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[00:07:49] <kalle_h> I really like that reflection example
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[00:08:19] <pmartino> hi
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[00:16:15] <esvee_> kalle_h, lol
[00:16:27] <esvee_> that's cute
[00:16:44] <esvee_> i wonder what'll happen if i insert that stuff in production code :p
[00:16:59] <kalle_h> just shuffle that array
[00:17:24] <kalle_h> but it actually show how high level seemingly simple java code might be
[00:18:27] <kalle_h> println autoboxes 4 to Integer 4, which use JVM then notices that this is already cached and use that instead
[00:19:16] <kalle_h> many other languages would just have done special version for println when int is passed
[00:20:21] <kalle_h> it just seems so wastefull to turn simple literal value to use LUT for Objects that contain that simple literal
[00:20:37] <kalle_h> absolute no sense at all
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[00:21:09] <esvee_> O-o
[00:21:13] <esvee_> never knew java did that stuff
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[00:24:36] <kalle_h> seemingly simple but really complex
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[00:29:14] <esvee_> holy crap iterators are slow
[00:29:27] <esvee_> i chanded an iterator loop to an indexed loop, 20% improvement
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[00:33:18] <kalle_h> esvee_: iterators are bad for your soul
[00:33:32] <kalle_h> enchanced for loop is fast and look best
[00:33:45] <kalle_h> for (Stuff s : stuffs)
[00:33:52] <Xoppa> "With an ArrayList, a hand-written counted loop is about 3x faster (with or without JIT), but for other collections the enhanced for loop syntax will be exactly equivalent to explicit iterator usage."
[00:34:28] <esvee_> O-o
[00:34:52] <kalle_h> for normal array enchanced loop is fastest
[00:35:02] <kalle_h> and produce smallest bytecode
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[00:36:13] <kalle_h> for libgdx Array you can pull items[] array and use that directly
[00:36:13] <esvee_> good to know!
[00:36:14] <Xoppa> enhanced for loop has writting compiler optimization all over it
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[00:37:46] <kalle_h> this is fastest way to loop from zero to max with Array
[00:37:47] <kalle_h> for (int i = 0, len = array.length; i < len; ++i)
[00:38:07] <kalle_h> len scope is smallest possible and lenght is cached
[00:38:42] <Xoppa> could make len final to be safew
[00:39:30] <esvee_> ok, replaced all loops w/ enchanced :)
[00:39:36] <esvee_> now from 5 fps i'm @ 32 fps
[00:39:40] <kalle_h> holy fuck
[00:39:47] <esvee_> (including other optimizations)
[00:39:58] <kalle_h> then its meaningless number
[00:40:18] <esvee_> i did a ton of stupid stuff
[00:40:23] <esvee_> like not caching ANYTHING
[00:40:39] <esvee_> and tons of stuff inside loops that could be pulled outside
[00:40:45] <esvee_> just plain awful codin
[00:40:46] <esvee_> g
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[00:50:58] <esvee_> is 30 fps acceptable?
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[00:50:59] <esvee_> for mobile?
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[00:51:15] <kalle_h> depends on game type
[00:51:25] <kalle_h> minigore2 is 30fps
[00:51:29] <kalle_h> but kinghunt needed 60
[00:51:35] <esvee_> what are the factors?
[00:51:39] <esvee_> twitch reaction?
[00:51:45] <kalle_h> input latency toleration
[00:51:53] <kalle_h> mostly camera movement
[00:52:09] <kalle_h> in fps you don't stand input latency at all
[00:52:19] <kalle_h> but in 3rd person game its much more tolerable
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[00:52:50] <esvee_> it needs fast reaction but i don't think anywhere near FPS levels..
[00:52:54] <esvee_> but i might be wrong
[00:53:12] <kalle_h> fast reaction is all about fps
[00:53:36] <kalle_h> if you have 30ms rendering latency(with double buffering)
[00:53:49] <esvee_> my game is also multiplayer.. add 100 ms
[00:53:54] <kalle_h> +100 ms from touch screen latency
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[00:54:01] <esvee_> :O
[00:54:02] <kalle_h> its all add up
[00:54:12] <esvee_> i don't think it's 100 ms
[00:54:14] <esvee_> from touchscreen
[00:54:19] <kalle_h> yes it is
[00:54:31] <esvee_> maybe on a very low-grade phone..
[00:54:36] <esvee_> around 20-30 i'd guess
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[00:54:53] <kalle_h> esvee_: dont guess
[00:55:05] <esvee_> well i actually measured it once
[00:55:10] <esvee_> i needed it for some project i worked on
[00:55:20] <esvee_> on sgs3 cyanogenmod ~1 yr ago
[00:55:27] <esvee_> latency was stable around ~20
[00:55:42] <kalle_h> best android device in that test was 114ms
[00:55:46] <kalle_h> how did you measure it?
[00:56:26] <esvee_> i wrote a simple native program that output a waveform once it read touch event from driver
[00:56:34] <kalle_h> hmm, that number already include double buffering
[00:56:46] <esvee_> so no going through the dalvik stack
[00:57:07] <esvee_> and i put a mic up, hit the phone auidibly hard, the waveform played... difference = latency
[00:57:16] <esvee_> touch->audio driver at least
[00:57:50] <esvee_> i think it's dalvik that screws up with the latency..
[00:57:56] <esvee_> until all the events get managed etc
[00:58:12] <kalle_h> yeah you are screwed
[00:58:20] <esvee_> but once ART gets in
[00:58:23] <esvee_> it should be alleviated
[00:58:24] <esvee_> hopefully
[00:58:35] <esvee_> and then i can finally code my android guitar amp sim :)
[01:00:48] <esvee_> damnit, box2d phyics = 37.2% of the execution time
[01:01:38] <esvee_> after all optimizations, fps drops to ~19 w/ box2d, ~45 w/out
[01:01:58] <esvee_> on pc runs smoooooooth
[01:02:10] <esvee_> oh well i'm off to bed reading about mr. verlet
[01:02:17] <esvee_> ty very much xoppa, kalle, good night :)
[01:02:47] <kalle_h> gn
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[01:32:55] <nickershere> has anyone had a problems deploying to ios?
[01:33:01] <nickershere> sometimes it works sometimes i get a java stack error
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[01:43:16] <mobidevelop> Is it an out of memory error that you get?
[01:44:10] <nickershere> Java heap space
[01:44:48] <nickershere> is this common?
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[01:45:36] <nickershere> its always happened to me since I upgrade to gradle several months ago, but i was just happen to get gradle working that I didnt care about the error
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[01:45:48] <TEttinger> nickershere, I've gotten it on all sorts of java apps. typically you need to tweak the -Xmx and other related options when running java
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[01:47:39] <TEttinger> (I believe only the max heap size)
[01:47:46] <nickershere> TEttinger: have you had the java heap space error before?
[01:48:00] <TEttinger> quite a lot, never done iOS
[01:48:21] <TEttinger> if you don't have enough RAM available it happens
[01:48:33] <nickershere> 8gb for a simple game?
[01:48:34] <TEttinger> lots of java apps will throw it
[01:48:48] <nickershere> it only happens in ios deployments
[01:48:49] <TEttinger> hm, when are you getting it?
[01:49:01] <TEttinger> running the game?
[01:49:03] <nickershere> i'm not worried about, just curious
[01:49:08] <nickershere> when deploying the game only
[01:49:12] <nickershere> not all the time
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[01:49:35] <TEttinger> I'm guessing there's a bunch of other stuff open
[01:49:38] <nickershere> TEttinger: its ok i'll look into it leater
[01:49:40] <nickershere> maybe
[01:49:42] <TEttinger> ok
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[01:57:00] <mobidevelop> nickershere: in your gradle.properties, change the -Xmx value
[01:57:25] <nickershere> thanks
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[03:29:27] <pmartino> weird , ball keeps going out of the chainshape
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[03:48:31] <JrodManU> R.layout.main cannot be resolved, Can anyone help?
[03:54:45] <TEttinger> R ?
[03:55:27] <JrodManU> android.R;
[03:55:53] <JrodManU> Sorry for not much details, I am just quite annoyed by this dumb error
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[03:58:29] <dermetfan> why would you want to access R in your core project?
[04:00:41] <JrodManU> It is in my android project
[04:01:51] <pmartino> hi dermetfan, im using your box2dmapobjectparser and im having some difficulty destroying bodies on contact
[04:02:54] <dermetfan> pmartino: you can only destroy bodies outside of the world.step(..) method
[04:03:15] <pmartino> what do you mean
[04:03:15] <dermetfan> pmartino: during step(..) the world is locked. Where do you try to destroy them?
[04:03:20] <pmartino> oh
[04:03:24] <pmartino> right now after world.step
[04:03:36] <dermetfan> in a contact listener?
[04:03:39] <pmartino> yeah
[04:03:53] <dermetfan> contact listeners are called from world.step(..)
[04:03:58] <pmartino> hmm
[04:04:08] <dermetfan> you need to add the bodies you want to destroy to some collection and destroy them afterwards
[04:04:18] <pmartino> like an Array<Body>?
[04:04:21] <dermetfan> yep
[04:04:51] <pmartino> ok neat, i just had a little bit of an issue getting access to the bodies from the fixtures
[04:05:10] <dermetfan> fixture.getBody()
[04:05:19] <pmartino> not sure i did it in the best way, i used parser.getFixtures():
[04:05:28] <pmartino> then set user data to get what i wanted from a layer
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[04:06:58] <pmartino> i didnt know contact listeners were called during world.step though :) learned something
[04:07:02] <dermetfan> JrodManU: you should be able to access R from within your android project, but only from there. if that doesn't work something's setup incorrectly
[04:07:50] <dermetfan> pmartino: not sure what you were trying to do, but sounds ok
[04:08:31] <pmartino> well i separate different objects onto different object layers
[04:08:43] <pmartino> if i only wanted fixtures from one particular layer how do i go about it
[04:09:05] <pmartino> since theyre already created by the box2dmapobjectparser
[04:09:47] <dermetfan> you could avoid their creation by not giving them a type the parser knows in the map file
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[04:11:17] <pmartino> how does that help
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[04:12:31] <dermetfan> Wait, do you mean you only want fixtures from a certain layer to be created or you want to get them in code?
[04:14:18] <pmartino> textures from a certain layer to be created
[04:15:14] <pmartino> fixtures
[04:15:15] <pmartino> jesus
[04:15:15] <pmartino> lol
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[04:17:48] <dermetfan> and you don't know which layer that is when you're working on the map?
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[04:18:41] <pmartino> i think i confused myself in the question
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[04:19:14] <dermetfan> let's word it differently: Do you want to avoid the creation of objects that would usually be created?
[04:19:20] <pmartino> in the contact listener you need fixtures to check whether or not two things are colliding, but what if i only want to check for something that collided in a particular layer
[04:21:03] <dermetfan> so.. you want to check if the fixtures involved are both from layer x?
[04:21:07] <pmartino> yes
[04:22:22] <nickershere> has anyone used wordwrap?
[04:22:31] <nickershere> setwrap(true)
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[04:29:51] <dermetfan> pmartino: Now I understand :D Well, you have two options:
[04:29:53] <dermetfan> 1. Give every fixture a unique name, get all fixtures from parser.getFixtures(), find the name for the fixture you have. Then iterate through all layers and check if an object with that name is contained in the layer.
