[00:00:26] <dan^robotality> this way you end up writing into original_position, because thats what this.ship_position will point to after the setOriginalPosition function
[00:02:04] <giwrgos88> @dan^robotality thanks i will try it now
[00:03:50] <giwrgos88> @dan^robotality is working. thanks a lot for your help
[00:03:59] *** guest123 has joined #libgdx
[00:06:09] *** Justin--C has joined #libgdx
[00:06:40] *** abs25 has quit IRC
[00:07:03] <Chilley> anyone experienced with using properties in tiled map editor? i'm trying to load a message containing line breaks \n which still looks fine in the tmx file but when libgdx loads the map they get changed to \\n which brakes the linebreak any good solution to this?
[00:07:09] *** Justin-C has quit IRC
[00:09:35] *** guest123 has quit IRC
[00:11:45] <Lecherito> cobolfoo: which version is required?
[00:11:47] *** TheChubu has joined #libgdx
[00:11:55] <Lecherito> I'm having trouble with it :D
[00:12:33] <Ce11crowd> Chilley, fix using string.replace?
[00:12:38] <[twisti]> fuck, now im distracted
[00:13:02] <[twisti]> i was working on making a new running animation and i put 'running model' into google in the hopes of finding one of those nice diagrams
[00:13:14] <[twisti]> turns out its all hot chicks
[00:14:58] <Chilley> will try that Ce11crowd
[00:16:39] *** giwrgos88 has quit IRC
[00:16:50] <kalle_h> [twisti]: try to google manual for models
[00:17:15] <[twisti]> ?
[00:19:17] <kalle_h> I am not explaining jokes
[00:22:39] <[twisti]> good enough
[00:22:54] *** esvee_ has joined #libgdx
[00:24:11] <TheChubu> i like the art
[00:24:13] <TheChubu> its artsy
[00:24:41] *** ksclarke has quit IRC
[00:24:45] <c0ke> Thanks :3
[00:25:41] *** stefzekiller__ has quit IRC
[00:26:33] *** esvee__ has quit IRC
[00:28:04] *** workerbee has quit IRC
[00:38:52] <TEttinger> nice post, c0ke!
[00:39:12] <TEttinger> I didn't ever consider that breaking all your fingers was a common development risk
[00:40:35] <c0ke> I crashed my fireblade a few years ago and the clutch lever broke all the fingers on my left hand
[00:40:40] <c0ke> Totally screwed me career wise for a while
[00:43:18] <TEttinger> worst that's ever happened to me was a partial fracture of my thumb, needed a cast but that's it
[00:43:32] <TEttinger> I can imagine yours was very very painful
[00:44:09] <TEttinger> (I landed thumb down on a trampoline)
[00:44:09] <c0ke> My hand was the least of my worries xD
[00:45:00] <TEttinger> breaking all of any set of bones has to be intense pain. what was worse?
[00:45:17] <c0ke> Um, well at the time it was fine to be honest
[00:45:47] <c0ke> It's about 6 hours later when you are laying in hospital and starting to process all the bits of you that are broken when things start to properly hurt :P
[00:45:56] <TEttinger> adrenaline rush fading, yeah..
[00:46:18] <Neomex> just released on greenlight
[00:46:26] <Neomex> :D
[00:48:31] *** kam_away is now known as kamui
[00:48:53] <c0ke> Voted <3
[00:49:01] *** kamui is now known as kam_away
[00:52:03] <nick-afk> Neomex: that your game?
[00:52:19] <Neomex> yep
[00:52:22] <nick-afk> looks good
[00:52:26] <Neomex> thankz c0ke ^^
[00:52:32] <nick-afk> how long did it take you to make?
[00:52:56] *** esvee__ has joined #libgdx
[00:53:24] <TEttinger> Neomex, nice. I don't have steam, I will share
[00:53:27] <Neomex> over 2 months so far
[00:53:40] <Neomex> full-time
[00:53:42] <nick-afk> not bad, i got around 8 months on my game
[00:53:43] <nick-afk> ahh
[00:54:02] <nick-afk> 8 months part time (1-2 hours day) + vacation
[00:54:08] <nick-afk> yea thats cool
[00:54:55] *** kam_away is now known as kamui
[00:56:45] *** nick-afk is now known as nicklatechester
[00:57:05] *** esvee_ has quit IRC
[00:58:09] *** Justin-C has joined #libgdx
[01:00:16] *** Justin--C has quit IRC
[01:03:46] *** nicklatechester is now known as nicScoden
[01:04:50] <nicScoden> is there any problem with socket networking in robovm?
[01:06:50] *** jyc has quit IRC
[01:10:47] *** dan^robotality has quit IRC
[01:11:42] *** Christiaaan has quit IRC
[01:12:31] *** kamui is now known as kam_away
[01:16:54] *** deniska has quit IRC
[01:20:01] *** ruben01 has joined #libgdx
[01:20:01] *** ChanServ sets mode: +o ruben01
[01:20:38] *** SgtCoDFish has left #libgdx
[01:26:48] *** deniska has joined #libgdx
[01:37:02] *** echelog has joined #libgdx
[01:37:35] *** Justin-C has quit IRC
[01:39:04] *** c0ke has quit IRC
[01:40:36] *** Gibby_ has joined #libgdx
[01:40:36] <Gibby_> hello
[01:43:01] *** hydra__ has quit IRC
[01:44:01] <Gibby_> anyone here familair with using tables
[01:46:38] *** Justin-C has joined #libgdx
[01:48:10] *** Justin--C has quit IRC
[01:48:34] <tnelsond> Oh dear, tables.
[01:49:36] *** hydra___ has joined #libgdx
[01:50:53] <mobidevelop> Yay tables
[01:51:25] <Gibby_> im having some difficulty
[01:51:33] <Gibby_> hold on let me show you
[01:52:43] *** yrk has joined #libgdx
[01:52:46] *** yrk has joined #libgdx
[01:52:57] *** Neomex has quit IRC
[01:53:35] <Gibby_> it puts the options button directly under the play
[01:53:38] <Gibby_> and i dont like that
[01:53:55] <Gibby_> but if i use pad or space left it moves EVERYTHING
[01:53:58] <Gibby_> all the elements are pushed
[01:54:09] <Gibby_> how can i move only this button?
[01:55:52] <Gibby_> anyone?
[01:57:01] <mobidevelop> You don't need getCell
[01:57:34] <mobidevelop> table.add(thing).spaceBottom(25);
[01:58:00] <Gibby_> i know but i prefer this syntax
[01:58:10] <mobidevelop> I see
[01:58:21] <mobidevelop> Anyway, I don't know what the problem is exactly
[01:58:31] <Gibby_> actually the heading doesn't move
[01:58:47] <Gibby_> but paddings and spacings affect all 3 buttons at once
[01:58:51] <Gibby_> ah thats too bad
[02:01:33] *** Justin-C has quit IRC
[02:02:56] *** Justin--C has joined #libgdx
[02:02:57] <mobidevelop> You haven't described the problem well I'm afraid
[02:02:57] *** JrodManU has joined #libgdx
[02:02:58] <Gibby_> all to the right
[02:02:59] *** ColaColin_ has joined #libgdx
[02:02:59] <mobidevelop> You are modifying the columns
[02:03:00] <JrodManU> I am trying to use ads in my app, but I can't get google_play_services_libs to work, when I import intersitial ads. it says com.google cannot be resolved
[02:03:00] <JrodManU> Can anyone help?
[02:03:00] *** McDax has quit IRC
[02:03:16] <Gibby_> so how do i modify only specific element
[02:03:55] *** BlueProtoman has joined #libgdx
[02:08:21] <mobidevelop> Gibby_: don't put them in the same table
[02:08:22] <Gibby_> really thats the only way?
[02:08:22] <mobidevelop> Why are you padding by 300?
[02:08:23] *** ColaColin has quit IRC
[02:08:23] <Gibby_> just to make visual results clearer
[02:08:23] <Gibby_> testing
[02:08:24] <mobidevelop> To give it a colspan
[02:08:24] <mobidevelop> So
[02:08:25] <Gibby_> tables are really lacking in funtionality if it takes two for this job
[02:08:25] *** brupha has joined #libgdx
[02:10:36] <BlueProtoman> ECS + Box2D question. Let's say I have a monster truck. It has three bodies; the body of the truck (with two fixtures), and two wheels, each one fixture. Also, two joints. How many entities should there be? One for the whole truck (1)? One for each body (3)? One for each fixture (4)? One for each fixture and joint (6)?
[02:11:28] <Gibby_> entity?
[02:12:06] *** s4ge has joined #libgdx
[02:12:16] <s4ge> Hello! Anyone here? :)
[02:12:52] <Gibby_> yup ;)
[02:13:16] <s4ge> Hey Gibby_
[02:13:23] <Gibby_> hi
[02:13:33] <s4ge> Pretty happy right now, the DirectionalShadowLight is working...well...mostly.
[02:14:22] <Gibby_> sounds complexy
[02:14:40] <s4ge> Mhmm no it's not that hard.
[02:14:52] <Gibby_> i x
[02:14:55] <Gibby_> i c*
[02:15:04] <s4ge> But for some reason they are pretty blocky, like the shadow map resolution is about 10x10
[02:16:03] <Gibby_> never did lightss before
[02:16:17] *** JrodManU has quit IRC
[02:19:03] *** JrodManU has joined #libgdx
[02:19:45] <JrodManU> When adding ads to an android project; where does the code for the ad go
[02:19:48] <JrodManU> Like what class
[02:20:08] <JrodManU> Or is it in the android project^
[02:21:03] *** deniska has quit IRC
[02:21:20] <Ce11crowd> yes, ad libraries are platform specific
[02:21:33] <JrodManU> Thanks :)
[02:21:42] <JrodManU> Been wasting my whole day doing stuff in the core class
[02:21:47] <JrodManU> (/_-)
[02:23:49] <Ce11crowd> there are some tutorials available on the wiki
[02:25:15] <s4ge> Ce11crowd, is there a chance that you know something about DirectionShadowLight ?
[02:25:21] <s4ge> *Directional
[02:26:40] <Ce11crowd> nope sorry, i´m not familiar with the 3d api
[02:27:13] <Ce11crowd> you might wanna ask xoppa or kalle_h
[02:30:25] <mobidevelop> Gibby_: table can do lots, you just have to be able to explain what you want, and/or play around with it to learn how it works
[02:41:02] <Gibby_> well they aren't that intuitive in my opinion
[02:41:14] <Gibby_> and some methods like center() don't seem to do anything
[02:42:02] *** ColaColin_ has quit IRC
[02:43:02] <mobidevelop> Sure they do
[02:45:22] <mobidevelop> Maybe show a picture of what you want to achieve
[02:46:49] *** tnelsond_ has joined #libgdx
[02:47:12] <Gibby_> k
[02:47:52] *** FrogMaster3 has joined #libgdx
[02:48:25] <Gibby_> lemme see...
[02:49:07] *** tnelsond has quit IRC
[02:49:20] *** tnelsond_ is now known as tnelsond
[02:51:00] *** wulong710 has joined #libgdx
[02:51:58] *** FrogMaster3 has quit IRC
[02:52:12] *** s4ge has quit IRC
[02:54:37] *** Gibbie has joined #libgdx
[02:55:28] *** Gibby_ has quit IRC
[02:55:45] <Gibbie> .
[02:55:50] <Gibbie> what i quit?
[02:55:58] <Gibbie> can u guys still read this
[02:56:17] <Gibbie> oh my old nick name quit
[02:56:21] <Gibbie> silly me
[02:57:10] *** przemyslawlis has joined #libgdx
[02:58:39] *** ra4king has joined #libgdx
[02:59:08] *** hextileX has joined #libgdx
[02:59:40] <mobidevelop> OK, you have a few options. What I would do is have 2 columns. Have the heading and options colspan(2)
[02:59:56] *** onelson has quit IRC
[02:59:58] *** LtKernel has joined #libgdx
[03:00:10] <mobidevelop> Have the play button right align, exit left align
[03:00:31] <Gibbie> yeah i implemented colspan(2) for those already
[03:00:45] <Gibbie> lemme see if all this works
[03:00:54] *** megadeath1999 has joined #libgdx
[03:02:43] <mobidevelop> I'd do table.defaults().spacing(25); as well
[03:03:22] <Gibbie> what does defaults method do?
[03:03:41] <mobidevelop> It gets the cell used for default values
[03:03:56] <mobidevelop> So that line sets the default spacing to 25
[03:04:25] <Gibbie> i see
[03:06:48] <Gibbie> ah i got the results i wanted, thanks!
