again this is library specific
[01:22:03] <mobidevelop> No it isn't
[01:22:19] <Neomex> people dont want to bother with nasty code
[01:22:26] <RedChedder> yes it is
[01:22:40] <Neomex> did you try any solution anybody offered here?
[01:22:45] <mobidevelop> It really isn't
[01:24:46] <RedChedder> indeed it is
[01:24:57] <RedChedder> i know how methods and parameters work
[01:25:02] <RedChedder> which is java level
[01:25:41] <RedChedder> that is library related
[01:25:43] <RedChedder> i dont know how to work a batch with a textureregion and bind it to a body
[01:26:22] <TrofSivart> read the libgdx wiki
[01:26:54] <Neomex> you were setting its width to 2 pixels
[01:26:56] <Neomex> theres that
[01:26:58] <dermetfan> TrofSivart: do you have any examples or test I could read?
[01:26:59] <TrofSivart> then have the textureregion/sprite position follow the body
[01:27:06] <Neomex> and you had mess with x = width
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[01:27:10] <Neomex> theres that aswell
[01:27:19] <RedChedder> neomex im sorry but you dont know what you are talking about at all
[01:27:27] <TrofSivart> dermetfan, in regards to working with box2d and libgdx?
[01:27:40] <dermetfan> TrofSivart: In regard to Ashley
[01:28:06] <Neomex> are you a retarded version of sheldon?
[01:28:23] <RedChedder> libgdx wiki has animation stuff for box2d?, i haven't seen it
[01:28:31] <c0ke> I'm supposed to be going to bed but this is entertainment
[01:28:47] <RedChedder> retarded version of sheldon?
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[01:28:55] <TrofSivart> animation is separate from box2d RedChedder
[01:29:01] <TrofSivart> oh.
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[01:29:26] <TrofSivart> dermetfan, are you have trouble getting started?
[01:29:49] <Ce11crowd_> he should focus on frogs and cheese, programming just isn´t his thing
[01:30:18] <c0ke> mobidevelop, you took away our dancing monkey
[01:30:32] <mobidevelop> Sorry, he needs a break
[01:30:35] <c0ke> Who will bang it's tiny symbols and do it's little dance now :'(
[01:30:48] <[twisti]> first time ive seen someone get banned from here
[01:30:57] <Neomex> i like how he wants help but listens to nobody
[01:31:15] <dermetfan> Just looking for some example EntitySystems to get a better idea of good architecture
[01:31:31] <TrofSivart> ah ok.
[01:31:47] <TrofSivart> Well I'll show you mine, it's definitely still WIP but it's clean and it works :)
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[01:32:14] <c0ke> dermetfan I'm going to bed now but if you still want help with Ashley tomorrow when I'm on I'll put together a demo project for you illustrating the architecture
[01:32:22] <c0ke> It's on my todo list anyway :)
[01:32:31] <c0ke> It's a really good little entity system, I love it anyway :P
[01:32:41] <KSyrup> so neomex the dim wit who insulted me doesn't get a boot
[01:32:45] <TrofSivart> https://github.com/TrofSivart/Chamber/blob/master/core/src/travis/chamber/_framework/_systems/RenderLogic.java
[01:32:47] <c0ke> Too many anyways, should be in bed, damn you frogman
[01:32:55] <TrofSivart> That's the entity system I use for rendering
[01:33:01] <KSyrup> frog is dead
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[01:33:17] <TrofSivart> Here's the components I use:
[01:33:18] <TrofSivart> https://github.com/TrofSivart/Chamber/blob/master/core/src/travis/chamber/_framework/_components/SpriteComponent.java
[01:33:25] <TrofSivart> https://github.com/TrofSivart/Chamber/blob/master/core/src/travis/chamber/_framework/_components/TransformComponent.java
[01:33:28] <c0ke> Would it be fair to say Frog croaked it?
[01:33:30] <TrofSivart> https://github.com/TrofSivart/Chamber/blob/master/core/src/travis/chamber/_framework/_components/TextComponent.java
[01:33:37] <KSyrup> yes
[01:33:54] <KSyrup> and RedChedder too for unknown reasons
[01:33:56] <c0ke> He did ribbit on didn't he
[01:34:11] <c0ke> RedChedder's conversation had run a bit... stale
[01:34:11] <dermetfan> c0ke: I'm not *that* new to Ashley but who knows, I'll look at everything :)
[01:34:33] <KSyrup> RedChedder hardly said a thing
[01:34:55] <mobidevelop> Seriously just go away
[01:34:55] <c0ke> His attitude was... unbrielievable
[01:35:22] <c0ke> I'm actually a little upset with myself with that last pun. What am I doing. Goodnight :P
[01:35:23] <KSyrup> hey mobi what about neo
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[01:35:52] <KSyrup> he said i was a retarded version of sheldon when he can't grasp java parameters and box2d pixels/meters
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[01:36:11] <dermetfan> Thanks TrofSivart, I'm checking it out :)
[01:36:14] <mobidevelop> Hope that works Tomski
[01:36:38] <TrofSivart> Feel free to ask questions dermetfan :D
[01:36:42] <Tomski> me too
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[01:38:18] <mobidevelop> Should I remove mine that didn't work?
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[01:38:43] <Neomex> Trof, what game are you making?
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[01:40:58] <TrofSivart> Oh, just a little framework thingy atm Neomex. But once I'm done, I'm making a top-down arcade sci-fi western game
[01:41:09] <TrofSivart> Which will actually be a remake/sequel of a game I made in Unity
[01:41:54] <Neomex> steampunk > scifi western
[01:41:56] <Neomex> lol
[01:42:14] <solarcactus> does anyone know how to do that?
[01:42:28] <TrofSivart> haha I'm a sucker for Sci-fi westerns
[01:42:41] <[twisti]> firefly!
[01:42:54] <Progrmor_> How do I loop a soundfile to keep playing without stop?
[01:43:13] <solarcactus> lookat the javadocs
[01:43:19] <solarcactus> its for ex:
[01:43:21] <TrofSivart> Cowboy Bebop is my Bible :D
[01:43:23] <solarcactus> Music music = ""blah
[01:43:25] <Progrmor_> Got it!
[01:43:41] <TrofSivart> Also, if you're into comics, East of West is really really good
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[01:44:38] <solarcactus> to get when a SimpleButton(http://pastie.org/9474571) is pressed, the Speed and PipeGap of the ScrollHandler(http://pastebin.com/zLV34ZdE) is changed. (http://pastebin.com/tK2LeAGJ)
[01:45:03] <solarcactus> why dosnt this if statement work?
[01:45:13] <solarcactus> it just stays at a constant
[01:45:48] <mobidevelop> Eek kilobolt
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[01:47:53] <mobidevelop> Why three pastes?
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[01:49:30] <solarcactus> well, one for the Button, one for the ScrollHandler and one for the InputHandler
[01:49:38] <solarcactus> those are the most related classes
[01:50:02] <solarcactus> idk why the if statement dosnt register the speed as a number
[01:50:15] <solarcactus> ex: if(button.isPressed())
[01:50:16] <mobidevelop> Which if?
[01:50:22] <solarcactus> umm in the last one
[01:50:33] <mobidevelop> The last paste?
[01:50:46] <mobidevelop> That doesn't work
[01:50:56] <mobidevelop> Says it was removed
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[01:51:02] <solarcactus> http://pastebin.com/gZW2FN3e
[01:51:09] <solarcactus> ok this one
[01:51:57] <mobidevelop> In checkspeed?
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[01:52:29] <solarcactus> yes
[01:52:40] <solarcactus> i do the method and then register it in TouchUp
[01:52:55] <solarcactus> to try to get it so if you press a certain difficulty
[01:53:02] <solarcactus> change the speed from the scrollHandler
[01:53:10] <SweetCreme> hey guys
[01:53:10] <solarcactus> and make the bird faster
[01:53:14] <solarcactus> or slower
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[01:54:25] <SweetCreme> ah i hate being sick
[01:54:42] <TrofSivart> hi SweetCreme
[01:54:51] <TrofSivart> I too am sick, with a respiratory virus :*(
[01:56:05] <mobidevelop> solarcactus: I don't really know what that code is doing
[01:57:48] <mobidevelop> I'm on my phone so it isn't easy to follow
[01:58:28] <solarcactus> well, i tried to make it so the code changes the speed in scrollhandler
[01:58:36] <solarcactus> when a certain button is clicked
[01:58:50] <SweetCreme> so whats new?
[01:58:53] <SweetCreme> anything happen
[01:59:06] <solarcactus> im very confused why this dosnt work tho, before i tried doing the speed changing inside the method where it does stuff when the button is clicked
[01:59:19] <solarcactus> for ex: when the button is clicked, it changes to a different state
[01:59:56] <Progrmor_> What is the best way to take snapshots of your game?? ItÅ› impossible to get any good shots when taking them from the phone
[02:00:09] <Progrmor_> Screenshots I mean by that
[02:00:12] <SweetCreme> what version android
[02:00:32] <mobidevelop> solarcactus: is clicked and is touched basically do the same thing?
[02:00:35] <solarcactus> Progrmor: https://github.com/libgdx/libgdx/wiki/Take-a-Screenshot
[02:00:43] <mobidevelop> IsTouchUp rather
[02:00:49] <solarcactus> yes.
[02:00:55] <solarcactus> They check if the button has been clicked
[02:01:06] <SweetCreme> if you have icecream sandwich or better just hold down volume and power
[02:01:09] <solarcactus> the youchUp and touchDown though correspond to the textures
[02:01:13] <solarcactus> touch*
[02:01:14] <SweetCreme> no coding needed
[02:01:25] <solarcactus> and the isCLicked checks if the mouse clicks on it
[02:01:36] <solarcactus> corresponding to the isPressed variable in SimpleButton
[02:01:55] <solarcactus> " public boolean isTouchDown(int screenX, int screenY) { if (bounds.contains(screenX, screenY)) { isPressed = true; return true; }"
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[02:02:22] <mobidevelop> Why do you need both?
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[02:02:48] <solarcactus> well, isTouchUp corresponds to the Up texture and Down corresponds to the Down texture. Its for animation
[02:02:59] <solarcactus> so when you press it it will go from Up -> to down
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[02:04:13] <solarcactus> wait, mobidevelop
[02:04:15] <mobidevelop> Does that work?
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[02:04:19] <solarcactus> nvm, the isClicked method does this:
[02:04:21] <solarcactus> public boolean isClicked(int screenX, int screenY) { return bounds.contains(screenX, screenY); }
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[02:04:48] <solarcactus> checks the thing inside the box
[02:04:57] <solarcactus> bounds is a rectangle
[02:06:09] <mobidevelop> So does isTouchUp, only it also checks if pressed
[02:06:38] <solarcactus> well, isTouchUp makes isPressed to false
[02:06:51] <solarcactus> while isTouchDown makes it to true
[02:07:12] <solarcactus> in SimpleButton: http://pastebin.com/Hxq5JvEL
[02:07:21] <solarcactus> its a boolean method
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[02:10:44] <mobidevelop> Shouldn't isClicked just return the value of pressed?
[02:10:54] <mobidevelop> isPressed
[02:12:30] <Mellar> hi guys. How do I change particle effect transperency in a code?
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[02:14:12] <Mellar> smooth fading effect actually is needed
[02:15:25] <SweetCreme> so who here likes pearl jam
[02:15:45] <SweetCreme> anyone?
[02:15:57] <Mellar> ^^
[02:16:22] <SweetCreme> you do
[02:16:33] <SweetCreme> well that song even flow
[02:16:44] <SweetCreme> ive made a short tribute to it
[02:17:13] <SweetCreme> who wants to see it?
[02:17:32] <TrofSivart> I DO!
[02:17:51] <SweetCreme> http://hastebin.com/raw/vuyipafota
[02:17:53] <Mellar> me too
[02:18:16] <SweetCreme> its my masterpiece
[02:18:47] <Mellar> :D
[02:18:57] <Mellar> I hate dat smiles
[02:19:35] <SweetCreme> so what you think?
[02:19:39] <Mellar> and I do like your masterpiece
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[02:20:22] <SweetCreme> its based on a true story
[02:20:23] <Mellar> yea, I definitely do
[02:20:39] <TrofSivart> haha SweetCreme
[02:21:57] <SweetCreme> :)
[02:23:04] <SweetCreme> mobi should read it
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[02:24:21] <Mellar> does someone know how to change particle effects alpha in code?
[02:24:39] <Mellar> any ideas?
