[00:00:00] <kalle_h> Xoppa: is that offset 1 texel?
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[00:00:23] <Xoppa> Azazel_, com.badlogic.gdx.Version.VERSION iirc
[00:00:48] <Azazel_> what's iirc?
[00:00:55] <Azazel_> anyway
[00:00:56] <kalle_h> snappedUV = round(uv*texSize)*invTexSize
[00:00:57] <Azazel_> I found this line
[00:01:02] <TEttinger> if I recall correctly = iirc
[00:01:03] <Azazel_> gdxVersion = '1.1.0'
[00:01:27] <Azazel_> oh, I thought it had something do with irc, some osr of a client
[00:01:44] <Azazel_> so if I change that value, gradle will update libgdx for me?
[00:01:51] <fauge> yes azazek
[00:02:09] <TEttinger> yep, the next time you run it will download new libgdx
[00:02:10] <Azazel_> and what's the latest stable version?
[00:02:16] <TEttinger> 1.3.1
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[00:02:40] <Azazel_> thx
[00:02:49] <Azazel_> gradle project sync in progress
[00:03:05] <fauge> Xoppa is there a way to draw a 3d line in libgdx
[00:03:16] <Azazel_> I'm curious, will everything stop working now?
[00:03:26] <Tomski> some things might
[00:03:44] <Xoppa> fauge, sure, you could use e.g. ShapeRenderer for that, but it depends on your needs
[00:03:44] <Azazel_> you tell me NOW?
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[00:04:21] <kalle_h> going to sleep
[00:04:22] <kalle_h> see ya
[00:04:23] <Azazel_> holy shite
[00:04:44] <TEttinger> Azazel_, the 1.2.0->1.3.0 transition should break very little
[00:04:51] <TEttinger> nothing like 0.9.9->1.0.0
[00:04:55] <Azazel_> I ran it with the new version and the dialog box actually showed up
[00:05:00] <TEttinger> woo
[00:05:22] <Azazel_> only when I click something on it, it stays on
[00:05:23] <Azazel_> lol
[00:05:29] <Azazel_> and proceeds to mess up my input
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[00:06:55] <michaelwm> Xoppa, kalle_h, thank's for the help, problem solved!
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[00:09:05] <fauge> xoppa wouldnt this class draw a triangle of 3d lines?
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[00:11:08] <fauge> oh
[00:11:15] <Xoppa> euhm... you're rendering to the screen and then clearing the screen?
[00:11:55] <fauge> yeah fixed it
[00:13:41] <nicklatechers> ok i gotta fix this mess
[00:13:53] <nicklatechers> whats the process for submitting a patch?
[00:14:13] <Azazel_> alright so calling stage.act() fixed the aforementioned problem
[00:14:21] <nicklatechers> fork the branch=> commit locally=>push to libgdx git?
[00:14:26] <Azazel_> I mean the fucking thing even fades in and out without me telling it to
[00:14:27] <nicklatechers> something like that?
[00:14:39] <Azazel_> thanks guys
[00:15:43] <nicklatechers> thanks man
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[00:23:40] <Azazel_> what's the deal with default.fnt? casue the default font I've created seems to use it, and while it was no prob on desktop, it crashes on my phone cause the dumbass can't find it
[00:24:01] <Azazel_> do I have to manually add it to the assets folder?
[00:24:33] <Azazel_> *default skin I've created seems to use it
[00:25:00] <deniska> Azazel_: probably just forgot to f5 the projects in eclipse or something
[00:25:23] <Azazel_> I'm using Android Studio, better known as IntelliJ
[00:25:32] <Azazel_> by F5 you mean rebuild?
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[00:25:42] <Azazel_> I'm pretty sure it rebuilt before it installed on the phone
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[00:26:06] <deniska> in eclipse it updates the file list
[00:26:37] <Azazel_> in IntelliJ it tries to copy something somewhere
[00:26:41] <Azazel_> like in total commander
[00:27:21] <fauge> xoppa look at this now
[00:28:10] <limeArrow> Working on version 1.0.1 of my game, which adds a... (drum roll)... tutorial screen. Believe it or not, it was required.
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[00:29:05] <Xoppa> fauge thats indeed better, but why do you have cam while you never use it?
[00:29:44] <fauge> do i not need it?
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[00:30:22] <Xoppa> you should need it, but you dont seem to need it
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[00:30:35] <Xoppa> *or at least you dont seem to use it
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[00:30:50] <fauge> i make it look at a certain point
[00:30:53] <fauge> dont i?
[00:30:59] <Azazel_> guys, this is the last thing I'll ask of you today, promise :)
[00:31:09] <Xoppa> you did indeed
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[00:31:38] <fauge> and i draw my terrain starting at 0,0
[00:31:45] <fauge> and its 3d and uses lines
[00:32:00] <Xoppa> so, why dont you use a cam?
[00:33:26] <fauge> how would i use it?
[00:34:18] <Xoppa> you havent shown what Terrain#draw() does, but that might give some clues
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[00:35:21] <fauge> it draws all the triangles
[00:35:38] <fauge> well i made a class thats just squares...and that splits into 2 triangle objects
[00:35:44] <Xoppa> using which projection?
[00:35:56]
<nicklatechers> is this the wrong place to edit the source code to libgdx? it seems I can't type or its read only when I try to edit it http://www.pasteall.org/pic/75814
[00:36:10] <nicklatechers> I'm working on IOSInput.java
[00:37:03] <nicklatechers> thanks again
[00:38:03] <Xoppa> fauge, how is that related to your Terrain#draw()? and where is Triangle#rend set?
[00:38:39] <Xoppa> euhm wel the last is where Square instantiated
[00:39:18] <fauge> terrain draw goes through the list of squares and draws them
[00:39:28] <Xoppa> using which projection?
[00:39:31] <Azazel_> ahahahaha
[00:39:49] <Azazel_> I got the dialog box working on my phone but it's so tiny it's downright comical
[00:39:53] <fauge> ShapeRenderer
[00:41:23] <Azazel_> shaperenderer blows
[00:41:42] <fauge> azazel_ how am i supposed to draw 3d lines then?
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[00:42:10] <Azazel_> no idea, I'm a long way from 3d graphics
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[00:42:41] <Azazel_> but I tried to use ShapeRenderer for some 2d stuff the other day, and it screwed up rendering of other, unrelated stuff
[00:42:53] <Azazel_> I was told in this very channel not to use it and that it's slow anyway
[00:43:22] <Xoppa> it depends on the usage, but typically you should avoid shaperenderer for production code indeed
[00:43:55] <nicklatechers> Xoppa: whats wrong with shaperender?
[00:43:58] <nicklatechers> i use it often
[00:44:02] <nicklatechers> for health boxes
[00:44:12] <nicklatechers> googling :-)
[00:45:05] <Xoppa> nicklatechers, i guess you could compare it with jit vs aot
[00:46:01] <fauge> i didnt set it yet...oops
[00:46:14] <nicklatechers> so is it like it?
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[00:46:29] <nicklatechers> jit, each time its called?
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[00:47:09] <Xoppa> yes its a bit like jit, it generates a mesh on each render call etc.
[00:47:29] <nick-afked> ouch
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[00:51:09] <fauge> ok xoppa
[00:51:15] <[twisti]> i think for health bars shape renderer is actually apropriate
[00:51:18] <fauge> i put in a projection matrix
[00:51:57] <fauge> yeah i dont think its appropriate when your trying to render over 4k lines
[00:52:01] <Xoppa> [twisti], no, assuming you do everything else with spritebatch, then using a sprite for the health bar as well is likely being more performant
[00:52:42] <Xoppa> fauge, you should almost never render lines in production code, only for debugging purposes
[00:53:07] <[twisti]> id guess at that point the one extra draw call wouldnt make a big difference
[00:53:31] <fauge> xoppa im only testing to see if i can make a 3d landscape
[00:53:33] <fauge> thats random
[00:53:38] <[twisti]> mind you im talking health bars, like on units in a strategy game, not like a personal health bar in a hud
[00:53:44] <Xoppa> a draw call on itself isnt the biggest impact, its also a shader switch etc.
[00:53:59] <[twisti]> where you have hundreds of little colored rectangles
[00:54:20] <Azazel_> alright. seems like I'll have to work out some scaling and positioning logic tomorrow
[00:54:42] <[twisti]> i suppose you are right, one could just draw a 1x1 white pixel tinted with spritebatch while one is at it
[00:54:54] <Azazel_> but the dialog box works, which means I'm yet another miniature step closer to finishing my slow-motion walk towards my first game
[00:55:05] <fauge> haha yeah
[00:55:13] <Xoppa> [twisti], thats the common approach
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[00:55:26] <Azazel_> as always, thanks guys, you've been great
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[00:55:42] <Xoppa> but keep in mind, as long there's no problem, there's no reason to solve it, so if shaperenderer works for you, then just use it
[00:56:14] <[twisti]> i think shaperenderer is unexpectedly horrible if you switch between shapes, because each time you do, it needs to be flushed
[00:56:25] <Xoppa> no it doesnt
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[00:56:56] <Xoppa> or did you mean ShapeType?
[00:56:59] <[twisti]> yes
[00:57:17] <Xoppa> well in production you should only use Filled anyway
[00:57:54] <[twisti]> my last experience with shaperenderer was when i was extremely new so its possible i just did things wrong back then
[00:58:58] <Xoppa> if there wasn't a problem, then you did nothing wrong
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[00:59:41] <[twisti]> there was, the health bar code i produced made up for like 85% of my render time
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[01:00:18] <[twisti]> but i did switch between shapes, once per bar, and had hundreds of bars
[01:00:26] <[twisti]> and i recall being told here that was the problem
[01:01:05] <[twisti]> anyways, bed time for me
[01:01:06] <[twisti]> night
[01:02:45] <fauge> cya
[01:02:48] <tnelsond> bye
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[01:08:30] <aegamesi> so I'm using IntelliJ on OS X (in a VM)
[01:08:48] <aegamesi> and it seems to not know about libgdx... so all com.badlogic imports fail
[01:08:58] <aegamesi> I'm guessing a gradle sync is needed to fix that?
[01:10:23] <Xoppa> probably
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[01:35:08] <aegamesi> alright, well, now, when I try to run "launchIPhoneSimulator" I just get hit with "IOException: Operation not supported" almost immediately
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[01:46:41] <ParkourGrip> i know that this is out of topic but
[01:46:44] <ParkourGrip> how to regain happiness after buying razer kratken 7.1
[01:46:51] <ParkourGrip> kraken*
[01:46:57] <ParkourGrip> xD
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[01:56:54] <aegamesi> welp I've officially determined that ios is impossible
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[01:58:48] <nick-afked> aegamesi: i just ended up getting a mac for iOS dev
[01:58:58] <aegamesi> eugh :/
[01:59:21] <nick-afked> i got mine used off craigslist
[01:59:43] <nick-afked> then i got a new one and use the other one for backup
[02:00:16] <aegamesi> ah. well, I dunno... I'll see if I can borrow one
[02:00:26] <aegamesi> it's just really annoying, because android and desktop are so easy
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[02:01:57] <TEttinger> aegamesi, ios on vm is at least legally questionable, since apple is an orwellian tyrant
[02:02:13] <aegamesi> well, yeah, that too
[02:02:48] <ahb> Need help, I'm importing a scene from Maya 2014 and then converting the fbx to a g3db using fbx-conv. After I do this the information in the nodes list is completely changed from the transforms in maya.
[02:02:56] <TEttinger> CHOICE IS ENSLAVEMENT, IGNORANCE IS STRENGTH
[02:04:19] <ahb> Any thoughs anyone?
[02:05:09] <TEttinger> Xoppa may be able to help, if he's not busy
[02:05:26] <Xoppa> sure
[02:05:33] <ahb> oh hes here
[02:05:43] <TEttinger> the libgdx god of 3d
[02:05:59] <ahb> I was actually following your tutorial to do this xD
[02:06:00] <TEttinger> as opposed the heathen directx god of 3d, kalle_h
[02:06:21] <Xoppa> i was just updating the layout of the tutorials
[02:06:46] <ahb> so have you ran into problems with information in nodes list just being flat out different?
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[02:07:23] <Xoppa> can you rephrase the problem? what do you mean with flat out different?
[02:07:35] <Xoppa> which information
[02:11:03] <ahb> so i made a couple models, one model is sphere. its translate inside of the transform of the model in maya is -3,11,1 and its rotate is 0,0,0 and its scale is 1,1,1. When i convert and bring it over to libgdx its translate is -3,1,-11 and it added rotation to it
[02:11:47] <ahb> i made sure when i exported i had a Z up axis because thats what i used to model the world in maya
[02:12:10] <ahb> i tried messing with flipping the up axis from y and z and it didnt change anything
[02:13:35] <Xoppa> z-up?
[02:13:36] <ahb> by models i mean meshes, so this one fbx file has all meshes inside of it
[02:13:39] <ahb> Yes
[02:13:40] <Xoppa> dont do that
[02:13:43] <ahb> oh
[02:13:44] <ahb> ok
[02:14:01] <Xoppa> fbx-conv will convert models to y-up
[02:14:30] <ahb> so if my scene axis is z up, its just gonna fuck up?
[02:15:07] <Xoppa> no, but just out of curiousity, why do you want to use z up?
[02:16:02] <ahb> because its really a 2.5d game. and it is easier to do things in my brain with x and y plane. and i was just using the z plane to move the camera around
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[02:19:06] <Xoppa> why does it matter which axis point up then?
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[02:20:44] <ahb> well its a top down type game like a tetris style. i mean it doesnt have to be z up but in my mind thats how i envisioned it
[02:23:18] <Xoppa> ok, if you really want to do that (although you might want to reconsider that), then you can either make the fbx advertise as if it is y-up (causing fbx-conv not to compensate) or rotate all root nodes 90 degrees around the X axis after loading
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[02:33:28] <diphtherial> how do you apply the camera to the scene?
[02:33:36] <diphtherial> ("apply()" no longer exists)
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[02:34:24] <ahb> yea thanks.. im retarded gg
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[02:34:38] <richard_wiggler> hahaha
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[02:37:17] <Xoppa> diphtherial, "applying" a camera was only needed for gles1 which had a fixed rendering pipe, gles2 and above are more flexible, so you dont have "apply" a camera anymore but instead supply the camera to the shader. I'd agree that the wiki page needs an update, perhaps you can file an issue on that?
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[02:44:39] <diphtherial> issue filed
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[02:50:18] <coltonoscopy> sup everybody. what you all workin on
[02:57:55] <coltonoscopy> limeArrow: i really like that art style!
[02:58:24] <limeArrow> coltonoscopy, thank you. It took some time, but I did everything by myself
[02:58:42] <coltonoscopy> limeArrow, very impressive! is that your first big title?
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[03:01:00] <limeArrow> coltonoscopy, yes. I had written that game using Corona, but didn't really like the sdk. So I ported it to libgdx, added new features, art, etc
[03:01:19] <limeArrow> Trying to think of something good for my next game
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[03:03:14] <coltonoscopy> limeArrow, i see…. i havent used corona! looking very good though; ideas tend to strike at the least likely of times!
[03:04:39]
<TEttinger> limeArrow: I have a random indie game generator with 2000 random ideas at the bottom of the page http://ideone.com/0MG8ED
[03:05:08] <TEttinger> also, I'm downloading your game
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[03:08:07] <TEttinger> this is fun, vocab isn't great
[03:11:42] <TEttinger> limeArrow, ads don't display
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[03:12:26] <TEttinger> you're right limeArrow, it is addicting
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[03:19:18] <TEttinger> reviewed, limeArrow, you got 5 stars
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[03:30:44] <limeArrow> TEttinger, loading the site right now, i really need fresh ideas :)
[03:30:54] <limeArrow> TEttinger, and thank you for the compliments and rating!
[03:31:13] <TEttinger> no prob! I didn't go too far yet, but I liked it a lot
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[03:34:31] <cackling_ladies> limeArrow, you're still on that word game I se.
[03:35:21] <TEttinger> how's your tactics game coming along, cackling_ladies?
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[03:36:04] <cackling_ladies> after I spent days and night trying to get the graphics engine up I lost motivation when I got it XD
[03:36:28] <TEttinger> lol
[03:36:33] <cackling_ladies> I'm on burnt out and playing games more than making them.
[03:36:45] <cackling_ladies> blame the person who introduced me to rune factory :p
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[03:57:34] <LiquidNitrogen> cackling_ladies: thats retarded
[03:57:55] <LiquidNitrogen> they might as well arrest steven king or something
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[03:59:10] <Tann_> I've got an issue with the Sound class.
[03:59:23] <mobidevelop> Lies
[03:59:25] <Tann_> I use "Gdx.audio.newSound" once to make a new sound
[03:59:42] <Tann_> And I play it about 50 times using getClip().stop();
[03:59:42] <Tann_> getClip().play();
[04:00:00] <Tann_> My framerate drops from 4000 to 1000 and doesn't go back up once they've finished playing
[04:00:23] <Tann_> It's a 3-second wav file
[04:00:35] <LiquidNitrogen> you might burn out your gfx card running 4000 fps
[04:01:04] <Tann_> Ahh it's been fine so far : ) Maybe I should cap it, it's interesting to see what causes it to drop
[04:01:23] <LiquidNitrogen> my laptop starts to get hot above 100 fps
[04:01:36] <Tann_> Well it's rendering a blank screen
[04:01:49] <Tann_> I don't really know what causes graphics cards to get mad though
[04:02:20] <LiquidNitrogen> are you loading the sound every frame or something?
[04:02:26] <Tann_> Nope, once only
[04:02:39] <Tann_> if(sound==null){
[04:02:40] <Tann_> sound=Gdx.audio.newSound(Gdx.files.internal(path));
[04:02:40] <Tann_> }
[04:02:40] <Tann_> return sound;
[04:02:57] <Tann_> That's my getSound method so it can only load it once
[04:03:20] <Tann_> And I put a print inside to check if it was clearing it internally and it's definitely loading once only
[04:03:33] <Tann_> And I'm stopping the sound before playing the next one
[04:04:46] <LiquidNitrogen> have you just got no rendering at all in the render loop?
[04:05:18] <Tann_> I'm drawing a white square, haha
[04:05:29] <Tann_> Just getting a base ready for Ludum Dare
[04:06:00] <Tann_> Whoops ignore me I'm an idiot. Figured it out : D
[04:06:22] <LiquidNitrogen> if its just for LD, i sugest you cap your fps to 60 or 120 or whatever, and dont worry about it unless its a problem later
[04:06:34] <Tann_> Oh yeah I will. I was just testing stuff for any problems
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[04:06:47] <LiquidNitrogen> what was the problem?
[04:09:01] <LiquidNitrogen> i have a sound issue as well... im not quite sure what sound a cat getting hit by a chainsaw would make
[04:09:08] <Tann_> Nothing to do with sound. I forgot I was testing something else at the same time.
[04:09:18] <Tann_> And I guess I have a memeory leak with that : )
[04:09:45] <mobidevelop> Who here has their swing copters clone done already?
[04:10:59] <LiquidNitrogen> lol. hes back with non copyrighted sprites?
[04:11:38] <mobidevelop> And a worse game mechanic
[04:11:58] <LiquidNitrogen> itll still make a fortune i guess
[04:13:02] <mobidevelop> Probably
[04:13:10] <TEttinger> is swing copters the next flappy bird?
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[04:14:43] <LiquidNitrogen> wtf i cant even work out how to control the thing
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[04:15:12] <Tann_> It's pretty hard
[04:15:16] <Tann_> And difficult to find
[04:15:25] <Tann_> His one doesn't even show up on the first two pages for me
[04:15:28] <TEttinger> lol
[04:15:33] <Tann_> There's a bunch of people copying his company name AND game
[04:15:38] <TEttinger> LOL
[04:15:39] <LiquidNitrogen> uninstall, its bullshit
[04:16:20] <LiquidNitrogen> it doesnt even give you enough time in the first 2 seconds to understand how to control it before you randomly crash
[04:16:48] <mobidevelop> Lol
[04:17:46] <mobidevelop> I tried like 20 times, made it past the first one and that was it
[04:17:47] <LiquidNitrogen> that makes me feel so much better about my own reaction game
[04:17:50] <mobidevelop> AND
[04:18:12] <mobidevelop> The back button pops up a do you really want to exit
[04:18:23] <LiquidNitrogen> did you work out the controls tho? it just randomly veers left or right no matter what i do
[04:18:26] <mobidevelop> And when I said yes, it didn't exit
[04:18:37] <mobidevelop> Yes, each tap changes direction
[04:18:56] <LiquidNitrogen> hm
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[04:19:23] <LiquidNitrogen> it needs a 5 second safe zone at the start
[04:19:36] <mobidevelop> Yeah
[04:19:53] <TEttinger> what should I search for? I want to see how many clones exist
[04:20:13] <Tann_> swing copter
[04:20:19] <mobidevelop> Swing Copters
[04:20:51] <Tann_> or copter bird, flappy copter, flappy swing, swing bird, bird copter etc
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[04:21:25] <limeArrow> TEttinger, loading the site right now, i really need fresh ideas :)
[04:21:26] <limeArrow> TEttinger, and thank you for the compliments and rating!
[04:21:49] <limeArrow> TEttinger, not sure if you had received those messages.. my isp is driving me insane
[04:25:45] <TEttinger> hey limeArrow
[04:26:02] <TEttinger> I'm not sure if my review went through
[04:26:17] <TEttinger> did you see that some words that are real words didn't go through?
[04:26:53] <LiquidNitrogen> whats everyones feelings on on-screen d-pads? mine seems to work better than i was expecting it would, but theres still times where you end up misplacing your thumb and moving the wrong way
[04:26:55] <limeArrow> It did, I just read it. I do agree with you regarding the 'how to' screen, and I'm currently working on it
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[04:27:20] <limeArrow> and regarding the dictionary, I'll also review it as you suggested
[04:27:41] <TEttinger> I'm curious which you used, limeArrow
[04:28:34] <limeArrow> Let me try and find it, just a second
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[04:29:23] <Clepto> Anyone know how I can display 3D Models using an OrthographicCamera rather than Perspective?
[04:31:15] <aegamesi> use an orthographiccamera?
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[04:33:06] <Clepto> Well when I switch to an OrthographicCamera nothing displays, just a blank background, but it shows up fine with PerspectiveCamera
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[04:33:36] <limeArrow> 81k words, I should use that one. The one I'm using currently has 58110 words.
[04:35:30] <limeArrow> But it can't include hyphenations.. nor curse words
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[04:35:54] <TEttinger> why not?
[04:36:04] <TEttinger> do you log the words played?
[04:36:20] <TEttinger> hyphenations you can strip those entries out
[04:37:23] <TEttinger> it's always fun to play some very silly word in scrabble after the game's gotten too serious. PLATONIC. oh, nice play. POOP.
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[04:38:52] <limeArrow> TEttinger, I don't log them, but google's so picky regarding game audience and rating that I want to keep it as family friendly as possible
[04:39:12] <TEttinger> so they can type them out but not enter them :)
[04:39:47] <TEttinger> ok, I'll see if there's a clean, large dictionary
[04:40:51] <LiquidNitrogen> mobidevelop: i had another try at swing copters, the controlmakes sense after you explained it, but i couldnt get past the first obstacle. i think the guy doesnt actually know anything about game design
[04:48:02] <ShivanHunter> yo, got a gwt quetion
[04:48:36] <ShivanHunter> I'm testing deoplyment to html5 for the upcoming Ludum Dare, and it's mostly working, but I'm still seeing a "SuperDev Refresh" button in the top left
[04:48:39] <limeArrow> TEttinger, checking it out
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[05:06:07] <LiquidNitrogen> than kyou
[05:08:34] <LiquidNitrogen> i kept meaning to listen to something from a while ago.. i think it was astral projection but im not sure if there was also something else similar that it could have been
[05:08:34] <TEttinger> that's indonesian, sung in a throat singing style. and the lyrics are drawn from a very strange poet, william blake
[05:09:09] <LiquidNitrogen> TEttinger: that looks interesting enough to watch it properly at a more appropriate timeslot
[05:09:12] <TEttinger> (the guy learned indonesian to impress a girl)
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[05:30:05] <TEttinger> nice, LiquidNitrogen
[05:31:41] <mobidevelop> ShivanHunter: you can just go into the index.html and remove the button
[05:31:51] <LiquidNitrogen> i need to make an explosion gfx of some sort
[05:31:58] <ShivanHunter> yeah, found that out from a tutorial, thanks though :)
[05:32:06] <LiquidNitrogen> i like it when i dont have to have any animating things
[05:32:49]
<ShivanHunter> although... anysuggestions to improve performance? atm it's pretty terrible http://ef314159.github.io/LD30/ (click and drag to move camera)
[05:34:15] <mobidevelop> On my phone, it doesn't do anything when I click and drag
[05:34:27] <ShivanHunter> hmm :/
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[05:36:13] <TEttinger> ShivanHunter, not bad here
[05:36:23] <TEttinger> it does click and drag on my laptop
[05:36:36] <TEttinger> I'm using chrome, performance is decent
[05:36:56] <ShivanHunter> yeah, it acts a bit better on chrome for me, but still around single-digit fps
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[05:37:11] <TEttinger> I didn't see an fps marker
[05:37:21] <ShivanHunter> just going by what it feels lik
[05:37:22] <ShivanHunter> e
[05:38:31] <nexsoftware> It works fine on my laptop
[05:39:12] <ShivanHunter> well, it might be on my end, then- I'll play around with it a bit
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[06:03:41] <noooone> pretty terrible on my laptop here
[06:03:43] <noooone> like 1FPS
[06:03:52] <noooone> using firefox
[06:04:41] <mobidevelop> Firefox has never ever run webgl well for me, ever.
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[06:08:00] <noooone> true, o chrome it's really much better
[06:08:03] <noooone> *on
[06:08:39] <noooone> maybe 8-10FPS
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[06:30:43] <grim001> I'm getting 6 to 8 FPS
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[06:31:27] <ShivanHunter> yeah #ludumdare is getting similar results
[06:31:28] <ShivanHunter> thx
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[06:35:46] <mobidevelop> 6-8 here but it curiously doesn't feel like 6-8
[06:36:01] <mobidevelop> What sort of craziness are you doing there?
[06:36:18] <mobidevelop> It is actually worse when nothing is on screen
[06:36:50] <ShivanHunter> pretty much just the 3d api tutorial with more boxes, on html5
[06:37:06] <ShivanHunter> someone in #ludumdare suggested it might not be using webgl which would slow it down
[06:37:37] <mobidevelop> Libgdx only uses webgl
[06:37:45] <ShivanHunter> hmm
[06:38:51] <mobidevelop> It is spending a lot of time on GC
[06:40:09] <mobidevelop> Are you rendering each box separately?
[06:41:41] <ShivanHunter> I create a bunch of instances and render those with a loop, but 64x64 shouldn't be such a problem
[06:42:58] <ShivanHunter> err, that says SIZE=24 since I changed it to test, but 64 is the value it was compiled with
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[06:44:01] <mobidevelop> The highest single consumer of CPU is a $subarray method, assuming that is some gwt method
[06:44:11] <ShivanHunter> hmm!
[06:44:21] <ShivanHunter> that's interesting
[06:44:52] <ShivanHunter> I assume that's gwt's version of array[]
[06:45:01] <mobidevelop> Possibly
[06:45:25] <mobidevelop> It it being called by glUniformMatrix4fv
[06:45:31] <mobidevelop> *is
[06:46:01] <ShivanHunter> ah hmmm well... I might not be able to fix that then. I thought it was the indexing into my array
[06:46:10] <ShivanHunter> using a slow function in js that's fast in java
[06:46:26] <mobidevelop> Nah, doesn't seem to be your fault
[06:46:58] <ShivanHunter> well... unless I have a breakthrough sometime soon I might as well just go with a 2d game this LD
[06:47:24] <ShivanHunter> I'm on LibGDX 1.2.0 since upgrading always breaks stuff for me, but I guess I could see if 1.3.0 does this better
[06:47:55] <mobidevelop> Doubtful
[06:49:59] <mobidevelop> I see where the problem is, it is copying a FloatBuffer for every call to that method
[06:51:12] <mobidevelop> So that subarray is being called a lot
[06:54:32] <mobidevelop> Also explains all the GC
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[07:36:36] <michaelwm> Could someone point me in the right direction for tinting only a part of a sprite?
[07:37:14] <mk1> michaelwm: not possible without a shader
[07:37:33] <michaelwm> mk1 gotcha
[07:37:37] <michaelwm> thanks
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[07:48:50] <mobidevelop> ShivanHunter: I got that up to ~40fps by dropping that copying part.
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[07:51:32] <sargas> Does LibGDX have the OpenGL source or some documentation?
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[07:57:16] <noooone> you can find opengl docs online
[07:57:30] <geekygenius> javadocs?
[07:58:04] <geekygenius> the second one is the javadocs
[07:58:53] <geekygenius> and, I'm getting back into libgdx, what's Ashley?
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[08:04:02] <sargas> the javadocs provide the wrappers for the opengl library
[08:04:20] <sargas> noooone was right, found the docs for version 2.1 online
[08:04:39] <sargas> LibGDX uses OpenGL versions 2 and 3, right?
[08:04:53] <geekygenius> sargas: opengl es I know
[08:05:29] <geekygenius> sargas: OpenGl ES 2.0
[08:05:32] <sargas> geekygenius: I didn't understand. "es" ?
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[08:05:42] <geekygenius> Embeded systems
[08:05:44] <sargas> geekygenius: oh
[08:05:51] <geekygenius> it's a subset of openGl
[08:06:08] <geekygenius> it just uses the most common features
[08:06:51] <sargas> geekygenius: so com.badlogic.gdx.graphics.GL30 would provide wrappers for OpenGL ES 3.0
[08:07:05] <geekygenius> umm, I would think so
[08:07:13] <geekygenius> I don't know for sure
[08:07:23] <sargas> geekygenius: gotcha, sorry for the noob questions
[08:07:42] <geekygenius> the only reason I know this is because I read the product page a few minutes ago
[08:07:46] <sargas> geekygenius: I'm coming back to Java and using LibGDX since the beginning of the week
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[08:07:52] <geekygenius> and, we're both noobs so yea
[08:08:14] <geekygenius> sargas: Would you happen to be doing Ludum Dare?
[08:08:17] <sargas> geekygenius: I just read it too, realized the info was there after reading your comments
[08:08:29] <sargas> geekygenius: no
[08:09:30] <geekygenius> oh, I am, I thought you might be.
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[08:11:07] <sargas> geekygenius: I'm too noob for that
[08:11:28] <sargas> geekygenius: do you have your project online somewhere?
[08:11:30] <geekygenius> sargas: naw, you can't be, it's Ludum Dare!
[08:11:32] <ShivanHunter> mobidevelop: what do you mean by "dropping the copying part"?
[08:11:34] * ShivanHunter was afk
[08:11:44] <geekygenius> sargas: my project?
[08:11:45] <noooone> geekygenius: ashley is an ECS (entity component system)
[08:12:00] <geekygenius> noooone: Is it any good?
[08:12:18] <noooone> I haven't used it
[08:12:31] <noooone> but I guess it is
[08:12:44] <geekygenius> sargas: If you can code, LD is for you. You don't even have to finish (Although it's good if you do :) )
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[08:13:09] <mobidevelop> ShivanHunter: in the gwt backend, I modified how the GL calls are done
[08:13:20] <geekygenius> noooone: Ok. And your name has too many o's in it. I can't respond -_-
[08:13:57] <LiquidNitrogen> tab it
[08:15:13] <ShivanHunter> mobidevelop: which file(s)? I'm not familiar with gwt or js
[08:15:34]
[08:15:34] <sargas> geekygenius: I'm new to game dev, coming from web dev
[08:15:36] <sargas> geekygenius: Ludum Dare seems awesome though!
[08:16:47] <mobidevelop> ShivanHunter: it is hard to explain, I moved ShaderProgram to be emulated then added some methods to GwtGL20 and pointed ShaderProgram at those new methods.
[08:16:47] <geekygenius> sargas: Oh it is. I'm doing it for my third time this weekend. It's a great crash course in making a game. If you can, I highly reccomend it
[08:18:23] <geekygenius> sragas: If you do decide to, make sure you do a little project before hand to make sure you know how it all works
[08:18:48] <geekygenius> sargas: sutuff like building, debugging, and distributing your game
[08:18:59] <ShivanHunter> mobidevelop: ahh well, I doubt I'm going to figure it out this weekend
[08:20:48] <mobidevelop> ShivanHunter: probably not, and I probably won't commit the change this weekend - needs testing.
[08:21:40] <mobidevelop> Still lots of GC, so I must be missing something somewhere that is out of control
[08:21:45] <sargas> I'll do my best to get up to speed, I'm watching a Twitch stream of a guy making his LD project
[08:21:52] <sargas> geekygenius: thanks for the great reference man
[08:21:58] <ShivanHunter> mobidevelop: yeah it seems gwt and the 3d api doon't get along well atm, but that sounds promising!
[08:22:28] <geekygenius> sargas: Oh no problem man, just get out there and do it!
[08:24:14] <sargas> geekygenius: I wish there was a reward/recognition system on IRC, I'd give you +1, a start, or something
[08:24:59] <geekygenius> sargas: Haha, don't worry about it. I'm not doing it for free internet points
[08:26:48] <geekygenius> sargas: Oh, by the way, after the competition's over, all the games have their source code posted. It's not the neatest, but it's a good way to see how people did things
[08:28:15] <sargas> geekygenius: will they be available on online repos, or on LD's website?
[08:29:19] <geekygenius> sargas: I think most of people will push them to github, if not they'll have some kind of zip file or something.
[08:31:10] <sargas> geekygenius: cool, I like the fact LD don't impose technology, you can make your game using whatever tools/language
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[08:31:39] <sargas> geekygenius: seeing different code will definetely help me understand the general logic of game dev
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[08:31:45] <geekygenius> sargas: Yea, you could use scratch if you really wanted to
[08:31:59] <sargas> geekygenius: lol
[08:32:27] <geekygenius> sargas: Writing it yourself will help alot too. Having to bang your head aginst the table can be the best way to learn.
[08:33:07] <sargas> geekygenius: scripting languages would probably be good for that kind of event... Lua, Python, etc, they are good for exploring ideas
[08:33:21] <sargas> geekygenius: oh yeah... I've been there B)
[08:33:49] <LiquidNitrogen> do they let people use game maker?
[08:33:52] <geekygenius> sargas: haha. And I would reccomend using whatever you are most comfortable with
[08:34:32] <geekygenius> LiquidNitrogen: I've seen games done with game maker.
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[08:34:57] <geekygenius> LiquidNitrogen: If you know LibGDX, go with it
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[08:35:16] <geekygenius> the best way to distribute your game in LD is through the browser
[08:35:19] <LiquidNitrogen> yeah im not entering anyway, too busy working on my game
[08:35:23] <geekygenius> which LibGDX supports
[08:35:39] <geekygenius> LiquidNitrogen: Haha, alright
[08:35:58] <Tann_> Anyone got any tips for html performance?
[08:36:04] <LiquidNitrogen> i think even after im a millionaire i still wont enter cos i hate being rushed
[08:36:10] <Tann_> I tried porting my game to it but it ran like a butt
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[08:36:32] <sargas> geekygenius: I want to get better using Java and/C++ for cross-platform and performance
[08:36:34] <geekygenius> LiquidNitrogen: Haha
[08:36:53] <geekygenius> sargas: What stuff do you know now?
[08:37:15] <sargas> geekygenius: I've seen bechmarks for different Game Frameworks, LibGDX had a great score, specially in Linux (my platform of choice)
[08:37:57] <sargas> geekygenius: not much really, I prototypes of platformers in Love2D and Gosu
[08:38:14] <geekygenius> sargas: Performance doesn't really matter unless your game is fairly complex
[08:38:33] <geekygenius> sargas: If you know and like Love2D and Gosu, use those
[08:38:49] <sargas> geekygenius: with basic physics, crappy graphics, midi sound effects, etc...
[08:39:12] <geekygenius> sargas: If you're new to programming, you want to figure out how stuff works before you step up the complexity
[08:39:16] <geekygenius> sargas: oh
[08:39:28] <sargas> geekygenius: they are fun to use, but I'm finding LibGDX to be very interesting atm
[08:39:41] <geekygenius> sargas: Yea, I would look into other stuff for more complex games
[08:39:55] <LiquidNitrogen> sargas: make a roguelike
[08:40:21] <sargas> geekygenius: I like the genre, Risk of Rain and Spelunky being my favorites this year
[08:40:24] <LiquidNitrogen> crappy graphics are fine
[08:40:43] <geekygenius> *it's the gameplay that counts*
[08:40:50] <geekygenius> for learning to code at least
[08:41:03] <sargas> LiquidNitrogen: I think so too
[08:42:21] <sargas> geekygenius: true true
[08:42:29]
<LiquidNitrogen> sargas: http://www.legendsofyore.com/ this style of world is good, dont even have to worry about animation, colision, etc, just interactions
[08:43:02] <geekygenius> oh, that's a fun game.
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[08:43:13] <LiquidNitrogen> interesting interactions are often more fun that more realistic worlds with boring everywhere
[08:43:17] <Fainosag> Hi, in a tower block game in libgdx, with box2d, how can I find out when i lost ?
[08:43:37] <geekygenius> Fainsag: Like a tower defence?
[08:43:44] <Fainosag> no, tower block
[08:43:53] <Fainosag> you know, stack of towers
[08:44:00] <LiquidNitrogen> whats the losing condition?
[08:44:04] <geekygenius> lol yea
[08:44:15] <Fainosag> the stack brake
[08:44:29] <LiquidNitrogen> depends how broken it has to be
[08:44:36] <Fainosag> or well how to check that?
[08:44:48] <Tann_> If a block that didn't start on the floor hits the floor?
[08:45:01] <Fainosag> well if i have 1000 blocks
[08:45:03] <Tann_> You have to have the exact condition in your head, then you can code it
[08:45:06] <LiquidNitrogen> maybe if 25% of the blocks have fallen on the floor, its ruined
[08:45:13] <Fainosag> i need to wait for the 1000th block to hit the flor ?
[08:45:29] <LiquidNitrogen> the 1000th block probably starts on the floor anyway
[08:45:44] <Fainosag> why ? the first one is on ground
[08:45:51] <Fainosag> the others are on top of them
[08:46:04] <geekygenius> then the condition is tied to that block
[08:46:10] <LiquidNitrogen> yeah
[08:46:19] <geekygenius> it's the only one that matters
[08:46:22] <LiquidNitrogen> uh its hard to know really, without seeing the game
[08:46:27] <geekygenius> could you show us a screenshot?
[08:46:28] <Fainosag> got teamviewer?
[08:46:33] <LiquidNitrogen> what do you even do in the game?
[08:46:39] <Fainosag> click on the screen to add blocks
[08:46:40] <Fainosag> wait
[08:46:44] <Fainosag> i'll do a short film
[08:46:50] <LiquidNitrogen> ok
[08:48:13] <Fainosag> 20 mb, is uploading in yt
[08:49:10] <LiquidNitrogen> im not watching unless you added good music
[08:49:27] <geekygenius> LiquidNitrogen: lol
[08:49:32] <Fainosag> no music - > no copyright problems xD
[08:49:48] <LiquidNitrogen> yeah i got burned with that
[08:50:02] <LiquidNitrogen> i didnt realise it got analyzed automatically :O
[08:50:21] <geekygenius> quick! watch it before it gets taken down!
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[08:50:38] <Fainosag> 70%
[08:50:45] <HunterD> hi! I try to do fast blur for glow effect. are these the correct steps to implement it? 1) render fullscreen scene into framebuffer A 2) take A as texture and render it into framebuffer B that is half the size 3) blur B vertically into C 4) blur C horizontally into B 5) give as input A and B and blend them
[08:51:51] <mk1> yeah
[08:51:57] <sargas> Legend of Yore seems really good
[08:52:16] <sargas> I want to see the YT video as well
[08:52:32] <geekygenius> Yea, I'm curious now
[08:54:56] <geekygenius> ohh, ok
[08:55:06] <LiquidNitrogen> it looks like you might need to check every object to see if its hit the floor
[08:55:11] <Fainosag> man
[08:55:11] <Fainosag> what if
[08:55:16] <Fainosag> i ahve 1000 objects
[08:55:16] <geekygenius> I would compare the heights of the two last placed buckets
[08:55:18] <Fainosag> and the last onefelt
[08:55:31] <Fainosag> 1) check if rotation abs > idk 90
[08:55:31] <TEttinger> lol, it recommends mario skateboarding
[08:55:38] <Fainosag> because is my game
[08:55:40] <Fainosag> xD
[08:55:47] <geekygenius> if the last one is below the second to last, then the tower has fallen
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[08:55:52] <TEttinger> the copyright infringement line-toeing game
[08:55:58] <Fainosag> i removed
[08:56:02] <Fainosag> mario from the google play name
[08:56:05] <TEttinger> oh phew
[08:56:08] <TEttinger> that helps
[08:56:12] <geekygenius> lol, that one has good music
[08:56:24] <Fainosag> i've even sent a mail to nintendo
[08:56:27] <Fainosag> andthey replied
[08:56:28] <sargas> that is an interesting idea
[08:56:34] <TEttinger> form letter?
[08:56:38] <LiquidNitrogen> check if and of the tower pieces vertical position (except for the bottom block) is < 1
[08:56:48] <LiquidNitrogen> check if any of the tower pieces vertical position (except for the bottom block) is < 1
[08:56:50] <sargas> basically waht geekygenius said works
[08:56:51] <TEttinger> I sent a letter to nintendo too when I was like 11
[08:57:00] <Fainosag> you mean Y position ?
[08:57:03] <geekygenius> yea
[08:57:15] <LiquidNitrogen> yup
[08:57:25] <geekygenius> it's quick and dirty and it'll work
[08:57:35] <Fainosag> yea but not instant
[08:57:46] <LiquidNitrogen> dont even need a proper colision check
[08:57:46] <sargas> if the last object is below the second to last, the tower has fallen
[08:58:04] <Fainosag> sargas yea + check if the rotation is > something
[08:58:10] <TEttinger> as in top is no longer top?
[08:58:12] <Fainosag> 90 degrees is clearly fail
[08:58:13] <LiquidNitrogen> sargas: what if the last object falls and lands on top of the second to last object?
[08:58:28] <geekygenius> no, the y coordinate
[08:58:31] <TEttinger> that's supposed to happen, LiquidNitrogen
[08:58:41] <Fainosag> you can't add a block where
[08:58:45] <Fainosag> there is a block already
[08:58:49] <Fainosag> so youcan only add blocks on top
[08:58:51] <Fainosag> of the blocks
[08:58:52] <Fainosag> XD
[08:58:56] <sargas> LiquidNitrogen: that's expected
[08:59:12] <LiquidNitrogen> iif they all fall over and somehow the top one lands on top of the second one...
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[08:59:26] <Fainosag> what do you guys suggest for online leaderboards?
[08:59:31] <Fainosag> i only need to keep a string
[08:59:36] <Fainosag> i'm implementin my own design
[08:59:37] <LiquidNitrogen> just check if any of them hit the floor, then you can watch it fall over.
[08:59:51] <LiquidNitrogen> 1000 blocks hitting the floor is no problem to check
[08:59:51] <Fainosag> i was thinking about appwarp or parse.com
[08:59:57] <geekygenius> Scoreoid and Parse are two libraries that I know about
[09:00:14] <Fainosag> LiquidNitrogen but i don't want to wait that much, i need to see instantly if game is over
[09:00:17] <sargas> LiquidNitrogen: gotcha, in that case, it isn't a tower anymore, its Y position would have met the condition for "tower have fallen" ?
[09:00:21] <geekygenius> If scores are all you want to do, scoreoid will fit the bill
[09:00:37] <Fainosag> geekygenius can i get from them like first 50 scores?
[09:00:46] <Fainosag> so i don't read 100012312312 scores and sort them, and get first 50
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[09:01:17] <sargas> Fainosag: are you using box2d?
[09:01:31] <Fainosag> sargas yea
[09:01:38] <geekygenius> Foinosag: I would think so, I havn't used it myself
[09:01:58] <sargas> Fainosag: you could listen for onCollisionEnter (or something like that) no the floor
[09:02:05] <Fainosag> geekygenius they only allow one game..
[09:02:09] <sargas> Fainosag: to check the id of the object
[09:02:12] <sargas> F
[09:02:29] <sargas> Fainosag: if it's not the first object colliding with the floor, the tower has fallen
[09:02:35] <geekygenius> Fainosag: Per account, but there might be other stuff out there that works better
[09:03:42] <Fainosag> sargas if i have 1000 towers i don't want to wait for a tower to fall..
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[09:04:12] <Fainosag> ideea:
[09:04:41] <Fainosag> every block has a MAX Y - the maximum y position he was. if that body has the y position max Y - 1 is game over, what do you think ?
[09:04:46] <sargas> Fainosag: oh, in that case, comparing Y positions would be best
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[09:06:07] <TEttinger> Fainosag, you can correct falling blocks by dropping others on top
[09:06:12] <TEttinger> keep that in mind
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[09:06:46] <LiquidNitrogen> it looks like it would be very hard to stack more than about 30 blocks heh
[09:06:56] <Fainosag> hmm let me try XD
[09:06:59] <sargas> Fainosag: maybe you can check the Y values from the center of the objects too, in case what TEttinger said happens
[09:07:29] <Fainosag> failed at 13 XD
[09:07:35] <sargas> XD
[09:07:41] <TEttinger> LiquidNitrogen, I recall that russian swing copters video
[09:07:50] <LiquidNitrogen> hah
[09:07:57] <TEttinger> impossibru
[09:07:57] <LiquidNitrogen> he was getting mad at it
[09:08:25] <Fainosag> made them 3x times more dense
[09:08:27] <TEttinger> and how he compares flappy bird to gangnam style and this to gentleman
[09:08:46] <TEttinger> the only english words are what, flappy bird, those two songs...
[09:08:51] <LiquidNitrogen> yeah what was he talking about gangnam for?
[09:09:08] <LiquidNitrogen> oh.. hmm
[09:09:13] <TEttinger> gentleman was PSY's comeback song, this was dong's
[09:09:19] <LiquidNitrogen> lok right
[09:09:52] <LiquidNitrogen> both comebacks are terribly more rough than the originals
[09:10:08] <Fainosag> big angular dampling = harder to spin ?
[09:10:13] <TEttinger> apparently russian profanity is far more nuanced than english
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[09:11:50] <LiquidNitrogen> english profanity is pretty pathetic
[09:13:35] <HunterD> is it correct to blend a AO texture which is in Gamma space with reflection from cubemap which is also in gamma space? (or for best results I should do all color mixing in linear with a final convert to gamma?)
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[09:15:46] <geekygenius> will LibGDX compile and distribute with Java 8? I need my lambdas.
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[09:15:54] <TEttinger> geekygenius, not on android
[09:16:04] <TEttinger> but yes on desktop, pretty sure
[09:16:10] * LiquidNitrogen gives 100 lives so he can test past level 4 :|
[09:16:16] <geekygenius> Tettinger: What about HTML 5?
[09:16:28] <TEttinger> maybe, I have no idea how GWT works
[09:17:27] <geekygenius> TEttinger: Alright, I'll just use java 7, or maybe scala...
[09:18:00] <TEttinger> geekygenius, scala works on android
[09:18:03] <TEttinger> I use it
[09:18:14] <TEttinger> it actually works quite well
[09:18:57] <noooone> I've recently fixed the only compile error with Java 8 in the map implementations of libgdx
[09:19:02] <geekygenius> TEttinger: Oh cool. I would use it, but I'm entering in a game jam tomorrow, and I'm not good enough with it yet to keep from writing java code in scala
[09:19:05] <noooone> I think it is includede in version 1.3.1
[09:19:24] <geekygenius> nooone: Do I get my lambdas?
[09:19:32] <TEttinger> geekygenius, basic Java 8 support is scheduled for GWT 2.7, they're on 2.6.1 and overdue. They don't plan to implement Java 8 library features like the Streams API
[09:19:34] <noooone> sure
[09:20:01] <geekygenius> noooone: Yayyy! You're the coolest
[09:20:11] <TEttinger> geekygenius, oh I totally write Java-style Scala
[09:20:21] <TEttinger> libgdx doesn't care :D
[09:20:22] <Fainosag> why gwt is so bugged?
[09:20:57] <TEttinger> Fainosag, it's translating a 32-MB runtime to javascript. it needs to do a lot to compress everything
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[09:21:25] <TEttinger> as in, java on desktop runs with a 32-mb jar, rt.jar IIRC
[09:21:35] <TEttinger> gwt needs to avoid that
[09:21:36] <geekygenius> TEttinger, noooone: Ok. I'll see what works tomorrow. My main concern is web, then desktop, then android
[09:22:00] <TEttinger> geekygenius, I think scala is not supported right now on gwt, but will eventually
[09:22:13] <TEttinger> it was earlier (before 2.10 scala versions only)
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[09:22:33] <geekygenius> isn't scala just a java jar and a compiler though?
[09:22:49] <geekygenius> If you can run libgdx, you should be able to run scala
[09:22:51] <TEttinger> your best bet for max compatibility is java 6 with some libs that preprocess somehow
[09:23:11] <TEttinger> there's some craziness with gwt, I think it actually may do source translation
[09:23:41] <geekygenius> TEttinger: Hmm. Ok. I have no idea about GWT, so I'll take your word for it. It won't hurt to do some tests though
[09:24:25] <TEttinger> they had to fork the scala compiler and gwt
[09:24:33] <geekygenius> wat
[09:25:21] <geekygenius> ok, it's not looking very promising now
[09:26:14] <geekygenius> what is gwt anyways?
[09:27:08] <geekygenius> TEttinger: looks like some kind of AJAX java meld
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[09:28:20] <TEttinger> geekygenius, yeah it's a very strange thing. I believe it only targets client-side JS with your Java code, so not exactly AJAX. there's tons of stuff like it now, I used Saltarelle for C# which is definitely a source translator
[09:28:44] <geekygenius> hunh
[09:28:56] <geekygenius> I'm just going to blame javascript for all of this
[09:29:05] <geekygenius> look at the mess you made!
[09:29:11] <geekygenius> shameful.
[09:29:57] <TEttinger> heh
[09:31:12] <TEttinger> the neat and kinda insane thing about GWT is that it has a java mode where it just shows stuff in the browser while running it on a local JVM, and a JS mode where java no longer enters the picture and everything is compiled to a JS/HTML/CSS webpage
[09:31:43] <TEttinger> "neat and kinda insane" describes most google projects
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[09:33:28] <geekygenius> TEttinger: lol, ikr
[09:34:03] <geekygenius> bth, they could probabally use chrome to force something better than javascript into the market
[09:34:15] <geekygenius> most people use chrome anyways
[09:36:06] <TEttinger> geekygenius, they tried with Dart
[09:36:19] <geekygenius> TEttinger: lol, wtf is dart
[09:36:27] <TEttinger> geekygenius, exactly
[09:36:42] <TEttinger> it's a JS improvement that can be run natively in chrome
[09:36:55] <geekygenius> umm, this video is of cars
[09:37:40] <TEttinger> yes
[09:37:49] <TEttinger> the cars are mostly just insane
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[09:38:05] <TEttinger> like the one with tailpipes around all the sides and front
[09:38:09] <geekygenius> right. The exaust is so large on some
[09:38:13] <geekygenius> lol, ikr
[09:38:31] <TEttinger> but yeah, dart is apparently a perfectly nice language
[09:38:36] <TEttinger> that no one has a reason to use
[09:38:57] <geekygenius> haha. What we really need is WebScala.
[09:39:24] <geekygenius> well, dart looks like that
[09:39:30] <TEttinger> scala.js is that
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[09:41:10] <geekygenius> hunh. I've never done web dev, so I don't get all this .js stuff
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[09:41:28] <geekygenius> looks cool though
[09:43:04] <TEttinger> if you just want java-ish scala that compiles to the web and native, haxe is close
[09:43:51] <TEttinger> it is mainly used these days by people who used flash games and are in a panic that flash is dying, since it can make native apps using the flash api
[09:44:06] <TEttinger> *who used to make flash games
[09:44:14] <geekygenius> oh cool
[09:44:39] <geekygenius> I don't like the idea of using an undeveloped language though
[09:44:54] <geekygenius> I'm fine with libraries that aren't major
[09:45:15] <geekygenius> but I prefer my languages to be well understood, and well maintained
[09:45:26] <TEttinger> a fair amount of games use haxe
[09:45:31] <TEttinger> (small mobile ones)
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[09:45:38] <TEttinger> (way less than libgdx)
[09:45:47] <TEttinger> cardinal quest comes to mind
[09:46:08] <geekygenius> But you still have to code in haxe, right?
[09:46:21] <TEttinger> yeah, and it's a very nice language close to scala
[09:46:28] <TEttinger> which is why I suggested it
[09:46:40] <geekygenius> yea
[09:46:50] <geekygenius> I'm looking at the language, and it is very scala like
[09:46:58] <TEttinger> the IDE support is good if you use FlashDevelop on windows. otherwise very little
[09:47:32] <TEttinger> still, I'd stick with libgdx because the support is quite active here
[09:47:40] <geekygenius> it might be a good language to teach in
[09:47:57] <TEttinger> #haxe has a lot of people but not a whole lot of activity compared to here
[09:48:01] <TEttinger> oh yeah.
[09:48:04] <TEttinger> that would be good
[09:48:10] <geekygenius> yea, I've worked with java for a while, so I know what I'm doing
[09:48:14] <TEttinger> it has fast compiles and sane compiler messages
[09:48:20] <geekygenius> whaaa
[09:48:23] <geekygenius> no way
[09:48:36] <geekygenius> It's got all there cool features too
[09:48:51] <geekygenius> like conditional compilation and anon structures
[09:48:57] <TEttinger> compiles to C++, PHP, Python, C#, Java, etc. yep.
[09:49:15] <geekygenius> can you define a function inside a function?
[09:49:18] <TEttinger> yeah, nicolas canasse went nuts with features
[09:49:19] <TEttinger> yes
[09:49:21] <geekygenius> I love that about scala
[09:49:28] <geekygenius> haha, no way
[09:49:28] <TEttinger> and there's macros
[09:49:35] <geekygenius> eew
[09:49:45] <geekygenius> don't they tell you to avoid those in C/C++?
[09:49:55] <TEttinger> they are nothing like cpp macros
[09:50:05] <geekygenius> constexp is better anyways
[09:50:11] <geekygenius> oh ok
[09:50:12] <TEttinger> they're source transformers like in lisp or scala
[09:50:14] <geekygenius> that's good to know
[09:50:34] <TEttinger> inline can be implemented as a macro
[09:50:51] <geekygenius> source transformer in scala?
[09:51:06] <TEttinger> scala calls them macros too
[09:51:20] <geekygenius> oh ok
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[09:51:32] <TEttinger> what they do in most FP languages like Lisp, Scala, OCaml is alter the abstract syntax tree (AST)
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[09:51:53] <TEttinger> changing what gets executed at compile time
[09:52:14] <tny> after painly switching to 1.3.1 + gradle , now in private android libraries are libraries from core which is good, but i must exclude some libs in order/export to properly use proguard with android,before gradle when i unchecked export lib from core , android project didnt put it into self private lib, now it export all libs as gradle dependencies, how this can be controlled ?
[09:52:35] <TEttinger> like you can choose not to execute the else block of an if statement with a macro (only evaluating the first section if the condition is true)
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[09:53:35] <TEttinger> tny, is this in intellij or eclipse or netbeans?
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[09:53:47] <tny> @TEttinger , eclipse
[09:54:34] <geekygenius> Tettinger: Oh, I see. Scala macros are just scala functions that allow for conditional compilation
[09:54:43] <TEttinger> geekygenius, kinda
[09:54:50] <TEttinger> they do more than that
[09:55:11] <geekygenius> function aliasing?
[09:55:12] <TEttinger> i have never used them in scala, and they are easier in lisp
[09:55:18] <geekygenius> oh ok.
[09:57:55] <TEttinger> an example is, in clojure (my favorite lisp on the JVM), you can write a macro such as (defmacro chain ...) where it could take a list of conditions and, based on the number of conditions that match when the macro is compiled (which in lisp happens continuously, it's complicated), you could execute a different body or none at all
[09:58:48] <TEttinger> macros are easy to abuse for games
[09:59:20] <geekygenius> hunh, that's an intresting concept
[09:59:25] <TEttinger> the xelf engine a friend of mine wrote in Common Lisp uses macros ubiquitously, it makes his code way shorter
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[09:59:44] <geekygenius> TEttinger: is it more readable?
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[10:00:32] <TEttinger> he has one called percent-of-time, that's a good example. it takes a number (0-100) and a body to execute, and it only executes the body a certain percent of the time (based on the number)
[10:01:05] <TEttinger> it is easier to read than over and over (if (< (rand-int 100) 80) (...))
[10:01:51] <TEttinger> and he could change it if he wanted to allow higher than 100 percentages, and then execute more than once
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[10:02:44] <geekygenius> oh, I see
[10:02:50] <geekygenius> that's pretty neat
[10:03:17] <geekygenius> I'd take an intresting control structure to replicate that
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[10:08:43] <TEttinger> geekygenius, I'm always astonished by how negative #scala is about the Scala language for kinda awful reasons, basically "oh no we can interop with java and we don't have a perfect type system as a result"
[10:09:56] <geekygenius> TEttiger: wow, that's weird to hear. How could scala's type system be any more perfect? I really like it how it is.
[10:10:13] <TEttinger> there are all sorts of strange academic reasons
[10:10:28] <TEttinger> mainly, it doesn't have dependent types, and null exists
[10:11:40] <geekygenius> well, null can be fixed by using optionals instead. What's a dependant type?
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[10:15:37] <TEttinger> geekygenius, lol beats me. no one has managed to explain why they're even useful to me
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[10:16:37] <geekygenius> TEttinger: lol. I'd think Java interop is more important though. Theres alot of stuff you wouldn't be able to do with out it
[10:16:41] <TEttinger> I do know Agda has them and was considered an improvement on the type system of Haskell as a result. But I don't know if Haskell has some different kind, and I don't think that anyone makes serious use of Agda
[10:17:26] <TEttinger> geekygenius, absolutely. the #scala community seems to be unwilling to compromise on type system stuff
[10:19:21] <geekygenius> TEttinger: Yea, C and Cobol are doing will still without any real type system
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[10:20:01] <TEttinger> yeah, and JS is the most popular language with what is technically called "weak typing"
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[10:20:42] <geekygenius> lol, I'd argue types don't even exist in js, and it does fine. Not to mention python's dynamic typing
[10:21:11] <TEttinger> geekygenius, yep that's pretty much what weak typing is. things don't have the same type for their lifespan
[10:22:01] <TEttinger> python has strong dynamic typing, where things you can actually tell what type they are, but you can change it
[10:22:16] <geekygenius> yea
[10:22:27] <geekygenius> a string isn't always a string
[10:22:32] <geekygenius> it could be an int
[10:22:40] <TEttinger> have you seen the js wat talk?
[10:22:51] <geekygenius> but then the code fails and we fix the issue
[10:22:56] <geekygenius> no, I havn't
[10:23:30] <TEttinger> very quick
[10:23:54] <geekygenius> lol
[10:24:00] <geekygenius> this'll be intresting
[10:25:13] <geekygenius> lol, the laughter is the funniest part
[10:27:07] <noooone> 28 PRs :/
[10:27:46] <mk1> and some of them quite useful
[10:28:02] <geekygenius> TEttinger: that was amazing
[10:28:19] <TEttinger> it's one of my favorites, I link it whenever possible
[10:28:48] <geekygenius> Yea, that was the best talk I've seen
[10:29:13] <geekygenius> I lol'd more than a few times
[10:32:14] <geekygenius> How long does the GWT code server take to spin up? It's been a few minutes
[10:32:17]
<TEttinger> this isn't a talk, it's kinda an ad, but these 3d-printed walking machines with an evolving design (the artist makes new designs based on how well they walk and do new things) are so cool https://www.youtube.com/watch?v=bg68uFg7wnU
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[10:32:29] <geekygenius> oh, nvm, it just crashed
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[10:33:02] <geekygenius> oh, like that walking evolution program
[10:33:14] <TEttinger> yeah, he used one to make the initial leg shape
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[10:34:50] <geekygenius> those first ones are pretty caal
[10:35:13] <geekygenius> *cool
[10:35:21] <geekygenius> and the second is too
[10:35:35] <geekygenius> this really disproves any argument against evolution
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[10:36:13] <TEttinger> kinda, yeah. that the structures behind movement can be independently discovered?
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[10:36:55] <TEttinger> although in all fairness, these were intelligently designed by theo jansen :P
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[10:37:08] <TEttinger> lol his name is theo
[10:37:24] <TEttinger> just realized that that's derived from latin for god
[10:37:54] <LiquidNitrogen> every time i try to test a new feature, the level generator tries really hard to not use it
[10:37:55] <TEttinger> well greek probably
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[10:38:42] <geekygenius> the main argument is how complex machines like protiens can happen. They say it's so complex that a simple form can't be possible
[10:40:01] <TEttinger> yeah, good point
[10:40:21] <TEttinger> the point being that these machines are really a very simple starting point
[10:40:34] <TEttinger> they're made with PVC pipe and lemonade bottles
[10:40:39] <geekygenius> mhm
[10:40:40] <geekygenius> lol
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[10:40:58] <geekygenius> I think that we just don't know what the starting point is
[10:41:17] <TEttinger> the discovery of mimivirus may be a big clue
[10:41:32] <TEttinger> that gigantic virus that eats other virii
[10:41:35] <geekygenius> it's like trying to prove that no grain of sand looks like Abarham Lincoln
[10:41:43] <geekygenius> ooh, that sounds cool
[10:41:52] <geekygenius> I bet it has medical uses
[10:41:57] <LiquidNitrogen> are there any virus type things that dont need a host to replicate?
[10:42:00] <geekygenius> maybe it could eat cancer cells?
[10:42:49] <geekygenius> LiquidNitrogen: I'm no biology expert, but I don't think it would be called a virus then. Maybe bacteria?
[10:44:13] <TEttinger> LiquidNitrogen, it's entirely possible that viruses today are degenerate forms of whatever evolved into bacteria, but it would have started with something like mimivirus
[10:44:33] <LiquidNitrogen> hm yeah, just looking at the picture of its insides
[10:44:37] <TEttinger> mimivirus has all sorts of kinda-bacteria features
[10:44:38] <geekygenius> lol
[10:44:47] <LiquidNitrogen> its not an awful lot different than a bacteria
[10:45:09] <LiquidNitrogen> whats it missing?
[10:45:48] <LiquidNitrogen> maybe todays virii are some of the few proto-bacterial organisms that didnt get wiped out when backeria came along
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[10:46:44] <geekygenius> welp, I'm out. It's late here. 'night
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[10:48:05] <LiquidNitrogen> Viruses are found in almost every ecosystem on Earth and are the most abundant type of biological entity
[10:48:20] <TEttinger> LiquidNitrogen, or more likely the viruses that survived are the ones that adapted to parasitism
[10:48:41] <TEttinger> "oh, you're an amoeba now? cool, I'll turn you into more of me"
[10:49:12] <LiquidNitrogen> yeah.. maybe the general environment of earth is now too different to what they can deal with, but the insides of cells arent
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[10:51:05] <TEttinger> it would be a really cool game I think to travel through earth's history as some sort of cybernetic ghost of christmas past from the future. possess mammoths, then dinosaurs, then archosaurs, then bony fishes, then the cambrian weirdness
[10:51:46] <LiquidNitrogen> heh yeah make it a point and click adventure
[10:53:32] <TEttinger> five. eyes. you know what else has 5 eyes?
[10:53:36] <TEttinger> the praying mantis
[10:54:08] <noooone> what's my best option to make any generated assets managed via an AssetManager?
[10:54:12] <LiquidNitrogen> i used to love those cambrian creatures when i was 8
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[10:55:33] <TEttinger> I was thinking "why haven't they mentioned prions" until they did :D
[10:56:04] <TEttinger> good ol' mad cow disease
[10:56:44] <noooone> we could change back to channel related topics maybe
[10:56:48] <TEttinger> lol
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[10:57:07] <TEttinger> I don't know how I got so off-topic
[10:57:31] <LiquidNitrogen> cos its so interesting
[10:58:11] <TEttinger> noooone, I realize being here that I really only use a fraction of libgdx, and that doesn't include assetmanager :|
[10:58:50] <noooone> you should, it's so comfortable
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[10:59:05] <Salatkopd> AssetManager is boss :)
[10:59:34] <LiquidNitrogen> im gonna start using more features next project, im not even using the camera to move around my scene
[10:59:43] <tny> ...disconnects, so how can i exlude these gradle dependencies from export in eclipse ?
[10:59:45] <Salatkopd> O.O
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[11:00:28] <LiquidNitrogen> which im pretty sure means i cant use the particle system
[11:00:56] <noooone> I'm generating Models from TextureRegions, those regions come from a TextureAtlas... I don't know how to get those models in an AssetManager
[11:01:39] <Salatkopd> Why not load the textures in AssetManager?
[11:01:53] <noooone> there is no AssetManager.manage(...) method, so my only way would be to write a Loader, but it expects a file, which I don't have
[11:02:32] <Salatkopd> There is a manager.load(..), I dunno what you mean :O
[11:02:51] <Salatkopd> *AssetManager.load(..)
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[11:04:01] <noooone> yes, but in this case I have to write my own loader
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[11:21:27] <LiquidNitrogen> whats a good sound editor, this audacity is pissing me off
[11:21:41] <noooone> mobidevelop: I know you are not happy about changes atm, but woudn't a AssetManager.manage(...) method make sense?
[11:21:49] <mk1> LiquidNitrogen: I used Goldwave for a while
[11:22:08] <LiquidNitrogen> yeah i love goldwave, but it expired :<
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[11:23:42] <LiquidNitrogen> re-download.. maybe i never installed it on this laptop :D
[11:23:56] <Ashiren> meow
[11:25:10] <mk1> quite nice that it supports VSTs
[11:25:18] <LiquidNitrogen> sweet
[11:27:16] <LiquidNitrogen> hrm goldwave doesnt support drag and drop hmm
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[11:33:28] <HunterD> is it better to use normal map smoothing reflections on a low poly mesh or no normal map and increased poly count?
[11:33:39] <HunterD> *for smoothing
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[11:38:05] <mk1> depends
[11:38:26] <mk1> I had some problems when using normal maps because they normal isn't very precise using rgb888
[11:38:31] <mk1> *the
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[11:43:28] <mk1> in any case you should edit normals in 16bit mode only
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[12:41:26] <InspiredNotion> Hello
[12:41:43] <noooone> olleH
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[12:54:43] <InspiredNotion> main character for next game..
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[13:28:13] <mk1> InspiredNotion: grandma carnage?
[13:28:27] <InspiredNotion> yeah along those lines
[13:28:39] <InspiredNotion> Bad Ass Grandma
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[13:40:24] <mobidevelop> noooone: I'm not happy about changes?
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[14:19:10] <HunterD> what is the limit of attributes a vertex can have in openGL ES 2.0 ?
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[14:37:49] <davses933> has anyone found that hitting the 'a' key in a text field will delete some charaters from the textfield on mac os?
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[14:59:31] <tny> davses, just tried and everything works as expected
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[15:00:33] <tny> how to get assets from data on iOS ? FileHandle f = new FileHandle("data"); not exists ,
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[15:00:55] <tny> FileHandle f = new FileHandle("data/Default.png"); not exists ,
[15:01:47] <tny> ?
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[15:06:17] <mobidevelop> Gdx.files.internal("data")
[15:11:01] <mobidevelop> You should rarely construct FileHandle instances yourself
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[15:13:45] <Neomex> Hi, I'm getting java.lang.ClassCastException: com.esotericsoftware.kryonet.FrameworkMessage$RegisterTCP cannot be cast to java.util.ArrayList
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[15:14:03] <Neomex> I though ArrayList was serializable
[15:14:22] <Neomex> what im doing is trying to send ArrayList packet with kryonet
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[15:18:18] <tny> mobi , this is for testing only
[15:18:19] <mobidevelop> Seems to me you aren't checking that the object is an instanceof ArrayList before casting it Neomex
[15:18:58] <tny> data/clipped-data/shaders/distancefield.frag not exists,
[15:19:17] <Neomex> im nt casting it, its just ArrayList inside of class which I Kryo.register
[15:19:19] <tny> with Gdx.files.internal(
[15:19:38] <mobidevelop> Neomex: code or it didn't happen
[15:19:57] <mobidevelop> Specifically, the listener code
[15:20:20] <mobidevelop> Also, did you register ArrayList?
[15:20:27] <tny> i didnt linked any resource folder, but there is in robovm config resource section , pointed to proper directory
[15:21:39] <Neomex> not arraylist itself
[15:21:44] <Neomex> will check that first
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[15:24:04] <Neomex> now im getting File: ./Box2D/Collision/b2DynamicTree.h, Line 209
[15:24:04] <Neomex> Expression: r.LengthSquared() > 0.0f, so will have to check that
[15:24:27] <Neomex> Do I have to register every class serialized classes are using aswell? if so adding arraylist should help
[15:25:03] <mobidevelop> You have to register everything you will send
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[15:29:14] <Neomex> how come lenght squared is lower than 0
[15:29:58] <mk1> for vector?
[15:30:03] <Neomex> yeah
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[15:30:44] <blomman> can a game made in LibGdx somehow be bundled in a native app?
[15:31:10] <mk1> can't be
[15:31:16] <mk1> show code?
[15:31:28] <mk1> blomman: what do you mean?
[15:31:53] <blomman> Can a LibGdx game be "inside" a native application?
[15:32:06] <blomman> So the native app simply can switch to the LibGdx activity
[15:32:18] <blomman> Not as two separate apps but the same
[15:32:38] <mk1> yes
[15:32:53] <mk1> for what it's worth, libgdx is just an activity on android
[15:33:05] <mk1> just check your manifest file
[15:34:05] <blomman> Is it that simple?
[15:34:05] <Neomex> ah, were changing position from a thread without isLocked
[15:34:16] <Neomex> why box2d why
[15:34:47] <blomman> mk1: How would the process be? Just put the source code and link to LibGdx libs?
[15:36:06] <mk1> just use the setup and extend the android project
[15:36:47] <Neomex> buffer overflow, box2d assertion, this network programming is going very bad so far
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[15:41:18]
<InspiredNotion> Hi, got a slight issue and not sure what is causing it. I have created a map,map file, which i have set a simple design in, i then load the map and draw out the numbers acordingly , which are set to textures. But it is drawing nothing like i have set out in the map!? code:http://pastebin.com/3QMe2sKy map:http://imgur.com/hlQ6V9G, getting this:http://imgur.com/JUQpUlp
[15:41:27] <InspiredNotion> any help or suggestion very welcome
[15:43:18] <InspiredNotion> anyone got any suggetions?
[15:44:21] <blomman> mk1: The native application has to contain a game made in LibGdx. The LibGdx game should live inside the native app
[15:44:26] <blomman> mk1: or is it the same thing?
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[15:46:32] <mk1> bloman it's just an activity afaik. nobody forces you to start it first
[15:46:53] <mobidevelop> O.o
[15:47:13] <mk1> if this doesn't work out you can initialize your libgdx screen for a view and just hide it while you're not using it
[15:47:30] <mk1> or put it in a fragment or whatever
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[15:48:06] <Neomex> mobidevelop, i have a list of enemies i want to synchronize their positions through network, im sending positions from server to all the clients and change it there but i cant see any effect
[15:48:10] <Neomex> how would you do it?
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[15:48:52] <mk1> InspiredNotion: probably want to use it as x + y*5. also I can't see your map, so maybe you've got escape codes (break line, carriage return) in them?
[15:49:14] <mobidevelop> Neomex: that's a very loaded question
[15:49:42] <InspiredNotion> thanks mk1 will check
[15:49:53] <Neomex> it will probably use all help point from you for today, lol
[15:49:59] <mobidevelop> In general my response would be trying to synchronize box2d over network will almost always end badly
[15:50:21] <Neomex> yeah i think you told me before to not use box2d at all and i should have listened
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[15:50:54] <Neomex> but then id have to write custom physics
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[15:51:28] <mobidevelop> It can be done of course, just not as simply as one would hope.
[15:51:36] <mk1> Neomex: you should send velocities and every nth frame send the position so you can extrapolate the positions
[15:52:10] <Neomex> mk1, so far i dont see any effect at all, it should update their positions but nothing happens
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[15:53:02] <mk1> do you actually receive any values?
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[15:54:59] <Neomex> looks like i dont
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[15:56:04] <mk1> next step: check if you've actually any connection
[15:56:20] <Neomex> yeah, ive got player positions working
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[15:58:00] <mk1> okay, then compare the code to that of the player positions
[15:58:12] <mk1> do you send all positions in one packet?
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[16:00:58] <Neomex> yes
[16:01:14] <mk1> maybe the packet size is too big?
[16:01:24] <Neomex> increased packet size already
[16:01:31] <Neomex> got buffer overflow earlier
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[16:01:51] <mk1> ok
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[16:03:18] <mk1> gotta go. cu
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[16:07:38] <InspiredNotion> mobi have you got a moment for a helpy?
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[16:10:42] <mobidevelop> Sure
[16:11:08] <InspiredNotion> trying to figure out where i am going wrong with trying to display this map from a file...
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[16:11:23] <InspiredNotion> doing odd stuff.. yet should be working
[16:11:58] <mobidevelop> Uh oh
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[16:12:39] <Tomski> InspiredNotion, id load it into a 2d array first
[16:12:56] <Tomski> At least then you can check if its loaded correctly
[16:13:08] <InspiredNotion> ok
[16:13:14] <InspiredNotion> that would make sense
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[16:17:15] <mobidevelop> Tomski is magical and knows things before they are stated
[16:17:37] <InspiredNotion> yes indeed Guru Tomski ;)
[16:17:37] <Tomski> mobidevelop, he pasted the stuff earlier, but I am also wizard
[16:17:49] <mobidevelop> You are
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[16:20:29] <InspiredNotion> what do u recon
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[16:21:10] <InspiredNotion> think i will play with your code
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[16:41:49] <cobolfoo> friday is my fav day of the week
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[16:43:23] <robitx> cobolfoo: cant imagine why
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[16:44:12] <cobolfoo> hehe
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[16:50:35] <cobolfoo> a perpetual saturday night will be nice too
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[17:02:16] <Kajos> im having issues with the gwt distribution. if i compile a draft gwt e.g. it will complain about not being able to overwrite the assets in war
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[17:02:41] <Kajos> after multiple tries it will succeed, but its incredibly annoying
[17:03:29] <Kajos> is there a tutorial i can follow which goes from start to finish with gwt?
[17:04:04] <Kajos> i had it working once, but is incredibly unreliable; im considering an applet even..
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[17:06:16] <sebastia1> Hi everyone
[17:06:35] <Getterac7> hi
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[17:08:54] <sebastia1> When im trying to make a tower-defense i start out with making a class called Tile, that extends Rectangle. Then i make every tile an object, and check tile.contains(mouseX, mouseY) and so on... Can someone tell me if this is a horrible way to do this? Or am i on the right track?
[17:09:41] <Kajos> would be faster to do tiles.get(mousex, mousey)
[17:09:44] <sebastia1> Focused on implementing someone else A* pathfinding algorith (since i find it too difficult)
[17:09:45] <Kajos> and get the tile
[17:10:47] <sebastia1> i dont see any get method in Rectangle
[17:10:51] <Tomski> Kajos, what is it you want to do?
[17:11:31] <Tomski> superDev and the dist task should be all you need
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[17:12:53] <Kajos> Tomski: i keep getting errors that dont make sense. occassionally it gets through. ill fetch a log
[17:15:00] <Tomski> Got an existing task ruinning somewhere?
[17:15:11] <Tomski> superdev likes to hang about if you are using IDE integration
[17:15:41] <Kajos> i figure killing all java.exes would fix that if that was the case?
[17:15:59] <Kajos> im using netbeans and gwt4nb btw
[17:16:11] <Tomski> Id only use super dev from the command line
[17:16:21] <Tomski> And yeah, that'd do it
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[17:19:31]
<Kajos> Tomski: I closed netbeans and all java exes, ran gradlew html:superDev with stacktrace and got this: http://pastebin.com/0pmWVEDS
[17:19:39] <Kajos> same error as previous too
[17:19:50] <Kajos> but before the log
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[17:20:45] <Tomski> can you clean manually?
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[17:25:22] <Kajos> i didnt place the question marks, those are actually in the log
[17:25:30] <Tomski> whats the actual name?
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[17:26:21] <Kajos> i dont know, maybe its from a 3d model import? i can remove those and try again
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[17:39:23] <Kajos> Tomski: do you know a way to have gradle write to a logfile on windows?
[17:40:37] <Tomski> there is a daemon log file in the gradle user directory
[17:42:39] <Kajos> thanks
[17:43:12] <Kajos> i think i found the culprit. there was a file with chinese characters in the assets directory.
[17:43:36] <Kajos> that, and netbeans seems to block cleaning of war/assets, but not sure
[17:43:59] <Stoneman> