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[00:07:36] <tykhor> Y is the up-down line and X is the right-left one?
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[00:13:42] <nexsoftware> Usually
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[00:14:10] <tykhor> I just saw a weird thing.
[00:14:28] <tykhor> I'll try to 'documentate' it somehow and post it here.
[00:14:42] <tykhor> And you'll look if I'm stupid or something.
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[00:15:12] <nexsoftware> Lol OK
[00:15:36] <tykhor> Ok, I'm too lazy to do it.
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[00:17:33] <tykhor> but bassically I flipped the x and y in SpriteBatch.draw and my Sprite started to move conversely
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[00:18:39] <tykhor> I'm stupid.
[00:18:46] <tykhor> I knew it!
[00:20:56] <tykhor> Array<T> of 200 is big?
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[00:21:54] <kalle_h> that array is quite small(only 200 x 32bit pointers) but those objects might be arbitary big
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[00:23:39] <tykhor> ooo
[00:23:52] <tykhor> Arrays are made this way!
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[00:43:25] <gemurdock> yolo
[00:44:03] <gemurdock> hey, question: If your character or object in game... when it moved... looked terrible... what would you do?
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[00:44:25] <gemurdock> Is there any code that does this that doesn't suck like mine? :)
[00:44:40] <gemurdock> or could it be because I have an old monitor that it looks bad
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[00:46:05] <tykhor> it stuttered?
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[00:49:06] <gemurdock> tykhor: Yes, it looks like it is stuttering. I am downloading other things to see if they do the same thing. If not, then it has to be my code
[00:49:09] <kalle_h> gemurdock: it might be related on GC
[00:49:20] <gemurdock> kalle_h: Game code?
[00:49:21] <kalle_h> or it might be related to some timing code
[00:49:27] <kalle_h> garbage collection
[00:49:48] <gemurdock> kalle_h: I have the poolable thing done... it is also pretty much constant
[00:50:06] <kalle_h> it may also be performance problem.
[00:50:26] <tykhor> Gdx.graphics.getDeltaTime()?
[00:50:37] <gemurdock> I use delta from update
[00:50:43] <gemurdock> not Gdx.graphics
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[00:53:07] <gemurdock> kalle_h: Is there a way to test for GC?
[00:53:14] <gemurdock> kalle_h: Like visual vm or something?
[00:56:33] <kalle_h> gemurdock: easiest way is to set jvm flag to verbosegc
[00:56:56] <gemurdock> kalle_h: if I googled that would it be easy to find out how?
[00:56:59] <kalle_h> visual vm also shows it
[00:57:29] <gemurdock> kalle_h: also, other apps don't look bad like mine does... so its me for sure
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[01:08:18] <nexsoftware> Xoppa the destroyer
[01:08:44] <Xoppa> o.O what did i destroy?
[01:09:58] <Tomski> hopes
[01:09:59] <Tomski> dreams
[01:10:02] <gemurdock> kalle_h & tykhor: GC is collecting more than I thought... but even when its not collecting it can look bad. How often should it collect with poolable?
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[01:10:47] <nexsoftware> Tomski is right
[01:11:30] <Xoppa> Daranus, the issue is that you're expecting the same result when rendering to fbo and directly to screen
[01:11:44] <Daranus> should I not?
[01:11:50] <tykhor> I want to exclude myself from being asked techy stuff because I'm changing nicknames everyday because I have stupid problems. I wrote about deltaTime because it was in the tutorial c:
[01:11:54] <Xoppa> indeed
[01:12:02] <Daranus> why is that?
[01:12:26] <kalle_h> fbo's work perfectly so there aren't any issue to resolev
[01:12:44] <Xoppa> the blend function is performed against the render target, which in your case is the (uncleared) fbo
[01:13:05] <kalle_h> going to sleep
[01:13:26] <Daranus> I dont use any blend functions afaik
[01:13:40] <Xoppa> you expect blending don't you?
[01:14:28] <Daranus> I expect the png to be shown like it looks
[01:14:43] <Xoppa> then dont use fbo
[01:15:03] <Daranus> so there is no way the fbo shows me the png like it looks ?
[01:15:28] <Xoppa> sure there is
[01:15:38] <Daranus> but you dislike telling me, alright.
[01:16:42]
<gemurdock> Ok, since kalle_h is going to bed. Could someone help me with image movement issue? It is obviously my code and it looks like it is stuttering when it moves. Here is heap picture: http://postimg.org/image/ipnba9k19/
[01:18:56] <Xoppa> Daranus, no, i dont dislike telling you, i'd have to play with spritebatch to check how to do it before i could tell it. Your initial question was how that is not an issue, which is what i was trying to aswer first so you understand *why* it isn't an issue.
[01:23:48] <Daranus> I appreciate that. But you might also understand that I would like to get around this issue somehow :/
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[01:26:13] <Daranus> because, maybe it isnt an issue for libgdx or the framebuffer...but for me it is :/
[01:26:55] <Xoppa> why are you using fbo in the first place?
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[01:35:17] <Daranus> I would like to use them for a menu transition. I tried doing it without it for the whole afternoon today but it didnt work out in any way and frame buffers would have been a great way to achieve them
[01:36:00] <Daranus> It would be a real pain no to have any transparencies in any menu item though so..thats why i spent the whole evening trying to figure out that alpha issue
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[01:37:27] <Xoppa> what kind of menu transition?
[01:38:25] <Daranus> What I basically do is, render the foreground items of the menu into an fbo, use that as a Sprite and resize,reposition,fadeout, and do a similar thing with the next submenu
[01:39:28] <Daranus> I tried to achieve that effect with just doing all the resizing,positioning on every item on the stage, but there is no way to make that work in a finite amount of time (and it would not achieve the same effect either)
[01:39:35] <Xoppa> i'd assume that using a Group (with transform set to true) would be a better option for that, but i'm not very experienced with scene2d
[01:41:57] <Daranus> Is it that uncommon to render something with alphas to an fbo and wanna reuse that?...I never thought that
[01:42:57] <Xoppa> no
[01:43:15] <Xoppa> in your case i don't think that fbo is the right solution though
[01:43:44] <Daranus> apart from the alpha issue, it works flawless though
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[01:45:35] <Ween> hey hi
[01:46:02] <Daranus> If there really is no way I can make the Alpha issue work, I could try out groups as well but I'd rather not.
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[01:46:38] <scape_> how would I check if a model instance is at a desired location? I see tofloat array for a matrix transform which I could compare, but perhaps there is a more obvious way?
[01:46:43] <Xoppa> it should be the other way around
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[01:47:13] <Xoppa> scape_, Matrix4#getTranslation will give you the position of the modelinstance
[01:47:29] <mobidevelop> Xoppa, want to borrow my dreamcrusher nick?
[01:47:40] <scape_> okay
[01:47:42] <Xoppa> lol
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[01:49:55] <gemurdock> that is using vectors
[01:50:05] <gemurdock> from libgdx... if info helps
[01:51:50] <Xoppa> looks fine gemurdock, nothing wrong with that
[01:52:26] <Daranus> Guess I will visit the forums as well then as i already made that nice example to use :P
[01:52:28] <gemurdock> Xoppa: What should I do to address stuttering? The GC might be collecting to often... but stuttering is more often than GC collects...
[01:52:42] <gemurdock> pretty much constant
[01:53:25] <gemurdock> I also use another function for moving objects, my bullets to a certain angle... and those don't stutter... only the ones that use that function... wierd
[01:53:51] <gemurdock> then again they are not going side to side...
[01:53:53] <Xoppa> gemurdock, don't trigger gc, at all
[01:54:11] <gemurdock> Xoppa: I used poolable, but still happens every minute or so...
[01:54:30] <Xoppa> ow every minute should be okay for now
[01:54:36] <gemurdock> Xoppa: How do you not trigger it?
[01:55:00] <Xoppa> dont allocate things (keep in mind that a simple string concatenation can cause allocation)
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[01:56:41] <gemurdock> Xoppa: I don't get that statement. What should I be reading up on?
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[01:57:21] <Xoppa> sorry gemurdock i might have misunderstood, what do you not want to trigger?
[01:57:45] <gemurdock> Xoppa: Garb collect??? Right?
[01:58:11] <Xoppa> ow yes, then i understoord correctly
[01:58:20] <Xoppa> what don't you understand?
[01:58:51] <gemurdock> Xoppa: What I don't understand is "don't ALLOCATE things"... what? How do you even do that? How can you make a game without doing that?
[01:59:49] <Xoppa> ah, i see, i meant don't allocate things in the render loop (method) or other frequently called methods. Every time you allocate memory, it might (will) trigger the gc
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[02:02:43] <gemurdock> hmmm... well... I don't do it every render... only after every round is finished or a laser is shot... Xoppa, how do you go about things like bullets?