[02:24:43] <Mellar> guys
[02:25:06] <TrofSivart> prob would refer to the javadocs. I don't know personally
[02:25:34] <TrofSivart> oh nvm it says documentation is lacking
[02:25:42] <SweetCreme> these arent help forums
[02:25:54] <SweetCreme> these are go fuck urself forums
[02:26:14] <SweetCreme> not my rules
[02:26:24] <Mellar> and a young song-composers forum
[02:26:57] <TrofSivart> look here Mellar, maybe a good place to get started :D http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/ParticleEmitter.GradientColorValue.html
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[02:29:10] <Mellar> TrofSivart, Vielen Dank!
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[02:29:42] <TrofSivart> Bitte Mellar :)
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[02:33:16] <Tomski> wonderful, now go use unity SweetCreme
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[02:35:40] <TrofSivart> I wonder if that was frog man
[02:35:46] <Tomski> It was
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[02:36:55] <CheesusKrist> hi
[02:37:22] <TrofSivart> hi CheesusKrist
[02:37:34] <CheesusKrist> miss me baby
[02:37:57] <CheesusKrist> youve been without cheesus in your heart
[02:37:58] <TrofSivart> Are you the frog Cheesus?
[02:38:09] <CheesusKrist> a frog?
[02:38:24] <TrofSivart> no. "THE" frog
[02:38:30] <CheesusKrist> i am lord of all things kraft cheese
[02:38:56] <CheesusKrist> unless the frog is also cheese then no
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[02:52:19] <badlogic-mbp> ok, so i got my wedding on saturday, and i rehearsed songs
[02:52:26] <badlogic-mbp> on a scale from 0-10, how bad is this?
[02:52:54] <Aryantes> you are singing at your wedding?
[02:52:56] <badlogic-mbp> http://badlogicgames.com/music/Teardrop.mp3 (recorded with a phone…)
[02:52:57] <mobidevelop> Is 10 good or bad?
[02:53:00] <badlogic-mbp> yes, cause i'm a sucker
[02:53:06] <Aryantes> you are incredibly brave
[02:53:10] <badlogic-mbp> 10 is "not having my ears bleed"
[02:53:13] <badlogic-mbp> i am
[02:53:17] <badlogic-mbp> where's my medal?
[02:54:15] <badlogic-mbp> fuck wrong mp3
[02:54:19] <badlogic-mbp> http://badlogicgames.com/music/Love%20Will%20Tear%20Us%20Apart.mp3
[02:54:20] <badlogic-mbp> correct one
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[02:54:33] <badlogic-mbp> i am aware that the choice of song is kinda contra to a wedding :D
[02:54:40] <badlogic-mbp> but hey, nobody knows english around here anyways...
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[02:56:10] <TrofSivart> lolz
[02:56:26] <mobidevelop> Lol
[02:56:43] <mobidevelop> I give it a 6
[02:56:52] <mobidevelop> For recording quality
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[02:57:54] <esvee_> cool shader i just did: http://snag.gy/4FSY7.jpg :)
[02:58:47] <esvee_> rimlight + dot(view.cam) + alpha blend
[02:58:48] <badlogic-mbp> i think the recording quality is actually suprisingly ok for a phone
[02:58:51] <badlogic-mbp> nice shader
[02:59:15] <esvee_> ty :) congrats man :)
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[03:00:03] <badlogic-mbp> that's like congratulating a guy on death row!
[03:00:05] <badlogic-mbp> how dare you!
[03:00:23] <esvee_> the misery ends at death row, yours though.. :)
[03:00:38] <badlogic-mbp> hehe
[03:00:39] <mobidevelop> OK, I'm willing to go up to a 7
[03:00:43] <badlogic-mbp> sweet
[03:00:44] <mobidevelop> But that's it
[03:00:48] <mobidevelop> !
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[03:00:58] <badlogic-mbp> how appearent is it that i'm not a native speaker?
[03:01:02] <badlogic-mbp> let me rephrase
[03:01:10] <badlogic-mbp> on a scale from 0-10, how much do i sound like arnold in this
[03:01:20] <badlogic-mbp> with 10 being a total "get to the choppa"
[03:01:21] <mobidevelop> 11
[03:01:26] <badlogic-mbp> awesome, mission accomplished
[03:01:46] <esvee_> ok now, i have to figure out how to implement fake subsurface scaterring. and for that i need to implement reverse AO. and for that i need a ray-tracer (sort of). *bangs head in keyboard*
[03:01:48] <badlogic-mbp> are we ready for a 1.3.1 release?
[03:01:54] <mobidevelop> Sure
[03:01:57] <badlogic-mbp> cause then i'll do a 1.3.1 release
[03:02:20] <mobidevelop> OK, enjoy
[03:02:46] <mobidevelop> Shouldn't you be sleeping though?
[03:02:55] <badlogic-mbp> i should be
[03:02:55] <badlogic-mbp> but i can't
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[03:04:02] <nick-almost-back> i'm sorrry badlogic-mbp
[03:04:22] <nick-almost-back> badlogic-mbp: i hope you make it through it alive
[03:04:46] <badlogic-mbp> thanks for the empathy
[03:04:48] <cobolfoo> Do someone run the same sample code on every new release to see if performance change ?
[03:05:02] <cobolfoo> I see nice new features but nothing about performance, stats, numbers.
[03:05:04] <badlogic-mbp> no, we know things are super awesome without testing
[03:05:22] <badlogic-mbp> if there are changes that could have an effect on performance we'd do benchmarking
[03:05:23] <pmartino> :^)
[03:05:29] <badlogic-mbp> most changes don't qualify for that
[03:05:35] <cobolfoo> alright
[03:05:44] <badlogic-mbp> also, microbenchmarks are missleading, if you find an issue in your applciation of our code report it
[03:05:58] <badlogic-mbp> preferably with an ApplicationListener we can compile and run and profile
[03:06:27] <cobolfoo> my last issue was with robovm getting slow to launch application but I think enough people are already working on this issue (on the robovm part)
[03:06:33] <nick-almost-back> i dont like testing, its seems testing causes me to find bugs and thats just extra work. You get free testers when you release to production...
[03:06:51] <nick-almost-back> you know what i mean?
[03:06:55] <badlogic-mbp> totally
[03:06:56] <badlogic-mbp> +1
[03:06:59] <badlogic-mbp> that's how we work as well
[03:07:13] <nick-almost-back> i'm glad we see eye 2 eye on this topic
[03:07:17] <badlogic-mbp> keeps everyone on their toes :)
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[03:07:41] <cobolfoo> hehe I wear this t-shirt often when I meet new customers: http://www.thinkgeek.com/product/f141/
[03:07:55] <nick-almost-back> badlogic-mbp: when are you going to bring back the music chat?
[03:08:04] <badlogic-mbp> :)
[03:08:08] <badlogic-mbp> it's still alive
[03:08:11] <badlogic-mbp> did a lot fo changes recently
[03:08:17] <nick-almost-back> really? that was fun
[03:08:18] <badlogic-mbp> you can now save playlists and stuff
[03:08:28] <mobidevelop> Boo testing
[03:08:32] <badlogic-mbp> can also playback mp3/ogg etc.
[03:08:36] <mobidevelop> Yay
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[03:08:43] <nick-almost-back> we can play back your singing?
[03:08:55] <badlogic-mbp> yes
[03:08:57] <pmartino> sounds like a bad philosophy to live by, at least on paper cobolfoo
[03:09:00] <badlogic-mbp> annoy EVERYONE
[03:09:00] <nick-almost-back> nice...
[03:09:20] <CheesusKrist> trust in cheesus krist
[03:09:21] <mobidevelop> It'd be better with an android app though
[03:09:28] <badlogic-mbp> yeah
[03:09:32] <CheesusKrist> and your life will be cheesier than ever
[03:09:36] <nick-almost-back> NO trust in hayzus
[03:09:37] <badlogic-mbp> problem is the sucker who was supposed to write it doesn't commit
[03:09:40] <badlogic-mbp> so no android app
[03:09:47] <mobidevelop> What a loser
[03:09:54] <nick-almost-back> i agree mobi
[03:09:55] <badlogic-mbp> tots
[03:10:05] <badlogic-mbp> he should write about
[03:10:06] <cobolfoo> I just checked by build.gradle, 1.0.2-SNAPSHOT :)
[03:10:07] <badlogic-mbp> about losing
[03:10:10] <cobolfoo> my
[03:10:14] <badlogic-mbp> oh my
[03:10:43] <nick-almost-back> i'd play some convict music
[03:11:28] <nick-almost-back> mbp have you upgraded your mbp lately cause once your married you wont be able to do that stuff anymore
[03:11:33] <cobolfoo> Seriously, updating the API version is where gradle shrine
[03:11:41] <Tomski> cobolfoo, pretty awesome t shirt
[03:12:02] <mobidevelop> badlogic-mbp: the android app works great on my phone
[03:13:07] <badlogic-mbp> i hope you and your phone are happy then
[03:13:10] <badlogic-mbp> it doesn't work on mine
[03:13:13] <badlogic-mbp> my phones sad
[03:13:19] <badlogic-mbp> *phone's
[03:13:28] <mobidevelop> That's too bad
[03:13:46] <mobidevelop> Is the api stable now?
[03:14:06] <cobolfoo> I dunno why but I slowly switched to IDEA for libgdx coding, I initially used Eclipse but with gradle, I found IDEA was a better mix. This is weird because I disliked IDEA the first time I tried to play with it.
[03:14:36] <cobolfoo> Even on a Core i7, you can still feel that IDEA is faster as resolving symbols
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[03:16:35] <mobidevelop> I stopped using Eclipse because it sucks for Android, and ADT can't handle .aar files.
[03:17:25] <CheesusKrist> maybe you suck at eclipse ;p
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[03:17:52] <nick-almost-back> intellij > eclipse
[03:18:13] <cobolfoo> Having to refresh everytime in eclipse was anoying for me
[03:18:13] <mobidevelop> I sure am getting to kick a lot today
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[03:18:39] <CheeseIsSorry> hi
[03:18:56] <CheeseIsSorry> you dont like to take jokes i see
[03:19:00] <CheeseIsSorry> my bad
[03:19:23] <CheeseIsSorry> anyways here is my code it wont compile : http://hastebin.com/riyawibumu.hs
[03:20:00] <CheeseIsSorry> stackoverflowed with cheese error
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[03:21:55] <KicStart> cobolfoo: I used to really love Eclipse and started using it again after 5 years of torture with XCode -- when I found out about RoboVM. A world of improvement over XCode at least on battery life on my MBP.
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[03:26:50] <TheChubu> aahhh
[03:27:44] <TheChubu> does artemis-odb guy joins here? he fucking nailed it with his BitSets for entity IDs
[03:28:33] <TheChubu> gor rid of them for Entities, and centralized everything in the systems. getting sorted iteration for free on the way
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[03:52:17] <ahb> anyone here know about gesture detectors?
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[03:58:22] <jug6ernaut> they detect gestures
[03:59:12] <mutilator> omy
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[04:13:58] <Peetran> herro
[04:15:43] <Peetran> is anybody home
[04:16:05] <LiquidNitrogen> i am home
[04:16:21] <Peetran> oh i thought it was just me and the wind
[04:16:40] <LiquidNitrogen> never assume
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[04:20:43] <Peetran> why some people have @
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[04:21:43] <Peetran> symbol to name?
[04:22:19] <LiquidNitrogen> it means they like banning people
[04:22:26] <Peetran> oh
[04:22:30] <Peetran> yikes
[04:22:37] <LiquidNitrogen> you have to watch out
[04:22:53] <Peetran> do some people gets banned
[04:23:14] <LiquidNitrogen> if you dont role play in character properly you will be banned
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[04:23:45] <LiquidNitrogen> wait, thats a different channel..
[04:23:59] <Peetran> ?
[04:25:03] <LiquidNitrogen> dont worry. are you making a game?
[04:25:18] <Peetran> im trying
[04:26:25] <Peetran> i need somes help
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[04:27:03] <Peetran> do you know the libgdx
[04:27:07] <LiquidNitrogen> whats the trouble?
[04:27:19] <LiquidNitrogen> i know the parts of it that i use
[04:27:29] <Peetran> my sprites not appears
[04:27:33] <ahb> if i want to be able to handle to simultaneous inputs such as the player is touching the left half of the screen and swiping to the right AT THE SAME TIME. Do i use an input multiplexer?
[04:28:36] <mobidevelop> Not necessarily
[04:28:50] <mobidevelop> You can, or you can use one InputProcessor
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[04:30:05] <ahb> i tried one and overrided the touch down and the fling inside a gesture detector, it was never able to hit both
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[04:37:37] <mobidevelop> Flings are single touch operations
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[04:52:12] <ahb> with a gesture detector, if you have a finger already on the screen and go to swipe with another indexed finger the fling event never occurs
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[04:52:27] <ahb> i guess this is the root of my problem
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[04:54:28] <TrofSivart> hello again
[05:00:53] <ahb> with a gesture detector, if you have a finger already on the screen and go to swipe with another indexed finger the fling event never occurs
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[05:18:43] <SomeGuy007> Hey guys
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[05:19:05] <SomeGuy007> I have just one question how much java i have to "know" to work with libgdx?
[05:19:06] <Peetran> herro
[05:19:27] <Peetran> you should knows it throughly
[05:19:47] <Peetran> method the constructor, OOP everythins
[05:21:36] <SomeGuy007> okay
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[05:27:04] <SomeGuy007> Peetran: thank you
[05:27:25] <Peetran> np
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[05:45:10] <SudsDev> The topic is out of date. :-)
[05:46:39] <TEttinger> woah, we have a xorshift128+ PRNG?
[05:47:07] <TEttinger> I'm a bit surprised, but pleased!
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[06:01:51] *** nexsoftware changes topic to "Welcome to the #libgdx channel. libgdx 1.3.1 released - http://www.badlogicgames.com/wordpress/?p=3488 - Submit your game to our gallery: http://libgdx.badlogicgames.com/gallery.html - If you have a question, just ask!"
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[07:03:22] <noooone> hhhmmm, the news says that 1.3.1 was released, but the latest version is still 1.3.1-SNAPSHOT
[07:03:32] <TEttinger> yep
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[07:09:28] <Tomski> noooone, according to what?
[07:09:33] <Tomski> the blogpost?
[07:14:50] <noooone> yeah
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[07:15:40] <noooone> I mean, SNAPSHOT is not a release ^^
[07:15:42] <lilsheep> yo are there any channels for pixelartists?
[07:15:51] <lilsheep> (I am looking for a 2D artist for my gmame)
[07:16:00] <noooone> aren't we all doing that?
[07:18:04] <TEttinger> lilsheep, heh I'm doing my own art. it's fun and I've learned a lot
[07:18:43] <TEttinger> lilsheep, what type of game?
[07:19:01] <lilsheep> a 2d pvp mini mmo type of game
[07:19:02] <lilsheep> lol
[07:19:08] <lilsheep> what I have so far:
[07:19:12] <TEttinger> like LoL?
[07:19:14] <lilsheep> amara-staging.herokuapp.co
[07:19:56] <lilsheep> :D
[07:20:16] <lilsheep> it isnt ag ame yet
[07:20:21] <lilsheep> I just started making it 2 days ago :D
[07:20:33] <TEttinger> I saw this at some point, or something very similar
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[07:20:41] <lilsheep> I was makign something a logn time ago
[07:20:42] <lilsheep> then I scrapped it
[07:20:45] <lilsheep> and now I resumed
[07:20:48] <lilsheep> development ;D
[07:20:49] <lilsheep> maybe that!
[07:21:06] <TEttinger> ok, I think it was yours then, it definitely played like this
[07:21:22] <TEttinger> memorable :)
[07:23:34] <lilsheep> ( = !!
[07:23:34] <lilsheep> yay
[07:23:35] <lilsheep> :D
[07:23:52] <ollipekka> anyone used the gdx ai yet?
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[07:24:28] <noooone> yeah
[07:24:37] <ollipekka> stable or changing api?
[07:24:42] <noooone> pretty stable
[07:24:48] <ollipekka> looking at the api it somewhat looks like a mess
[07:25:01] <noooone> which API exactly?
[07:25:15] <noooone> fsm? steering?
[07:25:25] <ollipekka> fsm
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[07:25:36] <ollipekka> how about the steering, is that stable?
[07:25:50] <noooone> more or less, but it's not merged yet
[07:26:10] <ollipekka> can you give me link to that? i utilize steering heavily atm
[07:26:26] <noooone> https://github.com/libgdx/libgdx/pull/2202
[07:26:45] <ollipekka> oh, looks like i was looking at old version of fsm
[07:26:50] <ollipekka> the api has improved quite a bit
[07:27:12] <noooone> no idea, I used the current one and it was pretty simple
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[07:29:21] <ollipekka> oh nice, i need to try the steering once its merged
[07:30:08] <ollipekka> the steer api looks pretty good
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[07:58:56] <TEttinger> man I can't see fsm and think finite state machine. only flying spaghetti monster
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[08:27:28] <vestu> TEttinger heheh. familiar sight indeed!
[08:28:15] <vestu> my coding = fighting against the flying spaghetti monster with a spaceship held together with bubblegum
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[08:34:36] <noooone> there hasn't really been a 1.3.1 release, right?
[08:35:05] <TEttinger> there has
[08:35:13] <TEttinger> emergency bugfx for gwt
[08:35:33] <TEttinger> noooone: http://www.badlogicgames.com/wordpress/?p=3488
[08:35:58] <noooone> but 1.3.1-SNAPSHOT is not a release
[08:36:49] <TEttinger> yeah it's odd that the article says the latest is 1.3.0
[08:37:03] <Tomski> 1.3.1 is a release
[08:37:07] <Tomski> https://oss.sonatype.org/content/repositories/releases/com/badlogicgames/gdx/gdx/1.3.1/
[08:37:12] <mk1> hopefully there's a new snapshot soon. there're some pull requests I'd really like to see in the engine
[08:37:47] <Tomski> Snapshots are built all day
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[08:44:40] <Xoppa> o.O the changes say "API change: Viewport refactoring. https://github.com/libgdx/libgdx/pull/2220" wouldn't that mean that it should 1.4?
[08:45:51] <Xoppa> noooone, is that viewport change actually included since it is closed nor merged?
[08:45:53] <Xoppa> *not
[08:46:09] <Tomski> hmm
[08:46:16] <noooone> this PR is not included
[08:46:23] <noooone> but Nathan did some changes himself
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[08:46:32] <noooone> so yes, should have been 1.4.0 I guess
[08:48:21] <Xoppa> ah yes https://github.com/libgdx/libgdx/commit/bcc14d56c05f0e211912096f29cd7a33509d1511
[08:51:07] <noooone> I said it might be better to not change it just because of the naming :/
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[09:11:37] <noooone> can I create a Table that has a single row which is aligned on the top of the screen and is centered?
[09:12:05] <noooone> I used setFillParent(true), top() and center(), but it's not on top of the screen
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[09:13:24] <cackling_ladies> I like how windows update now force reboot down user's throat no matter what
[09:13:51] <mk1> noooone: afaik center is a special alignment and it disregards top/bottom/left/right
[09:14:12] <noooone> ooohh, that makes sense
[09:14:16] <mk1> what you can do though is to add two empty cells to the left and right and make them autoscale
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[09:14:36] <Fainosag_> Hi, someone here for a quick question with image ?
[09:14:44] <mk1> just ask
[09:14:57] <Fainosag_> This explains all - http://i.snag.gy/lW8c5.jpg
[09:15:15] <Fainosag_> I have 2 points, i want to set a sprite rotation to be at the both points
[09:15:45] <mk1> Fainosag_: first center the origin of the sprite (so it's not the bottom left corner)
[09:15:56] <noooone> mk1: thanks, I used top(); center();... removing the center() made it align at the top and it's centered anyway
[09:16:22] <mk1> then, the position is the middle of your line segment which is source.add(destination).scl(0.5)
[09:16:49] <mk1> the rotation is prolly destination.sub(source).getAngle()
[09:17:48] <noooone> shouldn't it be source.add(destination.cpy().sub(source).scl(0.5))?
[09:18:10] <Fainosag_> ok so 1) setcenter origin, 2)setposition(what) 3)setoration what ?
[09:18:31] <noooone> rotation is destination.cpy().sub(source).angle()
[09:19:28] <Fainosag_> and position ?
[09:19:30] <Fainosag_> point 1 ?
[09:19:51] <noooone> imo source.add(destination.cpy().sub(source).scl(0.5))
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[09:20:12] <mk1> noooone: what you did there is: src + (dst - src)*0.5 which is equal to src*0.5 + dst*0.5 which in turn is (src+dst)*0.5 ;)
[09:20:47] <mk1> Fainosag_: setPosition(source.copy().add(target).scl(0.5));
[09:20:56] <noooone> mk1: hhmm correct
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[09:21:06] <Fainosag_> source = point1 , destination = point2 right?
[09:21:10] <mk1> yeah
[09:21:18] <mk1> for the position it doesn't really matter, which is which
[09:21:30] <mk1> (can you say that? "which is which")
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[09:22:18] <Fainosag_> i can say that with no problem :D
[09:22:33] <Fainosag_> doesn't sound wierd with my language accent XD
[09:22:40] <noooone> http://dictionary.cambridge.org/dictionary/british/which-is-which
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[09:23:40] <mk1> it was a literal German translation so I wasn't sure about it
[09:23:53] <mk1> brb
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[09:25:49] <Fainosag_> Vector2 position = downPosition.cpy().add(upPosition).scl(0.5f); sprite.setPosition(position.x, position.y); sprite.setSize(downPosition.dst(upPosition), sprite.getHeight()); sprite.setRotation(upPosition.cpy().sub(downPosition).angle()); sprite.setOriginCenter();
[09:25:56] <Fainosag_> damn i will pastebin it
[09:26:09] <Fainosag_> http://pastebin.com/WfjT9z4H
[09:26:13] <Fainosag_> looks good?
[09:27:32] <Fainosag_> i think i have to add to the position x half of the width
[09:28:05] <noooone> I think there is setPositionCenter()
[09:28:14] <noooone> or setCenterPosition
[09:28:23] <Fainosag_> nop there is not
[09:28:59] <Fainosag_> my output http://i.snag.gy/U15rQ.jpg
[09:29:03] <noooone> ah right, that was Actor, not Sprite
[09:29:21] <Fainosag_> my code
[09:29:21] <Fainosag_> http://pastebin.com/t5eMGJXj
[09:29:24] <Fainosag_> no, is sprite
[09:30:48] <noooone> why subtract only half width, what about half height?
[09:31:00] <Fainosag_> good point
[09:33:09] <Fainosag_> yep works perfectly, thanks!
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[09:49:02] <cackling_ladies> 0x84C0 + 1 == 0x84C1
[09:49:17] <cackling_ladies> is that correct? Dont really get hex math :D
[09:49:41] <TEttinger> yes
[09:50:36] <TEttinger> you can try it with a scala eval using /msg multibot_ ! 0x84C0 + 1 == 0x84C1
[09:50:47] <TEttinger> (it returns true)
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[09:53:07] <Fainosag_> cackling_ladies google search your equation :D google knows hex
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[09:54:13] <cackling_ladies> yeah but I dont use those numbers exactly. I'm doing bind(GL20.GL_TEXTURE0 + a) XD
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[10:52:05] <tommy_the_dragon> hi everyone
[10:52:10] <dajos7> hi
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[10:52:52] <c0ke> Hiho
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[11:12:04] * Neomex wonders wtf
[11:12:44] <c0ke> Enjoy it, or else
[11:13:34] * Neomex runs
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[11:23:05] <andemiau> Quick question: after pausing and resuming game my 3d model tears apart. Also all the decals become black. Also 2d particle effects become black colored. Any ideas?
[11:23:29] <noooone> your model tears apart?
[11:23:32] <gentlemandroid> andemiau, Using AssetManager?
[11:24:05] <andemiau> gentlemandroid: yes for model and no for decals.
[11:24:21] <noooone> For textures it helped when I did Texture.setAssetManager(...)
[11:24:24] <noooone> oh
[11:24:40] <noooone> you should use it for the textures as well
[11:25:03] <andemiau> oh I take that back. I do use it for textures as well.
[11:26:30] <andemiau> noooone so have you also had trouble with everything turning black?
[11:26:42] <noooone> I also did a assetManager.finishLoading() in resume
[11:26:51] <noooone> but I have no idea if that was really doing anything
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[11:27:24] <gentlemandroid> Yea that's what I was wondering
[11:27:37] <gentlemandroid> I thought there was actually a resume() for assetmanager but there isn't
[11:28:41] <gentlemandroid> Do you need to re-get the assets on resume?
[11:28:47] <gentlemandroid> I've not used the AssetManager extensively
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[11:31:06] <noooone> hhmmm
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[11:31:28] <noooone> that's a good question
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[11:31:56] <noooone> I think for textures you don't need to do that... they will "regenerate" behind the scenes afaik
[11:32:16] <noooone> but I have no clue about all other native resources, like models
[11:33:03] <gentlemandroid> andemiau, Are you using statics?
[11:33:41] <andemiau> I think I do. If that means static classes
[11:34:27] <noooone> static fields
[11:34:35] <noooone> with the assets
[11:35:31] <c0ke> I'm not using the AssetManager yet, I feel like I should be
[11:36:12] <mk1> yes, you should
[11:36:24] <andemiau> I have a static assetManager and then get assets from that in to non-static classes.
[11:36:38] <noooone> that should be okay
[11:36:49] <andemiau> Is there something wrong with static?