[03:07:20] *** wulong710 has quit IRC
[03:08:42] *** Arbos has quit IRC
[03:09:02] *** sehugg has quit IRC
[03:13:35] *** ra4king has quit IRC
[03:14:21] *** ra4king has joined #libgdx
[03:16:27] *** Hatura has quit IRC
[03:17:01] *** onelson has joined #libgdx
[03:22:01] *** megadeath1999 has quit IRC
[03:23:08] *** ra4king1 has joined #libgdx
[03:23:36] *** Lecherito has quit IRC
[03:24:23] *** ra4king has quit IRC
[03:28:08] *** Fel_Ix has quit IRC
[03:28:55] *** megadeath1999 has joined #libgdx
[03:30:55] *** Sama__ has quit IRC
[03:31:12] *** megadeath1999 has quit IRC
[03:32:18] *** codemode has joined #libgdx
[03:32:30] <codemode> if you export your game as HTML and upload it. how hard is it for someone to just rip it and download it and put it on their site ?
[03:35:12] *** ksclarke has joined #libgdx
[03:35:14] <codemode> it looks to me like it would take a lot of work
[03:35:22] *** JrodManU has quit IRC
[03:39:41] <mobidevelop> It probably isn't that hard
[03:48:20] <codemode> yea
[03:49:09] *** tenseiten has joined #libgdx
[03:49:34] <ShivanHunter> using box2d, in theContactListener function "public void preSolve(Contact contact, Manifold oldManifold)", how do I get the location of the collision?
[03:49:53] <ShivanHunter> contact.getWorldManifold().whatever gets me A collision, but not contact's particular one
[03:50:07] <TEttinger> codemode, yeah with desktop you can at least use proguard
[03:50:17] <TEttinger> (android too)
[03:51:04] *** seitensei has quit IRC
[03:53:01] <nicScoden> can I add to the top of a table? basically I want my chat to put stuff on the top not the bottom of the table
[03:57:03] *** przemyslawlis has quit IRC
[03:57:42] <codemode> i want to put it online but... okay thanks
[03:57:45] <codemode> :)
[03:57:50] *** codemode has quit IRC
[03:59:42] *** dermetfan has quit IRC
[04:00:36] *** TrofSivart has joined #libgdx
[04:00:41] <TrofSivart> hey guys
[04:02:33] *** deepinthewoods6 has quit IRC
[04:05:02] *** ra4king1 has quit IRC
[04:05:23] *** ra4king1 has joined #libgdx
[04:08:16] <TrofSivart> learned today that you can have an engine listen to itself in ashley.
[04:08:39] <TrofSivart> makes it easy to have events on entity creation from within the entity system logic
[04:10:01] *** Gibbie has quit IRC
[04:13:42] *** brupha has quit IRC
[04:14:18] *** mrmenace has quit IRC
[04:16:07] *** KicStart has joined #libgdx
[04:19:46] *** mrmenace has joined #libgdx
[04:19:51] *** tnelsond has quit IRC
[04:20:29] *** wulong710 has joined #libgdx
[04:21:06] *** mrmenace has quit IRC
[04:22:52] *** Tann_ has quit IRC
[04:27:13] *** mrmenace has joined #libgdx
[04:28:57] *** mrmenace has quit IRC
[04:35:07] <cobolfoo> ShivanHunter: you want to know which part of your fixture is colliding ?
[04:36:47]
<ShivanHunter> cobolfoo: according to this tutorial http://www.iforce2d.net/b2dtut/collision-anatomy collisions have points giving their approximate location (technically the point where force will be applied to correct the collision)
[04:37:35] <ShivanHunter> I need those points for the particular contact that the preSolve() call represents
[04:38:27] <ShivanHunter> I can use contact.getWorldManifold().getPoints() to get all the World's contact points but I don't see how to get only the relevant ones
[04:39:04] <cobolfoo> getWorldManifold() returns absolute world positions, you have to calculate them against each fixture centrum to get relative point
[04:39:28] <cobolfoo> erm center
[04:40:06] <ShivanHunter> um, contact.getWorldManifold().getPoints() gives me absolute positions since they're drawn correctly in most cases
[04:40:19] *** nick__ has joined #libgdx
[04:40:32] <ShivanHunter> but sometimes it gives me a point from some other collision
[04:40:41] *** nick__ is now known as DigNZ
[04:41:35] <cobolfoo> Never had this issue, most of the time I have only 1 point per contact
[04:41:41] <cobolfoo> are you using contact listener ?
[04:41:53] <ShivanHunter> yeah, that's where the preSolve() function is
[04:41:58] *** mrmenace has joined #libgdx
[04:42:55] <ShivanHunter> contact.getWorldManifold().getPoints() gives me an array, and usually my index is correct since usually there's only one collision being solved, but sometimes there are two or more - I need the correct index into that array
[04:44:29] <cobolfoo> you might consider using the closest one
[04:45:39] <ShivanHunter> that could work, but it seems like I should be able to get the index somewhere from the Contact object that's passed in
[04:47:26] <cobolfoo> maybe, In my case I tried to resolve which part of fixtures are touching without good results, I splitted my fixtures into smaller one
[04:52:19] *** mrmenace has quit IRC
[04:54:35] *** mrmenace has joined #libgdx
[04:57:05] *** ra4king1 has quit IRC
[04:57:26] *** ra4king1 has joined #libgdx
[04:57:27] *** Fulcano has quit IRC
[05:02:38] *** ra4king2 has joined #libgdx
[05:05:57] *** ra4king1 has quit IRC
[05:06:33] *** ra4king has joined #libgdx
[05:08:30] *** TrofSivart has quit IRC
[05:09:23] *** ra4king2 has quit IRC
[05:12:02] *** wulong710 has quit IRC
[05:12:31] *** esvee__ has quit IRC
[05:14:22] *** ilar_ has quit IRC
[05:14:29] *** wulong710 has joined #libgdx
[05:15:52] <mrmenace> i just wanna make the plus one button disappear when i switch screens it's driving me crazy
[05:16:57] <cobolfoo> the plus one button ?
[05:17:12] <mrmenace> yes
[05:17:45] <mrmenace> the google +1 button
[05:18:00] <cobolfoo> the button is not a scene2d Button I guess
[05:18:09] <mrmenace> no it's a google services thing
[05:18:32] *** hydra___ has quit IRC
[05:18:55] <mrmenace> i can get it to work it shows up you can click it and everything but i want to hide it when i switch to hte gamescreen.
[05:21:01] <cobolfoo> I think libgdx load all the screen onto the same Activity
[05:23:46] *** mrmenace has quit IRC
[05:25:57] *** hydra__ has joined #libgdx
[05:30:31] *** koderok has joined #libgdx
[05:30:39] *** Justin-C has joined #libgdx
[05:30:56] *** TheChubu has quit IRC
[05:32:03] *** Justin--C has quit IRC
[05:32:20] *** mrmenace has joined #libgdx
[05:32:41] <mobidevelop> O.o
[05:34:06] <cobolfoo> I want to have the fewest feedbacks possible :)
[05:36:26] <mrmenace> that is pretty cool :)
[05:37:02] *** LiquidNitrogen has joined #libgdx
[05:39:03] <cobolfoo> This is half the game, the other part is the destruction derby and explosions everywhere and pressing ALT-F4 in despair when your big badass spaceship that took you 2 hours to design blow up in pieces.
[05:40:08] *** CheeseBurgers has joined #libgdx
[05:40:13] *** ra4king has quit IRC
[05:40:24] <mobidevelop> Hmm, should I be productive tonight or no?
[05:40:32] *** ra4king has joined #libgdx
[05:40:38] *** CheeseBurgers has quit IRC
[05:40:45] *** grim001 has joined #libgdx
[05:40:53] <cobolfoo> mobidevelop: what is your local time ?
[05:41:11] <mobidevelop> 8:40pm
[05:41:25] <cobolfoo> after-work coding ?
[05:41:54] *** CheeseSlice has joined #libgdx
[05:42:06] <mobidevelop> I rarely do anymore
[05:42:36] *** QuietChipmunk has joined #libgdx
[05:42:39] <cobolfoo> kids ?
[05:43:04] <mobidevelop> I do have kids
[05:43:25] <cobolfoo> I don't know for you, but my kids eat a lot of my after-work coding :)
[05:43:41] <QuietChipmunk> solution is simple
[05:43:45] <QuietChipmunk> eat your kids
[05:43:55] <QuietChipmunk> free food
[05:44:02] <mobidevelop> Can't blame them though, they go to bed early. I just don't get motivated to code in the evening anymore.
[05:44:19] <cobolfoo> QuietChipmunk: like every thing else in my life, I have to ask my wife first :)
[05:44:26] <QuietChipmunk> lol
[05:44:34] <QuietChipmunk> eat your wife also
[05:45:35] <QuietChipmunk> anyways i need help with using anonymous inner class for GestureDetector
[05:45:47] <QuietChipmunk> the system out doesn't run this way
[05:46:47] <cobolfoo> do the tap get triggeded ?
[05:47:22] <QuietChipmunk> nope
[05:47:47] <mobidevelop> Needs more code
[05:47:47] <cobolfoo> mobidevelop: When you are motivated, you produce what kind of stuff ?
[05:48:28] <mobidevelop> Depends, I tend to do apps
[05:48:28] <cobolfoo> tap() is not a function
[05:48:51] <cobolfoo> GestureDetector have touchDown,up,dragged but no Tap
[05:48:56] *** SexAddict has joined #libgdx
[05:49:03] <mobidevelop> GestureListener has tap
[05:49:15] <QuietChipmunk> yes it does
[05:49:24] <SexAddict> sup fellas
[05:49:41] <QuietChipmunk> but it gets the yellow underline
[05:49:59] <cobolfoo> QuietChipmunk: sorry I was only checking ofr GestureDetector, look like it forward all events to GestureListener
[05:52:17] <SexAddict> so what is this libgdx eh
[05:52:27] <QuietChipmunk> O.o
[05:54:04] <SexAddict> thats like some japanese bro
[05:54:20] <QuietChipmunk> .
[05:54:38] <cobolfoo> SexAddict, libgdx is a wrapper made in Java that let you do games that run everywhere
[05:55:00] <SexAddict> yeah im like learning what java is also
[05:55:15] <grim001> wat is a java?
[05:55:29] <mobidevelop> I only know visual basic
[05:55:33] <QuietChipmunk> who knows
[05:55:56] <cobolfoo> Someone have played with J2ME/MIDP back in the days ?
[05:56:18] <SexAddict> i only play with the ladies
[05:56:24] *** ruben01 has quit IRC
[05:57:36] *** nicScoden is now known as nickershere
[05:59:55] *** QuietChipmunk has quit IRC
[05:59:57] <SexAddict> yawn
[06:03:19] <pmartino> how do i retrieve a body if i use the box2dmapobjectparser
[06:03:49] <SexAddict> i retrieve female's bodies
[06:04:32] *** ChimpmunkMan has joined #libgdx
[06:05:12] *** SexAddict has quit IRC
[06:08:38] *** ChipMonk has joined #libgdx
[06:08:40] *** ChimpmunkMan has quit IRC
[06:09:12] <ChipMonk> alright
[06:09:16] <ChipMonk> so i still have the issue
[06:10:13] <cobolfoo> which is ?
[06:11:07] <ChipMonk> that system.out isn't even being displayed
[06:12:38] <ChipMonk> i just want a screen change on tap
[06:14:12] <cobolfoo> Your tap() function should not be in your MyGestureListener instead of being in your GestureDetector ?
[06:15:05] <ChipMonk> Gdx.input.setInputProcessor(new GestureDetector(new MyGestureListener()) { is how you set up the inner class
[06:15:15] *** WhiteDraegon has quit IRC
[06:15:18] <ChipMonk> i cant find examples on how to work the body
[06:15:53] <cobolfoo> Move your tap code into your MyGestureListener
[06:16:30] <mobidevelop> I don't help people who use hastebin
[06:16:34] <ChipMonk> MyGestureListener implements GestureDetector
[06:16:46] <ChipMonk> it already has all of those methods
[06:16:54] <ChipMonk> @mobi lol why
[06:17:13] *** Afflicto has joined #libgdx
[06:17:18] <mobidevelop> You know why
[06:17:21] *** nexsoftware has joined #libgdx
[06:17:21] *** ChanServ sets mode: +o nexsoftware
[06:17:40] <mobidevelop> Nope
[06:17:47] <ChipMonk> :(
[06:18:19] <ChipMonk> fine be that way
[06:18:30] <nexsoftware> You are doing it wrong
[06:18:42] <ChipMonk> i figured...