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[02:03:37] <Xoppa> pooling, but you said you already do that and that the gc only kicks in every minute, so i wouldn't worry too much about that for now
[02:03:58] <gemurdock> ok, cool.
[02:04:29] <gemurdock> So then what should I look at for stuttering issue? What would you check Xoppa?
[02:04:51] <gemurdock> If GC isn't main cause and neither is that movement function... kinda at a loss
[02:05:07] <gemurdock> getting 60 FPS (capped at that)
[02:05:44] <Xoppa> on which device?
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[02:09:05] <gemurdock> desktop
[02:09:38] <gemurdock> older pc, so I know when image blurs it is monitor... but for my app it also stutters... and other LibGDX apps don't do that
[02:10:05] <nick-hipster> i can't find gradle properties
[02:10:14] <Tomski> gradle.properties root dir of your project
[02:10:38] <Tomski> Its fixed now though nick-hipster, so you can use configure on demand and html
[02:10:39] <nick-hipster> root directory of html5 or the entire solution
[02:10:48] <Tomski> root dir of your whole project
[02:10:49] <nick-hipster> ok then that might not be my problem
[02:11:22] <nick-hipster> ="Unable to find 'demoOne.gwt.xml' on your classpath; could be a typo, or maybe you forgot to include a classpath entry for source?"
[02:13:06] <Xoppa> gemurdock, might be the timing. To test these things it might help to create a new project just for testing. Which would be useful for other cases as well. Then and try to replicate the stuttering in a minimal example.
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[02:14:15] <aegamesi> is reasonable GC ever an issue on desktop?
[02:14:24] <aegamesi> obviously even light GC usage can be problematic on mobile
[02:14:24] <asads4535435> hello, i know nothing about doing customizable keyboard controls. could someone enlighten me?
[02:14:31] <Xoppa> highly unlikely aegamesi
[02:14:32] <Tomski> nick-hipster, what is it you are trying to run?
[02:14:36] <Tomski> When did you generate your project?
[02:15:22] <nick-hipster> Tomski: html5 project , I'm trying to build the html5 project using gradle->html5->gwtdev
[02:16:01] <nick-hipster> same thing when using gwtsuperdev
[02:16:29] <asads4535435> id guess you do a text file with keycodes and read those and modify the text file with new keycodes?
[02:17:09] <Tomski> nick-hipster, try running from command line
[02:17:19] <Tomski> "gradlew html:superDev"
[02:18:00] <nick-hipster> k, thanks man
[02:18:02] <gemurdock> Xoppa: Could you define timing? Like what do you mean by it? The delta time?
[02:18:06] <aegamesi> asads4535435: you could, but the gdx preferences are even easier to use
[02:18:16] <Xoppa> gemurdock, yes
[02:18:34] <aegamesi> plus it works seamlessly on *any* platform (even html5)
[02:18:49] <asads4535435> ok how do i start learning?
[02:19:02] <asads4535435> :D
[02:19:25] <aegamesi> some software wikis are.... eh... but libgdx's is probably the best way to learn almost anything
[02:20:07] <aegamesi> probably the best simple and easy to use open source software library documentation I've seen
[02:20:13] <aegamesi> well... php's is probably better
[02:20:39] <asads4535435> yeah thanks!
[02:21:04] <asads4535435> am i understanding right, is preferences the only way to save on html5?
[02:21:37] <Tomski> yup
[02:22:43] <Daranus> But let me tell you guys, if i knew what those transitions meant, I would have never agreed to do them -.-
[02:22:43] <aegamesi> asads4535435: yeah... but with a bit of base64, you can even save byte arrays and stuff
[02:22:55] <asads4535435> ok, i see
[02:22:57] <Daranus> They do look pretty neat though.
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[02:24:03] <dracflamloc> hi
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[02:24:37] <dracflamloc> quick Q, how do i implement gamepads in gdx? everything i find references a Controller api but i don't see that in the api docs?
[02:25:05] <Tomski> dracflamloc, its an extension
[02:27:35] <aegamesi> woah, cool
[02:27:40] <dracflamloc> how do i add that to gradle?
[02:28:24] <Tomski> ^
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[02:28:36] <Tomski> Controllers is in there
[02:28:41] <aegamesi> orrr that!
[02:28:56] <aegamesi> the wiki is great. I should really contribute to it
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[02:29:13] <TrofSivart> hey fellas
[02:29:21] <TrofSivart> and ladie
[02:29:22] <TrofSivart> s
[02:29:45] <TheChubu> hey
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[02:30:53] <dracflamloc> ok weird its already in there
[02:31:00] <dracflamloc> but none of the imports seem to work
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[02:32:45] <aegamesi> did you try refreshing gradle?
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[02:33:50] <TheChubu> did you tried to power off and power on?
[02:34:03] <TheChubu> did you cleaned the registry? updater your drivers?
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[02:38:10] <dracflamloc> ah ha, got it
[02:38:23] <dracflamloc> forgot an import
[02:38:32] <dracflamloc> cool
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[02:40:28] <dracflamloc> are there api docs for the controller extension
[02:40:38] <TrofSivart> So, I just learned that you can initialize fields outside of the constructor
[02:40:42] <TrofSivart> im dumb :(
[02:40:55] <TrofSivart> I thought that only for constants
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[02:44:02] <Tomski> not online dracflamloc
[02:44:47] <dracflamloc> bummer
[02:47:11] <TheChubu> careful with final fields
[02:47:28] <TheChubu> if you initialize a final field in its declaration
[02:47:47] <TheChubu> you can't modify it anywhere else (ie, constructor wont be able to assing a value to it, nor sublcasses)
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[02:52:13] <gemurdock> is there a way to keep an average without a long list?
[02:53:30] <aegamesi> gemurdock: an arithmetic mean?
[02:54:05] <gemurdock> yes, I actually just figured it out. nvm... haha. thanks aegamesi
[02:54:20] <aegamesi> for anyone else wondering, just keep a total in an int or float or something, as well as the number of entries...
[02:54:55] <mobidevelop> O.o
[02:54:59] <aegamesi> *or* you could keep a count and the average, then just update it with: average = (average * count) / (count + 1)
[02:55:07] <aegamesi> erm
[02:55:15] <aegamesi> (average * count + new) / (count + 1)
[02:55:40] <mobidevelop> If you want a moving average, you could use libgdx WindowedMean class, for extra OOP
[02:57:08] <aegamesi> mobidevelop: I'll only use it if I can get a WindowedMeanFactory, too
[02:57:18] <mobidevelop> Sure
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[02:57:46] <mobidevelop> And a WindowedMeanFactoryFactory
[02:58:08] <aegamesi> WindowedMeanFactoryFactoryBean for extra points
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[02:59:37] <hackhalo2> do I have to use the libgdx-maven-archetype thing to make libGDX games with maven support, or can I do it manually?
[03:00:00] <Tomski> You can do it manually
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[03:01:09] <hackhalo2> alright, cool. any documentation on what exactly I need for doing it manually? or should I pull apart a libgdx game with maven support and copy that?
[03:01:59] <Daranus> I tried to see where groups and widgetgroups get me in a late night shift btw xoppa. did not behave anywhere near where it could be helpful :/
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[03:05:25] <Tomski> hackhalo2, just setup as you would normally, you'll have to punch some of the native tasks though
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[03:05:58] <Tomski> And some of the project specific stuff, gwt plugin, ios ect
[03:06:03] <hackhalo2> yea, I got that figured out when I was messing with LWJGL
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[03:14:55] <dracflamloc> cool, got gamepads up and running :)
[03:14:57] <dracflamloc> thanks
[03:15:22] <Tomski> dracflamloc, you using 360 pads?
[03:15:36] <dracflamloc> yea. need to add ouya at some point too
[03:15:47] <Tomski> cool
[03:18:06] <TEttinger> Daranus: can you show highscoreTable.png or did you already in the post?
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[03:18:22] <Daranus> is all in there :)
[03:18:28] <TEttinger> is that what "needed picture" is?
[03:18:37] <Daranus> yeah
[03:19:38] <TEttinger> wait...
[03:19:55] <TEttinger> why is fbo drawing stuff in create() ?
[03:21:19] <Daranus> why not
[03:21:40] <TEttinger> I guess. it just seems like it would get cleared in render()
[03:22:00] <Daranus> works fine :)
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[03:23:46] <Tann_> Hi! I've been using pixmaps a bunch but I figure I should learn more about them
[03:24:10] <Tann_> In the documentation, it refers to them being volatile memory and needing to be disposed
[03:24:27] <Tann_> If I don't dispose them, do they not get picked up by Java GC? Why not?
[03:24:43] <TEttinger> because they're on the OpenGL side of things, not Java's side
[03:24:50] <Tann_> Oooh ok : )
[03:25:16] <Tann_> It seems when I dispose of a pixmap and try to get a new one from the same texture, things break so it's hard to know when to dispose of it.
[03:25:50] <Tann_> If I don't dispose of a pixmap, does that mean there's an extra texture-worth-of-data hanging around?
[03:25:54] <TEttinger> well disposing of it just deletes it
[03:26:10] <Tann_> Why can I get the pixmap again if I have the texture?
[03:26:15] <Tann_> Or can I somehow?
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[03:26:53] <TEttinger> I'm not quite sure what you mean, I've used other dispose-requiring classes but not Pixmap
[03:27:09] <Tann_> Oh, alright
[03:27:48] <Tann_> The methods seem pretty weirdly named and I can't find useful documentation
[03:27:58] <TEttinger> in Pixmap?
[03:28:03] <Tann_> Like there's textureData.consumePixmap() which gives you the pixmap
[03:28:16] <Tann_> But you can call it a bunch of times to keep getting the pixMap
[03:28:42] <Tann_> But once you dispose of the pixMap, I can't find a way of recreating it from the texture
[03:29:12] * LiquidNitrogen adds pixmap.dispose() to his code
[03:29:20] <TEttinger> ha, LiquidNitrogen
[03:29:27] <Tann_> Be careful! : D
[03:29:33] <LiquidNitrogen> thanks for that
[03:29:47] <TEttinger> Tann_, you usually dispose of it once you're certain you're done using it
[03:29:52] <Tann_> It seems like only disposing once you're sure you're 100% scout's honour never going to use it again
[03:29:55] <Tann_> is a good plan
[03:30:02] <Tann_> Hmm, alright.
[03:30:07] <Tann_> It's hard to know that
[03:30:11] <TEttinger> like when closing the app
[03:30:15] <Tann_> Oooh!
[03:30:22] <Tann_> I can do that : D
[03:30:26] <TEttinger> or more accurately, screen
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[03:30:28] <LiquidNitrogen> ive never used pixmaps before, but im currently using one as an easy way to load level templates, so i didnt realise it needed disposing
[03:30:51] <Tann_> How are you using them in that way, LN?
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[03:31:00] <Tann_> And tett, what happens if I don't dispose of them?
[03:31:04] <TEttinger> Tann_, keep in mind it gets deleted anyway on desktop when you close the app, but not if you change screens
[03:31:09] <LiquidNitrogen> gray is walls, red is food, blue is water, green is grass
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[03:31:15] <Tann_> Ooh cool : )
[03:31:38] <Tann_> Oh so I probably don't need to worry then. This game is desktop-only.
[03:31:44] <LiquidNitrogen> its a bit stupid cos i already cant add new things easily cos its hard to tell the difference between colors
[03:31:52] <Tann_> Thanks for illuminating me!
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[03:31:59] <TEttinger> so if I have a pixmap that gets created and used only in one Screen, I can call pixmap.Dispose() in the dispose() for that screen
[03:32:08] <Tann_> LiquidNitrogen- Have you thought of using a .txt file?
[03:32:30] <TEttinger> Tann_, the other reason pixmaps should be disposed is VRAM usage, disposing them saves video RAM
[03:32:41] <TEttinger> (while your game is running)
[03:32:43] <LiquidNitrogen> Tann_: theres 575 templates, its easier to edit them with a paint program
[03:32:52] <Tann_> Hehee ok : )
[03:32:56] <TEttinger> that's generally very important on mobile
[03:33:24] <LiquidNitrogen> i usually make a custom level editor with binary save files, but waste of time in this case
[03:33:42] <TEttinger> LiquidNitrogen, heh. you can edit in a paint program and have it be a text file
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[03:34:25] <LiquidNitrogen> lol TEttinger i dont think i will ever need to know how to do that
[03:34:59] <TEttinger> it's extremely easy, it's like one command and then you have a big text array that looks like a nethack map
[03:35:33] <LiquidNitrogen> i like integers better
[03:35:41] <LiquidNitrogen> integer arrays \m/
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[03:35:54] <Tann_> I still get super excited by basic stuff. Like I made a platformer and the levels were .txt files. Making a text file and it turning into a level was amazing!
[03:36:28] <TEttinger> Tann_, heh you should see procedural map gen
[03:36:35] <Tann_> Ooh I love that stuff
[03:36:41] <Tann_> Done loads of it : D
[03:36:51] <TEttinger> but yeah those tiles are for a dungeon generator
[03:36:55] <Tann_> Cellular-automata-driven mapgen is amaaazing
[03:37:14] <Tann_> It does look a bit nethack, whoo roguelikes!
[03:37:18] <TEttinger> heh
[03:37:28] <Tann_> CA maps always look like Nethack gnomish mines
[03:37:31] <Tann_> I wonder if they use it
[03:37:34] <TEttinger> yeah, I made a part of a roguelike using that dungeon gen, and libgdx
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[03:38:51] <Tann_> What are these tiles! What's wrong with proper ascii dungeons!!!
[03:38:57] <Tann_> (Kidding it looks rad!)
[03:39:01] <TEttinger> hehe
[03:39:07] <TEttinger> I had an ascii version before that
[03:39:28] <TEttinger> and it even represents the dungeons as text internally
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[03:41:00] <LiquidNitrogen> more wang recruiting
[03:41:43] <TEttinger> yes
[03:42:04] <TEttinger> I love me some wang...tiles
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[03:46:50] <LiquidNitrogen> its taking longer than i thought to make them cos its hard to come up with creative configurations
[03:48:41] <TEttinger> procedurally generate some creativity
[03:49:15] <LiquidNitrogen> that would make more sence
[03:49:36] <LiquidNitrogen> but i dont have time to go too in depth with level generation for this
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[04:03:39] <Daranus> pfew, its late
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[04:09:59] <tykhor> test
[04:10:02] <tykhor> test worked
[04:10:44] <tykhor> living abandomned
[04:11:01] <tykhor> #vocablulary version 0.6.1
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[04:27:25] <Daranus> it works. have a good night fellas.
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[04:49:05] <Daranus> it doesnt work,
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[05:00:00] <mobidevelop> It works
[05:02:43] <LiquidNitrogen> maybe it crashed his computer
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[05:44:33] <LiquidNitrogen> i cant work out how to maximise my desktop window..?
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[05:50:33] <LiquidNitrogen> or rather, how to make it start maximised
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[06:07:57] <aegamesi> How would a level editor work for a phone game? Like, what's the best way to have people sharing levels and stuff?
[06:10:14] <KicStart> aegamesi: shake to randomize.
[06:10:23] <aegamesi> huh?
[06:10:32] <KicStart> shake the phone to randomize level creation
[06:10:49] <LiquidNitrogen> lol
[06:11:23] <LiquidNitrogen> i think the easiest idea would be for people to make levels on pc and upload them to a repository
[06:12:08] <KicStart> I agree.
[06:12:18] <LiquidNitrogen> then get the phone to download them somehow
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[06:13:22] <LiquidNitrogen> depends whether its the type of theng where 80% of players will want to make a level or 2, or the type of thing where 1% of players will want to make 50 levels each
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[06:20:18] <aegamesi> nooobdy knooows
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[06:33:48] <Aryantes> I override keyTyped(InputEvent, char) and use this -- if (event.getKeyCode() == Input.Keys.ENTER) {}
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[07:30:03] <hackhalo2> what maven repo has libgdx64.so?
[07:30:34] <TEttinger> hackhalo2, it will be in the gdx-natives.jar
[07:30:56] <TEttinger> you can unzip a jar like a zip if need be, but libgdx should find it if it's in the jar
[07:31:10] <hackhalo2> right, I don't have gdx-natives.jar
[07:31:32] <TEttinger> how did you set up, and what version are you using?
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[07:31:51] <hackhalo2> and I don't see it in the sonatype repo
[07:32:27] <hackhalo2> I'm trying to manually set it up with maven
[07:33:53] <TEttinger> judging by the way it's set up, I think there's a jar inception going on
[07:33:56] <TEttinger> I'll take a look
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[07:35:11] <TEttinger> got it!
[07:35:34] <TEttinger> it's in gdx-platform, which varies based on what .so or .dll or .dylib variety you want
[07:35:50] <hackhalo2> weird
[07:36:13] <hackhalo2> I ahve the maven natives plugin
[07:36:23] <Aryantes> run mvn integration-test with desktop profile
[07:36:31] <Aryantes> and it will unpack the natives for desktop
[07:37:29] <TEttinger> hackhalo2, I think you want the one for desktop and only need the other platform ones on android or iOS
[07:37:48] <hackhalo2> wouldn't I need it for LWJGL too?