[11:36:55] <c0ke> Is the benefit that you manage all of your resource handles in one location so it's easy to ensure they are loaded and disposed of in the right places?
[11:37:12] <noooone> static fields might live longer than your app
[11:37:39] <gentlemandroid> c0ke, And you can provide loading screens simply
[11:37:55] <andemiau> Isn't that a good thing then?
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[11:38:23] <noooone> andemiau: did you try those two things I said?
[11:38:30] <c0ke> Sounds good gentlemandroid, guess I'll be giving that a look then :)
[11:39:06] <andemiau> noooone I'm trying finishLoading() now.
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[11:40:01] <andemiau> Its hard to tell. As you need to wait for a long time on pause before that thing happens.
[11:40:15] <noooone> start some other games in between
[11:40:22] <noooone> that might make the process faster
[11:40:28] <gentlemandroid> I can't find the site but there was a good discussion on statics and the android lifecycle somewhere
[11:40:32] <gentlemandroid> That may or may not be your problem
[11:40:58] <noooone> his assets are not static, only the asset manager
[11:42:27] <hissing_girl> hmm I cannot do uniform sampler2d textures[]? :D
[11:42:35] <andemiau> noooone, seems to be good after a few tries. I'll wait longer to make sure
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[11:43:33] <c0ke> andemiau the safe way around the use of statics is using singletons
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[11:43:44] <gentlemandroid> How is that safer?
[11:43:59] <andemiau> c0ke never heard of them
[11:44:00] <c0ke> enumerated types won't stay after the program exits
[11:44:16] <c0ke> And enum singletons are the way forwards
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[11:45:37] <c0ke> Create an enum that has one value, INSTANCE, then put whatever you would normally have as static in there
[11:45:54] <c0ke> Then you can access it via MyEnum.INSTANCE.whatever it is you wanted static
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[11:46:15] <noooone> huh?
[11:46:35] <noooone> enums are not really singletons
[11:46:38] <c0ke> I went to devops a while back and they were raving about it
[11:46:47] <Neomex> anything new in 1.3 ?
[11:46:58] <cosh> 1.3 is out?
[11:47:03] <gentlemandroid> Neomex, The changelog is on badlogicgames
[11:47:05] <cosh> ;P
[11:47:12] <Neomex> cosh title :d
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[11:47:40] <c0ke> The only drawback of using enums to manage your singleton stuff is they are all initialised when the program starts, but it's not really a drawback unless you go totally crazy with it
[11:47:53] <c0ke> Sat through a two hour lecture on it :P
[11:48:03] <cosh> isKeyJustPressed?
[11:48:19] <cosh> like...huh
[11:48:27] <gentlemandroid> That should be wasKeyJustPressed
[11:48:33] <gentlemandroid> It's grammatically insane
[11:49:35] <noooone> it's bean standard
[11:49:44] <noooone> java bean
[11:50:03] <gentlemandroid> Beansane
[11:50:13] <noooone> :D
[11:50:19] <gentlemandroid> The new 3d particle stuff is in 1.3
[11:50:37] <noooone> c0ke: I think enums are initialised when the class is loaded
[11:50:40] <gentlemandroid> Kind of hidden among the changes, it's a pretty substantial addition
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[11:51:53] <c0ke> I thought they went in at compile time noooone. Your name has too many oos in it :P
[11:52:32] <noooone> at compile time?
[11:52:42] <gentlemandroid> I treat it like a song lyric no-o-o-one!
[11:53:02] <c0ke> I swear I read an article on Java hotspot stuff and enums
[11:53:33] <c0ke> Did just try and find it, but no obvious google results, sigh ._.
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[11:54:45] <c0ke> My point stands though, I'm convinced enums are the best implementation of singleton, I since devops I've been doing it everywhere, Oracle made a compelling argument for it
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[11:55:26] <noooone> then someone adds a second enum value and your singleton is gone
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[11:55:47] <c0ke> Someone doesn't, because someone gets code reviewed and asked why they are such a retard :P
[11:56:20] <noooone> why retard? enums are not meant to be used like that
[11:56:28] <noooone> it's enumeration
[11:56:37] <noooone> the name already implies to have more than 1
[11:56:52] <c0ke> Wasn't what they were designed for no, but they fit the requirements perfectly
[11:57:20] <mobaxe> hi guys im developing airhockey with box2d.I made an AI but it's not good that i expected.Where can i find an example about it ?
[11:57:42] <noooone> an example about air hockey AI with box2d?
[11:57:46] <noooone> I don't think you will find one
[11:58:38] <gentlemandroid> That's pretty specific
[11:58:44] <noooone> c0ke: I'm not sure, a singleton for me means that there is just a single instance of it
[11:59:02] <noooone> it doesn't mean that this instance could not be changed
[11:59:26] <gentlemandroid> mobaxe, Just make an AI opponent that's unbeatable, then retard him down to fun
[11:59:28] <noooone> you cannot change the enum, but with other singleton pattern implementations that instance could be switched for example
[11:59:55] <c0ke> That's quite a specific requirement though noooone, one I haven't ran in too yet, but I see what you are saying
[12:00:40] <c0ke> I guess should you require that, you could have a resetInstance method or something like that, that reinitialized all the fields as required
[12:01:03] <c0ke> Unless you needed to keep hold of the previous instance
[12:01:14] <c0ke> In which case the enum singleton pattern falls on it's face xD
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[12:01:51] <noooone> if that singleton instance could change, one should not "cache" it anywhere, but always access it via .getInstance()
[12:02:14] <c0ke> In which case calling a nuke method on the enum.INSTANCE would have the same effect
[12:02:29] <noooone> a nuke method?
[12:02:33] <noooone> you cannot change that instance
[12:02:42] <c0ke> Something that resets the fields on the instance
[12:03:08] <noooone> well, that's not what I meant
[12:03:26] <noooone> but anyway, I guess it depends on your requirements and interpretation of a "singleton"
[12:03:26] <c0ke> How would you swap out an instance of something if it is singleton in the first place/
[12:04:07] <c0ke> Unless you have an object that isn't a singleton, and some sort of factory that holds a single instance of it, in which case that is getting a bit beyond the standard use case for a singleton
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[12:06:16] <c0ke> I didn't mean to preach :P I just thought it was a really cool implementation when it was presented and have used it since. To each their own afterall :D
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[12:09:10] <Fainosag_> declaring a spritebatch as public static and reuse it in every screen - is this ok ?
[12:12:01] <Fainosag_> no one ?
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[12:14:14] <c0ke> Fainosag_ http://stackoverflow.com/questions/2475978/using-static-variables-in-android
[12:14:47] <c0ke> " it'll be retained until your entire process is destroyed. When your process is revived, your singleton will reappear!"
[12:17:58] <Fainosag_> i think about tat c0ke
[12:18:13] <Neomex> pass it as variable
[12:18:14] <Fainosag_> but is good to store the spritebatch like that? so you don't have one in each screen, and dispose on every screen change
[12:18:40] <c0ke> Safer to just pass it around, if it doesn't make things too messy
[12:18:57] <c0ke> Only on Android however, if you are on the desktop then go static crazy
[12:19:00] <Neomex> pass it as variable, store its reference where you need, dispose only once the main object
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[12:26:36] <Fainosag_> does anyone know if is possible to use debugrenderer like this ? http://www.emanueleferonato.com/2009/04/06/two-ways-to-make-box2d-cars/ i mean with colors, not just borders
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[12:34:01] <noooone> Fainosag: not with the current debug renderer I think
[12:34:17] <noooone> but you could easily implement your own which can do that I suppose
[12:35:48] <Fainosag_> i should get all the bodies from the world and every fixture and every shape of it ?
[12:35:52] <Fainosag_> every frame, right?
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[12:38:23] <Neomex> what your trying to do
[12:39:23] <cackling_grandma> http://pastebin.com/jSbbP9yU this only seem to load the last binded texture. Everything else is shown as black. Any suggestion?
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[12:46:46] <noooone> Fainosag:: actually I also have a static SpriteBatch which I access from everywhere, I don't see how anything could be wrong with that
[12:47:21] <noooone> Fainosag: have a look at the code of Box2DDebugRenderer, you can copy most of it and just add some filled shapes
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[12:50:09] <Fainosag_> noooone i don't know how to draw filled polygons
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[12:56:27] <Neomex> Fainosag_ ShapeRenderer
[12:57:54] <Neomex> how do you handle multiple resolutions on mobile?
[12:58:04] <Fainosag_> how can i Neomex you can't draw filled polygon with shaperenderer
[12:58:11] <Fainosag_> I use extendviewport
[12:58:35] <Fainosag_> this is my last game - https://play.google.com/store/apps/details?id=com.fainosag.marioskatefree
[12:58:41] <Fainosag_> works good on htc desire and full hd tablet
[12:58:45] <Fainosag_> no black bars XD
[13:00:47] <Neomex> Fainosag_ hm, try pixmap maybe
[13:00:59] <Fainosag_> for what?
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[13:02:26] <Neomex> filled rectangle
[13:02:46] <Fainosag_> no, i want to fill polygon, not rectangle
[13:10:40] <Ce11crowd_> cackling_grandma, why not just use bind(a)
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[13:14:43] <cackling_grandma> Ce11crowd_, wouldnt that mess up with object name?
[13:15:00] <Ce11crowd_> GL20.GL_TEXTURE0 = 33984
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[13:16:15] <TrofSivart> morning
[13:16:36] <Fainosag_> yo
[13:16:46] <TrofSivart> can't sleep : /
[13:16:53] <cackling_grandma> Ce11crowd_, yes i kind of know that.
[13:17:54] <Ce11crowd_> the Texture.bind(unit) method does a Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0 + unit);
[13:19:38] * cackling_grandma facepalms
[13:20:09] <cackling_grandma> That helped. Thank you
[13:20:15] <Ce11crowd_> np
[13:22:36] <tommy_the_dragon> Is there a way I can get the compiler to validate code created by a Builder at compile time? Or should I just throw a runtime exception?
[13:23:18] <tommy_the_dragon> objects created by a builder sorry
[13:24:40] <Ce11crowd_> assert?
[13:28:34] <smiley-> https://www.youtube.com/watch?v=3vI_7os2V_o this year javazone ;)
[13:30:10] <Ce11crowd_> lol, that´s a pretty professional production
[13:30:51] <tommy_the_dragon> lol
[13:33:16] <Fainosag_> I have a simple box2d rectangle. I want when a thing drops on it it splits in 2 pieces
[13:33:43] <Fainosag_> how should I do ?
[13:35:35] <Ce11crowd_> http://www.emanueleferonato.com/2011/06/13/slicing-splitting-and-cutting-objects-with-box2d/
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[13:37:04] <Fainosag_> i already saw that, too much for me
[13:37:10] <Fainosag_> i only want to split in 2
[13:37:20] <Fainosag_> a normal split, vertically
[13:37:37] <interested> hey :) is it possible to render something like this with libgdx? http://minus.com/i/b1qa9VojzLFmM
[13:38:08] <Ce11crowd_> Fainosag_, well the gist is all in there
[13:38:27] <interested> all the stuff - trees, rocks, etc. would be pure 2D :)
[13:38:52] <interested> just I need some perspective for the floor and then put objects on it
[13:39:01] <Ce11crowd_> interested, sure
[13:39:48] <interested> and that would use some sort of orthogonal, right?
[13:39:56] <interested> *camera
[13:40:04] <c0ke> Did you guys hear, they put cloaking in the multiplayer http://www.break.com/video/dude-needs-to-take-his-cod-rage-down-a-peg-2747698
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[13:40:58] <Ce11crowd_> interested, orthogonal for the background, perspective for the objects
[13:42:55] <interested> I'm not sure how could I handle this visualisation and be able to have an easy control with the coordinates. It's quite easy with the approach you suggest?
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[13:45:35] <Ce11crowd_> it does same like an awkward job to align the 3d over the 2d, considering different resolutions
[13:46:54] <Ce11crowd_> ah i guess that´s what you meant by orthogonal, like 2.5d?
[13:47:12] <Ce11crowd_> that would probably your best bet yes
[13:48:44] <Ce11crowd_> https://github.com/libgdx/libgdx/wiki/Orthographic-camera
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[13:49:12] <interested> okay, thank you :) I have just one more question - if I want to create a view with for example 50 different images are objects (trees, bushes, grass) - libgdx would handle that easily?
[13:49:32] <interested> for desktop, the game would be in 4K
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[13:50:00] <Ce11crowd_> depends on the hardware i guess
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[13:51:43] <interested> okay, thank you :)
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[14:03:29] <Neomex> assetManager.get returns previously loaded texture, right?
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[14:07:32] <gentlemandroid> Neomex, If it's finished loading yes
[14:15:23] <robitx> making proguard work is hell
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[14:24:25] <c0ke> Hey guys, if I just wanted to draw a semi transparent block colour over the top of the screen, what would be the easiest way to do so?