[06:19:02] <nexsoftware> cobolfoo has the right idea
[06:19:10] *** noooone has joined #libgdx
[06:19:30] <ChipMonk> it makes me remove override annot
[06:19:41] <nexsoftware> Not if you do it right
[06:20:17] <cobolfoo> ChipMonk: your MyGestureListener have to implements GestureDetector.GestureListener
[06:20:36] <ChipMonk> yeah i just figured that
[06:20:44] <ChipMonk> i only have the latter right now
[06:20:50] <ChipMonk> whoops
[06:21:15] <cobolfoo> If you only use the tap() function you dont need to create you MyGestureListener class
[06:21:48] <ChipMonk> i use other stuff too
[06:21:52] <nexsoftware> I am pretty sure I am going to go with not being productive
[06:22:23] <ChipMonk> MyGestureListener implements GestureListener i had that already
[06:25:03] <ChipMonk> ah i got it, it was a misplaced ')' oh all damn things
[06:25:09] <ChipMonk> it works now :)
[06:25:11] *** hydra__ has quit IRC
[06:25:25] <ChipMonk> thanks anywhoo cobolfoo
[06:26:04] <cobolfoo> now you can move to your next problem, yeah there is always a new one
[06:26:15] <ChipMonk> indeed
[06:26:22] <ChipMonk> that is the nature of programming
[06:26:33] <ChipMonk> you must become professional debugger
[06:28:53] <pmartino> figured out my question, just had to read the objectmap api :S
[06:29:50] <pmartino> seems like many data structures have the same methods at any rate , and some iterating mechanism
[06:29:56] <pmartino> or all of them
[06:30:17] <nexsoftware> out of curiosity, what was the question?
[06:30:37] <pmartino> how to retrieve bodies from dermetfan's box2dmapobjectparser
[06:30:45] <pmartino> which is a part of libgdx utils now
[06:30:59] <nexsoftware> ah, never used it
[06:32:22] <pmartino> its really damn convenient
[06:32:33] *** ksclarke has quit IRC
[06:32:38] <nexsoftware> Probably
[06:33:31] *** hydra___ has joined #libgdx
[06:37:28] *** vestu has joined #libgdx
[06:41:35] *** ChipMonk has quit IRC
[06:41:52] *** TEttinger has quit IRC
[06:42:55] *** warmwaffles has joined #libgdx
[06:43:18] <warmwaffles> anyone else run into the issue where you start and stop a libgdx app on a mac and it locks the whole damn thing up?
[06:43:39] <warmwaffles> rather, compile and run
[06:58:55] *** JesusC has joined #libgdx
[06:59:36] <JesusC> what can cause a render method to produce null pointer at its first line
[06:59:44] <JesusC> it doesn't matter what the line is
[07:00:29] <nexsoftware> Trying to use a null reference
[07:02:21] <JesusC> batch.begin() gives the error
[07:02:28] <grim001> batch is null
[07:02:34] <warmwaffles> hahah
[07:02:40] <warmwaffles> yea, gotta instantiate that man
[07:02:57] <JesusC> i have it the same the way in another class
[07:03:07] <warmwaffles> there's no way
[07:03:08] <grim001> then fix both :\
[07:03:11] <nexsoftware> lol
[07:03:23] <JesusC> i swear
[07:03:30] <JesusC> in all my other classes i have it like that
[07:03:33] <JesusC> and it works
[07:03:43] <nexsoftware> Lies
[07:03:43] <warmwaffles> what is in your constructors?
[07:04:16] <JesusC> no lies
[07:04:30] <JesusC> the constructors have nothing to do with the batch
[07:04:32] <warmwaffles> haha apparently Jesus can walk on water
[07:04:36] <JesusC> lol
[07:04:51] <warmwaffles> doesn't matter, you instantiated the SpriteBatch somewhere, find out where it was
[07:05:25] <JesusC> oh oh its my show method my bad
[07:05:36] <JesusC> no magic performed by code jesus
[07:05:44] <warmwaffles> terrible place to have that ;)
[07:06:06] <nexsoftware> Should always be in render
[07:06:10] <JesusC> blame dermetfan
[07:06:29] <JesusC> render should have no new
[07:06:41] <JesusC> thats a far more terrible place to put it
[07:07:08] <warmwaffles> no it's the optimal place
[07:07:42] <JesusC> so it sets it on every frame then lags the game
[07:07:56] <warmwaffles> jesus is not so good at sarcasm
[07:08:02] <Aryantes> Is that frog master again
[07:08:32] <pmartino> #libgdx smurfing op
[07:08:34] <JesusC> o sorry internet is bad for displaying sarcasm
[07:08:48] <JesusC> what in the 7 hells is a frog master
[07:09:13] <JesusC> Jesus Code McChrist is master of many things
[07:09:19] <JesusC> frogs aint one of them
[07:10:18] *** kam_away is now known as kamui
[07:19:46] *** noooone has quit IRC
[07:20:08] <JesusC> remember folks
[07:20:28] <JesusC> always have Jesus Code McChrist in your hearts
[07:20:58] *** hextileX has quit IRC
[07:21:38] *** warmwaffles has quit IRC
[07:24:12] *** QubeZ has joined #libgdx
[07:24:17] <QubeZ> hello all
[07:24:20] *** LtKernel has quit IRC
[07:28:23] *** Symyon has joined #libgdx
[07:34:46] *** Keniyal_ has quit IRC
[07:36:41] *** Thoast has joined #libgdx
[07:37:10] *** nexsoftware has quit IRC
[07:48:37] *** ilar has joined #libgdx
[07:48:42] <JesusC> sup
[07:48:51] <JesusC> do you trust in Jesus?
[07:49:12] <JesusC> Jesus Code McChrist that is
[07:50:58] *** kamui is now known as kam_away
[07:51:59] *** QubeZ has quit IRC
[07:52:01] <JesusC> McChrist must depart
[07:52:04] *** JesusC has quit IRC
[08:02:28] *** nexsoftware has joined #libgdx
[08:02:28] *** ChanServ sets mode: +o nexsoftware
[08:07:52] *** hextileX has joined #libgdx
[08:13:25] *** noooone has joined #libgdx
[08:14:08] *** mk1 has joined #libgdx
[08:17:13] *** koderok has joined #libgdx
[08:20:42] *** nexsoftware has quit IRC
[08:28:00] *** Ange_blond has joined #libgdx
[08:31:26] <noooone> is anyone using camera.project?
[08:31:47] <noooone> either I'm doing something wrong, or it's broken
[08:32:35] <mk1> I'm using it
[08:33:22] <noooone> I have a PerspectiveCamera
[08:33:28] *** Justin--C has joined #libgdx
[08:33:29] <noooone> I use lookAt(pos)
[08:33:40] <noooone> and then do camera.project(pos)
[08:34:16] <noooone> shouldn't the result be (screenwidth/2, screenheight/2)?
[08:34:28] <mk1> should be 0,0
[08:35:02] *** Justin-C has quit IRC
[08:35:03] <mk1> whoop, should be right, sry.
[08:35:06] <noooone> 0,0? but this position is in the middle of the screen
[08:35:15] *** ilikefood has quit IRC
[08:35:26] <noooone> well, it is something like (-1100, -300, -1)
[08:36:06] <mk1> could you post your code?
[08:36:11] *** ra4king has quit IRC
[08:36:14] *** koderok has quit IRC
[08:36:40] *** ra4king has joined #libgdx
[08:36:57] <mk1> did you update your camera before projecting?
[08:37:04] <noooone> one moment, I try to setup a minimal test
[08:37:18] <mk1> lookat -> update -> project
[08:37:35] <noooone> oh, that was it :D
[08:41:15] *** ilikefood has joined #libgdx
[08:42:15] *** mrmenace has quit IRC
[08:43:27] *** mrmenace has joined #libgdx
[08:45:42] *** user384 has joined #libgdx
[08:47:58] *** ra4king has quit IRC
[08:50:48] *** hissing_girl has joined #libgdx
[08:51:53] *** hydra___ has quit IRC
[08:52:21] *** eReS1 has joined #libgdx
[08:53:58] *** cackling_grandma has quit IRC
[08:54:02] *** hydra___ has joined #libgdx
[09:05:05] <pmartino> o_O i just knocked a ball through a chainshape
[09:05:21] *** ra4king has joined #libgdx
[09:05:23] <noooone> AN ERROR IN THE MATRIX?!
[09:05:40] <pmartino> :S
[09:07:56] <noooone> maybe use the bullet flag
[09:08:07] <pmartino> whats that
[09:08:23] <noooone> better collision detection for fast objects
[09:08:45] <pmartino> i see
[09:09:50] *** KicStart has quit IRC
[09:10:04] <pmartino> how do i do that
[09:14:12] *** ra4king has quit IRC
[09:14:31] *** ra4king has joined #libgdx
[09:17:50] <noooone> body.setBullet()?
[09:22:41] <pmartino> to all the bodies making contact?
[09:23:36] <pmartino> i set it so thye ecant fly that fast anyway :S
[09:23:44] <pmartino> was surprised though
[09:23:53] *** ra4king has quit IRC
[09:29:19] <gentlemandroid> Just the fast moving bodies
[09:29:31] <pmartino> ok, i just put it on the ball anyway
[09:46:41] *** cackling_grandma has joined #libgdx
[09:49:51] *** hissing_girl has quit IRC
[09:52:36] *** onelson has quit IRC
[10:01:32] *** mrmenace has quit IRC
[10:04:02] *** ggg has joined #libgdx
[10:05:17] *** sllide has quit IRC
[10:06:42] *** sllide has joined #libgdx
[10:17:11] *** dan^r has joined #libgdx
[10:26:34] *** c0ke has joined #libgdx
[10:27:19] <Ashiren> "Guy died and went to heaven. He meets God that shows him Heavens filled with PCs and one Macintosh then he says: You can use all those machines except for Apple." Bazinga
[10:29:23] *** ggg has quit IRC
[10:35:47] *** dajos7 has joined #libgdx
[10:37:18] *** workerbee has joined #libgdx
[10:37:29] *** n3o59hf has joined #libgdx
[10:58:47] *** CrazyHendrix has joined #libgdx
[10:58:56] *** ilar has quit IRC
[10:59:02] *** tommy_the_dragon has joined #libgdx
[10:59:14] *** Arbos has joined #libgdx
[11:02:47] <tommy_the_dragon> So first thing I'm doing this morining is debugging some facebook code and FB SDK tells me that an unknown error has occured... Coffee time I think :p
[11:03:16] *** CrazyHendrix has quit IRC
[11:08:38] *** Hronom has joined #libgdx
[11:11:38] *** Hronom has quit IRC
[11:17:03] *** stefzekiller has joined #libgdx
[11:17:54] *** dajos7 has quit IRC
[11:19:54] *** c0ke has left #libgdx
[11:20:26] *** c0ke has joined #libgdx
[11:25:20] <wulong710> hello . I have a game created by libgdx0.9.9. Now i want upgrade it to libgdx1.3.1. My question is, i can't find AndroidApplicationConfiguration.useGL20. Only can find LwjglApplicationConfiguration.useGL30, what should i setting in android?
[11:25:53] <Ange_blond> because GL10 is no longer used, so GL20 is the default
[11:29:01] <wulong710> <Ange_blond>: you mean , i don't need setting AndroidApplicationConfiguration.useGL30 mark in libgdx1.3.1. And the engine setting GL20 as default setting?
[11:29:56] <Ange_blond> I cannot ensure you that, but it's my understanding
[11:30:16] <Ange_blond> mobidevelop know that maybe
[11:31:17] <tommy_the_dragon> Why is stage.getSpriteBatch() deprecated?
[11:31:20] <wulong710> <Ange_blond>: ok . i will have a try.
[11:31:47] *** krumholt has joined #libgdx
[11:36:40] <tommy_the_dragon> ok it was renamed
[11:44:53] *** InspiredNotion has joined #libgdx
[11:46:06] <InspiredNotion> Hello
[11:47:13] <InspiredNotion> To get an app to run on blackberry, what is the process? can locate any documentation on the wiki, yet states libgdx supports blackberry?.. is it the same as a Android package?