[07:37:53] <Aryantes> you don't need to manually download any of the jars/libs if you are using the native dependencies plugin
[07:38:00] <TEttinger> yes
[07:38:01] <Aryantes> it runs based on diff mvn lifecycle stages
[07:38:19] <TEttinger> Aryantes probably knows more about this than me!
[07:39:17] <hackhalo2> so can I bind it to intergration-test and have eclipse update the project to unpack the natives?
[07:39:44] <Aryantes> just run mvn integration-test -Pdesktop and you'll see it automatically does everything for you
[07:40:07] <Aryantes> I don't know how eclipse works so I'm not sure what 'update the project' means hehe
[07:41:46] <KicStart> Aryantes: it means adding an update site, a url with an xml suffice.
[07:41:49] <KicStart> suffix
[07:41:52] <hackhalo2> no
[07:42:22] <hackhalo2> if you right click the project, in the maven submenu, there is a "Update Project" menu item
[07:42:34] <hackhalo2> it runs whatever the POM is set up for
[07:42:54] <hackhalo2> so it'll unpack natives, set up resources, blah blah
[07:47:48] <hackhalo2> the desktop profile doesn't exist?
[07:48:52] <Aryantes> if there's no desktop profile its possible you imported your project funkily
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[07:49:18] <Aryantes> update project sounds more like it will download your dependencies listed in your pom, like all your jars
[07:49:33] <Aryantes> other plugins/profiles will run depending on mvn lifecycle.
[07:50:06] <Aryantes> you can take eclipse out of the equation by going into your project directory and running mvn from the command line.
[07:50:28] <hackhalo2> I didn't use the libgdx-maven-archetype thing, i just imported what I thought I needed from the sonatype repo
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[07:52:52] <Aryantes> oh, all depends on you then and how you want to set it up, since doing it from scratch
[07:53:03] <Aryantes> i'd use the archetype and remove stuff you don't want though.
[07:53:48] <hackhalo2> it's looking like that'll be the easier option
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[08:19:09] <LiquidNitrogen> damn thing doesnt update half the time when i run android launcher
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[08:19:35] <robitx> reimplementing half of the scene2d.ui so I could use distance field fonts is very unpleasent process... but its done and I can go to die ehm sleep
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[08:57:07] <Ness7> OrthogonalTiledMapRenderer doesn't apply transparent color?
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[11:52:50] <[[derek]]> how can I load a .mtl file into a model in libgdx?
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[11:58:59] <Heimlink> Howdy?
[11:59:09] <fauge> hi
[11:59:12] <fauge> so i have a questin
[11:59:23] <fauge> question
[11:59:42] <Heimlink> Just wondering if anyone can tell me if there's any information anywhere, about unimplemented box2d methods.
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[11:59:51] <Ashiren> so how may we help you
[12:00:30] <Heimlink> e.g. b2Fixture::RayCast, b2Fixture::GetAABB
[12:00:49] <fauge> @asiren so i see xopa's tutorial on basic 3d stuff
[12:00:56] <fauge> but isnt it possible to make a terrain map?>
[12:01:03] <Heimlink> There seems to be a couple. I'm not sure if this is intentional.
[12:03:58] <fauge> anybody have expirience with 3d
[12:04:59] <Ashiren> Heimlink: theres world.raycast
[12:05:10] <Ashiren> fauge: oh Xoppa isnt here right now
[12:05:23] <fauge> i know hes not here
[12:05:29] <fauge> but it was on his blog
[12:06:10] <Ashiren> Heimlink: and also world.queryaabb
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[12:13:27] <InspiredNotion> Hello
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[12:14:09] <InspiredNotion> Guys if i switch to intellij, what do i need to install with it to get up and running.. eclipse has totally bummed out on me..
[12:14:20] <Tomski> nothing
[12:14:24] <Tomski> its good to go
[12:14:38] <fauge> whats so bad about eclipse?
[12:14:43] <fauge> i like it?
[12:14:44] <InspiredNotion> lol that sounds nice and easy :)
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[12:15:06] <Tomski> InspiredNotion, just a case of adding your sdks usually
[12:15:11] <Heimlink> Ashiren: Thanks.
[12:15:17] <InspiredNotion> dude it is just crashing to heck.. trying to upgrade to latest sdk is like a car crash
[12:15:32] <Heimlink> Ashiren: But how to I find the AABB of a specific body/fixture.
[12:15:55] <InspiredNotion> Great thanks Tomski
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[12:22:32] <Heimlink> world.queryaabb tells me fixtures in a specific area.
[12:22:51] <Heimlink> But I want to retreive the AABB of a fixture.
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[12:28:54] <fauge> would a voxel engine from libgdx be plausable
[12:29:38] <Tomski> mhm
[12:30:24] <Tomski> There are some voxel tests in the repo
[12:31:59] <fauge> would they be worth it
[12:32:09] <fauge> like trying to make one?
[12:32:32] <Tomski> That would be up to you
[12:37:42] <fauge> tomski is it possible to create a 3d height map
[12:37:49] <fauge> by drawing so many lines
[12:37:51] <fauge> with triangles?
[12:37:57] <Tomski> yup
[12:38:08] <fauge> would it run well?
[12:38:12] <fauge> in your oppinion
[12:38:23] <Tomski> It does
[12:38:50] <Tomski> Depending on how many triangles :)
[12:39:31] <fauge> so i would have to limit the rendering?
[12:39:58] <fauge> are there any forum posts?
[12:40:29] <Tomski> probably lots
[12:41:15] <Tomski> And you'd want to be limiting the rendering so you are only drawing what you can see/want to see for performance
[12:46:21] <LiquidNitrogen> Tomski: do you know how i can auto-maximise my desktop window? i cant find anything
[12:46:34] <Tomski> As in full screen windowed?
[12:46:46] <LiquidNitrogen> yeah, just like hitting the maximise button
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[12:50:04] <LiquidNitrogen> hm.. it looks like i need to use System.setProperty("org.lwjgl.opengl.Window.undecorated", "true");
[12:50:53] <LiquidNitrogen> ugh nope, lol
[12:51:23] <Tomski> No :P
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[12:51:31] <Tomski> You can try app.getGraphics().setDisplayMode(Gdx.graphics.getDesktopDisplayMode().width, Gdx.graphics.getDesktopDisplayMode().height, false)
[12:51:38] <LiquidNitrogen> oh that just made the title bar dissappear hah
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[12:52:59] <Tomski> app being your LwjglApplication
[12:53:13] <Tomski> lwjgl is kinda of a pita when you want to mess with the window
[12:53:22] <LiquidNitrogen> hmm ok thanks
[12:53:52] <LiquidNitrogen> i thought there might have been something built in so that you can maximise the window at startup
[12:55:31] <fauge> found it
[12:55:39] <fauge> go into your desktop launcher class
[12:55:49] <fauge> config.fullscreen = true;
[12:56:19] <LiquidNitrogen> thats proper fullscreen
[12:56:37] <fauge> right?
[12:56:42] <fauge> whats wrong with that?
[12:56:47] <LiquidNitrogen> its not what i want
[12:56:56] <LiquidNitrogen> i just want a maximised window
[12:57:30] <mobidevelop> Properaximised or just sized to fill the screen?
[12:57:42] <mobidevelop> Proper maximized
[12:57:51] <LiquidNitrogen> yeah proper
[12:59:13] <Tomski> I think I managed to hack it
[12:59:18] <mobidevelop> That's going to take more work, involving controlling the JFrame
[12:59:19] <Tomski> But it was only supported on windows
[13:02:22] <LiquidNitrogen> i think ill forget about it for now
[13:07:04] <kalle_h> hello
[13:10:49] <InspiredNotion> Hi Kalle_h
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[13:12:36] <[twisti]> if i draw a triangle in the exact same coords as an existing one, im going to get weird artifacts, right ?
[13:13:33] <kalle_h> [twisti]: why you would?
[13:14:40] <[twisti]> kalle_h: im still trying to think of a good way to do small point lights. i have built pretty big static meshes that i dont want to update all the time with light info, so one train of thought was to just redraw the surfaces around lights
[13:14:42] <kalle_h> nice sunday coding session. Managed to optimize rendering code from 4.7ms to 3.2ms
[13:15:16] <kalle_h> [twisti]: so you want multipass forward shading?
[13:15:32] <[twisti]> do i ? i dont know that term
[13:15:51] <kalle_h> disable depth writes and set depth test to equal. blend mode to additive
[13:16:20] <[twisti]> ill try that, i didnt know i could do anything about how depth testing worked, thanks for the tip
[13:18:08] <kalle_h> depth testing is fixed function but you have couple settings there. DepthMask(bool), depthFunc(less, greater, less or equal, greater or equal, equal, never, always), and some bits how stencil buffer will behave when depth test output results
[13:23:23] <[twisti]> i guess i could have solved my problem with stencil buffer too
[13:23:43] <[twisti]> but your suggestion seems cheaper
[13:27:47] <kalle_h> stencil is hardly ever the right solution for a problem
[13:28:06] <[twisti]> haha
[13:28:28] <[twisti]> it does seem the unloved stepchild in any tutorial ive seen
[13:28:38] <kalle_h> its just bit cumbersome
[13:28:50] <kalle_h> some times its optimized but more complex solution
[13:29:06] <kalle_h> so even then you should always try to first make use of simple depth testing functions
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[14:06:22] <wst> Hello there. I was wandering if there's any helpful sould who knows ways of ShapeRenderer...
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[14:07:06] <wst> I am looking exactly about a way to draw filled polygon. All my tries so far resulted with outlined one.
[14:07:48] <LiquidNitrogen> i have used a triangle fan to draw my filled polygons
[14:09:12] <wst> Hm... I have to think about it then. Especially that I need to hex tile so it could doable that way.
[14:09:49] <wst> But still, way provided in javadoc api seems to be bugged.
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[14:11:20] <wst> If I try to draw with type Filled, I got exception that Line need to be draw first. So I draw a line first, then (in next batch) filled one... But the second batch seems to be line as well. (And I am sure I set it to Filled)
[14:12:18] <LiquidNitrogen> are you drawing enough points to close the shape?
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[14:12:32] <wst> 6 points, 12 vertices
[14:13:27] <wst> Line is closed, so I guess vertices are OK.
[14:13:46] <LiquidNitrogen> i think you need a 7th one back at the begining
[14:14:11] <wst> You think so? Let me try.
[14:14:49] <LiquidNitrogen> actually, i stopped using shape renderer and am using ImmediateModeRenderer20. it would probably be best to build meshes i suspect
[14:15:33] <kalle_h> I am lookin the source code of public void polygon
[14:15:42] <kalle_h> and it does not work with filled ones
[14:15:42] <wst> I just wanted to some prototyping... No need fancy speed. That's why I though I could use simple methods.
[14:15:47] <kalle_h> might be just a bug
[14:16:07] <LiquidNitrogen> that might be why i moved to the ImmediateModeRenderer20
[14:16:35] <wst> Might be.
[14:16:36] <LiquidNitrogen> where ever ive got ShapeRenderer still in my code, its just drawing single lines
[14:16:51] <kalle_h> wst: simplest way to solve this is to tringulate polygon and then draw it with filled triangles
[14:17:27] <wst> Thank you guys.
[14:17:32] <kalle_h> this is what polygon would have to do if its would support filled polygons
[14:17:46] <wst> BTW you think it's a bug? Should I report it somewhere?
[14:18:00] <kalle_h> but if user do that it can be optimized(triangles can be cached)
[14:18:30] <wst> I am quite new to libgdx so I have no idea how their dev workflow looks like...
[14:18:31] <Squagem> Good Afternoon folks! Quick question for the experts: Is there any reason why the Gdx class is throwing null pointer exceptions after creating a new Java class in a different package within a libGDX project? Both Gdx.app and Gdx.net throw very vague null pointers :/
[14:18:34] <kalle_h> its not a bug. Java docs does not imply that polygon can be filled. But it might be missing feature
[14:19:06] <wst> Well, I'll let them know. I any case they will just close my ticket.
[14:19:09] <wst> Thank you for help!
[14:19:12] <wst> :)
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[14:19:54] <Squagem> I'm thinking my issue may be related to a gradle dependency not cascading to other packages?
[14:19:57] <Squagem> But I'm unsure..
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[14:24:42] <Squagem> Some more info: imports are in place, no compilation errors, but when the line of code executes, a null pointer is thrown on the line containing "gdx.[net/app]...", can't even trace it with the debugger
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[14:39:44] <[twisti]> awesome water reflection
[14:40:13] <Neomex> nice, its libgdx?
[14:40:58] <kalle_h> its dx111
[14:41:32] <kalle_h> [twisti]: that is just my generic reflection system. Water does not have any different shading that any other material
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[14:41:44] <kalle_h> which means no transluency
[14:42:13] <[twisti]> speaking of that
[14:42:35] <[twisti]> a lot of render images are in a strange material, i think they call it clay, that seems to be kind of see through on the edges, just barely
[14:42:44] <[twisti]> do you know what that is ?
[14:45:15] <kalle_h> can you give example?
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[14:46:59] <[twisti]> ill try and find one
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[14:50:11] <[twisti]> maybe its a visual illusion
[14:50:19] <[twisti]> every time i click an image it pops up and is all sharp
[14:51:39] <[twisti]> but zoomed in its defined normally
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[14:51:47] <[twisti]> maybe just looks like that from the very nice AO
[14:52:15] <[twisti]> seeing blender AO always makes me jelly, my AO cant compete with that
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[14:53:27] <Fainosag_> Anyone knows why if i set the restitution of a kinematic body to a big number the ball won't bounce ?
[14:54:57] <Fainosag_> answer - because i'm an idiot
[14:54:58] <kalle_h> I think that is just some 3d package default material
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[14:55:16] <kalle_h> albede = grey, rougness = high, spec intensity = low
[14:55:26] <[twisti]> its very nice, but i suspect that what i like about it is something i cant duplicate in real time
[14:56:34] <kalle_h> This is what we got now without any texture albedo or roughness
[14:57:07] <Fainosag_> is that your game made with libgdx?
[14:57:15] <kalle_h> Fainosag_: its not libgdx
[14:57:28] <[twisti]> looks nice, its interesting to see what details are from texture and what are from geometry
[14:57:29] <Fainosag_> unity ?
[14:57:47] <Fainosag_> damn, your game looks just awesome, how many are in your team?
[14:57:49] <kalle_h> [twisti]: normal map textures are used there
[14:57:54] <[twisti]> that still has normal maps right
[14:57:59] <[twisti]> yeah i figured
[14:58:16] <kalle_h> Fainosag_: 6. Its our own engine
[14:58:20] <[twisti]> you can see tiny detail on the grass that couldnt possibly be geometry
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[14:58:48] <[twisti]> maybe i need to just add better lighting to my stuff for it to look a bit nicer
[14:59:10] <kalle_h> if I could some how get long range AO I would be happu
[14:59:13] <kalle_h> *happy
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[15:00:08] <[twisti]> i saw a per pixel AO approach that took random samples from a spherical cone based on the fragments normal
[15:00:16] <[twisti]> came out pretty grainy though
[15:01:26] <kalle_h> I could increase range of my screenspace AO but its just begging for troubless
[15:01:53] <kalle_h> then its start to miss features too much and results are too view/parallax dependant
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[15:12:27] <[[derek]]> is there anyway to speed up gradle builds in intellJ?
[15:13:03] <[[derek]]> sometimes it takes foreeever
[15:15:04] <[twisti]> still not terribly mobile data plan compatible ;)
[15:15:34] <kalle_h> [twisti]: what kind of AO you have planned to use there?
[15:16:12] <[twisti]> so far i only use fake AO, you can see in the static pic near the end
[15:16:44] <[twisti]> im not sure if any more than that is called for, everything will be on a scale like the last image, and i can bake ao in on the models textures
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[15:19:32] <kalle_h> so you are calculating ao from neighbor voxels only?
[15:20:26] <[twisti]> yeah
[15:20:54] <kalle_h> I need to go for late lunch now but see at later.
[15:20:56] <[twisti]> and thats still not quite right, theres an artifact on the wall there that i havent dealt with yet
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[15:34:53] <[twisti]> im going to try a completely original idea with my torch lights and use a perlin noise stream to simulate realistic flickering
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[15:35:07] <[twisti]> curious how thatll turn out
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[15:38:26] <scape_> so when I use settolookat on a model instance's transform matrix it moves it as well as angles it. I expect it to just rotate the instance
[15:39:06] <scape_> is this a two part step? I lookat and then translate again after?
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[15:40:50] <[twisti]> setTo overrides existing matrix operations
[15:44:08] <scape_> okay, thanks
[15:44:32] <scape_> surprised it zeros out the transform tho
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[15:46:27] <raledon> I have exported my project as html. Opening the index.html file with firefox shows the superdev refresh button, but not my project. What have I done wrong with the export?