[14:26:53] <tommy_the_dragon> Is there an easy way to convert a HashMap to a Bundle?
[14:27:14] <TrofSivart> maybe make a pixmap scaled to screen size with 50% alpha?
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[14:28:48] <TrofSivart> c0ke: Pixmap pixmap = new Pixmap(1, 1, Pixmap.Format.RGBA8888);
[14:28:49] <TrofSivart> pixmap.setColor(new Color(1, 1, 1, 0.75f));
[14:28:49] <TrofSivart> pixmap.fill();
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[14:31:13] <tommy_the_dragon> robitx: I bet. I want to know more about this: http://www.sciencedirect.com/science/article/pii/S0164121202000663
[14:32:33] <robitx> tommy_the_dragon: well right know, I would be happy to just get it working without json crashes
[14:33:20] <mobayl> yo guys i tried a lot of things such as fillviewport extendted etc. but i haven't correctly done that my background image fill the phone screen on every phone
[14:33:21] <mobayl> http://pastebin.com/yzG0bhXC
[14:33:36] <mobayl> what am i doing wrong ?
[14:41:13] <Getterac7> mobayl: you're going to have to stretch the background so it fills the screen. It doesn't look like you're using Viewport, so you might want to consider that.
[14:41:43] <mobayl> yup i didnt try stretch viewport let me try now
[14:43:07] <Getterac7> mobayl: if you don't want to make stuff look weird, i'd suggest fit or fill viewport modes.
[14:44:13] <mobayl> actually it doesnt look weird now and it worked good
[14:44:21] <mobayl> im trying different phone resolution now
[14:45:23] <mobayl> nexus 5 and s4 looks good :D damn i tried fit fill extended and all without stretch :D
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[14:50:04] <c0ke> TrofSivart I've achieved it with a shape renderer, but thanks :)
[14:50:24] <TrofSivart> np c0ke
[14:50:30] <mobidevelop> Boo ShapeRenderer
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[15:04:51] <abs25> is there a way to clear what is inside a file when using fileHandler?
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[15:06:41] <[twisti]> does anyone here understand how internally model animations work ?
[15:07:11] <mobidevelop> Sure, just write a new empty file in its place, or delete it if you don't want an empty file sitting there.
[15:07:20] <[twisti]> i made the mistake of using rigify in blender which added a highly complex armature, and im trying to understand if it is at all possible for me to strip out the armature and still use animations in libgdx
[15:07:31] <[twisti]> or if thats not possible at all
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[15:08:12] <mobidevelop> Rigify sounds like black magic
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[15:09:47] <[twisti]> i concur
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[15:12:58] <mobidevelop> I have no clue how model animation works
[15:15:56] <c0ke> How come the raw assets for the default scene2d theme seem to have double borders on some sides
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[15:16:19] <c0ke> Like duplicated edges
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[15:28:15] <[twisti]> like ?
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[15:34:41] <shamanezbl> Anyone submitted an app to samsung app store lately?
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[15:46:02] <TarasTS> Hi guys! Hope it's the right place to get help
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[15:48:08] <TarasTS> I have an issue with Decals (DecalSprites). I'm trying to build a scene (it's 2.5D ... I have 3D camera but intend to use mostly 2D Decals in 3D space + some 3D models). I have several Decals made of PNGs with transparency, When they are 1 behind another - the transparent area of the front one becomes black
[15:48:22] <mobidevelop> c0ke: the black lines on the edges are the NinePatch markers
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[15:48:50] <TarasTS> I don't have 9-patch markers. that's 100%
[15:49:05] <TarasTS> entire areas of texture become black
[15:49:12] <mobidevelop> O.o
[15:50:05] <TarasTS> when I make big Z-distance between them all becomes ok. But I think there must be a way to properly do this
[15:50:18] <c0ke> Guess what I'm learning about tonight then mobidevelop :D
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[15:51:20] <c0ke> TaraTS he was responding to my query, not yours, sorry chap
[15:52:11] <cackling_grandma> TarasTS, maybe your distance step is stoo small.
[15:52:18] <cackling_grandma> err I meant, too large.
[15:52:41] <TarasTS> <c0ke> Got it
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[15:55:22] <TarasTS> <cackling_grandma> The bug occurs then the decals are on the edge of the viewport. When camera is centered on those decals all is ok
[15:55:34] <shamanezbl> Anyone submitted an app to samsung app store lately?
[15:56:03] <TarasTS> <cackling_grandma> Also when Z-distance is 1 bug occurs when 2 - doesn not
[15:56:17] <mobidevelop> Nope, I hear Samsung app store is not worth the hassle
[15:56:54] <TarasTS> <@mobidevelop> Same here about the Samsung store
[15:58:51] <shamanezbl> With my last game I had more success with samsung store than google play.
[15:59:01] <Getterac7> Samsung has their own store?
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[16:01:15] <shamanezbl> yup
[16:01:48] <Xoppa> TarasTS, sounds like a sorting issue, make sure to sort the decals in your groupstrategy and render blended groups prior to nonblended groups
[16:02:07] <Xoppa> euhm nonblended groups before blended groups ofcourse
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[16:03:03] <TarasTS> <@Xoppa> I use CameraGroupStrategy. I also "feed" the Decals into batch from farthest to nearest. I don't have opaque decals only ones with transparency
[16:04:31] <Xoppa> perhaps the material is different then causing the default strategy to fail
[16:07:20] <TarasTS> <@Xoppa>My thoughts are also the the cause is in the "Strategy" I think at some cases the ordering in Strategy fails because the "combined" distance of the Z-farthest decal may be less than of the Z-nearest. If it makes sense to you. I'll try that now
[16:07:24] <[twisti]> https://dl.dropboxusercontent.com/u/29658740/test%20%2810%29.gif
[16:08:14] <c0ke> xD
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[16:08:43] <Getterac7> [twisti]: nice, hehe
[16:08:46] <[twisti]> sadly i dont think i can keep those animations
[16:08:54] <[twisti]> the rigging used is like 3mb per model
[16:09:02] * Getterac7 has never heard of GroupStrategy, and so begins doing research.
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[16:10:47] <Xoppa> [twisti], make sure to use linear interpolation between keyframes otherwise fbx-conv will bloat the file
[16:11:07] <[twisti]> how do i do that ?
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[16:11:27] <Xoppa> you set it in the modeling application
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[16:12:29] <[twisti]> ah, i have no idea how that works, im a total blender noob
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[16:13:08] <Xoppa> me too, perhaps this helps http://blender.stackexchange.com/questions/6528/setting-keyframes-with-default-linear-interpolation
[16:13:38] <Xoppa> [twisti], if you find it, please aff it to the wiki https://github.com/libgdx/libgdx/wiki/Importing-Blender-models-in-LibGDX
[16:13:49] <[twisti]> that may help for new ones, but not existing ones
[16:14:03] <[twisti]> i should also put a warning about rigify in there
[16:17:01] <[twisti]> got help from #blender yay
[16:18:21] <[twisti]> doesnt make much difference for me, but ill put it in the wiki
[16:23:21] <[twisti]> zoom wise i was thinking of making the game like this, roughly
[16:23:21] <[twisti]> https://dl.dropboxusercontent.com/u/29658740/test%20%2811%29.gif
[16:24:00] <mobidevelop> He has a funny gait
[16:25:09] <tommy_the_dragon> blender is awesome, but that learning curve
[16:26:24] <[twisti]> yeah i meant to make him walk fruity and gaudy, like the early minecraft guy, but it comes off like hes walking over broken glass
[16:26:59] <tommy_the_dragon> or like he really needs the toilet
[16:27:00] <[twisti]> or maybe hot sand
[16:27:05] <[twisti]> hot hot hot hot hot!
[16:30:33] <mobidevelop> Lol
[16:30:55] <mobidevelop> This is one reason why I won't do 3d
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[16:33:01] <TarasTS> <@Xoppa> I SOLVED IT!!! Thanks you put e into the right direction! The reason was the CameraGroupingStrategy wasn't properly calculating distances for my case. I make the distance comparison take only Z-coord and all went OK! Thanks!
[16:33:53] <[twisti]> hey, 2d needs animations too
[16:34:20] <mobidevelop> 2d animation isn't as difficult as rigging a model
[16:34:28] <[twisti]> i added the stuff to the wiki, maybe someone can proofread it to see if it makes sense to someone who hasnt spent like 30 hours with blender in the past two days
[16:34:57] <[twisti]> https://github.com/libgdx/libgdx/wiki/Importing-Blender-models-in-LibGDX
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[16:35:17] <[twisti]> i also notice that that entry doesnt contain any of the code i found in the old google code wiki
[16:35:26] <[twisti]> is that intentional ?
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[16:40:29] <Xoppa> [twisti], the old google code wiki is translated one on one to github, afaik there isn't anything not migrated regarding 3d
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[16:40:46] <[twisti]> 1 sec
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[16:41:52] <[twisti]> ah nm, it wasnt from the wiki
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[16:42:50] <[twisti]> i got my info from here, idk why i thought it was from the wiki http://codebin.co.uk/blog/using-blender-3d-models-in-libgdx/
[16:43:06] <[twisti]> maybe we could link that article though ? its very good
[16:43:29] <[twisti]> bit outdated, but still
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[16:47:35] <somnambulism> Hello
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[16:48:25] <[twisti]> hi
[16:48:26] <somnambulism> Does anyone know what to do about the "Unfortunately, app has stopped" message (and accompanying segfault) on Android?
[16:48:34] <somnambulism> When exited via back button
[16:48:42] <[twisti]> look at logcat, see what the exception is
[16:48:48] <Xoppa> [twisti], sure, perhaps link on that page to a newly added 3d section on this page https://github.com/libgdx/libgdx/wiki/External-tutorials and add the tutorial (among others) in there
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[16:51:04] <mobidevelop> somnambulism: not without a stacktrace
[16:51:32] <mobidevelop> And possibly some code
[16:52:28] <somnambulism> http://pastebin.com/nGyZaL5A
[16:52:31] <somnambulism> that's the logcat output
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[16:53:38] <mobidevelop> Seems too be missing the actual segfault
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[16:54:33] <somnambulism> I dont know if it makes any difference, but that's emulator and not actual device
[16:55:20] <mobidevelop> Never use an emulator (as a general rule)
[16:55:52] <somnambulism> Kinda stuck while I wait for Samsung to replace my phone's battery
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[16:56:29] <somnambulism> But yeah, I might be able to get access to somebody's and see if it works fine there
[16:56:53] <mobidevelop> Do you do anything special in pause or destroy?
[16:57:13] <mobidevelop> Or dispose
[16:57:36] <somnambulism> in pause, I call music.pause(), in dispose I call music.stop() and music.dispose()
[16:58:33] <mobidevelop> Try removing one or both of those and see if it affects anything
[16:58:49] <somnambulism> Yeah I've commented the overrides and am trying again
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[16:59:43] <somnambulism> Yes, still happens
[17:00:14] <somnambulism> Hm.. do I need to implement the android lifecycle methods in AndroidLauncher?
[17:00:41] <mobidevelop> No, they should be handled by AndroidApplication
[17:03:30] <davebaol> damn too late to answer mobaxe's question about hokey AI :|
[17:06:00] <mobidevelop> I think gentlemandroid had it covered
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[17:06:39] <davebaol> thst's pretty much predictable]
[17:07:01] <davebaol> however not my problem
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[17:13:17] <Fainosag_> Hi, if i have a box2d body with 2 fixture is there a way to separate them ? Like breaking and every fixture would go in his way ?
[17:13:57] <noooone> no
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[17:14:26] <noooone> you need to create two bodies, each with a copy of one fixture
[17:14:27] <tommy_the_dragon> Fainosag_: unfortunately not
[17:14:56] <Fainosag_> So if i have a brick and i want to break it in 2 on contact how can i do ?
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[17:15:18] <tommy_the_dragon> Fainosag_: Like noooone said
[17:15:53] <Fainosag_> but i need to draw it as 1 body
[17:16:26] <tommy_the_dragon> Fainosag_: I don't understand
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[17:17:04] <Fainosag_> Well. I have a brick. drawn as a brick. When something hits the brick is going to shatter in 2 pieces
[17:17:05] <Natsumi> Is there any documentation for how to make custom Textures on runtime with LibGDX? More specifically, I need to know how RGBA4444 format works so I can make a proper bytearray that Gdx2DPixmap can read
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[17:18:32] <tommy_the_dragon> Fainosag_: so when it gets hit, destroy the body and create 2 new bodies?
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[17:19:01] <Fainosag_> tommy_the_dragon thats what i'm doing, works and looks ok, but not sure if is the best way
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[17:19:23] <mobidevelop> It is
[17:19:25] <tommy_the_dragon> Fainosag_: AFAIK think thats the only way
[17:20:07] <Xoppa> Natsumi, why?