[11:48:55] *** dan^r has quit IRC
[11:50:22] <InspiredNotion> thanks
[11:55:41] *** abs25 has joined #libgdx
[11:59:26] *** dajos7 has joined #libgdx
[12:00:51] *** hextileX has quit IRC
[12:03:51] *** dan^r has joined #libgdx
[12:22:08] *** Justin-C has joined #libgdx
[12:23:51] *** Justin--C has quit IRC
[12:24:42] <noooone> blackberry
[12:24:50] <noooone> why?
[12:26:42] *** Sietsem has joined #libgdx
[12:29:35] *** mobaxe has joined #libgdx
[12:34:22] <tommy_the_dragon> blackberry still exists?
[12:34:46] <tommy_the_dragon> mobaxe: congrats, I'll give it a try later if I remember
[12:35:36] <tommy_the_dragon> Will let you know if I spot any bugs if you are about
[12:37:04] <mobaxe> thanks tommy :)
[12:45:47] *** McDax has joined #libgdx
[12:48:34] *** eReS1 has quit IRC
[12:52:37] *** CrazyHendrix has joined #libgdx
[12:56:50] *** Harha_ has joined #libgdx
[12:58:28] *** InspiredNotion has quit IRC
[13:02:22] *** InspiredNotion has joined #libgdx
[13:03:23] <tibor_> what is the name of default modelbatch shader?
[13:04:00] *** Maylay has quit IRC
[13:05:48] *** mobaxe has quit IRC
[13:06:32] *** InspiredNotion has quit IRC
[13:08:20] *** dajos7 has quit IRC
[13:13:12] *** user384 has quit IRC
[13:15:31] *** JVallius has joined #libgdx
[13:22:59] *** [[derek]] has joined #libgdx
[13:23:14] <[[derek]]> what string would you use to get the latest nightlies in gradle?
[13:23:30] <Tomski> 1.3.2-SNAPSHOT
[13:23:40] <[[derek]]> ah thanks
[13:24:16] <tibor_> wouldnt 1.3.+ do that automaticaly?
[13:24:34] <[[derek]]> another question, how can I add a texture in the form of a png file onto a model I loaded from an gd3b file?
[13:24:51] <Tomski> That only works with releases
[13:25:02] <tibor_> Tomski: ok
[13:28:42] <tibor_> [[derek]]: you need to change texture on run?
[13:29:14] <[[derek]]> tibor_: well I can't get to to attach to the fbx file whatever I do, so I'm left with no real choice
[13:29:15] <tommy_the_dragon> I was wondering that at some point too when I was messing with simplex noise, but I haven't really delved into 3d much. Can't remember whether I worked it out or not now.
[13:29:32] <tommy_the_dragon> [[derek]] what are you modelling in?
[13:29:41] <[[derek]]> blender
[13:30:26] <tommy_the_dragon> I remember that happened too. Turned out I didn't have the material set up properly in blender.
[13:30:31] <tibor_> you can asign texture in blender just fine
[13:30:50] <[[derek]]> never works for me
[13:30:59] <[[derek]]> plus I want it so every polygon has the same texture
[13:31:06] <[[derek]]> not realy sure how to acomplish that
[13:31:23] *** abs25 has quit IRC
[13:32:20] *** duff has joined #libgdx
[13:32:47] <tommy_the_dragon> Just assign a single material surely?
[13:33:40] <[[derek]]> how?
[13:33:47] <[[derek]]> there is no assignMaterial function
[13:33:53] <tommy_the_dragon> in blender I mean
[13:34:00] <[[derek]]> It doesn't work
[13:34:14] <[[derek]]> I tried to use the textures blender comes with such as clouds and stuff but it just exports the plain colors
[13:35:19] <tibor_> well you need to use picture texture and set it to material acordingly to uv map
[13:41:27] <tibor_> [[derek]]: do you have clean model in blender without materials?
[13:42:04] <[[derek]]> tibor_: yup
[13:42:58] <tibor_> unwrap it
[13:43:08] <[[derek]]> eh... how?
[13:43:24] <[[derek]]> kinda new to this whole 3D graphics thing
[13:44:49] *** workerbee has quit IRC
[13:48:23] <tommy_the_dragon> Yeah I had a quick look for that
[13:48:57] <tommy_the_dragon> but I couldn't see it. If you follow the steps in that video it should work.
[13:49:06] <tommy_the_dragon> Or at least, it did for me.
[13:49:51] <tibor_> well that video does lots of stuff which isnt necessery for lots of cases like that animation, but concerning materials its good enough
[13:52:58] *** Hatura has joined #libgdx
[13:54:50] *** Maylay has joined #libgdx
[13:55:46] *** BlueProtoman has quit IRC
[13:58:28] *** mxttie has joined #libgdx
[13:59:38] *** pmartino has quit IRC
[14:02:45] *** daveySte has joined #libgdx
[14:03:45] <daveySte> i need to reverse the rows in a table. any recommendations? basically i want the rows at the bottom placed at the top so the keyboard does hide the new messages
[14:04:31] <noooone> create them the other way around...
[14:04:58] <daveySte> well the are live messages
[14:05:12] <daveySte> i guess i could store the messages then process them each time i get a new message
[14:05:33] <daveySte> clear out the messages each time a new message comes to the client
[14:05:34] <kalle_h> hello
[14:05:45] <daveySte> doesnt seems like a great idea, but it would workd
[14:06:23] <noooone> hi kalle
[14:07:31] <noooone> do you have an idea how to render text in 3d? Xoppa gave me the idea to use perspectiveCamera.project to find the screen coordinates and then just render the text using a simple spritebatch in 2D
[14:07:53] <kalle_h> just render it to 3d
[14:07:55] <kalle_h> that is what I do
[14:07:57] <noooone> this works, but it means that the text is always the same size, however far it is
[14:08:01] <kalle_h> with perpective camera
[14:08:19] <noooone> that's not that easy with the libgdx API I think
[14:08:21] <kalle_h> then its also gets depth test
[14:08:29] <kalle_h> then hack the api
[14:08:41] <kalle_h> never gets api to get your way
[14:08:47] <kalle_h> api should help not prevent
[14:09:44] <noooone> well, it's not "my" API
[14:10:25] <kalle_h> it is
[14:10:30] <kalle_h> open source
[14:11:36] <kalle_h> propably easiest thing would just generate glyps geometry to 2d plane(z = 0). then have object matrix that transforms text to 3d space
[14:11:54] <kalle_h> propably can be done with spriteBatch
[14:16:12] *** andemiau has joined #libgdx
[14:16:48] *** daveySte has quit IRC
[14:19:07] *** Getterac7 has joined #libgdx
[14:21:50] *** andemiau has quit IRC
[14:33:27] <noooone> no idea how though...
[14:33:59] <noooone> you mean by manipulating the projection/transformation matrix of spritebatch?
[14:37:10] <[[derek]]> does anyone else here really like a good cheese?
[14:37:16] *** mxttie has quit IRC
[14:37:19] <[twisti]> render text to fbo, put fbo in your scene
[14:39:44] *** hydra___ has quit IRC
[14:39:44] *** Afflicto has quit IRC
[14:40:28] *** hydra___ has joined #libgdx
[14:41:56] <kalle_h> [twisti]: sounds really horrible way
[14:41:59] <kalle_h> noooone: set projection matrix as your perspectivi one
[14:42:08] <kalle_h> and transform matrix as object matrix
[14:42:34] <[twisti]> really, thats bad ?
[14:42:46] <kalle_h> why would you mess up with fbo there?
[14:42:53] <kalle_h> what for
[14:43:41] *** omaha has quit IRC
[14:44:30] <[twisti]> why not ? seems like a convenient way to do what he wants, which seems to essentially be have a texture in 3d world that contains his text
[14:44:46] <LiquidNitrogen> agh, my own game nearly gave me a heart attack again
[14:44:53] <kalle_h> its compleatly redudant and really expensive step
[14:45:26] <[twisti]> i didnt know that
[14:45:26] *** mk1 has quit IRC
[14:45:31] <kalle_h> changing fbo is most expensive gpu command that you do in normal render loop
[14:46:09] <kalle_h> and if you render it to fbo you basically have still same problem. how to get this plane to 3d space
[14:46:23] *** wulong710 has quit IRC
[14:46:27] <kalle_h> but if you combine these steps then there are no problems what so ever
[14:47:34] *** [1]tommy_the_dra has joined #libgdx
[14:48:24] *** ruben01 has joined #libgdx
[14:48:25] *** ChanServ sets mode: +o ruben01
[14:49:57] *** tommy_the_dragon has quit IRC
[14:49:57] *** [1]tommy_the_dra is now known as tommy_the_dragon
[14:52:34] *** abs25 has joined #libgdx
[14:54:41] *** Xoppa has joined #libgdx
[14:54:41] *** ChanServ sets mode: +o Xoppa
[14:55:51] *** InspiredNotion has joined #libgdx
[14:58:27] <[twisti]> i dont understand why the defaultshader needs a renderable
[14:58:38] <[twisti]> id like to use it for a bunch of things, not just one
[15:00:40] <Ange_blond> Xoppa> Another question about g3dx files if you don't mind : why is there an array of meshes, and not only one ? something about capacity ?
[15:01:57] *** mk1 has joined #libgdx
[15:04:01] *** Delmadan has joined #libgdx
[15:05:56] <Xoppa> [twisti], it needs it to decide how to compile the shader, after that you can use it for other (but comparable) renderables as well
[15:06:16] *** mk1 has quit IRC
[15:06:20] <Xoppa> Ange_blond, because a model can contain multiple meshes, i'm not sure if i understand the question, how is that related to capacity?
[15:06:36] <[twisti]> Xoppa: what does it base that compilation on ? the Mesh constructor parameters ?
[15:06:59] <Xoppa> vertex attributes, material attributes and environment attributes / lights
[15:07:00] <Ange_blond> mesh are just containers for meshPart, they are not referenced anywhere, so why not having a big one, with all meshparts ?
[15:07:21] <[twisti]> ah, so no dynamic adding or removing lights ?
[15:07:52] <Xoppa> because not all meshes share the same vertices and because an index can not index above 32k.
[15:07:59] <Xoppa> [twisti], no
[15:08:12] <Ange_blond> Xoppa> ok Xoppa, thanks
[15:08:13] *** dajos7 has joined #libgdx
[15:08:13] <Xoppa> Ange_blond, i mean vertex attributes
[15:08:38] <Ange_blond> Xoppa> attributes ok, that makes sense
[15:09:19] <[twisti]> prototyping is much more fun than rewriting things
[15:11:54] <Xoppa> noooone, very nice
[15:11:59] <kalle_h> noooone: did you test my idea?
[15:12:12] <Xoppa> although... i know viewport is your baby, but i dont think we need it here
[15:12:46] *** stefzekiller_ has joined #libgdx
[15:12:51] *** c0ke has left #libgdx
[15:12:54] <noooone> kalle_h: yes, I'm currently doing that and it works, but finding the correct object transformation matrix is a bit more difficult
[15:13:58] <Xoppa> noooone, hmmm... giving it a second thought it might actually be usefull indeed in case you've specified glviewport
[15:14:02] <noooone> Xoppa: I think it is necessary, because in case someone uses a Viewport which makes use of black bars, the debug renderer won't be able to generate the correct results
[15:14:13] *** LiquidNitrogen has quit IRC
[15:14:39] *** InspiredNotion has quit IRC
[15:14:43] <noooone> and I think FitViewport might actually be the most commonly used one
[15:15:39] <Xoppa> hmmm... i know mario doesnt like keeping track of the opengl state, but a (static) glviewport state would be very useful
[15:16:12] <noooone> hhmmm, neat idea
[15:16:20] *** andemiau has joined #libgdx
[15:16:23] *** stefzekiller has quit IRC
[15:16:25] <noooone> he's currently on vacation, so now's our chance :D
[15:17:10] <Xoppa> heh :P
[15:17:16] *** eReS1 has joined #libgdx
[15:17:48] <andemiau> Hello, I am having trouble importing robovm binding projects (old fashion setup not gradle). Do I use "general -> existing projects into workspace" to do that?
[15:18:07] <kalle_h> noone: you could try lookAtMatrix
[15:18:20] <kalle_h> and scaled with font size etc
[15:18:53] <noooone> the font already looks pretty huge like this :/
[15:19:30] <noooone> at least in my game where 1 ~= 1m
[15:19:55] <noooone> each pixel of the bitmap font seems to translate to 1m :D
[15:19:58] <Tomski> andemiau, add them manually to the robovm.xml, add the bindings to a local folder and depend on that lib
[15:21:30] <andemiau> @Tomski, but what about admob bindings that have some strange libproj folder with Xcode stuff in it?