[15:46:55] <[twisti]> i have this shader code, and it works: "uniform vec lights[100]; ... vec3 pos = lights[i];". but i tried to change to a struct and it doesnt work anymore, any idea if this is doing it wrong ? "struct Light { vec3 pos; float size; } uniform Light lights[100]; ... vec3 pos = lights[i].pos;"
[15:47:09] <[twisti]> i send the additional float of course
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[15:49:18] <mobidevelop> raledon: did you open directly from the folder?
[15:49:28] <raledon> yes
[15:50:03] <mobidevelop> You need to put it on an http server then open it in the browser
[15:50:47] <mobidevelop> For security reasons most browser's will block it when opened straight from the folder
[15:51:02] <mobidevelop> Sans the misplaced apostrophe
[15:51:49] <mobidevelop> You could use something like xampp locally, or upload it to a web host.
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[15:53:24] <raledon> I see... i wanted to use html as a work-around to using a JVM, since I didnt manage to get the packr to compile my project without the need for it
[15:58:15] <mobidevelop> What's wrong with including a JVM?
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[16:08:54] <raledon> I want to send the app to a friend, and it didn't work for him since it's a jar, so I guess he doesn't have JVM to run it. so i wanted to pack it in a way he won't have to install additional stuff for it to work
[16:09:31] <mobidevelop> That's what packr does
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[16:10:36] <Oonej> Hey guys! Quick question dealing with sounds. My sound works fine on desktop version, but repeats after 3-4 seconds on my android device
[16:10:50] <Oonej> it plays for 4 seconds, then starts over again
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[16:14:15] <Oonej> oh i need to use music not sound
[16:14:22] <Oonej> sound doesn't have a big buffer
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[16:16:46] <raledon> What is considered the mainClass i should point the packr to? the core or the desktop folder's class?
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[16:19:26] <Oonej> raledon are you trying to run it on your desktop?
[16:19:28] <suarez> Anyone got an idea why I get "Error reading uiskin.json" + Field not found: listBackground" ??
[16:19:40] <raledon> yes
[16:19:49] <Oonej> suarez that means you dont have the field listBackground in your json file
[16:20:03] <suarez> How do I add it then?
[16:20:42] <Oonej> do you have this suarez com.badlogic.gdx.scenes.scene2d.ui.List$ListStyle: {
[16:20:42] <Oonej> default: { fontColorUnselected: white, selection: default-rect-pad, fontColorSelected: white, font: default-font }
[16:20:42] <Oonej> },
[16:21:23] <Oonej> raledon, right click on your blocktower desktop version, then select the main class in your core
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[16:21:29] <suarez> I´ll take a look
[16:21:51] <Oonej> raledon when you select ... runas application
[16:23:04] <Oonej> raledon it should be your com.name.game.desktop or something like that
[16:23:23] <Oonej> suarez where are you adding your skin to?
[16:23:32] <Oonej> suarez, thats causing the issue
[16:23:36] <raledon> allright, think i got it
[16:24:04] <suarez> I just saved the file as a textFile in my Assets to the android project?
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[16:24:25] <Oonej> suarez that should be fine, i save mine as uiskin.json
[16:24:42] <suarez> I did too.
[16:24:49] <suarez> But I still gets this erro
[16:24:50] <suarez> r
[16:25:07] <Oonej> suarez, then you do skin = new Skin(Gdx.files.internal("myfile.json"))
[16:25:31] <Oonej> suarez and you have the file in your assets folder in your android project?
[16:26:02] <suarez> Yes
[16:26:04] <suarez> Take a look
[16:26:26] <mobidevelop> suarez: your libgdx and uiskin file are not from the same version
[16:27:02] <suarez> Which uiskin should I use then? I got the latest libgdx?
[16:27:30] <mobidevelop> You must not, the one in tests works with the latest
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[16:28:04] <Oonej> suarez, mobidevelop knows more than me :D
[16:28:18] <suarez> Then what should I do about the problem if everything should work?
[16:28:34] <mobidevelop> Make sure that you actually have the latest libgdx
[16:28:41] <Oonej> ^
[16:28:57] <mobidevelop> Eclipse is retarded when it comes to gradle
[16:28:59] * Oonej hands the problem off to mobidevelop
[16:29:27] <suarez> We did this yesterday Mobi. I changed the Gdx version inside the gradle build file
[16:29:42] <mobidevelop> Did you rebuild the model?
[16:29:55] <mobidevelop> This falls under the eclipse being retarded category
[16:30:18] <mobidevelop> It probably didn't pick up the changed version
[16:31:15] <suarez> srry for being retarded.. I didn´t rebuild..
[16:31:50] <mobidevelop> It isn't you, it is eclipse that is retarded
[16:32:28] <suarez> haha okey!
[16:34:32] <suarez> Inside the gradle folder in my project there´s a folder called 1.11 , I got an error saying something about that folder. I suspect I need to do something with it since I changed the version on libgdx?
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[16:35:11] <[twisti]> i swear theres something retarded going on inside my shader
[16:35:12] <mobidevelop> Shouldn't need to
[16:37:03] <[twisti]> i have "uniform vec3 lights[100];" and "uniform float lightSizes[100];". i pass in shader.setUniform3fv("lightSizes", lightSizes, 0, 100); and shader.setUniform3fv("lights", lights, 0, 300); both arrays have been initialized. "for (i=0;i<99;i=i+1) { vec3 pos = lights[i]; lightAdd = lightSizes[i];". pos is filled with the values from the 'lights' array. lightAdd is filled with 0s, no matter what
[16:37:03] <[twisti]> i put in the lightSizes array
[16:37:10] <[twisti]> what is this black magic
[16:37:13] <suarez> Thanks mobi! It all worked out now.
[16:38:32] <mobidevelop> No problem
[16:39:00] <mobidevelop> That is totally unreadable [twisti]
[16:39:13] <[twisti]> how do you mean
[16:39:37] <mobidevelop> Too long, too much code bits
[16:40:06] <[twisti]> well, i can repeat it with a few added enter's ;)
[16:40:24] <[twisti]> let me pastebin it in a better format maybe
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[16:45:46] <raledon> I am trying to use the packr to export my project, but so it gives me a "file not found" exception. the file is: out\jre\lib\rt\com\sun\corba \se
[16:46:02] <raledon> My command was: java -jar packr.jar -platform windows -jdk "openjdk-1.6.0-unofficial-b31-windows-i586-image.zip" -executable myapp -appj ar desktop-1.0.jar -mainclass Package/RadarClock/desktop -vmargs "-Xmx1G" - minimizejre "soft" -outdir out
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[16:50:13] <mobidevelop> I've never use packr, that's just a bunch of gibberish to me
[16:50:59] <raledon> part of it is gibbrish to me as well ~_~
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[17:08:10] <mutilator> master race
[17:17:31] <raledon> it seems like removing the minimizejre command made it not throw an exception, but it still fails to load... and i have no idea why
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[18:11:17] <kalle_h> hello
[18:13:56] <kalle_h> [twisti]: be carefull with non vec4 arrays
[18:14:24] <[twisti]> why
[18:14:34] <kalle_h> there are lot of bugs and performanace problems related to misaligned uniforms
[18:15:03] <[twisti]> so would it be better to send a vec4 with junk in the 4th field ?
[18:15:03] <matthewt> that's a big problem in the army
[18:15:13] <kalle_h> [twisti]: yeah
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[18:15:35] <[twisti]> alright, thanks for the tip
[18:16:29] <kalle_h> in dx11 its error if you even try to use non 16byte aligned constant buffers
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[18:17:53] <kalle_h> with opengl it can't be error so its just silently do something non obvious
[18:19:16] <[twisti]> arrays in general seem to be implemented pretty haphazzardly
[18:19:27] <[twisti]> earlier i learned that arrays of structs dont work for no good reason
[18:19:44] <kalle_h> never use structs either
[18:19:56] <kalle_h> with opengl
[18:20:23] <kalle_h> or you can use those with modern opengl where they are implemted totally different manner
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[18:21:30] <kalle_h> this is reason why you see: vec4 positionAndSize[NUM] style code
[18:21:40] <[twisti]> yeah thats what i did now
[18:22:24] <kalle_h> did it fix the problem?
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[18:24:34] <kalle_h> afk
[18:27:13] <[twisti]> oh, the problem was i was using Uniform3f for setting a float instead of 1f, i solved that earlier, sorry, should have mentioned it here
[18:28:17] <[twisti]> i added some lights, but im not sure im happy with how they look
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[18:43:01] <progrmor> I got some textures being drawn on the screen. But as soon as I call stage.draw which draws a textbox, my other textures dissapears? Is there some method to draw a textbox over another texture?