[04:29:54] <dermetfan> This is pretty slow and requires a unique name for each fixture -> extra work
[04:29:56] <dermetfan> 2. Use a Box2DMapObjectParser$Listener[$Adapter] and override load(MapLayer, Array<MapObject>). In this method, give every map object an extra property called "layer". Override created(Fixture, MapObject) and check the "layer" property of the map object. You can then add the layer name to the user data of the fixture, store it in an ObjectMap<String, Fixture> or whatever.
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[04:30:55] <pmartino> i already did 1 i think and it felt wrong
[04:31:50] <pmartino> you mean to make an adapter class in your second way?
[04:32:13] <dermetfan> There is a class called Box2DShitParser.Listener.Adapter
[04:32:24] <pmartino> nice name
[04:32:45] <pmartino> lol
[04:32:57] <dermetfan> Thanks, I'm gonna name my child after it
[04:33:24] <pmartino> why is it ShitParser lol
[04:34:12] <dermetfan> It's not dude I didn't want to type the whole thing :D
[04:34:16] <pmartino> lol
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[04:35:02] <pmartino> i thought 1 was unnecessarily weird but it was the only way i thought
[04:35:12] <pmartino> of how to do it
[04:35:40] <dermetfan> Well it works but is slow
[04:35:42] <dermetfan> you can try 2
[04:35:48] <pmartino> do you mean a performance hit
[04:35:53] <pmartino> it got kind of laggy
[04:36:10] <pmartino> ok
[04:36:32] <dermetfan> One more thing though
[04:36:57] <dermetfan> If you don't want objects from different layer to collide, just use maskBits
[04:37:07] <pmartino> yeah i want them to collide
[04:37:17] <pmartino> thanks for the tip though!
[04:37:40] <dermetfan> Alright, just wanted to make sure :)
[04:38:32] <nick-smc-time> dermetfan: do you have an example of text wrap in one of your videos?
[04:38:44] <nick-smc-time> lablel textwrap
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[04:41:24] <nick-smc-time> thanks man
[04:42:13] <pmartino> im confused as to how to start
[04:42:20] <pmartino> using that adapter class
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[04:42:51] <pmartino> i saw something like Box2DMapObjectParser.Listener()
[04:43:38] <dermetfan> the adapter is just an class that implements Listener and does nothing, like ScreenAdapter and Screen
[04:44:09] <dermetfan> so you can override only the methods you need and don't have all the empty garbage methods there
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[04:44:31] <pmartino> how do i create it on the spot
[04:44:40] <pmartino> sorry i havent done anything like this before in java :(
[04:44:42] <pmartino> yet
[04:44:59] <pmartino> i could make a separate class i think
[04:45:12] <cobolfoo> someone have a problem with text wrap ?
[04:47:23] <pmartino> oh ok i see
[04:47:49] <dermetfan> new Box2DMapObjectParser.Listener.Adapter() { // override methdos here }
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[04:50:36] <pmartino> thanks again
[04:51:01] <pmartino> :)
[04:51:24] <dermetfan> Np. I'm leaving, bye :)
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[05:28:04] <JesusCM> without Jesus Code McChrist in your heart, you are nothing
[05:29:12] <JesusCM> i need some advice on saving game progress
[05:29:31] <JesusCM> i only need to save one integer variable, what is the best way to do this
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[05:31:46] <fauge> whos excited for #LD48
[05:31:59] <tricid> JesusCM, Preferences maybe
[05:32:12] <JesusCM> yeah i just found that on the wiki
[05:32:32] <JesusCM> where should i implement the preferences?
[05:32:34] <JesusCM> which class
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[05:34:00] <JesusCM> fauge what is the #LD48
[05:34:16] <fauge> ludum dare
[05:34:20] <JesusCM> it opens a new chat magigger
[05:34:28] <JesusCM> ludum dare?
[05:34:38] <fauge> the video game making contest
[05:34:59] <Getterac7> yay for Ludum Dare! Is everyone pumped for the upcoming LD 30 ?
[05:35:00] <JesusCM> ah
[05:36:12] <JesusCM> so what systems are used for these games
[05:36:32] <Getterac7> anything and everything... HTML, C++, Java..
[05:36:38] <JesusCM> ah
[05:37:06] <JesusCM> could it be mobile, console etc
[05:37:57] <Getterac7> yes, although you probably won't get too many people to play it if it's Android-only or something.
[05:38:46] <Getterac7> and i doubt anyone would bother if it required a console devkit to playtest.
[05:39:22] <pmartino> i am too shit to attempt an LD
[05:39:31] <pmartino> owell
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[05:39:56] <Getterac7> i'm pretty terrible at LD, but i still attempt on occasion... you just have to keep your scope small.
[05:41:24] <JesusCM> two days?
[05:41:45] <Getterac7> mhm
[05:41:59] <JesusCM> how can you make a game in two days
[05:42:11] <tricid> I've seen some pretty cool things come out of those
[05:42:22] <tricid> but that always makes me ask the same damn question, "how in the ...."
[05:42:23] <Getterac7> it's definitely do-able; just keep scope small like i said..
[05:42:31] <JesusCM> 2 days in insanely short eriod
[05:42:43] <JesusCM> is an *
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[05:44:04] <JesusCM> yeah im seeing the screenshots for these games
[05:44:23] <JesusCM> pretty much what you expect for 2 days
[05:44:57] <JesusCM> why dont they make it like 2 weeks and get some quality games
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[05:48:53] <JesusCM> so for a preference how do i save a variable?
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[05:59:09] <LiquidNitrogen> 2 days is 48 hours, thats 6x 8 hour periods. you just have to work efficiently
[06:14:00] <JesusCM> nvm figure it out
[06:14:42] <JesusCM> anyways is it normal for an app to take up like double the space on storage than the apk file itself
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[06:21:42] <wulong710> hello. I upgrade libgdx0.9.9 to libgdx1.3.1. I can't find "stage(width , hight)". Only find "Stage(Viewport )". How can i set "stage width" and "stage hight"? Is there any demo in internet, I have test "git://github.com/libgdx/libgdx.git", i can't find usage in this demo.
[06:28:03] <LiquidNitrogen> you have to create a viewport of the desired type and size
[06:29:26] <LiquidNitrogen> stage = new Stage(new FitViewport(1920, 1080)); the fit viewport is quite a useful one
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[06:32:33] <JesusCM> why do apps take double the storage than what the apk is
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[06:49:34] <Aryantes> Pretty sure the APK file is a zip file.
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[07:01:20] <JesusCM> ah didn't realize that
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[07:15:09] <fauge> i guess the apps store temp data
[07:15:11] <fauge> it makes some sense
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[07:23:15] <JesusCM> no the temp data is on top of that
[07:23:23] <JesusCM> the apk just unzips
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[07:30:55] <fauge> yeah the apk is a type of compression
[07:30:59] <delifresh> are g3db files from FBX faster than from OBJ?
[07:31:05] <fauge> would make sense
[07:31:15] <fauge> deli just experiment
[07:31:32] <pmartino> i dont get the adapter concept
[07:31:42] <pmartino> i get the idea you can only implement the methods that you want
[07:32:32] <pmartino> but i dont have access to the constructor or fields if i didnt just pick the methods to override
[07:35:33] <delifresh> FBX seems to be faster but I had multiple material groups on my OBJ files and I’m not sure if the increased performance was the format or if the number of draw calls was just decreased
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[07:37:29] <delifresh> I was playing wtih assigning color to material groups which worked fine on desktop, but dropped the framerate near 40 on android
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[07:38:21] <delifresh> the FBX route seems to give a steady 60 with at least 4 btRaycastVehicles going
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[07:41:56] <JesusCM> hello peopls
[07:42:12] <JesusCM> do you believe in McChrist?
[07:44:11] <LiquidNitrogen> no
[07:45:59] <HunterD> morning!
[07:46:47] <delifresh> it’s still yesterday!
[07:47:46] <HunterD> is it possible to indicate material with a vertex attribute?
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[07:52:08] <pmartino> fk im retarded
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[08:18:54] <andrew710> <LiquidNitrogen>: it's usefull. thank you.
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[08:36:06] <milligan_> G'morning :)
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[08:43:31] <mk1> morning
[08:46:36] <linkviii> I feel stupid. I can't get an app to use a desktop icon with config.addIcon
[08:47:23] <linkviii> which doesn't even matter since its only going to be released on android but it bothers me
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[08:48:07] <linkviii> nvm...
[08:48:35] <linkviii> just realized I edited the desktoplauncher for the wrong project
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[08:54:24] <pmartino> fun
[08:54:54] <pmartino> i just realized dermetfan's hotfix only saved like the usage of one for loop
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[09:05:33] <linkviii> also either I'm blind or documentation on setting a desktop icon is a bit sparse. saw how from perhaps the worst (as in poor english) SO question I've looked at
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[09:31:57] <geekdmob> yo everyone
[09:33:55] <geekdmob> why all pages on libgdx site are the same on my android phone?
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[09:37:24] <matthewt> the same as what
[09:37:52] <geekdmob> As the feautes page
[09:37:58] <geekdmob> features
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[09:40:41] <geekdmob> Or like home page, i dunno
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[09:41:26]
<HunterD> I try to export model form blender with blend weights. I have a cube and two bones. I assigned weighs for each face, and the result after conversion with fbxc is: http://pastebin.com/raw.php?i=erZZ51Wa
[09:41:43] <HunterD> why are there 4 bone weghts? the last columns contain only zeros
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[09:45:38] <HunterD> *weights
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[09:56:25] <aegamesi> kojjootti4: if you make a shape, like, new PolygonShape.... call its dispose() method when you're done using it
[09:56:52] <kojjootti4> yes. but why?
[09:57:11] <aegamesi> because it's part of the native implementation, not java, and thus, isn't on the stack
[09:57:15] <aegamesi> and thus, is not GC'd
[09:57:31] <kojjootti4> ok. thanks!
[09:57:58] <aegamesi> (otherwise you're stuck with meeemory leaaaks)
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[10:15:49] <[twisti]> does anyone know how to get assetloader to generate mipmaps ? all the documentation i can find references a method signature for load that has aparently been deprecated
[10:18:36] <mk1> [twisti]: texture class parameters
[10:18:47] <[twisti]> yes, thats the one im talking about, thats gone
[10:19:01] <mk1> uhm, no
[10:19:18] <[twisti]> the only thing you can pass now is an AssetLoaderParameters
[10:19:28] <[twisti]> which has no fields to speak of and no documentation
[10:19:42] <mk1> static public class TextureParameter extends AssetLoaderParameters<Texture> <= just sying
[10:19:50] <mk1> *saying
[10:20:17] <[twisti]> and that can be used on texture ATLASES instead of TextureAtlasLoader ?
[10:20:30] <mk1> ah, I see
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[10:20:43] <mk1> mipmap generation can be set in the .atlas file
[10:21:58] <mk1> at least I thought so
[10:22:15] <[twisti]> texturepacker.settings doesnt seem to have anything
[10:22:29] <[twisti]> nor javadoc available online for some reason, or either i suck with google today
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[10:23:36] <mk1> I guess they're autocreated if one of the filters in the .atlas uses mipmapping
[10:25:01] <[twisti]> i dont seem to be able to use them
[10:25:12] <[twisti]> but theres weird things going on with texture filtering anyways
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[10:28:47] <[twisti]> got it, thanks, i guess i dont need that parameter stuff at all then
[10:29:36] <[twisti]> i still have a horrible bleed effect that i had hoped mipmap would help with
[10:29:49] <[twisti]> im already giving my 16x16 texture 4 pixels of padding
[10:30:05] <[twisti]> how much padding could it possibly need to prevent bleedover ?
[10:35:18] <mk1> padding won't help
[10:35:42] <mk1> you need to extend the surrounding of your region by the colors of the border of the region
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[10:37:40] <[twisti]> yes, thats what im padding with, edgeDuplicate
[10:37:49] <[twisti]> wait no, duplicatePadding
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[10:38:40] <[twisti]> 8 pixels of padding, still got bleed
[10:38:52] <c0ke> o.0
[10:39:20] <c0ke> You are remembering to refresh your eclipse folders so it doesn't pull on cached assets right?
[10:39:29] <[twisti]> 16 pixels, yeah, theres somethign im doing wrong
[10:39:37] <[twisti]> no, i can see the effect, it gets less and less
[10:39:43] <[twisti]> so its definitely updating
[10:39:57] <[twisti]> but 32 pixels of padding is not reasonable for a 16x16 texture
[10:40:09] <[twisti]> and thats assuming that would even be enough
[10:40:21] <mk1> post picture of your finished atlas please
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[10:41:04] <[twisti]> the mipmapping makes it worse, if i turn it off, i can get along with 'only' 8 pixels
[10:41:57] <[twisti]> the red and black used to be a single ring of pixels
[10:42:02] <[twisti]> all the rest is from the padding
[10:42:15] <mk1> ok
[10:42:28] <mk1> show a picture of the bleeding when using the textures
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[10:44:30] <[twisti]> there should be no red there
[10:44:49] <[twisti]> as i decrease the padding, the red appears earlier and earlier
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[10:47:02] <s4ge> Hi guys
[10:47:05] <s4ge> Hi c0ke
[10:48:14] <c0ke> I use 1 pixel of padding on my 16x16 textures and it prevents the bleed entirely s4ge
[10:48:35] <[twisti]> do you use linear or nearest filters ?
[10:48:47] <c0ke> Err
[10:48:49] <c0ke> That's a good question
[10:48:50] <c0ke> :D
[10:48:58] <c0ke> I believe it's linear
[10:49:02] <c0ke> But I will check for you
[10:50:27] <c0ke> Nearest
[10:50:30] <c0ke> So not linear :P
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[10:51:19] <c0ke> TextureFilter.Nearest for both minification and magnification
[10:51:25] <[twisti]> but that looks so ugly!
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[10:51:54] <c0ke> Doesn't make a difference in 2d retro land
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[10:53:09] <mk1> actually a padding of 8 should be enough. that's interesting
[10:53:45] <mk1> turning linear filtering of should require no padding at all
[10:53:57] <[twisti]> with linear off i still need 8 pixels of padding
[10:54:15] <mk1> using only nearest?
[10:54:16] <[twisti]> just barely though
[10:54:17] <[twisti]> yes
[10:54:24] <mk1> then something is definitely wrong
[10:54:50] <mk1> uhm. I meant: nearest WITHOUT mipmapping?
[10:55:19] <[twisti]> yes
[10:55:29] <mk1> that can't actually happen o,0
[10:55:47] <[twisti]> well, it does
[10:57:03] <[twisti]> i get my texture like atlas = assets.get("textures.atlas", TextureAtlas.class); rock = atlas.findRegion("rock"); i cant imagine any part of that is wrong
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[10:58:44] <mk1> yeah. don't know, sorry
[11:00:01] <[twisti]> maybe kalle will have an idea when he shows up
[11:00:47] <c0ke> What are the default filters for minification and magnification on textures being fed back through assets.get / on TextureAtlas?
[11:01:47] <c0ke> That would be my chain of thought
[11:01:56] <c0ke> Maybe you have an unwanted filter somewhere
[11:01:57] <LiquidNitrogen> maybe its something to do with using such a small texture region?
[11:02:20] <LiquidNitrogen> its spreading the red out for miles
[11:04:11] <mk1> you COULD deactivate anisotropic filtering
[11:04:52] <mk1> which is probably the cause for the bleeding
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[11:05:12] <[twisti]> huh
[11:05:17] <[twisti]> who woulda thunk
[11:05:21] <[twisti]> the MSAA is the culprit
[11:05:59] <[twisti]> but how does msaa even get to the textures like that ? thats not at all something i would have thought msaa capable of doing
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[11:07:32] <[twisti]> im starting to see why minecraft is so ugly
[11:07:43] <[twisti]> apparently i cant have any nice toys
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[11:10:33] <LiquidNitrogen> does it work properly with larget texture?
[11:11:51] <[twisti]> i dont have any larger texture
[11:11:58] <[twisti]> nor am i planning on having any
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[11:26:33] <blomman> Just wanna say that the new just touched method for input handling is awesome. Well needed!
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[11:41:08] <noooone> just touched isn't new
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[12:04:53] <robitx> ok procedural shader for background is too heavy on android :(
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[12:12:21] <InspiredNotion> Hello
[12:14:40] <robitx> olleH
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[12:20:04] <sirrus233> Can anyone help me figure out why the table in my MainMenu class won't render?
[12:20:09] <sirrus233> all I'm getting is a black scrreen
[12:20:25] <sirrus233> been trying to debug for hours now
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[12:23:14] <robitx> not sure if its necessery but, try to add stage.act(Math.min(Gdx.graphics.getDeltaTime(), 1 / 30f));
[12:23:24] <robitx> before stage.draw
[12:23:48] <mk1> uhm, empty bitmapfont?!
[12:26:02] <sirrus233> passing no arguments to the BitmapFont constructor should use the default
[12:26:43] <sirrus233> just tried adding stage.act
[12:26:47] <sirrus233> no dice
[12:26:59] <mk1> indeed
[12:27:34] <sirrus233> I started running into trouble when I fiddled with the viewport. I'm wondering if I broke something there
[12:27:49] <mk1> uh, do you provide an atlas for the skin?
[12:28:16] <mk1> you probably can't see the button because it doesn't have background
[12:28:52] <sirrus233> right, but I should be able to see the button text
[12:29:06] <sirrus233> and at the VERY least, I should see debug lines for the Table
[12:29:11] <sirrus233> but I get nothing at all
[12:29:19] <mk1> well, if the button size is 0 you can't see anything
[12:29:32] <mk1> you could try and force the button cell's to be of a certain size
[12:29:42] <sirrus233> there's a thought
[12:29:46] <robitx> download and use default ui skin
[12:32:32] <sirrus233> still nothing, after messing with sizes :\
[12:33:23] <mk1> my advice: sit down and cry
[12:33:42] <mk1> I'm using tables only if absolutely necessary. they drive me insane
[12:33:58] <robitx> tables are just fine
[12:34:23] <mk1> as long as everything is static, yes
[12:36:01] <robitx> mk1: could you elaborate on nonstatic purposes for them, cant thing of any reasonable?
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[12:44:15] <sirrus233> my code crashes when I try to use those
[12:44:32] <sirrus233> Error reading file: uiskin.json
[12:44:57] <robitx> good start, do you have asset folder connected properly?
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[12:45:34] <sirrus233> yep
[12:45:47] <sirrus233> I can render an example image via spritebatch
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[12:46:23] <robitx> did you check the files you downloaded?
[12:46:56] <sirrus233> four files
[12:47:05] <robitx> 4?
[12:47:16] <robitx> json, atlas, png
[12:47:20] <sirrus233> ui.png, uiskin.png, uiskin.atlas, uiskin,json
[12:47:29] <sirrus233> grabbed ui.png just in case
[12:47:35] <robitx> oh I forgot
[12:47:43] <robitx> default.fnt and default.png
[12:48:08] <robitx> json needs that external font
[12:49:30] <sirrus233> mmm
[12:49:37] <robitx> works?
[12:49:38] <sirrus233> you know, for some reason, I'm getting a file not found
[12:50:39] <sirrus233> weird
[12:50:48] <robitx> which file?
[12:50:52] <sirrus233> the json
[12:51:20] <sirrus233> I put all the files in assets
[12:51:26] <sirrus233> then tried data/assets
[12:51:31] <sirrus233> can't find the files in either place
[12:51:40] <sirrus233> strange, because it CAN find the image file just fine
[12:51:46] <sirrus233> which is in assets as well
[12:52:43] <robitx> did you checked those files from github? that you downloaded realy them and not some html crap?
[12:53:53] <sirrus233> hahahahaha
[12:54:01] <sirrus233> i'm an idiot
[12:54:14] <sirrus233> good catch
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[12:58:45] <robitx> sirrus233: well it happened to me too
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[13:01:50] <sirrus233> well, I have the right files now
[13:02:07] <sirrus233> but it's still not finding the json
[13:02:16] <sirrus233> which doesn't surprise me I guess, since it should have been able to find the file, even when its contents were the nonsense html
[13:02:24] <sirrus233> I just don't know why it can't see it
[13:02:38] <robitx> desktop, android?
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[13:03:25] <sirrus233> desktop
[13:03:33] <sirrus233> the assets folder is linked properly
[13:03:54] <sirrus233> aha
[13:03:56] <sirrus233> there we go
[13:04:02] <sirrus233> eclipse wasn't picking them up
[13:04:06] <sirrus233> so that's fixed then
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[13:04:10] <sirrus233> now....new error
[13:04:23] <robitx> I dont use eclipse thankfully
[13:04:37] <agobit> hello world! - I try to change the default mouse cursor in desktop mode. works for me with a pixmap. but I want to tint it to another color.. is that possible? if yes, how? :)
[13:04:55] <sirrus233> OKAY
[13:05:05] <sirrus233> running the app successfully
[13:05:07] <sirrus233> but still
[13:05:10] <sirrus233> nothing renders
[13:05:14] <sirrus233> black screen
[13:05:29] <robitx> in your game class how do you have setuped render function?
[13:06:00] <sirrus233> I don't
[13:06:05] <sirrus233> I just call setScreen(new MainMenuScreen(this));
[13:06:19] <sirrus233> MainMenuScreen has its own render method
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[13:07:52] <robitx> sirrus233: ok, if you have render function completely absent in game class, this isnt the problem
[13:08:23] <robitx> if you have it in there, you should call super.render();
[13:08:44] <sirrus233> nope, no render function in the game class
[13:08:52] <sirrus233> just this screen
[13:10:12] <sirrus233> I'm starting to think I just have the table set up wrong somehow
[13:10:14] <sirrus233> or the viewport
[13:10:31] <robitx> pastbin updated version
[13:10:34] <sirrus233> well, when I tested with a sprite batch and texture, the viewport seemed to work fine
[13:12:57] <robitx> move things from constructor to show method
[13:13:19] <robitx> stage and layout, I dont think its good idea to have it there
[13:14:26] <sirrus233> no result
[13:15:48] <robitx> also new FitViewport(1920, 1080, new PerspectiveCamera(), away with it
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[13:18:06] <sirrus233> oooh, result!
[13:18:21] <sirrus233> just deleting the viewport
[13:18:24] <sirrus233> now I see my buttons
[13:18:43] <sirrus233> so now....why?
[13:18:52] <robitx> well combine fitviewport with perspectivecamera seems wierd...
[13:19:43] <sirrus233> I was following the libgdx wiki there
[13:19:51] <robitx> link?
[13:20:16] <sirrus233> under "Usage"
[13:20:29] <noooone> it works perfectly with perspective cameras
[13:21:01] <noooone> the viewport size is a property of "Camera"
[13:21:10] <noooone> it works for all types
[13:21:43] <dajos7> just watch the video..
[13:22:08] <noooone> oh wait
[13:22:17] <dajos7> next flappy bird app ^^
[13:22:23] <noooone> of course you should not be using PerspectiveCamera for Stage
[13:22:42] <sirrus233> can you clarify that "of course" a little?
[13:22:43] <noooone> I just had the "Viewport" context in mind
[13:23:11] <noooone> Stage is usually made to work with 2D only
[13:23:22] <robitx> sirrus233: perspectivecamera is for 3d, I would guess it has by default near cutoff in non zero depth
[13:23:25] <noooone> that's why you would supply an Orthographic camera
[13:23:59] <sirrus233> ohhhh
[13:24:02] <sirrus233> I see
[13:24:28] <noooone> there you can see how you can make it work with PErspectiveCamera
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[13:24:40] <noooone> but you probably don'T want that
[13:24:50] <sirrus233> right, right
[13:24:52] <sirrus233> I understand
[13:25:04] <sirrus233> and as you said, works perfectly with Orthographic camera
[13:25:25] <sirrus233> so I was using a 3D camera zoomed into the wrong plane
[13:26:16] <noooone> the camera is actually sitting right on the plane itself, the X/Y plane
[13:26:24] <noooone> and looks away from it
[13:26:30] <sirrus233> I gotcha
[13:26:46] <sirrus233> well thank you so much, both of you
[13:26:52] <sirrus233> I really appreciate it
[13:27:17] <robitx> no problem
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[13:36:43] <nickesthere> anyone got any tips on how to make text wrap work with a label?
[13:51:05] <nickesthere> i wish i could google as good as you
[13:51:28] <nickesthere> i guess my terms where not that good and the wiki wasnt clear
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[14:03:56] <spriggsy> hi all, any ray casting gurus on here?
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[14:11:24] <spriggsy> is any one on here?
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[14:15:08] <tny> i have upgraded libgdx from 0.9.9 to 1.3.1, how to properly unproject my vector? previously did this way : getCamera().unproject(mouseVector, getViewport().getViewportX(), getViewport().getViewportY(), getViewport().getViewportWidth(), getViewport().getViewportHeight()) ?
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[14:16:50] <tny> but getViewportX and getViewportHeight ... not exists anymore
[14:21:29] <nexsoftware> What is the context? Stage?
[14:22:56] <noooone> viewport.project
[14:23:32] <tny> stage from another stage, basically from stageEditor to Stage
[14:23:50] <dan^r> getViewport().unproject(mouseVector)
[14:23:58] <tny> wuah, thanks :)
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[14:25:23] <tny> so the viewportX is now stageX and so on ...
[14:25:32] <tny> *screenX
[14:26:16] <dan^r> its probably been the same before, but so the API is much cleaner
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[14:39:47] <noooone> not cleaner, but maybe clearer
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[15:05:16] <robitx> damn now I am going to waste five minutes on trying it :)
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[15:08:42] <azael> :S
[15:10:05] <robitx> since I dont see exit, you could at least implement back button
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[15:11:47] <noooone> brilliant azael
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[15:11:57] <noooone> NEVER EVER let your users escape the app
[15:12:24] <noooone> only when they click on an add to return to the browser/store
[15:12:47] <azael> :DDDDDDDD I thought I will override back button, so users accidentaly don't exit app.. that would be really rage
[15:13:09] <noooone> that's why there is pause/resume
[15:13:59] <azael> So you really think I should get back button working again?
[15:14:08] <robitx> this reminds me one of google io videos about bad game practisies
[15:14:21] <noooone> I think it's even violates the google guidelines
[15:14:32] <azael> Oh...
[15:14:41] <azael> Gues one more update is coming :D
[15:14:44] <azael> Guess*
[15:15:26] <robitx> and personaly I would prefer having more control over targeting
[15:15:51] <azael> What you mean by that?
[15:16:19] <robitx> flappy aim is interesting, but it reduces survival time
[15:17:04] <azael> right now it's rotating according the center... I could try to make that rotation center to move to the end of the ship
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[15:20:23] <nexsoftware> Uh oh, the disabled back button discussion.
[15:21:04] <robitx> nexsoftware: whats your atittude about it?
[15:21:06] <azael> What can you say about that?
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[15:21:25] <[[derek]]> what to do until ludum dare
[15:21:34] <Jonas__> just let back behave as expected
[15:21:39] <Jonas__> one tap - leave menu
[15:21:43] <Jonas__> another - leave game to main menu
[15:21:46] <Jonas__> another - leave game
[15:21:51] <nexsoftware> I think the back button should go back
[15:22:52] <robitx> I agree
[15:23:50] <azael> I guess me too
[15:24:29] <c0ke> ^
[15:24:56] <robitx> azael: thats why you disabled it in first place :)
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[15:27:13] <azael> :)
[15:28:14] <robitx> azael: btw. you could add bombing in order to have another shot on enemies which escape rockets
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[15:43:45] <azael> robitx: was away. not sure what you meant by bombing
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[15:46:06] <robitx> your rockets/bullets go mainly in x direction, for enemies which gets too close there could be bombs falling in y direction
[15:46:50] <azael> what a twist :D thanks for the idea
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[15:53:08] <Neomex> am getting Assertion 'IsLocked() == false' failed. with box2d
[15:53:21] <Neomex> but it only happens in multiplayer
[15:53:50] <Neomex> in single player i delete the bodies and didnt pay attention to timestep and everything worked, i didnt even know there was an issue like that
[15:54:05] <Neomex> what did mlti changed? all i do at that point is update players locations
[15:55:13] <Neomex> bringing the question, how do I remove box2d body outside world.step() ?
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[15:57:23] <nexsoftware> Add them to an array then delete them after the step
[15:58:09] <Neomex> thats what im doing
[15:58:28] <nexsoftware> Not if you are getting that assert failure
[15:58:33] <Neomex> calling world.step(), then i have array of object, where i set shouldDelete flag and remove bodies
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[15:59:36] <cobolfoo> Aslo do not call destroy from a contact listener
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[16:01:00] <Neomex_> im only setting shoulddelete flag in contact listener
[16:01:23] <cobolfoo> Neomex: do you run your game with multiple threads ?
[16:01:48] <cobolfoo> I mean delete and step happens in the same thread ?
[16:03:25] <Neomex_> didnt do threading myself, is it possibile box2d does?
[16:03:33] <cobolfoo> no
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[16:03:46] <Neomex_> it really happens only when i have two instances of game running, when testing multi
[16:03:48] <cobolfoo> do your bodies have joints ?
[16:03:51] <Neomex_> no
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[16:07:37] <nexsoftware> The iteration for removing the bodies is wrong (unrelated to this particular problem)
[16:09:26] <nexsoftware> If two adjacent items in the list should be deleted, only the first will be deleted.
[16:10:12] <Neomex> that would solve one of my bugs
[16:10:34] <Neomex> whats the proper way to do it?
[16:10:48] <nexsoftware> You could decrement i when removing
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[16:11:33] <dan^r> or loop backwards
[16:11:41] <leakedbits> hello guys
[16:11:48] <nexsoftware> Or loop backwards
[16:11:58] <nexsoftware> Or is an iterator which supports remove
[16:12:03] <nexsoftware> *use
[16:12:23] <leakedbits> is there a way to flip an animation? I want to flip one of the animations that I use in the game depending on player position
[16:12:53] <dan^r> or dont remove() in the loop, but removeAll() afterwards, if thats supported
[16:13:32] <dan^r> oh wait this doesnt work
[16:13:43] <nexsoftware> That wouldn't work because the list doesn't only hold deleted items
[16:13:44] <dan^r> you check for shouldDelete
[16:13:59] <cobolfoo> seriously backwards always works and dont require black magic
[16:14:25] <nexsoftware> Well remove(i--) also works and has no black magic
[16:14:34] <dan^r> whats the type of physicalList?
[16:14:39] <cobolfoo> nexsoftware: feel weird to me
[16:14:51] <Neomex> ArrayList
[16:16:00] <dan^r> then thats fairly costly anyways
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[16:16:07] <dan^r> remove()ing single elements
[16:16:21] <Neomex> should also change everywhere to Array
[16:17:17] <nexsoftware> It is costly removing single items, even using Array (unless it is an unordered Array)
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[16:19:44] <Neomex> is there anything else that could cause this assertion fail?
[16:19:49] <Neomex> or a way to work around it
[16:20:33] <nexsoftware> Touching box2d during the step
[16:20:47] <nexsoftware> What does the rest of the error say?
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[16:21:49] <nexsoftware> Unrelated, when did GitHub start collapsing empty parent directories in repos?
[16:22:45] <Neomex> b2Body.cpp line 419, Application requested to terminate in unusual way, alc_cleanup: 1 device not closed
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[16:23:34] <nexsoftware> Ah, so you are setting the transform during the step
[16:23:45] <nexsoftware> It wasn't even related to the deletion lol
[16:24:14] <nexsoftware> Ah, thanks
[16:24:35] <Neomex> ahh, networking library must be running in a separate thread
[16:24:37] <nexsoftware> That's a good feature
[16:25:26] <dan^r> its nice to have in IntelliJ too, *until* you want to add a source file to one of those empty folders :/
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[16:27:45] <nexsoftware> dan^r: In IntelliJ, I usually add sources from the root and type the package name I want it in
[16:28:06] <dan^r> oh, good to know
[16:28:57] <Neomex> what would i do without you guys
[16:28:58] <Neomex> lol
[16:29:25] <dan^r> loose even more hair, because scratching ;)
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[16:34:57] <vixus> sigh
[16:35:32] <vixus> i'm still having the issue where all my graphics are untransformed to the viewport on android, but the input is correctly transformed
[16:37:05] <vixus> ugh what am I doing wrong??!
[16:37:54] <mk1> input?
[16:38:09] <vixus> input event coordinates
[16:38:15] <vixus> touch/drag etc.
[16:38:26] <vixus> i use view.unproject to map from device -> world
[16:38:48] <vixus> *Viewport.unproject()
[16:38:52] <vixus> which works fine
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[16:41:00] <mk1> shouldn't this operate on the camera?
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[16:41:27] <mk1> I'm using getPickray, which is two unprojects and it works fine, as do project
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[16:41:53] <mk1> but all are camera methods
[16:42:10] <noooone> if you are using a viewport you should use thev iewport methods
[16:42:15] <noooone> they are internally using the camera methods
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[16:50:29] <hextileX> all graphics are only dummys
[16:51:30] <hextileX> the inventory works with drag and drop. In the right bottom is a chest and a bin
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[16:57:14] <leakedbits> is it possible to use two fonts in the same label (scene2d). I want to alternate two fonts in the credits screen
[16:57:44] <azael> Yes, better use skins
[16:57:56] <azael> Or ups
[16:58:08] <azael> Like two fonts on one label -> no
[16:58:20] <leakedbits> azael: yeah, two fonts in one label
[16:58:42] <azael> Just use two labels
[16:58:58] <leakedbits> azael: then, if I want titles (programming, art desing etc) with a different font I have to use one label per title?
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[16:59:32] <azael> Ok
[16:59:37] <azael> You can have Style class
[16:59:46] <azael> and when you want to change font
[16:59:52] <azael> change it in style instance
[17:00:01] <azael> and on label use .setStyle(style);
[17:00:08] <azael> I guess that will work
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[17:00:45] <azael> wtf.. am i talking about.. nevermind :D I just overworked
[17:00:45] <leakedbits> azael: you mean labelstyle?
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[17:01:41] <azael> Sorry for that.. I guess one label = one font
[17:01:58] <azael> if you don't want to make many instances
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[17:02:21] <azael> use one label change it style and add it again
[17:02:40] <azael> I mean just re-use it
[17:03:05] <leakedbits> azael: yeah... its an option...
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[17:05:59] <vixus> mk1: yeah, this all works fine on the desktop version
[17:06:32] <vixus> mk1: but when i run on android it just refuses to scale up the graphics to the screen
[17:06:52] <vixus> the viewport is being correctly resized, afaik
[17:07:09] <mk1> better double check
[17:08:06] <vixus> well my main class extends Game
[17:08:34] <vixus> and I have @Override resize(w, h) { view.resize(w, h); super.resize(w, h); }
[17:08:50] <azael> robitx: better keep those spaceship controll... If move rotation center to the end of saceship, then it's getting too not-controllable
[17:09:21] <azael> don't you firstly super.resize()???
[17:10:05] <vixus> azael: Game's resize calls screen.resize() if screen != null.. my screens' resize() methods are empty so does it matter?
[17:11:30] <vixus> what does the android version do differently to the desktop version when it comes to resizing?
[17:11:38] <vixus> because therein lies the rub
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[17:12:52] <mk1> vixus, sometimes it may happen that the orientation is changing but it doesn't trigger a resize event
[17:13:13] <mk1> other than that, maybe check if the viewport size is actually what it should be
[17:14:05] <vixus> mk1: i have, and it all seems fine. i get the correct output for viewport actual size and viewport world size on both desktop and android
[17:14:19] <vixus> but on android the graphics are all scrunched up in the top left
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[17:15:36] <azael> do you batch.setProjectionMatrix(camera.combined);?
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[17:16:27] <vixus> azael: yup
[17:17:40] <vixus> as i keep saying, resizing the window on desktop works perfectly
[17:18:09] <vixus> it might be that on create, the android app is not sending the correct resize event
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[17:18:37] <KicStart> Tomski: looks like you got a broken VirtualBoy. ;)
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[17:19:14] <Tomski> its the future
[17:22:20] <[[derek]]> C the future
[17:22:47] <vixus> getViewportWidth() -> device width, getWorldWidth() -> my own, fixed, value. is that correct?
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[17:25:34] <Alex___> It's a survey with one question.
[17:27:07] <[twisti]> i like to have the option
[17:27:29] <[twisti]> if i set lots of shit im probably going to want to use setters, but if i only set 2 or 3 things builder syntax is more concise
[17:27:42] <[twisti]> but i cant stand multi line builder chains, thats just nasty
[17:28:18] * vixus panics
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[17:35:58] <progrmor> Ok so I´ve been seeking help in this chat about the same problem for a few days now, but cant solve it. As soon as I run my app it crashes giving me "Error reading uiskin.json". The file is located in the correct Asset folder and I am calling it correctly. Any ideas?
[17:36:36] <cobolfoo> Asset? it is not asset?
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[17:36:47] <nexsoftware> Post the whole message
[17:37:36] <nexsoftware> By message, I mean entire stack trace.
[17:37:48] <progrmor> ok hold on
[17:38:28] <cobolfoo> and for the comfort of nexsoftware, please use hastebin.com :)
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[17:39:16] <nexsoftware> Never ever use hastebin, I will ignore all hastebin links.
[17:39:28] <Tomski> scarred for life
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[17:39:52] <cobolfoo> : Caused by: java.io.FileNotFoundException: uiskin.json
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[17:40:11] <KicStart> progrmor: that log would look better with syntax highlighting like logcat.
[17:40:20] <mobidevelop> And also, the code
[17:40:35] <mobidevelop> And a screenshot of your project structure
[17:40:36] <KicStart> that too
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[17:41:56] <Tomski> And a keg
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[17:42:20] <vixus> ok, well i fixed my problem with an ugly hack
[17:42:30] <vixus> hooray for ugly hacks
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[17:43:32] <progrmor> Hope I got it all
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[17:43:42] <vixus> ahaha
[17:43:46] <vixus> now this breaks the desktop version
[17:43:55] <vixus> well this certainly confirms the issue
[17:44:08] <vixus> ScalingViewport doesn't work as expected on android vs desktop
[17:44:59] <vixus> on android, i need to set the viewport's world dimensions to the device dimensions for the graphics to be scaled properly
[17:45:19] <vixus> but on the desktop, this means the graphics are too large to fit onscreen
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[17:49:55] <progrmor> Tomski : what is a keg?
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[17:51:32] <vixus> progrmor: a large amount of alcohol, which is what i want to consume right now
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[17:58:36] <progrmor> nexsoftware: Found anything?
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[18:03:39] <mobidevelop> progrmor: nope. You never showed the screenshot.
[18:04:04] <progrmor> On what do you want a screenshot? My view in eclipse?
[18:04:19] <mobidevelop> Yes, with the assets shown
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[18:09:55] <Tomski> .txt?
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[18:11:20] <progrmor> yes?
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[18:11:35] <progrmor> I was told to save it as a txt by someone here
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[18:12:23] <vixus> lol
[18:12:37] <pmartino> save what
[18:12:47] <progrmor> the uiskin.json?
[18:13:42] <vixus> dude just get rid of the .txt
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[18:15:04] <progrmor> ok?
[18:15:48] <progrmor> But it is still a text document? Removing the .txt wont help aye?
[18:16:01] <vixus> json is text
[18:16:26] <vixus> .java files are also text
[18:16:34] <pmartino> ^
[18:16:52] <vixus> you can call a file whatever you want it doesn't change it
[18:16:58] <progrmor> But the actual file in Assets isn´t .txt
[18:17:05] <vixus> ...
[18:17:15] <pmartino> lol
[18:17:22] <vixus> rename all your .json.txt files to .json
[18:17:26] <vixus> problem solved
[18:17:32] <c0ke> Hehe
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[18:18:46] <progrmor> I assume you mean I should rename it inside Eclipse then?
[18:19:11] <vixus> rename it wherever you like
[18:22:15] <progrmor> Why is there a questionmark over those files? As you can see in the picture
[18:22:36] <Tomski> Probably because the file formats arent recognized by eclipse
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[18:22:54] <Tomski> Oh those
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[18:23:27] <vixus> aha i knew it
[18:23:28] <Tomski> Not added to your repo
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[18:27:13] <vixus> the way this gets displayed on android is entirely independent of the values I pass to FitViewport()
[18:27:13] <pmartino> looks likethe default generated project
[18:27:17] <vixus> look closer
[18:27:27] <pmartino> oh ok
[18:27:32] <vixus> oh damn wait
[18:27:36] <vixus> i forgot something
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[18:28:20] <kalle_h> hello
[18:28:31] <Tomski> hey kalle_h
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[18:29:34] <kalle_h> Damn its fun to make procedural effects
[18:31:29] <Tomski> what you been playing with today?
[18:31:29] <c0ke> Hiho kalle_h
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[18:33:24] <vixus> so i think i have setup the viewport correctly
[18:33:28] <kalle_h> mastered the rain effect
[18:33:53] <vixus> but no matter what values i pass to FitViewport() my android tablet displays everything unscaled
[18:34:03] <kalle_h> ripples are now animated and are correcly sized and placed.
[18:34:05] <vixus> as in it's always the same size and in the bottom left
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[18:34:41] <kalle_h> I can take video tomorrow showing the effect
[18:34:50] <Tomski> kalle_h, are you getting those coefficients from somewhere?
[18:35:01] <vixus> yay
[18:35:07] <vixus> i think i've figured it out!
[18:35:10] <vixus> :D
[18:35:17] <kalle_h> Tomski: from my head :)
[18:35:22] <Tomski> heh
[18:35:33] <kalle_h> some numerals are just for noise generation parameters
[18:35:42] <kalle_h> but some are artistic parameters
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[18:36:13] <kalle_h> Tomski: if I would just have rand(x,y,z) it would help me so much
[18:36:31] <Tomski> Got any tips?
[18:36:32] <vixus> yeah yeah yeah!!!
[18:36:36] <vixus> it works :DD
[18:36:40] <kalle_h> Tomski: looks really good, bit uniform tought
[18:36:55] <progrmor> vixus: What is wrong with having .png images in the Asset folder? Cause right now Im getting that same error on a .png image as I had on that json file
[18:37:07] <kalle_h> Tomski: add some pseudo randomness per plade
[18:37:14] <vixus> progrmor: what's the file extension?
[18:37:28] <kalle_h> like yitter the bend strenth and direction a bit
[18:37:48] <kalle_h> also it should wave lot more freely.
[18:38:05] <kalle_h> Tomski: how that is done?
[18:38:18] <progrmor> vixus: .png or what do you mean?
[18:38:26] <Tomski> kalle_h, the displacement?
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[18:39:07] <kalle_h> Tomski: I mean whole thing. What renderer you have and how you displace
[18:39:57] <Tomski> Generic fur shader, displacement atm is just sin in x axis
[18:40:25] <TEttinger> looks good Tomski
[18:40:45] <TEttinger> I agree that it could be more random
[18:41:33] <vixus> progrmor: are you running on android or desktop only?
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[18:42:55] <progrmor> Both. Desktop is working , not android
[18:43:19] <vixus> assets for everything have to be in android/assets
[18:43:31] <vixus> is that where the .png is?
[18:43:45] <mobidevelop> progrmor: Android file names are case-sensitive, are you using the proper case?
[18:44:27] <kalle_h> Tomski: I use simplex noise for wave animation
[18:44:32] <progrmor> vixus: All assets are in the android->Asset folder. And yes, all the png images are in there.
[18:45:01] <progrmor> mobi: proper case?
[18:45:39] <vixus> progrmor: capital/lowercase letters correct
[18:45:42] <Tomski> all on gpu kalle_h ?
[18:45:49] <mobidevelop> progrmor: test.png is not the same as Test.png
[18:45:57] <progrmor> Yes. I´ve checked that a thousand times.
[18:46:05] <mobidevelop> Are you positive?
[18:46:19] <progrmor> 110% positive.
[18:46:25] <mobidevelop> Check again
[18:46:35] <mobidevelop> Show the exception
[18:47:32] <Tomski> heh magic
[18:47:53] <kalle_h> its serves the purpose
[18:48:07] <TEttinger> also, Assets needs to be the same case
[18:48:42] <kalle_h> basically its use 2d simplex noise, t is x and y is pseudo random for each entity and has slow time based variation
[18:48:52]
<progrmor> mobi: http://pastebin.com/mAsNg7dL Well, now I recieved a different exception.. The run I did before this one I got "Out of memory".
[18:48:53] <TEttinger> I have a feeling like it's an Asset/Assets difference
[18:49:30] <kalle_h> Tomski: I also blend that value based on stifness and other parameters but you get the point
[18:49:39] <vixus> progrmor: you said it was the same exception as for the json file
[18:50:13] <progrmor> Yes correct. But as I said, now I got a different exception from nowhere..
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[18:51:23] <TEttinger> well Out of Memory means it got further in the program without encountering a null pointer exception
[18:52:00] <TEttinger> so either you have very very little memory and it fills up quickly with stuff before the NPE can be triggered, or it's some weirdness
[18:52:14] <TEttinger> they can both still be bugs in one program
[18:52:54] <progrmor> vixus: Now I got that exception
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[18:56:11] <Tomski> kalle_h, cool thats given me a few ideas
[18:56:20] <Tomski> What is cursor.getId() ?
[18:56:24] <TEttinger> ah, Couldn't load file: skogS.png AND couldn't load pixmap out of mem.
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[18:58:08] <progrmor> TEttinger : What does it mean? :O
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[18:58:37] <TEttinger> well the second one seems to be why you get the first
[18:58:47] <TEttinger> unless skogS.png is huge
[18:59:18] <TEttinger> are you loading these in a loop somehow? like in render?
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[19:00:38] <progrmor> TEttinger: No, Im loading it in my Asset class and then calls that texture in one render method.
[19:02:01] <TEttinger> one of the lines is "at com.progrmor.tombstone.helpers.Assets.load(Assets.java:24)"
[19:02:21] <TEttinger> is this on github or can it be on pastebin?
[19:02:36] <TEttinger> (I mean the Assets.java file)
[19:04:20] <TEttinger> progrmor, huh. is that image unusually large or something?
[19:04:37] <progrmor> 300x451
[19:04:43] <progrmor> 343kb
[19:04:51] <progrmor> Doesn´t sound large to me?
[19:05:19] <TEttinger> then that should be fine, unless it's trying to load it more than once somehow -- is load called for every asset, or only once in create() ?
[19:05:42] <TEttinger> oh.
[19:05:46] <TEttinger> they're all static
[19:06:06] <TEttinger> that may be an issue if there's a version of your game paused somewhere?
[19:06:21] <TEttinger> I really am mystified by how static works on android, or doesn't work
[19:07:03] <kalle_h> Tomski: its just entity id. Used for pseudo randomness per entity
[19:07:26] <progrmor> TEttinger: What could I use instead then, to try?
[19:08:34] <TEttinger> first make sure your game isn't already open in the application list thing
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[19:09:30] <progrmor> Ok well It isn´t
[19:09:42] <kalle_h> Tomski: also that wind vector is just tangent of wind direction
[19:10:00] <TEttinger> ok, how much memory is available?
[19:10:31] <TEttinger> I think the way to check is different on most devices/versions of andoir
[19:10:55] <progrmor> You mean RAM?
[19:11:12] <TEttinger> yes
[19:11:31] <progrmor> approx 1gb
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[19:12:25] <TEttinger> that seems a bit high, what device are you using?
[19:12:32] <TEttinger> maybe my S3 is just old
[19:12:37] <progrmor> S4
[19:12:46] <kalle_h> these seems interesting. If they are also faster on android they would replace libgdx lookup tables
[19:12:55] <TEttinger> ah, then you're using about half, ok
[19:14:29] <progrmor> stage.draw(); that is
[19:15:31] <TEttinger> StoneScreen.java:97 <-- whatever's on this line is trying to use a variable that hasn't been assigned
[19:16:35] <TEttinger> the memory thing is weird, but the NPE thing can be fixed almost all of the time (the cases where it can't are when the user is popping out an sd card as you are loading from it, for example)
[19:17:15] <[twisti]> stage is null then
[19:17:42] <TEttinger> I see Gdx.app.log("X", "FPS:" + Gdx.graphics.getFramesPerSecond());
[19:17:47] <TEttinger> did it log any FPS?
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[19:18:35] <progrmor> TEttinger: No since that screen crashes as soon as I call it
[19:18:53] <[twisti]> I/X(12684): FPS:61
[19:19:04] <[twisti]> right before
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[19:19:27] <[twisti]> are you sure the class you posted actually matches the deployed class ?
[19:19:55] <progrmor> uhm yes. I copied it straight of.
[19:20:09] <[twisti]> then why did you say the error was on line 98 ?
[19:20:26] <[twisti]> the error says the npe is on line 97, which is empty in the one you pasted
[19:20:30] <progrmor> I missed on empty line
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[19:21:39] <progrmor> Or I might have pressed enter by mistake.
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[19:24:20] <progrmor> twisti: Anyway it is the same class I can ensure you
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[19:28:01] <TEttinger> progrmor, you're right that the number of different errors is confusing!
[19:28:46] <progrmor> Im thinking about generating a new project and see if that will help
[19:29:04] <TEttinger> I feel like somehow it's related to android assigning things default values when it's about to run out of memory?
[19:29:26] <TEttinger> but I have no idea why an exception is only thrown sometimes
[19:29:41] <progrmor> It´s really weird..yes.
[19:30:18] <progrmor> Not sure if it helps but I got the mainScreen class too
[19:30:19] <TEttinger> I'm guessing the different exceptions have to do with the varying state of your device
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[19:32:57] <TEttinger> oh that's interesting
[19:33:10] <TEttinger> one of these had stage.draw() called in a batch, the other not
[19:34:05] <progrmor> Oh
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[19:34:33] <progrmor> But that shouldn´t give me those kind of exception?
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[19:42:52] <TEttinger> progrmor, I wouldn't think so, especially not the memory one
[19:43:01] <TEttinger> but it could be related to the Null Pointer one
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[19:44:30] <progrmor> So I should stick to having stage.draw() outside the batch?
[19:45:13] <TEttinger> I would think that's right, but it only errors in that case, so I'm confused
[19:45:41] <TEttinger> mainScreen has draw inside batch.start/end, and it doesn't seem to have trouble
[19:45:58] <TEttinger> unless you got a third error, heh
[19:47:49] <kalle_h> Tomski: Did you test how grass look without fue shader?
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[19:48:23] <Tomski> fue kalle_h ?
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[19:49:41] <TEttinger> fur
[19:50:45] <Tomski> ah, no. How would you do it?
[19:51:02] <kalle_h> I don't have any special paths in my renderer
[19:51:16] <kalle_h> so I just shade them like everything else
[19:51:31] <kalle_h> using real normals not tangents
[19:52:10] <kalle_h> it does nook quite good for grass but bit odd when sun is backlighting and grass does not have any transluency
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[20:03:40] <HunterD> is hardland a game for mobile platforms? the graphics are awesome! :D
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[20:06:23] <Getterac7> HunterD: it's built on DirectX if that answers your question.e
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[20:19:51] <TEttinger> HunterD, yeah it would be responsible for too many phone explosions if it was on mobile
[20:20:17] <HunterD> :D one day
[20:21:08] <aegamesi> yay for having everything fit in a 16x16 image
[20:22:56] <noooone> davebaol: any news about your formations?
[20:23:47] <TEttinger> aegamesi, woah what?
[20:23:58] <aegamesi> well, that's with manual packing
[20:24:10] <aegamesi> it *was* an 8x6 image but then I made my game fancy
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[20:24:48] <TEttinger> pixel?
[20:24:52] <aegamesi> yeah
[20:25:38] <TEttinger> seems like you're going to use a lot of "this color means this, disregard shape" stuff?
[20:25:51] <aegamesi> no, monochrome
[20:25:55] <TEttinger> like old atari games, oh ok
[20:26:02] <aegamesi> yeah, actually looks exactly like old atari games
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[20:33:53] <viper161616> Question: I'm trying to add some ui buttons using libgdx Scene2d ui. I have image buttons, in a vertical group, in a container. When I add the container to my table, using table.add(ctnrMyContainer).size(50,50); the container resizes, but the image buttons do not, so the span out of the container. How do I fix this?
[20:35:41] <viper161616> do I have to resize the images every single time I want to see them a different size?
[20:36:20] <viper161616> (like the actual image file?)
[20:37:37] <Getterac7> i don't think i've seen anyone scale buttons before based on the container.
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[20:39:18] <viper161616> if I just do btnMyButton.scaleBy(-.5f), then they change sizes, but are no longer centered in the container
[20:41:08] <viper161616> I put the call in container, because the documentation says "UI widgets do not set their own size and position. Instead, the parent widget sets the size and position of each child."
[20:41:21] <viper161616> thus, my interpretation was that the container was the parent
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[20:42:21] <diphtherial> hey, are any of you using ashley, out of curiosity? i don't need help with it, just curious what you think if you are using it
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[20:47:34] <viper161616> Ok, so I'm going to conclude image buttons can't be resized without resizing the source images and repacking everything - if you want to combine them with anything else in the scene2d ui library
[20:48:45] <diphtherial> it's been an eternity since i've looked at that, but maybe a 9-patch would help?
[20:49:16] <nepjua> Hi, i'm looking for a good example of base GameObject class that syncs body and sprite together. I looked into all demo repos of libgdx. Most of them doesn't use box2d and deals physics themself. I'm starting a project i want to go right direction from start. Are there any good example projects i can look ?
[20:49:37] <Getterac7> viper161616: the button size will essentially be determined by the contents of the button, so if your contents are an image, you would probably need to scale the image.
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[20:55:51] <kalle_h> viper161616: basically you just need to get position and set angle for sprite with right origin
[20:55:55] <kalle_h> not that complex
[20:56:49] <viper161616> Right now I specify the image to use in my json file, then just call `btnMyButton = new ImageButton(skin, "pause");` . I can't seem to resize it in anyway following that. So do I have to pull it out of my json file or can I resize the image some how without changing my json?
[20:59:02] <viper161616> kalle_h: I think it's unrelated to position and angle. I need to resize the image in the button, it's just unclear how to do that and from the documentation I would have guessed it was done in the parent container.
[20:59:16] <nepjua> I just want to see an example game with a good pattern before i continue. The demos i looked had good patterns too but one of them doesn't use box2d and others had all the logic in one class.
[20:59:54] <kalle_h> viper161616: srr I tried to teply nepjua
[21:00:29] <kalle_h> nepjua: there really isnt any pattern for that. its less than dozen lines of code
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[21:01:32] <kalle_h> just have Entity that have box2d body and sprite. Then always after physic are updated set the sprite pos and angle using body values
[21:03:16] <nepjua> @kalle_h Thanks i'll jump into the code without overthinking than :) can i define FixtureDef's shape from a sprite ?
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[21:04:31] <kalle_h> nepjua: what do you mean with FixtureDef question
[21:06:13] <nepjua> CircleShape circle = new CircleShape();
[21:06:13] <nepjua> circle.setRadius(6f);
[21:06:13] <nepjua> FixtureDef fixtureDef = new FixtureDef();
[21:06:15] <nepjua> fixtureDef.shape = circle;
[21:06:17] <nepjua> // This is what i saw on libgdx wiki. Can i directly give a texture to fixtureDef.shape without a circleShape
[21:07:22] <Getterac7> nepjua: you could probably write something to take the boundary of the texture (rect) into a FixtureDef... there's no line boundary checking or anything like that... you'd have to write that yourself.
[21:08:12] <kalle_h> nepjua: usually you use box2dEditor or something like that to create polygon shape out of texture
[21:08:17] <kalle_h> then you use that and sprite
[21:08:47] <kalle_h> sprite does not have any other shape than rectangle
[21:10:08] <nepjua> Thanks all of you, last question :) Which tools are you using/recommend for OSX ?
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[21:10:40] <kalle_h> windows
[21:11:00] <diphtherial> hue hue...there's a version of intellij for OSX if you'd rather not use xcode
[21:11:15] <Getterac7> I like Eclipse... which i'm sure works in OSX.
[21:11:21] <nepjua> Yes, i'm using intellij for coding
[21:11:41] <nepjua> i was asking other tools like box2deditor
[21:11:58] <diphtherial> ah, no idea
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[21:12:23] <HunterD> is it possible to disable signing in the roboVM? I try to develop on mac on virtual machine with jailbroken iphone
[21:13:10] <nepjua> Thanks for your time, i'll come with more questions :)
[21:13:37] <nepjua> @HunterD I'm currently targeting only Android, no idea :)
[21:14:37] <HunterD> I have used jailcoder on xcode and I can develop with xcode. but my knowledge of c# is limited and .. well.. libgdx rocks
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[21:19:36] <lupin> hi
[21:20:24]
<agobit> Hey guys, I am playing around with scene2d / ui and NinePatch. I`ve made a button, edited it with draw9patch from android-sdk and load it as Texture with libgdx NinePatch Class. But the result is something strange. look at the picture http://pbrd.co/1roEQMx .. any thoughts on how to fix that?
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[21:23:26] <tnelsond> Is your scene2d.ui in the right viewport settings?
[21:23:41] <tnelsond> Well, nvm, the text looks good.
[21:24:32] <agobit> I have used a Stage with FitViewport with the same width and height as the camera and window size
[21:25:06] <mobidevelop> How did you load it?
[21:25:27] <agobit> the stage? like this stage = new Stage(new FitViewport(Resources.viewportWidth, Resources.viewportHeight, camera));
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[21:25:38] <mobidevelop> No the NinePatch
[21:25:54] <agobit> like this NinePatch defaultButtonPatch = new NinePatch(FlatWars.assetManager.get(Resources.defaultButton, Texture.class));
[21:26:12] <mobidevelop> Did you leave the 9patch markers in the texture?
[21:26:22] <mobidevelop> libgdx doesn't strip those
[21:26:33] <agobit> yes i did
[21:26:38] <agobit> oh ok
[21:26:43] <kalle_h> I am going to test stippled particle shadows tomorrow. I wonder how well they could work
[21:27:07] <kalle_h> if (rand() < alpha) discard;
[21:27:28] <mobidevelop> Sounds magical kalle_h
[21:27:33] <agobit> that means I have to delete those markers by hand?
[21:27:49] <kalle_h> and rand could be dependant of intance ID
[21:27:55] <kalle_h> *istance
[21:28:22] <tnelsond> kalle_h: Would that make the grain in the shadow flicker slightly?
[21:28:48] <kalle_h> tnelsond: yes. but if you use big enough kernel then it should be problem
[21:29:11] <kalle_h> like checker board pattern can be filtered with single unbiased PCF sample
[21:29:25] <mobidevelop> agobit: you can use TexturePacker to create an atlas (it will remove the markers and then you can use atlas.createPatch)
[21:29:41] <mobidevelop> Or, you can delete the 1px border around the image
[21:29:42] <tnelsond> Well, it might make it look more real if it was kinda random grainy. (Or it might look obnoxious)
[21:29:42] <kalle_h> but I take 16 x 2x2pcf per particle vertex
[21:30:08] <kalle_h> tnelsond: but good thing is that I will get some self volume shadowing
[21:30:26] <kalle_h> and I don't need any sorting
[21:30:30] <agobit> @mobidevelop: but when I delete those pixels, how does NinePatch know where the texture region is?
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[21:31:18] <mobidevelop> agobit: you have to tell it... You should be doing that now
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[21:32:16] <kalle_h> tnelsond: I will only render the particles that are in main camera view so I can just reuse that vbo
[21:32:29] <mobidevelop> Otherwise it creates a NinePatch with no non-stretch regions
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[21:32:51] <progrmor> TEttinger ?
[21:32:53] <kalle_h> and because no need of sorting I can just use the main camera sort
[21:33:03] <TEttinger> hey progrmor
[21:33:05] <agobit> then I don`t understand for what the tool is :) .. I thought that there is this nice tiny tool, mark the regions and NinePatch Class load and converts it by it own. without adding the regions by hand in code ;)
[21:33:34] <tnelsond> kalle_h: Man that 3D stuff looks fun. But I'm struggling enough with 2D to be honest. :P
[21:33:57] <kalle_h> just stop struggling
[21:34:16] <tnelsond> Oh, yeah, I guess I could. :/
[21:34:21] <progrmor> Hey, I just created a new project and copied the code an the assets. Still the same "cant find uiskin.json". Gotta be something seriously wrong with my code.. :s
[21:34:40] <mobidevelop> agobit: the libgdx NinePatch only operates on processed NinePatch
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[21:35:17] <TEttinger> progrmor, did you rename anything, in any unusual ways? are you using gradle in eclipse? is this a uiskin.json.txt thing again?
[21:35:31] <agobit> @mobidevelop: ok, then I need to write the wrapper on my own. thanks for your help!
[21:36:51] <progrmor> TEttinger : I renamed the packaged, the classes, and removed alot of code from the StoneScreen class, even removed the actual uiskin code. And still get that error. Yes im using gradle + eclipse. .txt is removed as told.
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[21:37:37] <mobidevelop> agobit: just use TexturePacker
[21:37:46] <TEttinger> I'm guessing it may have to do with the asset folder being called something other than Assets
[21:39:02] <progrmor> assets it´s called. Lowercase A , does that affect in some waay?
[21:39:15] <agobit> @mobidevelop: I will give it a try
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[21:41:01] <gb2280> hello
[21:41:43] <gb2280> I need an idea on how to join TextArea and ScrollPane into usable TextView?
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[21:43:03] <progrmor> TEttinger: I dont have to do Gdx.files.internal("assets/image.png") right? It´s just enough with the file name?
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[21:43:53] <TEttinger> progrmor, if assets is on the classpath it can find it. but if the case is wrong it might not find anything in that folder on android
[21:44:04] <TEttinger> I don't know which is correct
[21:44:30] <progrmor> It was a stupid question... some of the images in that folder is working so it gotta be working doing as I do.
[21:44:38] <TEttinger> mine is assets
[21:44:45] <TEttinger> lower a for me works
[21:45:28] <progrmor> so u do assets/filename.png ?
[21:46:25] <agobit> @mobidevelop: to be clear: first uwe draw9patch and mark the outline, second add image to TP and export it as .txt and .png, third load it via textureAtlas and createPatch from it, right?
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[21:48:31] <mobidevelop> agobit: yep
[21:48:43] <agobit> ok
[21:49:41] <gb2280> Can anyone help with a TextView?
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[21:53:16] <progrmor> gb2280 : Dont bother, you will need to use the uiskin.json and it just ruins your life.
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[21:55:43] <agobit> @mobidevelop: hm but TP does not generate split entries in the textureatlas file
[21:56:12] <mobidevelop> When using TP, you leave the markers - it will strip them.
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[21:58:44] <simooon_> \O Hello
[21:58:52] <agobit> I use TP 3.4.0 from CodeAndWeb. Maybe it does not support ninepatch
[21:59:36] <gb2280> I already am using uisking.json and quite happy with it. But I still cannot make a proper TextView
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[22:06:23] <TEttinger> progrmor, oh uh I don't do assets/ when loading
[22:06:26] <TEttinger> ever, I think
[22:06:33] <lxknvlk> Hey guys o/
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[22:07:00] <lxknvlk> is there any way to resize an animation depending on the screen size?
[22:07:19] <TEttinger> is there a setScale method on Animation?
[22:07:43] <lxknvlk> no!
[22:07:50] <TEttinger> lxknvlk, also it may be tricky to set with screen size
[22:08:16] <lxknvlk> i can think of a way to scale other images/textures depending on screen size
[22:08:17] <TEttinger> because my 4.5 inch or so phone has about the same resolution as my 17-inch laptop
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[22:08:27] <lxknvlk> but cant think of a way for an animation
[22:09:22] <lxknvlk> i dont care about animation actual size in pixels, i just need it to take approximately the same amount of screen on different resolutions/densities ...
[22:09:55] <lxknvlk> it is possible to do with actual different image sizes in the assets folder
[22:10:27] <lxknvlk> but if it could be aautomatically scaled depemding on screen size that would be superb
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[22:15:27] <progrmor> TEttinger I have a theory on my problem!
[22:15:36] <TEttinger> oh?
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[22:17:19] <TEttinger> lxknvlk, right, but my point is, you can see individual pixels at 17-inch screen size, but when they get shrunk down to about a quarter in each dimension, you really can't even though they take up just as much of the screen
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[22:17:55] <TEttinger> progrmor, got some ideas?
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[22:19:55] <progrmor> I suspect it got something to do with resulotion, scale etc. When I launch the app on the desktop launcher all is good, but the scale of the buttons and stuff is all wrong! The orthographicCamera might be the theif? TEttinger
[22:20:25] <TEttinger> that wouldn't explain nulls unless something else is at fault
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[22:21:13] <TEttinger> so it actually works (other than scale) on desktop, but not on android?
[22:21:30] <progrmor> yepp
[22:21:37] <TEttinger> is it on github?
[22:21:43] <TEttinger> I'll check it out
[22:21:52] <progrmor> An old version is, I can commit this one
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[22:22:02] <TEttinger> sure
[22:22:04] <TEttinger> thanks
[22:22:45] <progrmor> Now it´s synced
[22:22:54] <progrmor> Do u still have the link to my github?
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[22:27:49] <TEttinger> yes
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[22:33:47] <progrmor> How does it look TEttinger?
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[22:35:19] <TEttinger> progrmor, I can run it but it shows nothing, just a blue background
[22:35:26] <Maximus_> Does anyone know what the cilent id in OAuth Clients section of google play services in used for?
[22:35:33] <progrmor> On desktop?
[22:35:38] <TEttinger> yeah, progrmor
[22:35:53] <TEttinger> haven't tried on android
[22:36:00] <progrmor> Ye that was what I said, the scaling is weird out on desktop when putting good scale for android.
[22:36:19] <progrmor> Right scale on desktop = Wrong scale on android and reverse
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[22:42:31] <Maximus_> Anyone used google play services before?
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[22:46:53] <Maximus_> Anyone?
[22:47:17] <TEttinger> Maximus_, just wait a bit, it's come up beforee
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[22:53:46] <[twisti]> i recall someone working on an a* thing for libgdx, has that made it in yet ?
[22:55:06] <[twisti]> ah, thanks, no 2D for me
[22:55:18] <[twisti]> glad i skipped to the end
[22:56:18] <kalle_h> should it be easy to modify it to work in 3d?
[22:56:25] <[twisti]> yeah a* is trivial
[22:56:47] <[twisti]> just need to write something that produces valid 'next steps' from any given point
[22:57:00] <[twisti]> well, grid based a* is trivial, i havent done anything more flexible
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[23:00:30] <TEttinger> progrmor, I'm going through this now, there's some... fundamental misunderstandings so far
[23:00:44] <TEttinger> like you have multiple atlases with only one image in each
[23:00:57] <progrmor> Arn´t those commented out?
[23:01:08] <TEttinger> I was looking in the assets directory
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[23:03:00] <progrmor> and?
[23:06:05] <aegamesi> Is there some guide to libgdx on ios on the wiki? I actually can't find one
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[23:12:07] <aegamesi> oh, it does, cool!
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[23:12:46] <aegamesi> *also*, I'm planning on doing iOS development stuff on a VM... can I just use a shared folder so that I can directly access my project files from intellij within the vm, or does that screw things up?
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[23:12:58] <aegamesi> I wouldn't think so, but you never know
[23:13:57] <TEttinger> progrmor, I can get it to at least run on windows, but no buttons appear
[23:14:26] <Xoppa> aegamesi, just use github or alike
[23:14:37] <progrmor> That is because they are way to large in scale when running on desktop.. but they are good size if you run it on android.. thats the problem I have TEttinger
[23:14:39] <Xoppa> but i'm sure it's possible
[23:15:00] <TEttinger> ok, that's why, I get it now
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[23:15:38] <TEttinger> I set the size to "not tiny" on desktop project's LwjglConfiguration, and I can see some of it
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[23:16:02] <progrmor> Ye.. I know.. Thought that the orthographic camera would fix that but..
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[23:19:17] <[twisti]> i wonder what a 3d game with an orthographic camera would look like
[23:19:51] <progrmor> is it even possible?
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[23:20:22] <Xoppa> sure
[23:20:25] <kalle_h> [twisti]: flat
[23:20:38] <aegamesi> isometric, if it's that angle
[23:21:07] <kalle_h> sun shadows are rendered using ortho cameras
[23:21:23] <[twisti]> would stuff still come closer if you walked towards it ?
[23:21:39] <[twisti]> it wouldnt, right ?
[23:21:51] <[twisti]> that would make walking around really awkward
[23:21:55] <Xoppa> it would come closer but keep the same size
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[23:22:53] <Xoppa> aegamesi, an angle relative to what?
[23:23:11] <aegamesi> I mean, if it's at the 37.5 or so degrees that isometric is
[23:23:36] <aegamesi> 35.264
[23:23:47] <Xoppa> what if the camera isn't at a angle, but everything in the world is rotated?
[23:23:59] <[twisti]> that angle is just picked because it makes 2d assets easier to make
[23:24:08] <[twisti]> there isnt anything magical about that specific angle
[23:24:19] <aegamesi> well, yes
[23:24:23] <aegamesi> it's isometric
[23:24:29] <aegamesi> other angles aren't isometric, they're just orthographic
[23:25:23] <[twisti]> fine
[23:25:29] <[twisti]> but i think theyd still be called isometric
[23:25:37] <kalle_h> rotated ortho != isometric
[23:25:51] <kalle_h> but many ppl misuse word of isometric
[23:26:09] <kalle_h> and usually you just use ortho and art is drawed at isometric perspective
[23:26:44] <aegamesi> isometric is *that* specific projection
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[23:27:55] <Maximus_> GPS won't let me sign in, Logcat is telling me the app id is not associated with my package but as far as I am aware it is, any ideas as to why this is occuring?
[23:28:08] <TEttinger> it may be a misuse, but people won't understand if you say "dimetric pixel art"
[23:28:12] <Azazel_> hey guys
[23:28:18] <TEttinger> hey Azazel_
[23:28:23] <[twisti]> yes, im just saying, in general language, people will call things isometric even if it isnt that specific angle
[23:28:27] <Xoppa> Maximus_, debug certificate?
[23:28:30] <Azazel_> some of you may remember, some time ago I was here battling a scene2d skin problem
[23:28:34] <TEttinger> yep
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[23:28:52] <Azazel_> I just got back to it, cause I was on vacation
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[23:29:33] <Azazel_> I did what someone suggested, I started up the skin editor, made a default skin and used that one. And voila, nothing crashes when I try to loead it
[23:29:37] <Azazel_> *load it
[23:29:53] <Azazel_> also, nothing crashes when I try to display a dialog
[23:29:57] <Azazel_> but
[23:29:58] <Azazel_> BUT
[23:30:08] <aegamesi> but it's *not* dimetric... it's isometric
[23:30:11] <aegamesi> dimetric is different
[23:30:13] <Maximus_> Xoppa, I'm just using the SHA that eclipse gives you when you export the project
[23:30:32] <Azazel_> my whole game gets unresponsive when I press the button that brings up the dialog
[23:31:27] <Azazel_> at first I thought it crashed again, but upon debugging it I've realized that there is no exception. nothing seems to go wrong from the exectution standpoint, but nothing happens on the screen either
[23:32:20] <Azazel_> which made me think that the dialog is actually successfully called into existence, but it's invisible. or drawn way off screen or something. but since it's modal, it's blocking input for the rest of the app
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[23:32:58] <Azazel_> any idea how I could get out of this one?
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[23:33:16] <TEttinger> oh man, progrmor... I don't think you have a uiskin.json
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[23:33:58] <progrmor> Ye I removed it.. haha I haven´t gone around without the file all this time just so you know! I was just testing a bit before.
[23:34:54] <kalle_h> [twisti]: that make my head hurt
[23:35:15] <Maximus_> Xoppa is there suppose to be 2 different certificates?
[23:35:17] <[twisti]> its probably for a game like baldurs gate
[23:35:23] <[twisti]> with expansive prerendered environment
[23:35:49] <kalle_h> smaller piece of that scene would be lot more suitable for eyes
[23:36:25] <[twisti]> it helps if you zoom in a bit
[23:36:28] <Azazel_> anyone? :)
[23:36:37] <Xoppa> Maximus_, usually there's the debug certificate which is used when you run the application directly from e.g. eclipse on the device and there's the release certificate which you have to specify when exporting to apk.
[23:37:16] <Xoppa> note that the debug certificate is implicit, iirc its located in the .android folder, but you're never asked to provide it by default when running
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[23:37:59] <Maximus_> Do I use the debug certifiticate when testing a game that hasn't been published?
[23:38:46] <progrmor> TEttinger , you haven´t found any weird stuff that might be the problem yet?
[23:38:51] <Xoppa> i guess that would make testing a lot easier, but doesnt work when you want to beta-test on google play and alike
[23:39:10] <TEttinger> progrmor, yes I have found some
[23:39:14] <TEttinger> not sure yet
[23:39:22] <Xoppa> i might be wrong though
[23:39:41] <progrmor> Okey! Does it have anything to do with the ortho camera u think?
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[23:42:57] <Azazel_> ping
[23:43:52] <TEttinger> progrmor, nothing to do with ortho, since I don't think UI things use the same camera.
[23:43:53] <TEttinger> but!
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[23:44:00] <TEttinger> do you see uiskin.json?
[23:44:07] <Maximus_> Xoppa_, Do I have to add the game to the All Application section of the google developer console or should I be able to test it if its published in just the Game Services section?
[23:45:32] <Xoppa> i don't know, but isn't that explained in the guide a linked to earlier?
[23:46:20] <Azazel_> anyone?
[23:47:20] <TEttinger> Azazel_, oh I just read your error
[23:47:35] <TEttinger> the issue is with a modal dialog displayed off-screen?
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[23:48:03] <Azazel_> I have no idea if it's displayed off screen, but it seems like it could be the case
[23:49:07] <Xoppa> Azazel_, enable debug rendering
[23:49:14] <TEttinger> you'll need to figure out the window's state in some way. maybe log everything you can think of about that window in logcat
[23:49:23] <Justin-C> close the dialog with a keyboard press to test it. If your application becomes responsive again after the keypress then you know its off screen somewhere
[23:49:27] <michaelwm> Could anyone point me in the right direction for applying a black outline around my sprites? I've tried placing a copy of the sprite behind the original and enlarged + tinted black, but that solution doesn't work on irregular sprites
[23:49:42] <Azazel_> Xoppa: on it
[23:50:10] <Maximus_> Yep it is, when I have a problem I get tunnel vision and ignore anything that I think is unrelated
[23:50:18] <Xoppa> michaelwm, define irregular?
[23:50:21] <Azazel_> um, how do I enable debug rendering? :)
[23:50:25] <Justin-C> <michaelwm> I think that effect would usually be accomplished on the art side.
[23:50:47] <michaelwm> Xoppa, any sprite that is hollow
[23:51:04] <kalle_h> michaelwm: paint that outline to sprites
[23:51:31] <michaelwm> Justin-C, kalle_h, i'd prefer to fix the problem within my program, and not in the sprites themselves
[23:51:32] <kalle_h> you can even use some special color that could be filtered out at shader when you don't want that outline
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[23:52:09] <kalle_h> michaelwm: detect edges of textures and modify texture
[23:52:15] <Azazel_> umm
[23:52:17] <kalle_h> should work and will look horrible
[23:53:27] <kalle_h> michaelwm: do those textures have transparency? or is they just completly opaque of fully transparent?
[23:53:46] <michaelwm> some are transclucent
[23:54:06] <progrmor> TEttinger , yes?
[23:54:12] <michaelwm> fixing the problem on the art side has obvious implications when scaling the sprite
[23:54:22] <TEttinger> technically you can just render the same sprite tinted black, in the same size, to 1px north, south, east, and west of where you want the image, then render the non-translucent one on top of it
[23:54:23] <michaelwm> so fixing it within the code itself is the only option
[23:54:38] <michaelwm> TEttinger, that doesn't work for any sprite that is hollow
[23:54:44] <TEttinger> it will
[23:54:48] <michaelwm> I've done it
[23:54:57] <michaelwm> it doesn't
[23:55:19] <kalle_h> michaelwm: can you use shaders?
[23:55:31] <TEttinger> I mean draw 4 times behind it in different offsets
[23:55:37] <kalle_h> it does not work
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[23:56:07] <michaelwm> kalle_h, i'll look into it
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[23:56:46] <Justin-C> I dont see why making them art side wouldnt be the best option? Just draw the sprites as large as you will need them and scaling down with mip mapping should be just fine
[23:56:47] <Azazel_> is that even the latest version of the source file? cause the intellisense on my side does not seem to have the public methods that are in that Stage.java file
[23:57:27] <Azazel_> or is my version of libgdx outdated?
[23:57:38] <Justin-C> What version do you have>
[23:57:39] <Justin-C> ?
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[23:57:58] <kalle_h> michaelwm: for non tranluent sprites shader would look quite simple. take bilinear texture sample, snapped to center of 4 texels. Then if alpha is >0 and < 1 that pixel is at border of chracter
[23:58:07] <michaelwm> Justin-C, there are obvious implications for drawing them on the art-side when I'm deploying to various resolutions, and would prefer to not make my spritesheets on the upsize of 3840 x 2160 res
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[23:58:31] <michaelwm> kalle_h already looking into it, thanks for the headsup
[23:58:43] <Azazel_> what's the most painless way to update my version of libgdx?
[23:58:52] <fauge> with graddle!
[23:58:52] <Justin-C> USe Gradle
[23:58:59] <fauge> you change 1 line and it updates it
[23:59:05] <Xoppa> Azazel_, its 1.2.1 or above
[23:59:05] <Azazel_> how?
[23:59:23] <michaelwm> Xoppa, thank's for the example, writing my own right now
[23:59:42] <Azazel_> I can't even figure out what version I'm on