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[17:21:17] <Fainosag_> Is possible to do reverse steps on box2d ?
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[17:23:43] <Natsumi> Xoppa: I am doing a level editor for my game, and I want to be able to view and edit collision detection. However currently I draw the collision as separate textures, and at worst It draws about 2 million textures. the fps goes down to 5 fps on my computer, basically its not usable at all. So I want to optimize it by calculating textures for bigger areas, and then only drawing the bigger area
[17:24:07] <Natsumi> As my game works based on 128x128 sized "chunks", I can do that easily
[17:24:21] <Natsumi> but I dont know how to format it properly so it could be read by LibGDX
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[17:24:36] <Getterac7> Fainosag_: no, you can't step back with box2d.
[17:25:58] <Xoppa> Natsumi, not sure if i understand, but it sounds like you could render to texture once and then render that (bigger) texture multiple times. Rendering to a texture can be done using a FrameBuffer
[17:27:52] <Xoppa> Natsumi, which is comparable to rendering to the screen, taking a screenshot and using that screenshot as an image
[17:28:07] <Xoppa> *image=Texture
[17:28:47] <c0ke> Can anyone recommend a good website host? Preferably with some sort of cpanel style deployment
[17:28:50] <Natsumi> Will I be able to save only parts of the screen and be able to move them around?
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[17:29:12] <Xoppa> sure
[17:29:23] <Natsumi> ok, I'll look into it. Thanks
[17:29:59] <Xoppa> Natsumi, if you search for it, it's called framebuffer object or more common FBO
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[17:52:19] <Birdoggydoog> Could anyone tell me what answer to put in the libgdx forum registration to the question "What is the current version of libgdx"? I've put in 1.3.2, 1.3.1 and 1.3.0 and i get thats not valid for all of these.
[17:52:37] <cackling_grandma> 1.2.1?
[17:52:57] <c0ke> Yeah it's not what's listed as the current one lol
[17:53:08] <c0ke> I had that problem yesterday ^^
[17:53:51] <Birdoggydoog> That's really dumb
[17:53:54] <Birdoggydoog> I'm looking at the github
[17:54:00] <Birdoggydoog> going wtf... release notes are for 1.3.1
[17:54:16] <Birdoggydoog> 1.2.1 appears to have failed as well
[17:54:25] <Fainosag_> how can i disable contact listener to a fixture or body in box2d?
[17:54:30] <c0ke> Is it 1.2.0?
[17:55:01] <Birdoggydoog> You have exceeded the maximum number of registration attempts for this session. Please try again later.
[17:55:01] <mobidevelop> 1.3.1
[17:55:02] <Birdoggydoog> Oi
[17:55:07] <Birdoggydoog> 1.3.1 isn't working
[17:55:11] <mobidevelop> It is now
[17:55:20] <mobidevelop> It was 1.2.0
[17:55:24] <Birdoggydoog> ah ok
[17:55:32] <Birdoggydoog> Thanks!
[17:55:37] <Birdoggydoog> Once I get over the timeout i'll try again
[17:55:46] <Fainosag_> what should I do to a body or fixture so it doesnt get called on contact listener ?
[17:56:29] <sllide> hey dude who make storymode, nice job man
[17:56:45] <sllide> nicholas something
[17:59:41] <Birdoggydoog> How long is the maximum number of registrations attempts timer?
[17:59:52] <Birdoggydoog> It just says to try again later =(
[18:00:10] <mobidevelop> I updated the release process with a note to update the forums with the new version so this doesn't keep happening (hopefully)
[18:01:22] <Birdoggydoog> Haha yea, thanks. Love the gradle build automation btw
[18:01:39] <Birdoggydoog> Was looking at various platforms, saw the gradle set up and was like... yea we're going libgdx =)
[18:02:01] <Birdoggydoog> It looks like it's dafaulting to some pretty old versions on a couple of things though
[18:02:13] <mobidevelop> Like?
[18:02:30] <Birdoggydoog> gradle wrapper is using 1.10-zip in the distroSource
[18:02:34] <Birdoggydoog> gradles at 2.0
[18:02:39] <Birdoggydoog> that caused some headaches for a little bit
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[18:02:55] <Birdoggydoog> not a huge issue, but not covered in the set up tutorials either
[18:03:05] <mobidevelop> Should cause any headaches
[18:03:15] <mobidevelop> *n't
[18:03:28] <mobidevelop> But also should be updated
[18:03:33] <Birdoggydoog> sorry rephrase - it was defaulting to 1.11
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[18:03:39] <Birdoggydoog> i had to change it to 1.10
[18:03:48] <Birdoggydoog> yea only reason i mention it
[18:03:55] <Birdoggydoog> is i see people on the forums having issues with the gradle set up
[18:04:03] <Birdoggydoog> stuff like that probably takes them a long time to figure out =(
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[18:09:43] <Fainosag_> I'm the only one here who hates gradle and uses old setup ?
[18:10:01] <mobidevelop> Maybe
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[18:13:50] <tommy_the_dragon> Fainosag_: why do you want to do that?
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[18:14:36] <tommy_the_dragon> the contact listener thing
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[18:26:21] <gentlemandroid> Fainosag_, You can change the filter to effectively turn off contacts for said fixture
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[18:36:17] <robitx> how do I enable mipmaping for font texture which is handled by asset manager eating skin.json?
[18:37:20] <robitx> if I load texture first with some parameters, will it asset manager use it when processing the skin?
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[18:37:58] <TEttinger> robitx, I think you can specify an atlas for the font texture in skin.json
[18:38:11] <TEttinger> and the atlas can include mipmapping specified
[18:38:44] <TEttinger> although Skin gets constructed with the .json and the .atlas in that case
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[18:40:33] <robitx> currently I have it separately from main atlas and skin json loads .fnt
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[18:41:30] <robitx> time to learn more about atlases then
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[18:46:48] <TEttinger> robitx, yeah I have one atlas for UI one for the other sprites
[18:47:05] <TEttinger> I don't currently use mipmapping though
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[18:48:14] <robitx> TEttinger: I decided its time to make things pretty :(, which means I have making custom skin ahead of me, I need that mipmaping for distance field font
[18:48:20] <Fainosag_> how can I get the float x and y touch position ?????????
[18:48:45] <robitx> Fainosag_: by using a listener
[18:48:56] <Fainosag_> robitx how ? i only get the int position..
[18:49:03] <TEttinger> Fainosag_, in touchDown you get two numbers (can't remember float or int)
[18:49:08] <TEttinger> how is that a problem?
[18:49:15] <TEttinger> (x * 1.0f)
[18:49:22] <Fainosag_> what if i touch at 1.5f ?
[18:49:28] <TEttinger> or ((float)x)
[18:49:30] <TEttinger> you can'
[18:49:31] <TEttinger> t
[18:49:44] <TEttinger> that's how android reports it, in ints
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[18:49:52] <Fainosag_> uhm ok
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[18:50:16] <Fainosag_> on libgdx 1.2.0 i could get the float value
[18:50:28] <robitx> Fainosag_: you cant get more precise position anyway
[18:50:32] <TEttinger> Fainosag_, you need to convert to world coordinates though once you get the int touchDown stuff
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[18:50:43] <Maximus_> Does anyone else use google play services?
[18:50:48] <TEttinger> using camera.unproject IIRC
[18:51:18] <robitx> Maximus_: I kinda implemented them (get them working) yesterday
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[18:52:52] <Maximus_> Do you use GameHelper class when implementing it?
[18:53:38] <robitx> private GameHelper gameHelper inside activityclass
[18:54:11] <Maximus_> Android activity class?
[18:54:22] <robitx> yep
[18:54:49] <Maximus_> Ok, I'm doing this but when I called the method - gameHelper.beginUserInitiatedSignIn(); my application crashes on me
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[18:55:59] <Maximus_> Did you encouter them problem at all?
[18:56:37] <robitx> Maximus_: it didnt crashed, I had other problems
[18:56:43] <robitx> did you fixed your manifest?
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[18:57:03] <robitx> internet permission etc?
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[18:57:07] <Fainosag_> Why i get use gdx.input.setinputprocessor with my class that implements inputprocessor ?
[18:57:09] <dajos7> daher haben die also ihre ideen ^^
[18:57:10] <Maximus_> Yeah I added permissions and other stuff into the manifest file
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[18:57:41] <robitx> Maximus_: MyAndroidActivity extends AndroidApplication implements GameHelper.GameHelperListener, MyActionResolver
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[18:58:18] <robitx> Maximus_: do you have implemented listener?
[18:58:36] <Maximus_> Yeah
[18:58:51] <Fainosag_> public class InputListener implements InputProcessor {
[18:59:08] <Fainosag_> InputListener a = new InputListener(); Gdx.input.setInputProcessor(a);
[18:59:11] <Maximus_> What is the code you call in the loginGPGS method?
[18:59:18] <Fainosag_> Description Resource Path Location Type The method setInputProcessor(InputProcessor) in the type Input is not applicable for the arguments (InputListener)
[18:59:55] <robitx> Maximus_: http://pastebin.com/TUT0hf02
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[19:00:51] <Xoppa> Fainosag_, InputListener doesnt implement InputProcessor https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/InputListener.java
[19:01:45] <Maximus_> Yeah mine is essentially the same, do you have to publish your game onto the playstore in order to use the services or can you access it before hand?
[19:02:21] <robitx> Maximus_: just setuped game services, not published yet
[19:02:51] <robitx> Maximus_: what is your gamehelper initiation?
[19:03:24] <Maximus_> if (gameHelper == null) { gameHelper = new GameHelper(this, GameHelper.CLIENT_GAMES); gameHelper.enableDebugLog(true); }
[19:04:07] <robitx> and your activity implements gamehelperlistener
[19:05:03] <robitx> I assume you passed it through interface correctly to your core
[19:06:13] <Maximus_> Yeah I made the method do other things and it worked fine, it just crashes whenever I attempt to sign in
[19:06:43] <robitx> so automatic sign in works fine?
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[19:07:47] <Maximus_> No I am not too sure how to do that
[19:08:20] <robitx> it normaly should log in automaticly if you dont disable it
[19:08:50] <Maximus_> I don't think I disabled it anywhere
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[19:10:10] <Maximus_> When you called Gdx.app.log("MainActivity", "Log in failed: " + ex.getMessage() + "."); in your catch statement how do you see what the log says? I'm a greenhorn at this so havn't even used log yet
[19:10:59] <robitx> do you use eclipse?
[19:11:20] <Maximus_> Yeah
[19:11:27] <robitx> automatic signing goes from overriden methods for gamehelperlistener
[19:11:35] <robitx> @Override
[19:11:35] <robitx> public void onStart(){
[19:11:35] <robitx> super.onStart();
[19:11:36] <robitx> gameHelper.onStart(this);
[19:11:36] <robitx> }
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[19:12:16] <robitx> I am running android studio and most errors I get into logcat
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[19:14:45] <robitx> Maximus_: http://pastebin.com/LKZXStq9 pastbin me your whole androidapp class
[19:15:04] <esvee> hey all
[19:15:16] <robitx> hey one
[19:15:18] <esvee> :)
[19:15:29] <esvee> question: what is the meaning of "downsample to a 4x4 render target"
[19:15:59] <esvee> e.g use a texture from an fbo and pass it through a shader that averages in a radius of 4 texels?
[19:17:48] <Maximus_> robitx: http://pastebin.com/cFp4dcBu
[19:17:48] <robitx> 4x4 is to high math for me :)
[19:18:54] <robitx> Maximus_: I dont see you run gameHelper.setup(this);
[19:19:16] <robitx> in oncreate
[19:21:10] <Maximus_> Works!
[19:21:32] <robitx> great
[19:22:37] <robitx> dont forget to implement those method for GameHelperListener
[19:23:14] <Maximus_> The .setup method?
[19:24:17] <robitx> onSignInFailed, onSignInSucceeded
[19:26:12] <Maximus_> Oh right, I'll make sure to do that. Thank you so much for the help, this has been a major roadblock for me for at least a week now and it feels great to finally get over it!
[19:26:32] <robitx> and onStart and onStop put after super.onStart gameHelper.onStart and ond stop
[19:26:37] <robitx> no problem :)
[19:26:54] <robitx> now I have to get back into hell of making skin
[19:28:05] <vestu> making skin in hell. sounds brutal
[19:28:27] <Maximus_> Good luck, oh yeah one last question, what is the exact line of code you call to open your leaderboard?
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[19:29:37] <ParkourGrip> i'm just wondering
[19:29:45] <ParkourGrip> its not a problem
[19:29:54] <robitx> Maximus_: you didnt look into my pastbin link?
[19:30:27] <robitx> Maximus_: startActivityForResult(Games.Leaderboards.getLeaderboardIntent(gameHelper.getApiClient(), getString(R.string.leaderboard_best_time_level_1)), REQUEST_CODE);
[19:31:14] <Maximus_> I'm an idiot, I originally just looked for the sign in code, thanks.
[19:31:16] <robitx> Maximus_: private final static int REQUEST_CODE = 9002; is some giberish number, which has something to do with android activities and isnt used anyway
[19:31:34] <ParkourGrip> when i use the ShapeRenderer to draw something on the FrameBuffer and then use the SpriteBatch to draw FrameBuffer Texture it happens to be darker then just directly drawing with ShapeRenderer
[19:32:25] <robitx> vestu: well, you consider making ui skin a pleasant thing?
[19:33:00] <Neomex> are there any uiskins i could borrow
[19:33:43] <robitx> I wish that too, but I dont think so
[19:34:50] <robitx> there should be some database with this crap
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[19:36:36] <InspiredNotion> Hello
[19:36:52] <robitx> olleh
[19:38:02] <InspiredNotion> ohell! ;)
[19:39:02] <robitx> we just talked about hell
[19:39:37] <InspiredNotion> really.. lol maybe its in the air today
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[19:39:52] <ParkourGrip> btw https://www.youtube.com/watch?v=KNuoGeD9Qeo i sometimes listen to this shit to keep me productive
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[19:40:39] <robitx> how productive would I be if I turned off monitor with quassel on it
[19:40:48] <ParkourGrip> i use my speakers although it says you need stereo headphones to make it work
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[19:41:34] <ParkourGrip> idk im not a expert
[19:43:14] <robitx> https://www.youtube.com/watch?v=BKorP55Aqvg
[19:43:26] <TEttinger> ParkourGrip, lol I did that as a kid, it's pretty much white noise
[19:44:40] <TEttinger> that said, having some noise to block out background distractions helps
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[19:45:03] <robitx> but that noise shouldnt be a music
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[19:45:22] <TEttinger> I've found https://www.youtube.com/watch?v=GH7eUlri4yM to be pretty good, no lyrics
[19:45:38] <TEttinger> also game soundtracks
[19:45:47] <BrianBrain> Is there a quick way to create bounds around the tiledmap? (box2d bounds)
[19:46:09] <Getterac7> TEttinger: yeah, i like to listen to anything without lyrics while working.
[19:46:51] <TEttinger> that mix is 12 hours, which helps because I can just sorta zone into programming and not fiddle with phone controls to change tracks
[19:47:18] <Maximus_> I link to lisnte to John Carmack keynote speeches when programming
[19:48:05] <Maximus_> like to listen* I need some sleep haha
[19:48:06] <user384> hello, once i run libgdx, what is left to do ?
[19:48:18] <BrianBrain> much ;)
[19:48:20] <user384> libgdx project generator i mean
[19:48:30] <InspiredNotion> import it 384
[19:48:57] <user384> i mean, is there a building script
[19:49:25] <ParkourGrip> https://www.youtube.com/watch?v=tyG6YMLEWus and https://www.youtube.com/watch?v=tDHxiDA1Y6s works for me too
[19:49:27] <TEttinger> yeah, gradle can be used to build or you can import the gradle project into eclipse, intelliJ, or netbeans, or...
[19:49:28] <InspiredNotion> do you use eclipse?
[19:49:36] <user384> oh, i see i need to import it, do get things automated
[19:49:47] <user384> to get *
[19:49:48] <TEttinger> user384, check the libgdx wiki for more exact instructions
[19:50:02] <InspiredNotion> if you ask it to create a certain game through the mic.. you might get lucky ;)
[19:50:04] <TEttinger> https://github.com/libgdx/libgdx/wiki/Project-Setup-Gradle
[19:50:25] <robitx> anyone here would be willing to share their custom ui skins with others for inspiration?
[19:50:30] <InspiredNotion> still haven't cracked it though.. check out the wiki
[19:50:37] <user384> TEttinger: ty
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[19:50:42] <TEttinger> robitx, mine is terrible, my skin
[19:51:01] <TEttinger> np, user384
[19:51:12] <user384> InspiredNotion well, i got a mic, what is next
[19:51:35] <InspiredNotion> lol jokes..
[19:51:45] <TEttinger> getting an ability to understand sarcasm
[19:52:23] <InspiredNotion> you need to import the project , open the core and start programming
[19:52:38] <user384> i understood that part
[19:52:48] <InspiredNotion> good to go then
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[19:54:33] <Neomex> anyone here uses netbeans
[19:54:50] <Neomex> build and run buttons are grey through i can run a file, wth?
[19:54:51] <user384> netbeans greats for GUI designing
[19:54:52] <Maximus_> I'm forced to use it in college
[19:54:56] <TEttinger> Neomex, I have in the past, but not with libgdx
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[19:55:36] <TEttinger> Neomex, I think build and run use some "most recent build configuration"
[19:56:00] <TEttinger> which seems odd if build is grayed out, tbh
[19:56:27] <Neomex> weird, never had that before
[19:56:27] <user384> i guess u need to make a project
[19:56:39] <Neomex> lol im not that stupid :D
[19:56:43] <TEttinger> user384, hm?
[19:57:10] <TEttinger> user384, have you followed the wiki? you already have a gradle project that you can import
[19:57:27] <user384> TEttinger, im not talking about me
[19:57:34] <TEttinger> oh phew
[19:57:42] <TEttinger> this conversation is confusing
[19:57:56] <robitx> TEttinger: you need better smoke
[19:58:08] <TEttinger> robitx, hm?
[19:58:16] <TEttinger> in my explosion graphics?
[19:58:28] <robitx> to follow conversation here
[19:58:31] <TEttinger> haha
[19:58:54] <TEttinger> I just woke up an hour ago
[19:59:18] <TEttinger> I guess an hour and a half
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[20:09:06] <robitx> TEttinger: what tools did you used to make your ui skin?
[20:10:04] <TEttinger> the android 9patch tool and a graphics editor (I didn't need any advanced features, but Paint wouldn't work too well)
[20:10:12] <TEttinger> then of course texture packer
[20:10:40] <TEttinger> if you want it to be nice, I'd honestly look on OGA first
[20:11:25] <robitx> opengameart?
[20:11:57] <Neomex> should masterserver ask for an update from servers?
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[20:12:29] <TEttinger> yeah, robitx, I just saw http://opengameart.org/content/fantasy-ui-elements-by-ravenmore
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[20:15:11] <robitx> looks nice, but doesnt fit, I dig through their database and hopefuly find something with WTFL
[20:16:07] <TEttinger> CC0 should work too
[20:16:25] <TEttinger> (legally the same except CC0 is legal in Poland)
[20:17:21] <robitx> well first one has better name :)
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[20:18:49] <Peetran> hi
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[20:23:59] <TEttinger> hey Peetran
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[20:28:26] <Peetran> im still ill
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[20:35:00] <BrianBrain> is it possible to create a world boundary with one chainshape with the 4 edge coordinates of the tiledmap?
[20:35:11] <Neomex> ummm... there is no connection.sendTCP anymore in kryonet?
[20:38:05] <Neomex> imported wrong connection, lol
[20:38:15] <TEttinger> BrianBrain, I'm not any good with box2d, but would just... 4 walls do the trick?
[20:38:49] <Neomex> no walls work even better
[20:38:58] <Neomex> if there is nothing there there will be no errors
[20:39:26] <TEttinger> Neomex, I'm not sure if you're serious because I don't use tiled or box2d
[20:39:26] <BrianBrain> 4 walls like 4 times a box with 1px width?
[20:39:36] <BrianBrain> @ Tettinger
[20:39:59] <TEttinger> BrianBrain, you can try it and see if it acts as intended
[20:40:11] <TEttinger> it seems like it makes sense
[20:40:12] <vestu> robitx, not really, but I develope UIs at my day-job :p
[20:40:21] <TEttinger> but Neomex may be right here, I don't know
[20:40:27] <vestu> along with some other front-end stuff
[20:41:05] <BrianBrain> Tettinger, was just unsure if there is a "wall" object in B2D
[20:41:27] <TEttinger> oh, well you'd want to make sure the "wall" box can't be moved
[20:41:40] <BrianBrain> Yea thats sure :-) Thanks!
[20:41:57] <TEttinger> no prob, I could still be wrong here
[20:42:20] <TEttinger> but it seems like a straightforward solution
[20:43:21] <BrianBrain> yes it does! Was just curious if a chainshape could be working and if does it a better job
[20:43:31] <BrianBrain> but i can live with 4 walls as well :P
[20:44:17] <Getterac7> static objects in Box2d are used for floors and immovable stuff.
[20:44:32] <Getterac7> dynamic ones are the physics enabled ones that can move around.
[20:45:03] <BrianBrain> Yeah that was clear for me.
[20:45:38] <robitx> does Window have resizable title bar? I used bigger font and it doesnt strech automaticaly like buttons
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[20:48:08] <mobidevelop> The title bar height is determined by the padding of its background
[20:48:29] <mobidevelop> * of the Window's background
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[21:04:12] <Neomex> Tettinger, i dont know what your doing, so yeah
[21:04:20] <Neomex> you want to set worlds boundaries?
[21:05:04] <Neomex> you might have wanted kinematic object
[21:11:26] <TEttinger> Neomex, oh sorry I legitimately wasn't sure if "<Neomex> no walls work even better" was serious for BrianBrain's use case
[21:13:18] <Neomex> ok, i wrote master server, now i need actual server
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[21:13:26] <Neomex> feels so familiar not knowing what your doing
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[21:14:44] <Peetran> should texture be a statics
[21:14:53] <Neomex> use assetmanager
[21:15:18] <Peetran> i just want know if i make them static
[21:15:20] <Peetran> or no
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[21:15:22] <Neomex> no
[21:15:53] <robitx> mobidevelop: I am digging through window and table classes, but my attempts havent been very productive, could you point me to right function?
[21:16:08] <Peetran> what about textureregion or animation
[21:16:29] <Neomex> same
[21:16:40] <Peetran> ok thanks
[21:16:41] <Xoppa> never use statics
[21:16:49] <Peetran> never?
[21:16:56] <mobidevelop> robitx: the Drawable that you use for the Window background has a top padding (I think it is called topHeight)
[21:17:04] <Xoppa> never
[21:17:10] <Peetran> why nots
[21:17:14] <mobidevelop> Ever
[21:17:17] <Xoppa> reasons
[21:17:28] <Neomex> because of reason
[21:17:28] <Peetran> i c
[21:17:42] <Peetran> peetran never use a statics now
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[21:18:00] <robitx> mobidevelop: .getBackground().setTopHeight() I think I tried that, will try again
[21:19:44] <TEttinger> Xoppa, what is the rationale behind not using statics, anyway? is it the "they LIVE" issue on android?
[21:19:56] <Tomski> beacuse they horrible
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[21:21:25] <Tomski> But specifically for android, you'll have to reinitalize them every time you run your app
[21:21:39] <Peetran> i do this now
[21:21:40] <Tomski> VM can be reused, so statics go bye bye
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[21:21:58] <Xoppa> TEttinger, they are a common cause for issues
[21:22:04] <InspiredNotion> Hi I need to count down 5min and display it as a time.. which is the best way to acheive this?
[21:22:06] <Peetran> can a static texture causes memory problems?
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[21:22:54] <Tomski> InspiredNotion, timLeft -= delta;
[21:23:02] <TEttinger> so is a singleton pattern better on android?
[21:23:06] <mobidevelop> InspiredNotion: static timer instance
[21:23:19] <Neomex> never use static? lol
[21:23:22] <mobidevelop> Static all the things
[21:23:32] <InspiredNotion> :)
[21:23:37] <robitx> mobidevelop: nope, I am starting to give up on whole window bar
[21:23:42] <TEttinger> yeah, Tomski's right I think
[21:23:46] <InspiredNotion> thanks
[21:23:59] <robitx> why cant it just scale with used font
[21:24:27] <mobidevelop> robitx: you probably have to relayout the window if you modify the topheight after it is loaded
[21:24:41] <noooone> Tomski: how is reinitializing statics on startup an issue?
[21:24:47] <Tomski> noooone, its not?
[21:25:07] <noooone> without statics you don't need to initialize anything and the non-static fields initialize themselves?
[21:25:08] <mobidevelop> The problem comes from nobody doing it
[21:25:18] <Tomski> People dont do it, and they dont understand why they do it
[21:25:23] <Tomski> Lots of beginners abuse statics to no end
[21:25:47] <Neomex> statics should call 911 then
[21:25:48] <TEttinger> I need to see how scala's object types work, they may be static internally but I doubt it
[21:26:00] <Tomski> Statics help line
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[21:26:28] <Peetran> is use a timer like this ok? http://hastebin.com/ufadovotan.java
[21:26:51] <Xoppa> using uninitialized statics is almost as bad as using some PPM variable :D
[21:26:51] <Tomski> No
[21:27:04] <Peetran> why not
[21:27:09] <mobidevelop> Never
[21:27:10] <Tomski> beacuse it came from you
[21:27:31] <Peetran> ?
[21:27:34] <InspiredNotion> lol
[21:27:51] <Peetran> such a rude
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[21:28:47] <TEttinger> woah that's way bad, Peetran
[21:28:57] <TEttinger> that reduces it by 1 on every render
[21:29:32] <TEttinger> so that's what a second and a half on 60 fps, but it's different if the user renders at a different rate
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[21:31:55] <mobidevelop> Needs to be static, of course
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[21:32:11] <pmartino> whats bad with using a ppm value
[21:32:32] <noooone> it's too mainstream
[21:32:36] <pmartino> o
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[21:34:57] <pmartino> i saw dermetfan avoiding using it
[21:35:44] <dermetfan> pmartino: it's not necessarily bad, but you don't need it
[21:36:42] <pmartino> i see, thanks
[21:37:08] <dermetfan> if you use it you have to multiply everything by PPM all the time, ifind that annoying. and if you really need it some time, you can just calculate it
[21:38:23] <noooone> each entity in your game should have a defined size, in meters... the sprites should just get rendered that size, however big they are. and your camera's viewport unit should be meter, not pixel
[21:38:29] <Xoppa> it implies you're using some imaginary pixel units, which overcomplicates at no gain and makes units very confusing
[21:39:44] <mobidevelop> The great Xoppa has spoken
[21:41:31] <robitx> its ridiculus, but I just cant get it to work
[21:42:33] <pmartino> get what to work
[21:42:56] <robitx> scale title bar height in window acording to font size
[21:43:18] <robitx> well I was unable to scale it acording to anything
[21:44:59] <noooone> code?
[21:45:23] <noooone> did you use the text bounds to set the top padding?
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[21:48:47] <robitx> the problem is in setting that padding, I tried lots of setHeight functions on background of that window but without luck
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[21:49:46] <limeArrow> hey everyone!
[21:50:00] <Tomski> ello
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[21:50:13] <noooone> window.padTop(textBounds.height)... is that what you are doing?
[21:51:36] <robitx> nope, I think I tried it in one of the attepts but will try again
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[21:59:18] <robitx> noooone: yep tried this before, with this I am able to scale content area for content, but it doesnt scale graphics for that bar
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[22:11:28] <limeArrow> And I learned that even the simplest of the games needs a tutorial... it seems most people (end users) can't figure our stuff by themselves...
[22:11:51] <Getterac7> limeArrow: it's true.
[22:12:04] <limeArrow> out*
[22:12:13] <limeArrow> Getterac7, how come that's possible?
[22:12:47] <Getterac7> limeArrow: Users are either dumb, or impatient... or some mix of both.
[22:12:48] <limeArrow> what's going on with the world nowadays? No one needed a tutorial for pac man back in those days.
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[22:13:26] <robitx> noooone: http://pastebin.com/qjc9EgLT
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[22:16:46] <robitx> dermetfan: hi :) dont you know by any chance, how to scale window title bar?
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[22:19:15] <Xoppa> robitx, it might help to look at the source, https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/ui/Window.java#L248
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[22:40:20] <robitx> Xoppa: kill me, but I dont see it, if I had to calculate quaternion by hand I would have it it half an hour tops, on this not knowing what is what in scaresly documented code, I already killed hours on such banality :(
[22:42:26] <Xoppa> robitx, i'm no scene2d expert, but looking at that code, it should be enough to scale the title font (BitmapFont.setScale(...))
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[22:51:49] <robitx> Xoppa: scaled font was where the problem started, I scaled and titlebar stayed the same
[22:53:07] <[twisti]> anyone here do any 3d work ? im curious as to what i could do to get shadows from my models as well as mobile lighting (i was thinking of letting them carry torches or something)
[22:57:13] <Xoppa> robitx, perhaps dont scale the font then?
[22:57:33] <Xoppa> [twisti], there are some tests that use shadows, e.g. Animation3DTest iirc
[22:58:17] <robitx> Xoppa: sarcastic solution?
[22:58:30] <Xoppa> no
[22:59:09] <Xoppa> why did you scale the font in the first place?
[23:00:58] <[twisti]> ill check them out Xoppa, thanks
[23:01:03] <[twisti]> are the tests in the main repo ?
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[23:01:41] <robitx> I use flexible tables to support my ui (which shortens my lifespan rapidly) around 3d game, I am in a phase when I want to get things a little bit more nicer than default ui
[23:02:05] <robitx> scaling things together with scaling distance field font seemed like good solution
[23:02:57] <Xoppa> [twisti], yes
[23:05:48] <Xoppa> robitx, like i said i'm not very experienced with scene2d, but looking at the source it doesn't look like it respects the font scale: https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/BitmapFontCache.java#L633 this could be a bug, intended or just me being wrong. Iirc BitmapFont#setScale is later added, so it might be just not implemented for BitmapFontCache yet (just speculating). Anyways, not using a sca
[23:05:48] <Xoppa> led font would solve it, i guess
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[23:06:21] <Peetran> hi hellos
[23:06:27] <Xoppa> mobidevelop might be able to verify this
[23:06:33] <Peetran> i keep disconnects
[23:06:59] <mobidevelop> Verify what?
[23:07:21] <Peetran> i want a @ thingy
[23:07:24] <Peetran> :(
[23:08:13] <Xoppa> mobidevelop, whether scaling a font should scale the bitmapfontcache bounds and window title or not and whether this is a bug or intended behavior
[23:08:17] <Peetran> maybe one a day
[23:08:44] <Peetran> not scale a font
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[23:08:59] <Peetran> never
[23:09:11] <robitx> Xoppa: when I look at default-window9.png it has scaling pixels only for main area, not the title one
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[23:10:44] <robitx> so I guess only way to scale the title bar is by some unpleasent hack
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[23:20:41] <TEttinger> robitx: you mean default-window.9.png right? and you can change it
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[23:23:29] <robitx> TEttinger: Yep, but I can hardly do the title part scalable without digging into "2d drawing stuff" which I prefer to avoid as much as possible
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[23:24:54] <robitx> I think I end up reducing the title size to nothing and wont use it at all if it doenst work as I would like
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[23:30:57] <TEttinger> robitx, I missed a lot of the convo, but did you have any screenshots?
[23:31:33] <Xoppa> robitx, if you think you've found a bug (or an undocumented feature :D) then please consider filing an issue
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[23:32:20] <robitx> is that guy Nathan Sweet still around?
[23:32:44] <noooone> if you file a bug he will probably look into it
[23:32:56] <BlueProtoman> robitx: Yes, he is. He doesn't use IRC, though
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[23:34:14] <robitx> I wonder how he could fix it so it would still be backwards compatible
[23:34:43] <Xoppa> that guy is the most active contributor :D https://github.com/libgdx/libgdx/graphs/contributors
[23:34:49] <mobidevelop> Xoppa, no it doesn't work like that
[23:35:36] <noooone> oh, I'm #11 :D
[23:35:37] <robitx> ninepatch allows one scalable area, if title bar become scalable they would have to be separated
[23:35:57] <mobidevelop> I have a NinePatch that allows multiple
[23:36:39] <robitx> really I read this http://developer.android.com/tools/help/draw9patch.html and thought otherwise
[23:36:40] <Xoppa> mobidevelop, you mean scaling is (not) used for calculating the bitmapfontcache bounds?
[23:36:51] <robitx> mobidevelop: scalable independently?
[23:37:07] <mobidevelop> It is, but it is not used for setting the height of the window title
[23:37:16] <mobidevelop> robitx: yes
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[23:39:01] <noooone> mario's commit stats are funny
[23:39:11] <noooone> +294k LOC - 632k, lol
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[23:40:40] <noooone> and xoppa + 737k
[23:40:54] <noooone> by the power of swig :D
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[23:43:21] <javiercito53> Hi, I'm using a TextArea with a long text that works great on linux, but when I run it on windows, it have some areas that do not display the text. Text is there, and if I move down text shows up, but there is the area where nothing is shown. Anyone could help me fix that?
[23:43:29] <Xoppa> swig all teh things
[23:43:29] <[twisti]> what does gles3 mean for me, if im only targetting desktop ? will that cut off a considerable amount of users with laptops or stuff like that ?
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[23:44:11] <Xoppa> [twisti], if you're targeting desktop only then you don't have to use ES all together
[23:44:41] <[twisti]> to be honest i dont really know the differences
[23:44:56] <[twisti]> i just saw that this deferred shading seems to need es3
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[23:45:27] <robitx> https://github.com/libgdx/libgdx/issues/2232
[23:45:59] <Xoppa> [twisti], iirc opengl es 3.0 and opengl 4.3 are compatible, so if you're using gles30 you're basically restricting desktop to opengl 4.3
[23:46:32] <[twisti]> and what does that mean ? i have no idea if that means breaking edge or 1998 technology
[23:46:53] <TEttinger> robitx, sounds good. do you think it would be a small change?
[23:47:14] <Xoppa> [twisti], i think its 2 year ago ish
[23:47:23] <robitx> TEttinger: as I said I dont like 2d graphics, hopefully
[23:47:33] <[twisti]> ugh
[23:47:47] <[twisti]> then i wont even be able to do it, my pc is like four years old
[23:47:52] <davebaol> FWIW I'll be back in 5 days :)
[23:47:55] <davebaol> cya
[23:48:11] <noooone> cya davebaol
[23:48:34] <Xoppa> [twisti], just a few days off :D http://www.brightsideofnews.com/2012/08/06/khronos-announces-opengl-es-30-and-opengl-43-and-more/
[23:49:06] <[twisti]> damn, there has to be a way to have many lights :|
[23:50:11] <esvee> see my convos with kalle_h heh
[23:50:19] <Xoppa> there is
[23:50:23] <robitx> TEttinger: you wanted pictures?
[23:50:42] <[twisti]> what is it ?
[23:51:12] <noooone> Xoppa: but announcing doesn't mean that instantly all produced graphics cards will have that
[23:51:44] <esvee> (per object): lightmapping + 2 pixel lights + 4 vertex lights (pixel and vertex ligths are K most influential) + rest projected on SH
[23:52:04] <esvee> unless you have a high concentration of lights in one spot or very large objects this should do imo
[23:52:20] <Xoppa> i'd start with the SH part
[23:52:22] <[twisti]> Xoppa: my situation is that what im making looks like https://dl.dropboxusercontent.com/u/29658740/test%20%2811%29.gif and i want to have many of those little guys, maybe hundreds, and they each should be able to carry around a little light with them
[23:52:24] <TEttinger> robitx, just to try to understand the issue, that would be good in the issue
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[23:52:41] <[twisti]> SH part ?
[23:52:49] <esvee> spherical harmonics
[23:52:52] <Xoppa> haha does that guy shit his pants
[23:53:21] <esvee> twisti, just add a point light and affect nearest n (small) voxels...
[23:53:52] <esvee> if more than x guys concentrate around a (test this) area, combine them into one more powerful pt light
[23:54:04] <esvee> basically, fake it. :p
[23:54:18] <Xoppa> ^ always cheat!
[23:54:29] <[twisti]> how would i make something affect only certain voxels ?
[23:55:22] <esvee> well use some space partitioning algorithm at some point to figure out a query such as "given position (x,y,z) in the world, return voxels in radius r"
[23:55:50] <esvee> just off the top of my hat, i never did anything like this..
[23:55:50] <[twisti]> you mean render each voxel separately ?
[23:56:34] <Xoppa> for voxels SH should be just fine
[23:57:12] <Xoppa> the ambientcube might even do to start with (just add all the light to the enivornment)
[23:57:13] <esvee> Xoppa, is there any algorithm to convert a cubemap to SH?
[23:57:14] <[twisti]> SH ?
[23:57:29] <Peetran> who help animate libgdx?
[23:57:39] <esvee> basically i have a scene that i want to consider as emissive
[23:57:41] <[twisti]> oh what esvee said earlier, spherical harmonics ?
[23:57:54] <Peetran> sorry english http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=15931&p=68801#p68801
[23:57:55] <Xoppa> esvee, not that i'm aware of
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[23:58:16] <esvee> Xoppa, then i have to do the monte-calro thing? :|
[23:58:40] <Xoppa> esvee, cubemap sampling isnt expensive (only memory consuming) so i why convert to sh?
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[23:59:05] <esvee> because i'll have 20-30 of those cubemaps
[23:59:11] <esvee> i want to do the interpolation thing
[23:59:14] <esvee> on a grid
[23:59:50] <Xoppa> [twisti], yes
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   August 15, 2014  
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