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[19:15:57] <progrmor> Is it necesery to implement this : "camera = new OrthographicCamera(); camera.setToOrtho(true, 136, 204);" In every Screen class? Or does the final screen class the job alone?
[19:17:30] <kalle_h> back
[19:17:51] <kalle_h> [twisti]: are those per vertex lights?
[19:18:18] <[twisti]> no, thats done in the fragment shader
[19:18:38] <kalle_h> why its look like its popping a bit
[19:18:42] <[twisti]> though im almost certainly going to move them elsewhere and do that redrawing of surfaces i mentioned earlier
[19:19:23] <[twisti]> its flickering a bit, its supposed to be a torch or a lantern, maybe its that
[19:19:37] <kalle_h> ah, that explain it
[19:20:13] <[twisti]> or it could be from the jump animation, i messed up there, the change in x position is baked into the animation, so while hes jumping i have to manually move the light position to where the animation is
[19:20:26] <kalle_h> have you tried to use MSAA?
[19:20:41] <[twisti]> that doesnt work on desktop
[19:20:52] <[twisti]> i mean, in libgdx
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[19:21:03] <[twisti]> i agree it could do with some AA
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[19:23:33] <kalle_h> haven't heard of problems with desktop and msaa before
[19:23:43] <kalle_h> why it should't work?
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[19:23:59] <[twisti]> when i googled it i found a bunch of people saying it just doesnt do anything on desktop
[19:24:07] <[twisti]> the config setting for lwjgl that is
[19:24:20] <kalle_h> it certainly worked for me couple years ago
[19:24:32] <[twisti]> yeah last year it worked for me too
[19:25:29] <kalle_h> I bet its clueless ppl complaining that their sprites don't get nice antialing from msaa
[19:26:32] <[twisti]> for me it neither impacts image quality nor fps
[19:26:47] <[twisti]> i should just have to do config.samples = 16 and thats it, right ?
[19:27:02] <kalle_h> I would try 4 first
[19:27:08] <kalle_h> but it should work like that
[19:27:36] <kalle_h> but I haven't used it myself for many years
[19:27:56] <kalle_h> so I can't say sure that its not broken
[19:28:08] <[twisti]> hah, i think 4 actually works lol
[19:28:22] <[twisti]> but ive used 16 before in games and it always worked so i didnt even consider that could be the issue
[19:28:27] <kalle_h> how abouut 8
[19:29:08] <[twisti]> very smooth
[19:29:23] <[twisti]> i actually can hear my gfx card fan spool up now
[19:30:26] <kalle_h> fans are supposed to spin
[19:31:03] <kalle_h> every forward renderer should use msaa
[19:31:08] <kalle_h> I hate aliasing
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[19:35:44] <[twisti]> not much difference between 4 and 8
[19:36:09] <kalle_h> how about performance
[19:37:08] <[twisti]> performance with 8 has a considerable drop, from about 85 to 60
[19:37:37] <kalle_h> 4.9ms drop
[19:37:47] <kalle_h> not worth it
[19:38:30] <[twisti]> its too early to tell though, im almost certainly changing 90% of the shader code
[19:38:49] <kalle_h> yeah but that cost is quite absolute
[19:39:08] <kalle_h> its only depends on amount of vertex edges in scene
[19:39:17] <kalle_h> and bandwith usage
[19:39:21] <kalle_h> in forward pass
[19:40:11] <[twisti]> yeah i do no culling yet either
[19:40:28] <kalle_h> but msaa is only done rasterized pixels
[19:40:39] <[twisti]> oh
[19:40:41] <kalle_h> occlusion culling would affect that cost
[19:41:05] <kalle_h> and only on screen vertices has to be rasterized
[19:41:50] <[twisti]> well, an engine like this is always going to have lots of edges
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[19:42:57] <kalle_h> maybe
[19:45:57] <[twisti]> i dont think your math can be right
[19:46:30] <[twisti]> i get about same fps drop when i zoom out and have a gazillion visible edges
[19:47:20] <kalle_h> there is also empty area
[19:48:15] <[twisti]> yeah but still much more edges
[19:49:04] <kalle_h> test with zoom that does not let any empty area
[19:49:32] <[twisti]> thats odd, im getting 100% cpu load, isnt this a gpu limited thing ?
[19:49:34] <kalle_h> msaa has also constant cost for resolve and higher clear
[19:49:56] <kalle_h> are you culling anything?
[19:50:15] <[twisti]> not really, just back faces
[19:50:27] <[twisti]> which, to be fair, is like 50%
[19:51:04] <kalle_h> but don't affect at cpu cost
[19:51:36] <[twisti]> maybe i should get working on the proper lighting code before thinking about fps too much
[19:52:00] <[twisti]> this looping over 100 lights every pixel is pretty horrible
[19:52:06] <kalle_h> :)
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[19:55:08] <[twisti]> plus having no shadow under my model is driving me bonkers
[19:55:58] <[twisti]> i wonder if maybe i could do both with the same code
[19:56:16] <[twisti]> just sort of draw a negative light under the model
[19:56:24] <kalle_h> never use negative lights
[19:56:32] <[twisti]> alright
[19:56:36] <kalle_h> always match light and shadows or everything will look horrible
[19:57:10] <kalle_h> so if you want to use "negative light" just to be sure that its actually just occlusion for some light
[19:57:51] <kalle_h> like dynamic sky occlusion from character could be calculated.
[19:59:19] <kalle_h> if skyLight is (worldNormal.y * 0.5 + 0.5) * skyColor. Then just shadow that term and it will look so much better than just overlay shadow blob
[20:00:20] <[twisti]> i just use two diffuse lights with downward facing vectors as world lights so far
[20:00:26] <[twisti]> im not sure i want day cycles
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[20:02:00] <kalle_h> even without day cycles you should use some proper lightmodels instead of adhocs
[20:02:05] <kalle_h> easier to tune and debug
[20:02:50] <[twisti]> im only learning things one by one
[20:04:12] <[twisti]> if you could see my main class you would probably beat me with a stick
[20:04:18] <[twisti]> or lash me with mouse cables
[20:05:32] <kalle_h> shaders are usuallu much smaller and contain less hopps
[20:05:34] <kalle_h> *hoops
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[20:40:17] <InspiredNotion> Hello
[20:40:34] <InspiredNotion> any one familiar with slider implementation?
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[20:41:33] <Chilley> is there any simple solution for resizing a TextField after i called setText on it giving it a text that doesnt fit, this textfield is not part of any layout just using it as a chatbubble actor in my game
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[21:03:29] <esvee> hi all
[21:03:53] <esvee> what's the best way to render stuff like the fluid grid @ geometry wars?
[21:04:10] <Lecherito> Chilley: you can calculate the textWidth and then resize it with that width
[21:05:12] <esvee> i.e a mesh with (very) frequently changing vertex data
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[21:08:18] <progrmor> Can I use a table to store images as u do with TextButtons?
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[21:15:50] <Ventura> hello
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[21:23:49] <progrmor> Is there any good example on how to use the ImageButton function?
[21:25:05] <kalle_h> esvee: what you mean about fluid grid?
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[21:26:51] <esvee_> hey kalle_h!
[21:27:15] <progrmor> Thanks mobi! Always so helpful! :)
[21:27:33] <esvee_> kalle_h, well it's basically a grid where each node is a dynamic object (box2d) and the connections are DistanceJoints
[21:27:38] <esvee_> basically a spring mesh
[21:27:52] <esvee_> but i'm afraid rendering the lines one by one isn't the best way to go about it
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[21:32:06] <esvee_> i wonder if there's a fast way to update vertex attributes
[21:32:50] <kalle_h> you can batch as many lines you want to single mesh
[21:33:44] <esvee_> i wonder when the physics + rendering will hog the cpu :/
[21:34:17] <kalle_h> that is even worser than premature optimization
[21:34:32] <esvee_> what is?
[21:34:37] <esvee_> wondering when will my android explode? :)
[21:34:48] <kalle_h> worrying about performance before testing
[21:34:56] <kalle_h> some one has made that game many years ago for lot worser devices
[21:35:08] <kalle_h> if its already done its possible
[21:35:12] <esvee_> i'm testing it right now with a ShapeRenderer, looks fine to me
[21:35:25] <esvee_> did you see the grid fx in the iphone game? pretty good
[21:36:00] <kalle_h> its pretty good but there is nothing that seems expensive
[21:36:10] <esvee_> what about the gird?
[21:36:12] <esvee_> *grid itself?
[21:36:32] <kalle_h> there isn't that many vertices
[21:36:39] <esvee_> he said around 60,000 in an interview.. :|
[21:36:45] <esvee_> i'm running w/ ~24,000 right now
[21:37:10]
<InspiredNotion> anyone had this issue with uptodate Android and eclipse refusing to update? http://imgur.com/tyQlE3z
[21:37:11] <esvee_> it's pretty fast actually
[21:37:12] <kalle_h> 60k isn't much
[21:37:25] <esvee_> whoa how much is "much" by your standards? :o
[21:38:01] <kalle_h> more than that
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[21:40:59] <esvee_> i wonder if it's feasible to deform the uv's of some textures
[21:41:11] <esvee_> by the positions of the dynamic objects (grid vertices)
[21:42:01] <kalle_h> have you seen that kind of effect?
[21:42:12] <kalle_h> if yes then its feasible. If not then you need to test it
[21:42:27] <esvee_> well i have their effect spot on right now
[21:42:32] <esvee_> but playing with gives some ideas
[21:42:49] <kalle_h> I did some vertex shader deformations for Kinghunt
[21:43:16] <kalle_h> one was explosion. That was always done for every vertices even tought there was only rarely explosions
[21:43:38] <kalle_h> because I didn't want to add more shaders.(they were slow to compile)
[21:43:47] <kalle_h> didn't notice any performance problems
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[21:45:45] <esvee_> hmmmmmmmm
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[21:45:47] <esvee_> let me play with it
[21:45:52] <esvee_> trying to modify tons of v. attribs
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[21:46:23] <kalle_h> if you can do that modification at vertex shader with static mesh data its lot faster
[21:46:35] <kalle_h> but you can run only stateless simulations there
[21:49:37] <fauge> whats the best way to render a wire mesh? with 3 lines per triangle?
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[21:53:22] <DirtyPengwin> hey all, not that it, but just curious -- what's your dev OS?
[21:53:31] <DirtyPengwin> *not that it's hugely important
[21:53:48] <fauge> me?
[21:53:55] <DirtyPengwin> anyone who's here
[21:54:06] <Ashiren> archlinux :V
[21:54:26] <fauge> windows 7 64 bit...with eclipse
[21:54:26] <burninghand> I use Windows (Gasp!)
[21:54:36] <fauge> but i heard linux is pretty good also
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[21:54:41] <DirtyPengwin> heh, nice
[21:54:47] <Ashiren> woah eclipse, im not alone
[21:54:47] <fauge> in fact i have linux dual booted but i dont use it
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[21:55:06] <Ashiren> ;o
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[21:55:16] <Ashiren> eeryone is using fancy intellij or android-studio ~
[21:55:21] <kalle_h> why its always linux users that spend more time with tuning their OS and talking about how superior it is
[21:55:46] <kalle_h> and other ppl just spend their time to the actual task
[21:55:46] <Ashiren> because it is
[21:56:05] <DirtyPengwin> I ask because I've got Win7/Ubuntu dual-boot and Mac OSX, I'm fine with all 3 OSes?I'm from a Windows background, but I like the CLI in *nix systems?Trying to decide which route to go
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[21:56:35] <DirtyPengwin> oh ya, and IntelliJ here
[21:56:43] <fauge> ewww i hate mac for developing
[21:57:05] <DirtyPengwin> only have Mac because we use it at work and I needed to learn it
[21:57:16] <DirtyPengwin> I also do some design/graphics work
[21:57:19] <kalle_h> macs are pain
[21:57:26] <DirtyPengwin> not a huge fan of Gimp on Linux
[21:57:43] <kalle_h> at least for coding
[21:58:01] <DirtyPengwin> agreed
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[21:58:28] <kalle_h> heck my iPad would be faster than my work mac
[21:58:44] <DirtyPengwin> heh
[21:59:24] <fauge> im so excited cause i just got my htc one m8 yesterday
[21:59:28] <fauge> its an amazing android
[21:59:38] <DirtyPengwin> are you windows guys using Cygwin/powershell?
[21:59:49] <DirtyPengwin> nice
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[22:02:08] <Ventura> DirtyPengwin what is Cygwin used for?
[22:04:40] <DirtyPengwin> command line interface?similar to linux bash
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[22:04:52] <DirtyPengwin> it addresses some of the shortcomings of the command prompt
[22:06:48] <Ventura> oh ok
[22:07:28] <DirtyPengwin> cool, I'm gonna jump back to Windows
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[22:07:52] <hextileX> I try to remove all Listeners of a Button. At the moment I use : button.removeCaptureListener(button.getClickListener()); But this does not work.
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[22:08:52] <hextileX> clearListeners() looks better
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[22:10:02] <DirtyPengwin> there
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[22:12:59] <InspiredNotion> is anyone having issues with import com.badlogic.gdx.audio.Music;
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[22:18:40] <Fainosag_> someone where who can ask a easy box2d question ?
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[22:21:39] <mobidevelop> I can ask easy box2d questions all day long
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[22:22:36] <kalle_h> just always ask the question directly. Then ppl can decide is the problem something that they know or is it interesting enough that they want to spend some time with google
[22:23:17] <kalle_h> but asking permission to ask question is like trap to ppl who decide to say "ask ahead"
[22:24:33] <Ashiren> good for you
[22:25:10] <InspiredNotion> gratz
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[22:26:06] <matthewt> is it libgdx?
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[22:29:35] <Ashiren> fall down beetwen through the balls?
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[22:30:05] <Fainosag_> no
[22:30:07] <Fainosag_> in the left of them
[22:30:19] <Fainosag_> its just getting in that gap
[22:30:21] <Fainosag_> and spinning
[22:30:31] <Ashiren> oh
[22:30:32] <Fainosag_> if i put something like a ball with spikes
[22:30:35] <Fainosag_> it will probably work
[22:30:46] <Fainosag_> but i need some other solution..
[22:30:53] <Ashiren> the faliing so unfortunate
[22:31:06] <Fainosag_> i want the ball to get rotated
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[22:31:40] <Ashiren> you might want to play with friction and restitution
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[22:34:00] <Oonej> <matthewt> yes it is
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[22:39:46] <rachard> Hi, I noticed that accelerometer might not be available in all android devices. I could not find statistics how many devices don't have it.
[22:40:15] <rachard> Is it going to be problem to require it?
[22:41:27] <Fainosag_> Ashiren i've tried.. no succes
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[22:46:13] <mobidevelop> rachard: I haven't come across any devices that don't support it
[22:47:19] <kalle_h> Fainosag_: this is old forum post but the maker of box2d do say that box2d don't support angular friction
[22:47:46] <kalle_h> and he suggest to use polygon instead of circle
[22:53:25] <Fainosag_> added some rectangles to it and works
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[22:58:09] <mrmenace> hello everyone brand new guy here :)
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[22:59:11] <mrmenace> is this a good place to ask questions ?
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[23:02:17] <mrmenace> anybody home ?
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[23:06:54] <deniska> mrmenace: don't ask to ask, just ask
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[23:16:44] <Maximus_> Anyone know if a google play leaderboard will load up if it had no scores submitted?
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[23:17:36] <mrmenace> it wlll
[23:17:50] <mrmenace> but if you just made it it will take a while for it to actually be live
[23:18:26] <mrmenace> at least that's my experience
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[23:20:54] <Maximus_> It's been published for at least 24 hours since since I last republished it, would that be long enough?
[23:21:11] <mrmenace> yeah that should be long enough
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[23:22:26] <Maximus_> The problem must lie elsewhere
[23:23:00] <mrmenace> did you publish the leaderboard ?
[23:23:13] <mrmenace> i think one time i made the leaderboard and forgot to publish it :)
[23:24:04] <mrmenace> if your trying to beta test it make sure your beta users are turned on also
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[23:25:03] <Maximus_> beta test is ticked but would I have to add myself as a user?
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[23:25:30] <mrmenace> yes you have to add yourself
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[23:29:42] <mrmenace> anyone know why when you scale a dialog window it changes it's position ?
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[23:31:41] <noooone> how do you position the dialog?
[23:31:46] <noooone> Table?
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[23:35:00] <Maximus_> Still zero luck with this leaderboard
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[23:35:39] <Maximus_> Is there anyway to confirm you are signed in or even connected to the right game?
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[23:46:04] <Maximus_> When I launch my app it signs into google services without giving me a sign in error so it seems to work but when I display gameHelper.isSignedIn() returns a false
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[23:46:47] <Maximus_> Any idea why this could be happening?
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[23:54:35] <Maximus_> Anyone? :(
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[23:57:12] <KicStart> Maximus_: You're not signed in.
[23:57:25] <KicStart> Maximus_: or that object reference has gone out of scope.
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