[15:22:14] <Tomski> if you are using the latest robovm you can just use the jars we build andemiau
[15:23:19] <noooone> Xoppa: any idea when this "draw3dText" callback is actually called?
[15:23:27] <noooone> because for testing I had to call it myself :D
[15:23:27] *** tommy_the_dragon has quit IRC
[15:23:57] <noooone> using DBG_MAX_DEBUG_DRAW_MODE btw
[15:33:37] *** hydra___ has quit IRC
[15:34:51] <Xoppa> noooone, i dont know, never used it
[15:35:34] *** hydra___ has joined #libgdx
[15:40:14] *** RichyTheNewbie has joined #libgdx
[15:41:49] <kalle_h> noooone: like I said scale it
[15:42:10] <RichyTheNewbie> I want to make a simple game, but I dont know if I follow the wiki and pick the things i learn or I first make the "Simple game" thats in the wiki? How did you guys do it?
[15:42:31] <kalle_h> I just taked some example code
[15:42:43] <kalle_h> and started coding
[15:42:49] <noooone> Xoppa: oh, I didn't know you can search like that on github
[15:43:14] <noooone> Xoppa: seems like it's only called for soft bodies
[15:45:23] <Xoppa> noooone, i guess it is also supposed to be a more generic (separation of concerns) debug drawer for e.g. custom bullet classes, e.g. world.getDebugDrawer().draw3dText(...);
[15:46:11] *** abs25 has quit IRC
[15:46:41] <noooone> ya, that might be true
[15:46:42] <RichyTheNewbie> ....
[15:47:53] <noooone> RichyTheNewbie: just start coding, when you don't know how to do something, check the wiki... if there's nothing try google, then ask here :)
[15:48:05] <kalle_h> check the code first
[15:48:17] <kalle_h> link the sources to ecplise/IDE
[15:48:27] <kalle_h> so there are java docs right there
[15:48:54] <noooone> if the projects are generated (which they should be), then this works automatically
[15:49:05] <Harha_> Is anyone here interested in checking out my first proper java game project's source code? Just a quick look, I'd like to know if my code structure makes at least a bit sense.
[15:49:20] <kalle_h> most ppl generated their projects and most ppl don't still know this
[15:50:02] *** andemiau has quit IRC
[15:50:35] <Harha_> nvm my message..
[15:51:34] <[twisti]> Harha_: people dont like to commit. if you want them to look at your source, post a link to your source, and if people have something to say after clicking it, they will
[15:52:12] <kalle_h> just give some simple code snipped to pastebin
[15:52:15] <kalle_h> and I might look it
[15:56:41] <Harha_> Well it's just a java desktop game, no libgdx involved, so this is probably not the chan to ask for feedback about it anyways. But anyways, I'll post a few snippets then.
[16:01:12] *** wulong710 has joined #libgdx
[16:02:06] <Harha_> :P
[16:02:37] <Harha_> So I'm just concerned about the way I've structured the map system / playstate system and the entities / items / tiles the map contains and how the playstate reads them.
[16:03:13] <kalle_h> Harha_: public Tile getTile(int x, int y)
[16:03:20] <kalle_h> that method look absolute horrible :)
[16:03:21] <mobidevelop> Holy ifs batman
[16:04:11] <Harha_> Yes.. it does
[16:04:33] <kalle_h> learn to drive functionality with data
[16:04:37] <kalle_h> not with the code
[16:05:23] <kalle_h> you could index array like this: if (index == 2) a = array[2];
[16:05:35] <kalle_h> or like this: a = array[index]
[16:06:01] <Harha_> I haven't come up with a way to get tiles from x,y coords so that it would automatically return the tile it finds instead of me stating the id's there... Because each tile is a static object in my game, so in fact there is only 1 tile per each tile type in the map, they just get rendered many times.. I should probably change it completely and come up with a better system...
[16:07:10] <RichyTheNewbie> Gdx.gl.glClearColor(1, 0, 0, 1); How do i know what color it is? Is there a website, where i can pick my color and it gives me the numbers i enter?
[16:08:59] <noooone> it's RGBA values
[16:09:03] <Harha_> a,r,g,b I assume... and they are floats I guess, never used libgdx so Idk... So the color in that case is blue with 100% alpha...
[16:09:09] <Harha_> oh rgba :D
[16:10:22] <noooone> that's your libgdx value then
[16:10:30] <Harha_> also kalle_h I don't really get what you mean by your example.. :(
[16:10:34] *** ksclarke has joined #libgdx
[16:11:51] <noooone> don't use magic numbers
[16:11:58] <dan^r> Harha_: for a start you can create a simple lookup table, which stores Tile.xxx at index Tile.xxx.getIndex()
[16:12:04] <mobidevelop> Have an array of Tile, whereby the index used in the map correlates to the index in that array.
[16:12:45] <noooone> or use libgdx and load + render your tiled map in 3 lines of code
[16:12:50] <mobidevelop> Heh
[16:14:28] <noooone> kalle_h: I'm to stupid to come up with an object matrix for the font that will face a certain location
[16:14:30] <Tomski> oh shit, its LD this weekend
[16:15:13] <noooone> kalle_h: maybe it's because the font isn't centered at (0,0) which makes rotations harder... or maybe it's because of a different coordinate system? I dunno
[16:20:49] <Harha_> Thanks, kalle_h, dan^r & mobidevelop; I have a way better map object system in my mind now which doesn't require me to ask what tile is at each coord at each time and so on...
[16:24:02] <Harha_> Yeah... it's clear now how I'll make it work, awesome.
[16:24:58] <smiley-> I'm crazy.. just started doing some OpenGL in C++ instead of LibGDX.. ;)
[16:25:47] *** noooone has quit IRC
[16:26:57] <Harha_> Now build a plane out of small triangles and use opengl shaders to turn it into a some sort of weird liquid.
[16:31:07] *** cackling_ladies has quit IRC
[16:31:27] *** cackling_ladies has joined #libgdx
[16:32:38] *** tnelsond has joined #libgdx
[16:37:05] *** Ventura2 has joined #libgdx
[16:38:37] *** Guest28501 has joined #libgdx
[16:43:57] *** Guest28501 has quit IRC
[16:44:56] *** workerbee has joined #libgdx
[16:45:07] *** Fitzy has joined #libgdx
[16:47:50] *** Flaiker has joined #libgdx
[16:51:12] *** LtKernel has joined #libgdx
[16:52:10] *** Neomex has joined #libgdx
[16:54:02] <Harha_> if I add an static object into an arraylist by .add(index, object), does the static object itself disappear and therefore only exists in the arraylist after that? If that's the case is there a way to just copy it preserving the object itself outside the arraylist?
[16:54:44] <Harha_> I'm getting here "java.lang.ExceptionInInitializerError" which is why I'm asking..
[16:56:02] *** McDax has quit IRC
[16:59:05] *** Delmadan has quit IRC
[17:00:21] *** RichyTheNewbie has quit IRC
[17:00:23] <Harha_> tiles.add(index, this.clone()); is not working properly either... crap..
[17:00:51] *** TrofSivart has joined #libgdx
[17:00:56] <TrofSivart> hi guys
[17:01:02] *** duff has quit IRC
[17:05:17] <delifresh> is there any disceranble speed difference between float f = 2 and float f = 2f ?
[17:06:37] <Getterac7> delifresh: i would think not, but it's easy enough to test.
[17:07:11] *** sargas_ has joined #libgdx
[17:08:16] *** RichyTheNewbie has joined #libgdx
[17:11:19] <vixus> delifresh: i think the compiler would deal with that
[17:11:49] <delifresh> that makes sense
[17:14:44] <Harha_> btw random question about testing floats in java: How large delta-gap I should use or does it just purely depend on how large changes my code does to the float value?
[17:16:18] *** phoenixw has joined #libgdx
[17:16:28] *** deepinthewoods6 has joined #libgdx
[17:16:36] <dan^r> Java follows the IEEE754 standard, so the correct answer is "yes, it depends" :D
[17:18:30] <dan^r> rule of thumb when dealing with floats: never test for equality (with ==), for deltas dont use more than 6 digits
[17:19:05] <dan^r> so if your numbers go from 0..1, it should be save testing for deltas of 0.00001f
[17:20:09] *** noooone has joined #libgdx
[17:20:55] *** KicStart has joined #libgdx
[17:21:41] <Harha_> mkay, thanks for the valuable info. :)
[17:22:22] *** sllide has quit IRC
[17:23:17] *** Oebele has joined #libgdx
[17:23:22] <dan^r> Harha_: about your arraylist problem
[17:23:36] *** sllide has joined #libgdx
[17:23:50] <dan^r> ExceptionInInitializerError indicates you are doing something wrong with your static members
[17:25:00] <dan^r> and no, it doesnt "disappear" when you call arraylist.add(), its only a reference which is put into that list
[17:25:43] *** zambo has quit IRC
[17:29:08] <Harha_> good to know, was unsure about that.
[17:30:53] <dan^r> try to avoid statics if there isn't a good reason to use them
[17:31:27] *** InspiredNotion has joined #libgdx
[17:32:26] <dan^r> its easier to follow dependencies if you create objects top-down
[17:35:39] *** sargas_ has quit IRC
[17:35:39] *** sargas_ has joined #libgdx
[17:36:30] <kalle_h> wasted one hour for debugging problem and then noticed that did have noninterpolate flag at vertex color.
[17:36:35] <kalle_h> that I used for debuggin :/
[17:37:03] *** sargas_ has quit IRC
[17:38:38] *** n3o59hf has quit IRC
[17:38:58] *** dan^r has quit IRC
[17:39:13] *** sargas has joined #libgdx
[17:39:32] *** dan^r has joined #libgdx
[17:39:48] <sargas> Why does the framework have both Game and ApplicationAdapter implement Application Listener?
[17:41:07] *** tibor_ has quit IRC
[17:41:26] <sargas> shouldn't the framework provide just one adapter for the ApplicationListener interface?
[17:41:27] *** robitx has joined #libgdx
[17:43:20] <Tomski> sargas, the implementations do different things
[17:44:01] <sargas> right, ApplicationAdapter actually implements all methods from ApplicationListener
[17:44:13] *** dan^r has quit IRC
[17:44:18] <Tomski> Aye, a convenience implementation
[17:44:20] <sargas> Tomski, while Game leaves some methods unimplemented
[17:44:49] <sargas> so, you use choose between them as a matter or preference or necessity kind of a thing
[17:44:52] <sargas> ?
[17:44:58] <Tomski> Either or
[17:45:04] <Tomski> Or use your own implementation
[17:45:10] <sargas> Gotcha
[17:45:17] *** noooone has quit IRC
[17:45:39] <sargas> Tomski: that simple huh? Thank you sir
[17:46:03] *** noooone has joined #libgdx
[17:51:26] *** krumholt has quit IRC
[17:53:06] *** sehugg has joined #libgdx
[17:53:13] *** Unimatrix325 has joined #libgdx
[17:55:10] *** eReS1 has quit IRC
[17:56:41] *** Symyon has quit IRC
[18:03:00] *** Ange_blond has quit IRC
[18:03:21] *** esvee has joined #libgdx
[18:03:23] <esvee> hey all
[18:06:11] *** ruben011 has joined #libgdx
[18:07:03] <TrofSivart> hi
[18:07:10] *** ruben01 has quit IRC
[18:07:46] *** phoenixw has quit IRC
[18:09:48] *** onelson has joined #libgdx
[18:09:54] <esvee> my fluid grid + wireframe shader
[18:10:15] <esvee> (finally! :))
[18:12:03] *** Scrittl has joined #libgdx
[18:15:52] *** KicStart has quit IRC
[18:21:16] *** TrofSivart has quit IRC
[18:26:44] *** abs25 has joined #libgdx
[18:28:08] *** dermetfan has joined #libgdx
[18:35:31] *** Fitzy has quit IRC
[18:38:20] *** esvee has quit IRC
[18:40:52] *** esvee has joined #libgdx
[18:41:27] *** vilvake has joined #libgdx
[18:41:44] *** deepinthewoods7 has joined #libgdx
[18:41:58] *** Scrittl has quit IRC
[18:42:00] <kalle_h> My shader skills suprised me. I wanted to make fully procedural water droplet animation
[18:42:07] <kalle_h> and 5minutes later it just worked
[18:42:15] *** davebaol has joined #libgdx
[18:42:39] *** Fitzy has joined #libgdx
[18:42:57] <esvee> not suprising :)
[18:42:59] <esvee> video?
[18:43:10] <esvee> kalle_h, did you see the grid video?
[18:43:16] <esvee> i promised i'd upload once it works
[18:43:22] *** deepinthewoods6 has quit IRC
[18:45:12] *** davebaol has quit IRC
[18:45:26] *** davebaol has joined #libgdx
[18:46:30] <kalle_h> esvee: not yet
[18:46:47] <kalle_h> esvee: looking good
[18:46:52] *** SonnyCh has joined #libgdx
[18:46:56] <SonnyCh> Hi!
[18:47:46] <noooone> float jitter = (frac(2.111231231 * duration * round(u_time / duration) + (-0.135171213125 * input.position.y + 0.171123412415411 * (int(input.position.x) ^ int(input.position.y)))));
[18:47:49] <noooone> too simple
[18:48:11] <esvee> kalle_h, :D
[18:48:16] <esvee> hopefully will run @ mobile
[18:48:31] <SonnyCh> I developed some games a year ago, and I were using Screens for each state.. I think that Screens had a camera and a WIDTH and such things back then.. Do anyone know any easy patch to the newer version? :)
[18:48:43] <esvee> the code is a mess right now, 700 lines of magic numbers and triangle generation algorithms
[18:49:15] <noooone> SonnyCh: now they'd have a Viewport
[18:49:18] <kalle_h> noooone: when you paint with numbers code does not look good
[18:49:31] <kalle_h> simple rand() would be quite fun
[18:49:32] <SonnyCh> Do each screen have a viewport, or should I go directly to stages ?
[18:50:03] *** theaftermath has quit IRC
[18:50:03] *** theaftermath has joined #libgdx
[18:50:46] <noooone> SonnyCh: stages have a viewport as well, depends on whether you want to use Stage or not
[18:51:20] <SonnyCh> Okey, great! :) So, if I have a class implementing Screen, how do I get the width of this viewport?
[18:51:48] <noooone> viewport.getScreenWidth or getWorldWidth
[18:51:49] <kalle_h> its look lot better in motion
[18:52:54] *** vilvake has quit IRC
[18:54:11] <noooone> Xoppa: should I make a PR of the DebugDrawer I showed you this afternoon?
[18:54:26] <Xoppa> that would be great
[18:55:05] *** Flaiker has quit IRC
[18:57:17] <noooone> okay, there are still pretty many callbacks missing, but those more complicated ^^
[18:57:30] <noooone> and what about your static viewport tracking idea?
[18:58:21] *** LtKernel has quit IRC
[18:59:42] <noooone> should we keep it this way for now? with a viewport "constructor"?
[19:00:46] <SonnyCh> Okey, I'm a bit confused.. Sorry for maybe sounding like an idiot, but the viewport is not in the screen class, but I have to add the viewport object myself to all the screens I think needs a viewport?
[19:01:14] <noooone> exactly, screen doesn't have anything by default, it's an interface
[19:01:25] *** wulong710 has quit IRC
[19:01:45] <SonnyCh> Okey, thanks :) Wonder how I solved it before, because I just had WIDTH out of nowhere :P
[19:01:53] *** wulong710 has joined #libgdx
[19:02:01] <noooone> maybe that was just Gdx.graphics.getWidth()
[19:03:28] <SonnyCh> Not impossible at all ^^
[19:04:06] *** InspiredNotion has quit IRC
[19:04:07] *** deBugger has joined #libgdx
[19:05:54] *** esvee has quit IRC
[19:09:01] *** abs25 has quit IRC
[19:11:05] *** WingEraser has joined #libgdx
[19:13:51] *** c0ke1 has joined #libgdx
[19:13:54] *** TEttinger has joined #libgdx
[19:14:18] *** Keniyal has joined #libgdx
[19:16:26] *** pmartino has joined #libgdx
[19:17:12] *** dermetfan has quit IRC
[19:17:15] *** sargas has quit IRC
[19:25:04] *** Christiaan has joined #libgdx
[19:25:57] *** TrofSivart has joined #libgdx
[19:26:01] <TrofSivart> hey guys
[19:26:35] <TrofSivart> so, general java discussion... is it worth it to create a constructor for a class whose fields are only single line assignments?
[19:27:26] <[twisti]> @AllArgsConstructor
[19:27:27] <[twisti]> done
[19:27:40] *** dermetfan has joined #libgdx
[19:27:44] <[twisti]> lombok++
[19:29:56] <kalle_h> Just figured out how I can make animated procedural ripples
[19:31:17] <TrofSivart> why is this way beneficial twisti?
[19:31:26] <kalle_h> I just need to use discreted world pos. This is center of ripple. then I calculate diff and distance of center to current pixel. This can be used for normal bending and with timer for ripple tresholding
[19:31:32] *** GhostNr1 has joined #libgdx
[19:32:12] *** dan^r_ has joined #libgdx
[19:32:21] <[twisti]> benefitial over what, TrofSivart ?
[19:32:32] <[twisti]> im unsure what alternative you consider
[19:33:06] <TrofSivart> over using constructors
[19:33:21] <[twisti]> yes, what alternative to constructors are you considering ?
[19:33:56] <TrofSivart> lombok
[19:33:57] *** dermetfan has quit IRC
[19:34:06] <TrofSivart> forces default constructor right?
[19:34:10] <[twisti]> lombok just makes constructors for you
[19:34:16] <[twisti]> its just less typing
[19:34:20] <TrofSivart> ah i c
[19:35:05] *** deepinthewoods8 has joined #libgdx
[19:35:12] <[twisti]> @AllArgsConstructor class Bla { private int i; private boolean b; } is identical to class Bla { private int i; private boolean b; Bla(int i, boolean b) {this.i = i; this.b = b; } }
[19:35:36] *** LordDVG has joined #libgdx
[19:35:47] <TrofSivart> huh.
[19:35:48] *** Fitzy has quit IRC
[19:37:10] *** deepinthewoods7 has quit IRC
[19:40:38] <[twisti]> im willing to explain more if you can elaborate on that 'huh'
[19:41:22] *** deepinthewoods9 has joined #libgdx
[19:41:26] <TEttinger> I could never get lombok working
[19:41:46] <TEttinger> it looked great though
[19:41:46] <[twisti]> what ide ?
[19:41:51] <TEttinger> IntelliJ
[19:42:13] <TEttinger> I'm using scala now, so it's pretty irrelevant
[19:42:15] <[twisti]> ive never had trouble, but im an eclipse man, and thats their primary target, IDEA integration seems like the red headed step child
[19:42:28] *** deepinthewoods10 has joined #libgdx
[19:42:41] <TEttinger> does lombok work on android/java 6?
[19:43:07] <[twisti]> yes
[19:44:41] *** deepinthewoods8 has quit IRC
[19:44:49] <[twisti]> the setup process for android is a few very small steps that are only needed to reduce the jar size and that you can skip if you use maven or gradle
[19:46:12] *** deepinthewoods9 has quit IRC
[19:46:29] *** dermetfan has joined #libgdx
[19:52:17] *** noooone has quit IRC
[19:52:29] *** WhiteDraegon has joined #libgdx
[19:53:12] *** abs25 has joined #libgdx
[19:53:15] <TrofSivart> ya I watched the video, looks pretty nifty. but I'm using Intellij
[19:54:09] <[twisti]> as i understand the intellij plugin is pretty mature these days
[19:54:29] *** BlueProtoman has joined #libgdx
[19:55:58] <TEttinger> oh that's right
[19:56:04] <TEttinger> I needed lombok-pg
[19:56:35] <[twisti]> i think -pg is the experimental branch, isnt it ?
[19:58:46] *** JBSI has joined #libgdx
[19:58:50] <TEttinger> that one says "The second step is to annotate the class that contains your code with the @ExtensionMethod annotation, imported from a library called lombok-pg."
[19:59:15] <TEttinger> and that -pg lib doesn't work in IntelliJ because it hasn't been updated in a year
[19:59:50] <JBSI> I am having a small problem, and I cant figure it out
[19:59:51] *** noooone has joined #libgdx
[20:00:13] <TEttinger> JBSI, got a pastebin for any relevant code?
[20:00:46] <JBSI> Well, I'm not really sure what is going wrong in the code.
[20:01:44] <TEttinger> pastebin for the stacktrace/error log?
[20:01:46] *** Ventura2 has quit IRC
[20:02:38] <JBSI> I have a menu screen with a few buttons on it. When I click any buttons to go to a different screen, I can click where the buttons were on the previous screen and they work as if I never left the menu screen
[20:03:07] <TEttinger> JBSI, are you using Screen objects to change screens?
[20:03:18] <TEttinger> or is this screen in a figurative sense
[20:03:26] <JBSI> Screen objects
[20:03:47] <TEttinger> good, uh... could be the Stage is still kept?
[20:04:15] <TEttinger> like if the Stage if you're using Scene2d isn't a member of the menu Screen, but of the Game/ApplicationListener
[20:04:17] <JBSI> I'm disposing the stage
[20:04:48] <TEttinger> is there maybe more than one Stage?
[20:05:05] <JBSI> No, but I think you helped me figure it out.
[20:05:05] <TEttinger> some code would help
[20:05:09] <TEttinger> ok cool
[20:05:20] <TEttinger> rubber duck debugging
[20:05:31] *** Harha_ has quit IRC
[20:05:53] *** CrazyHendrix has quit IRC
[20:06:07] <JBSI> I have an assets class that I call a loadAssets() method in each Screen object so even though I am disposing the stage when I leave the menu screen it recreats the stage when I load a new screen
[20:06:30] <JBSI> but doesnt draw the buttons because I only do that on the menu screen
[20:06:54] <TEttinger> ohhh
[20:07:02] <TEttinger> that should be an easy fix
[20:07:42] <JBSI> testing it now
[20:08:11] <JBSI> fixed! thanks for the help
[20:08:13] *** noooone has quit IRC
[20:10:18] *** noooone has joined #libgdx
[20:10:44] *** mxttie has joined #libgdx
[20:14:31] <TEttinger> no prob, I didn't have to do much!
[20:18:54] *** [[derek]] has quit IRC
[20:20:04] *** Ventura2 has joined #libgdx
[20:22:17] *** TrofSivart has quit IRC
[20:27:03] *** vestu has quit IRC
[20:27:20] *** dajos7 has quit IRC
[20:28:58] *** harha_ has joined #libgdx
[20:29:11] *** deepinthewoods11 has joined #libgdx
[20:31:13] *** deepinthewoods10 has quit IRC
[20:31:17] *** ColaColin has joined #libgdx
[20:31:43] *** onelson is now known as lunch
[20:32:03] *** lunch is now known as onelson
[20:34:18] *** Christiaan has quit IRC
[20:35:30] <abs25> what is pixmap used for?
[20:35:53] <tnelsond> So you can have a "texture" that can be changed during run time.
[20:37:02] <kalle_h> most of the times you think you want/need to use pixmap for modifications its wrong idea
[20:38:15] <abs25> why?
[20:38:47] <abs25> and what is the best way to draw 2d bitmaps in libgdx?
[20:39:40] <kalle_h> its really slow
[20:40:01] <kalle_h> its not meant for drawing stuff but for generating texture
[20:40:24] <kalle_h> spriteBatch draw 2d bitmaps
[20:41:55] *** JBSI has quit IRC
[20:45:12] *** Lecherito has joined #libgdx
[20:50:31] *** stefzekiller__ has joined #libgdx
[20:50:38] *** deepinthewoods12 has joined #libgdx
[20:51:20] *** RichyTheNewbie has quit IRC
[20:52:07] *** deepinthewoods13 has joined #libgdx
[20:52:13] *** deepinthewoods11 has quit IRC
[20:52:29] <Xoppa> noooone, i might be missing something, but it looks like you never dispose the font and spritebatch
[20:52:53] <mobidevelop> Never dispose anything ever
[20:54:14] *** stefzekiller_ has quit IRC
[20:54:32] *** deepinthewoods14 has joined #libgdx
[20:54:44] <kalle_h> so much ideas and can't test them with my broken laptop :/
[20:55:03] <kalle_h> did some blind tuning but that is not fun
[20:55:21] *** deepinthewoods12 has quit IRC
[20:55:47] *** deepinthewoods15 has joined #libgdx
[20:56:29] <Tomski> kalle_h, whats broken about it?
[20:56:30] *** deepinthewoods13 has quit IRC
[20:56:41] <kalle_h> Tomski: gpu overheat
[20:56:52] <Tomski> ouchie
[20:56:55] <kalle_h> so I use integrated and that has some bugs with dx11 features
[20:57:03] <kalle_h> its does work but not correclty
[20:57:10] <Tomski> Welp, better get working on your text based shading
[20:57:11] *** pbsaint has joined #libgdx
[20:58:16] *** dan^r_ has quit IRC
[20:58:45] *** deepinthewoods14 has quit IRC
[20:58:47] <kalle_h> Made particles look lot better today and added new rain effects. I just want to play with this rainy ghoul town. I like the mood it have
[20:58:48] *** dan^r has joined #libgdx
[20:59:32] <Tomski> The rainy scene you posted yesterday looked great
[20:59:49] <kalle_h> its already old looking shot
[20:59:50] <Tomski> Got any vids of the rain?
[20:59:59] <kalle_h> I don't sorry
[21:00:11] *** esvee has joined #libgdx
[21:00:15] <kalle_h> rain particles look awfull at screenshots
[21:00:43] <kalle_h> I made them strech fully in 3d space and they look a lot better tought
[21:01:20] *** deepinthewoods16 has joined #libgdx
[21:01:47] <kalle_h> those white noise patterns at roofs are procedural water splashes
[21:02:24] <kalle_h> with bloom and boked its look good
[21:03:12] *** dan^r has quit IRC
[21:04:12] <noooone> Xoppa: oops, you are right, I completely forgot about that
[21:04:27] *** deepinthewoods15 has quit IRC
[21:04:33] <Xoppa> noooone, i saw i forgot it as well, just commented on the pr
[21:05:24] <Tomski> kalle_h, really cool, cant wait to run about in it :P Do you have any water pooling?
[21:06:32] <kalle_h> Tomski: not yet really
[21:06:53] <kalle_h> its not hard to do in shaders but it need some info from geometry that I don't have yet
[21:07:15] <kalle_h> but it should be easy to add for terrain
[21:07:22] *** Foxish has joined #libgdx
[21:08:39] *** c0ke1 has quit IRC
[21:08:56] <SonnyCh> Hi again!
[21:09:42] <SonnyCh> Got a new question :/ I used TexturePacker2.. It seems to be obsolute.. Is the new texturepacker.TexturePacker equal to the old TexturePacker2? :)
[21:09:59] <Tomski> yes
[21:10:14] *** deepinthewoods18 has joined #libgdx
[21:11:04] <SonnyCh> Great :D
[21:11:27] *** deepinthewoods19 has joined #libgdx
[21:11:40] *** Foxish has quit IRC
[21:11:41] *** choupos has joined #libgdx
[21:11:56] *** choupos has left #libgdx
[21:12:18] *** deepinthewoods16 has quit IRC
[21:12:58] *** deepinthewoods11 has joined #libgdx
[21:14:22] <Tomski> kalle_h, the references are such click bait
[21:14:36] *** deepinthewoods18 has quit IRC
[21:15:42] *** deepinthewoods19 has quit IRC
[21:15:54] *** Foxish has joined #libgdx
[21:16:05] *** WhiteDraegon has quit IRC
[21:17:05] <kalle_h> I really want to test camera space perspective shadows maps
[21:17:16] <kalle_h> cascade shadow maps seems so wastefull
[21:19:22] <Tomski> So you dont render from any light's perspective?
[21:20:10] <kalle_h> its just warp at camera space
[21:20:23] <kalle_h> to give better utiliazation to near camera
[21:20:28] *** Foxish has left #libgdx
[21:26:14] *** tenseiten is now known as seitensei
[21:26:35] *** seitensei has joined #libgdx
[21:28:46] *** deepinthewoods12 has joined #libgdx
[21:30:24] <Tomski> reading a paper on it now kalle_h , have you done it before?
[21:31:56] *** workerbee has quit IRC
[21:32:03] *** deepinthewoods11 has quit IRC
[21:32:42] *** Foxish1 has joined #libgdx
[21:32:44] *** Foxish1 has left #libgdx
[21:34:12] *** esvee_ has joined #libgdx
[21:34:30] *** WingEraser has left #libgdx
[21:35:20] *** dan^r has joined #libgdx
[21:36:03] *** cackling_grandma has quit IRC
[21:36:25] *** cackling_grandma has joined #libgdx
[21:36:26] *** lxknvlk has joined #libgdx
[21:36:28] *** Ventura2 has quit IRC
[21:38:15] *** esvee has quit IRC
[21:39:29] *** workerbee has joined #libgdx
[21:39:36] *** InspiredNotion has joined #libgdx
[21:41:08] *** dan^r has quit IRC
[21:43:08] *** deepinthewoods13 has joined #libgdx
[21:43:19] <InspiredNotion> Hi, this maybe very simple and seem like an easy Q to answer.. i am trying to figure out how to create apattern playouts for a grid. any pointers to resource or alike would be great
[21:43:22] *** Oebele has quit IRC
[21:43:26] *** tnelsond has quit IRC
[21:43:34] <InspiredNotion> *layout
[21:44:43] <InspiredNotion> if this makes sense
[21:45:06] *** deepinthewoods12 has quit IRC
[21:45:11] *** Ventura has joined #libgdx
[21:47:13] *** deepinthewoods14 has joined #libgdx
[21:47:51] *** jabb has quit IRC
[21:48:43] <InspiredNotion> so basically you can define the level in a layout , something like '0122210' -nextline '1021201' and so on..
[21:48:57] <InspiredNotion> so its like a grid..
[21:49:12] <InspiredNotion> and specified objects get assigned to the numbers
[21:49:36] <InspiredNotion> Anyone help with oppointing me in the right direction.. or maybe i'll just have to figure it out
[21:49:46] <InspiredNotion> *pointing
[21:49:53] *** deepinthewoods13 has quit IRC
[21:50:51] <InspiredNotion> This but in Java.. not xCode tutorial
[21:51:49] <SonnyCh> Well, if you want it to work, just go through the string and map every 0's to one sort of tile, every 1's to one sort of tile and continue
[21:52:55] <pmartino> have you checked out Tiled
[21:52:56] <SonnyCh> If you want it to work with newlines, jsut split on newlines before going through the list
[21:53:22] <InspiredNotion> ok, thanks
[21:54:14] <InspiredNotion> with Tiled can you make ech tile 'selectable' / input Listner as such
[21:54:22] <InspiredNotion> each*
[21:54:44] <InspiredNotion> want to have each of the 'tiles'as actors
[21:55:03] <InspiredNotion> not to worry i will sort it out
[21:55:14] <pmartino> well you can set user data to any of object in the object layer, as far as i know you can put anything in it
[21:55:27] <pmartino> you just have to retrieve it later
[21:55:29] <InspiredNotion> ok sounds good
[21:55:36] <pmartino> or you can do it programmatically / manually
[21:55:42] <InspiredNotion> kk
[21:55:44] <pmartino> with or without tiled
[21:56:06] <InspiredNotion> Ill give it a go manually i think first
[21:56:19] *** Tann_ has joined #libgdx
[21:56:33] *** stefzekiller__ has quit IRC
[21:56:36] *** mxttie has quit IRC
[21:57:24] <robitx> how do I create single pixel texture on run?
[21:57:36] <Tann_> Use pixmaps robitx! : )
[21:57:40] <Tann_> Pixmaps are pretty rad
[21:59:44] <Xoppa> a single pixel texture?
[22:00:08] <Xoppa> vec4
[22:00:36] *** Unimatrix325 has quit IRC
[22:02:02] <Tann_> I don't know what you mean with vec4 but with you can make a 1x1 pixmap and draw a pixel on it and make a texture from it.
[22:02:36] <Ventura> are there any fast way to clone a tiledmap?
[22:03:12] *** Fulcano has joined #libgdx
[22:04:14] *** esvee__ has joined #libgdx
[22:07:35] *** CrazyHendrix has joined #libgdx
[22:07:41] *** esvee_ has quit IRC
[22:08:42] *** noooone has quit IRC
[22:09:17] *** Salatkopf has joined #libgdx
[22:09:36] <[twisti]> i cant figure it out
[22:10:08] <[twisti]> if i put light a into c1 and v1 and light b into c2 and v2, my scene looks different from b going into 1 and a going into 2
[22:10:33] <Salatkopf> Hey, somebody here who, by any chances, knows how to change the width of a scrollBar from ScrollPane class (scene2d) :)
[22:11:09] *** method has joined #libgdx
[22:11:33] <kalle_h> Tomski: nope
[22:11:53] *** CrazyHendrix has quit IRC
[22:12:03] <[twisti]> actually disregard that, i was sending as 0 and 1 instead of 1 and 2 so one light ended up being 0s
[22:12:37] <kalle_h> vColor = a_color * (vec4(diffuse1.xyz, 1.0) + vec4(diffuse2.xyz, 1.0));
[22:12:57] <kalle_h> this will multiply your alpha channel with 2
[22:13:21] <kalle_h> never use alpha channel at your light calculations. It does not make sense
[22:13:56] <Xoppa> i guess he mean ambient color with that :D
[22:14:31] <Xoppa> hmm.. that doesnt make sense also
[22:14:37] <kalle_h> u_dif_c1.rgb * u_dif_c1.a
[22:14:47]
[22:14:58] <kalle_h> they are constant
[22:15:10] <InspiredNotion> if i was dontate to libGDX where does the proceeds go ?
[22:15:12] <InspiredNotion> :)
[22:15:20] <kalle_h> max(dot(a_normal, u_dif_v1), 0.1);
[22:15:28] <[twisti]> cuz im a big old dummy who just copied and pasted stuff together while prototyping
[22:15:33] <kalle_h> why its 0.1? does it simulate some boucne light or what?
[22:15:34] <[twisti]> cleaning up now
[22:16:14] <Getterac7> InspiredNotion: into server costs / hosting fees, i believe.
[22:16:17] <kalle_h> I see a_normal. so you are doing shading at object space?
[22:16:45] <[twisti]> im not sure where the 0.1 came from
[22:16:56] <[twisti]> what does 'shading at object space' mean ?
[22:17:00] <SonnyCh> Hate to bother you again, but you are kinda awesome in answering so I feel like I have to ;) The way I've implemented my GameStates is by a GameStateManager who always is the input-listener. This works great for key ups/downs. Now, if someone press somewhere on the screen, can I pass this to my GameStates too? :)
[22:17:24] *** Melon_Bread has quit IRC
[22:17:25] <InspiredNotion> thanks Xoppa
[22:17:59] <kalle_h> [twisti]: you can do light calculation at any coordinate space you want but you have to be consistent
[22:18:24] <kalle_h> so object space shading means that you transfrom lights to object space with inverse transformation
[22:18:53] <kalle_h> if object space is same as world space then that trasnforms can be lifted ofc
[22:19:30] <[twisti]> i do lighting in unmodified coordinate space, block is at 1,1 to 0,0, light is at 5,3 or whatever, i dont apply the cam projection matrix to either
[22:19:34] <esvee__> kalle_h, what are some cool non-photorealistic shader ideas that are well known and implement-able on mobile?
[22:20:01] <esvee__> kalle_h, e.g the wireframe shader
[22:20:18] *** HunterD has joined #libgdx
[22:21:18] <HunterD> hi! is it possible to disable signing of app when using roboVM? (I try to run libgdx simple code on jailbroken iPhone :D )
[22:22:05] *** deniska has joined #libgdx
[22:23:12] <kalle_h> [twisti]: so that only works static objects
[22:23:25] <kalle_h> esvee__: everything works on mobile
[22:23:32] <kalle_h> just get idea and do it
[22:23:44] <[twisti]> yes, thats my geometry shader (as in, for my voxel geometry)
[22:24:02] <[twisti]> and i update my voxel mesh data on change
[22:24:10] <kalle_h> that make sense
[22:24:16] <esvee__> Xoppa you have to advertise that support link more! i'm donating 10$
[22:24:27] <esvee__> if i only knew about it earlier
[22:24:46] <esvee__> kalle_h, yeah ofc, but i just wonder if there are some 'conventions' in NPR, e.g like goraud or phong in photorealistic
[22:24:53] <[twisti]> its also good for me to learn and understand - the transform stuff still looks like black magic that i cant instinctually understand, i have to think hard with every line involving transformed space
[22:25:25] *** Fulcano has quit IRC
[22:26:04] *** eReS1 has joined #libgdx
[22:26:51] <Xoppa> esvee__, great! it is indeed not very advertised (which is a choice i think), but there's a link on the website libgdx.com/donate.html
[22:26:54] *** dan^r has joined #libgdx
[22:27:06] <kalle_h> NPR isn't that systemati
[22:27:07] <kalle_h> c
[22:27:10] *** Fulcano has joined #libgdx
[22:27:41] <esvee__> so it's like 'oh i got that cool idea for a vague shading, let's try' :)
[22:28:02] <esvee__> i'm really having fun with it.. i converted my fluid grid thing to a sort-of multi-point warp effect when viewed in 2d
[22:28:41] <Xoppa> its one of the first shaders i created when testing the 3d api
[22:29:22] <esvee__> o_O sweet!
[22:29:35] <esvee__> looks like vertex displacement
[22:29:57] <Xoppa> thats indeed the title :D
[22:30:13] <esvee__> lol i skipped straight to the pics
[22:30:18] <Xoppa> iirc i slightly modified the shader to lower the alu instructions
[22:30:43] <esvee__> is there any primer online on glsl optimization?
[22:31:02] <esvee__> i'm throwing exp2's and pow's everywhere heh
[22:31:57] <esvee__> i've read about the tiled gpu thing but it doesn't help much when actually thinking about what instructions to use
[22:34:14] *** esvee_ has joined #libgdx
[22:34:19] <esvee_> sorry i disconnected... power goes down once in a while
[22:34:57] <kalle_h> esvee__: don't worry about optimizations all the time
[22:35:28] <kalle_h> low level instruction level optimization can help about 10% max
[22:35:53] <esvee_> Xoppa, oo sweet
[22:36:00] <esvee_> kalle_h, what's the main factor then?
[22:36:07] <esvee_> the algorithm itself?
[22:36:38] <kalle_h> algorithm is usually most important
[22:36:49] <kalle_h> memory level is really important too
[22:37:12] <kalle_h> not doing something is always the best code
[22:38:14] *** esvee__ has quit IRC
[22:38:32] <esvee_> humus :)
[22:38:54] <kalle_h> keep in mind that this goes all the way to gpu spesific architechture
[22:39:08] <kalle_h> so you can't use all those tricks without measuring
[22:39:29] <kalle_h> so in the worst case your shader look mess and run slower
[22:39:35] <kalle_h> maybe even have some bugs
[22:40:36] <esvee_> hmm so i should just try different thins and benchmark
[22:40:43] <kalle_h> graphics programmer task is to implemented features. After that you need to be sure that they run smooth enough
[22:40:57] <kalle_h> but you need to do first thing first
[22:41:03] <esvee_> man ~two months ago i wrote my first shader, heh... i thought i'd finish graphics for my game in a week
[22:41:26] <esvee_> well, i'm trying my best :)
[22:41:46] <kalle_h> I have learned last 3-4 years every day and still learning new stuff every day
[22:42:14] <esvee_> i want to be kalle_h when i grow up
[22:42:33] <kalle_h> man can change his name when he is old enough
[22:42:48] <kalle_h> not sure is _ lawfull characters at names
[22:43:20] <esvee_> underscore is a word, though
[22:43:28] *** InspiredNotion has quit IRC
[22:43:31] <Salatkopf> Somebody here who, by any chances, knows how to change the width of a scrollBar from ScrollPane class (scene2d) :)
[22:44:03] <esvee_> ugh the android glsl compiler is giving me cramps
[22:44:09] <esvee_> why no int variables :(
[22:44:35] <HunterD> can someone help me disable signing using roboVM? (I run mac on virtual machine and I really want to see libgdx on an iPhone)
[22:45:35] <SonnyCh> Got some things to work, but got a question that i probably wont figure out myself:
[22:46:23] <SonnyCh> nvm
[22:46:34] <SonnyCh> I thought about click when it actually was clicked
[22:47:03] *** Ventura has quit IRC
[22:47:54] *** lxknvlk has quit IRC
[22:48:50] <kalle_h> esvee_: what you are trying to do
[22:49:19] <esvee_> kalle_h, i needed a constant and i used an 'int' type.. but i don't care about how precise it is, so i just put 'float'
[22:49:36] <esvee_> "float brightness = abs(1.0 - pow((offset + v_position.z) / offset, 0.5));" :p
[22:50:05] <kalle_h> never mix ints and float at math
[22:50:17] <kalle_h> its really slow to constantly convert them
[22:50:24] <esvee_> so either all float or all int
[22:50:26] <kalle_h> also int math is really slow
[22:50:27] <TEttinger> v_position.z is float
[22:50:37] <TEttinger> offset is int then?
[22:51:12] <esvee_> yeh, but i changed it to float
[22:51:33] <esvee_> i'm not even sure about the mathematical meaning of this expression, it looks good tho
[22:51:45] <esvee_> v_position.z is always negative btw
[22:52:10] <esvee_> (or == 0)
[22:52:26] <TEttinger> uh
[22:52:41] <TEttinger> so you could have a square root of -1?
[22:53:17] <TEttinger> nice
[22:53:52] <esvee_> well i calculate the z pos on cpu, and i know it will never be larger than the offset
[22:54:21] <esvee_> but yeah i should clamp it just in case
[22:54:22] <TEttinger> ok
[22:54:49] <TEttinger> nah, if you can be sure -- if it's static and gets initialized to 0 by android that could suck
[22:55:06] *** theaftermath has quit IRC
[22:56:13] <esvee_> it's changed dynamically
[22:56:23] <esvee_> oh my, it runs barely ~5fps on the mobile :( damnit
[22:56:49] *** SgtCoDFish has joined #libgdx
[22:57:23] *** Fel_Ix has joined #libgdx
[22:57:26] *** deepinthewoods14 has quit IRC
[22:57:29] *** Fel_Ix has quit IRC
[22:57:37] *** Fel_Ix has joined #libgdx
[22:57:42] <kalle_h> esvee_: cpu or gpu is bottleneck?
[22:58:29] <esvee_> kalle_h, sec, i'm trying with an empty (vec4(1.)) shader
[22:58:34] <kalle_h> which is quite opposite how dust should work
[22:58:48] <esvee_> and then ddms profile
[23:04:16] <kalle_h> I bet its box2d
[23:04:49] <kalle_h> grid based fluid simulations can be optimized a lot better than using generic physics engine
[23:05:17] <kalle_h> like magnitude or two faster
[23:06:22] <esvee_> generic i.e self written?
[23:06:37] <esvee_> it doesn't look like box2d, it's just the # of the vertices and the attributes i'm updating
[23:07:20] <esvee_> strangely box2d's Body.getPosition() takes 38% incl. CPU
[23:07:22] <kalle_h> box2d = generic
[23:07:46] <kalle_h> your own grid basic joint solver = spesific
[23:09:02] <esvee_> i only have ~4k box2d bodies.. shouldn't be that bad even for box2d
[23:09:22] <kalle_h> esvee_: not sure how well those joints solvers are optimized
[23:09:35] <kalle_h> and 4k for system where all are connected is quite much
[23:09:54] <SonnyCh> If I have a 9-patch and put it into a atlas, then use it as drawable to write a Label, how do I get the label to cut at the right place (now it just continues beyond the end of the 9patch)
[23:09:58] <esvee_> around 4 joints per vertice
[23:10:08] <cobolfoo> I can confirm that 4k touching bodies is too much for low-end devices
[23:10:09] <kalle_h> so 16k joints
[23:10:29] <kalle_h> esvee_: just make basic verlet integration
[23:10:33] <kalle_h> super simple stuff
[23:11:22] <esvee_> all my collisions are off (filtered)
[23:11:28] <kalle_h> does not matter
[23:11:38] <esvee_> kalle_h, apparently box2d's getPosition is what made everything slow
[23:11:47] <kalle_h> it has overhead
[23:11:52] <cobolfoo> esvee_ collision code still happens even with filter
[23:11:55] <esvee_> i removed it and left only my exponential moving average z update and it runs ~50 fps
[23:11:58] <cobolfoo> it just got rejected
[23:12:10] <esvee_> cobolfoo, how can i disable it entirely?
[23:12:48] <cobolfoo> Just dont create a body :)
[23:12:55] <esvee_> :--(
[23:13:16] <cobolfoo> esvee_ have you a screenshot of the kind of game you are making?
[23:13:21] <cobolfoo> maybe there are alternative solutions
[23:13:21] <esvee_> kalle_h, but i don't want to get into nasty numerical stability issues :(
[23:13:30] <esvee_> cobolfoo, right now i'm just toying with an effect
[23:13:37] <esvee_> that will be used as the 'floor' for my game
[23:14:21] <cobolfoo> reminds me of plasma and shadebob effects
[23:14:47] <esvee_> well the plan is to create a large spectrum of grid effects
[23:14:51] <esvee_> and the gameplay will affect it
[23:15:55] <esvee_> wow i realized i was stupid and put getPosition inside a for look
[23:15:57] <esvee_> *loop
[23:16:00] <esvee_> * 1 sec
[23:16:15] <cobolfoo> you are using box2dlight in some way ?
[23:16:36] <kalle_h> grid based solvers are really easy. joints are implicit between neighboar cells
[23:16:57] <kalle_h> and you can propalby write something like that with dozen lines of code
[23:16:58] <esvee_> cobolfoo, nop, the shader is based on my own stupid formula and a wireframe shader
[23:17:22] <esvee_> kalle_h, what to google for?
[23:17:25] <esvee_> verlet integration spring?
[23:19:53] *** Getterac7 has quit IRC
[23:21:32] *** Thoast has quit IRC
[23:22:12] <kalle_h> esvee_: basically 1d example would be best
[23:22:38] *** method has quit IRC
[23:22:46] *** ra4king has joined #libgdx
[23:26:58] <esvee_> whoa it actually looks really simple
[23:28:15] <kalle_h> height field simulation is even simpler
[23:28:19] <kalle_h> but does not look at nice
[23:28:47] <kalle_h> esvee_: when you implemented this once you can use it for cloths and many other things too
[23:30:20] *** ruben011 has left #libgdx
[23:30:33] <esvee_> whoa
[23:31:13] *** Justin--C has joined #libgdx
[23:32:11] <kalle_h> verlet is also stable
[23:32:24] <kalle_h> euler cloth looks like shit
[23:32:53] *** Justin-C has quit IRC
[23:33:05] *** HunterD has quit IRC
[23:33:36] <esvee_> O-o
[23:33:45] <esvee_> hmm i think i'll go with the verlet joints
[23:33:50] <esvee_> w/out the box2d overhead
[23:34:03] <kalle_h> its also simpler
[23:34:21] *** esvee__ has joined #libgdx
[23:34:28] *** Salatkopf has quit IRC
[23:34:31] <kalle_h> I can give some tips for optimize that after you have done
[23:35:28] <esvee__> cool :)
[23:35:41] <esvee__> damn i didn't plan to also implement a physics engine (as simple as it might be)
[23:35:43] <esvee__> heh
[23:36:02] <kalle_h> this stuff is always done by hand
[23:36:35] <kalle_h> you can just throw spesific fluid problem to generic RIGID body phys engine and hope that it work
[23:37:33] *** sllide has quit IRC
[23:37:43] <esvee__> i hoped it would work :) it actually works.. on pc
[23:37:44] <esvee__> heh
[23:37:53] *** esvee_ has quit IRC
[23:37:57] <esvee__> w/ physics on perf. drops to ~10 fps
[23:38:42] *** ra4king has quit IRC
[23:38:57] *** sllide has joined #libgdx
[23:39:03] *** ra4king has joined #libgdx
[23:40:59] *** ra4king1 has joined #libgdx
[23:43:20] <kalle_h> esvee__: but good thing was that you tried it
[23:44:58] *** ra4king has quit IRC
[23:45:04] *** Christiaan has joined #libgdx
[23:48:24] <aegamesi> are flat icons in now?
[23:48:26] <aegamesi> *in*
[23:49:24] <kalle_h> aegamesi: from ios7
[23:49:37] <aegamesi> so...yes?
[23:50:04] <kalle_h> propably not long anymore
[23:50:35] *** theaftermath has joined #libgdx
[23:50:56] <aegamesi> alright
[23:50:59] *** ra4king has joined #libgdx
[23:51:03] <aegamesi> and, text in app icons: y/n?
[23:54:08] *** ra4king1 has quit IRC
[23:58:42] *** JVallius has quit IRC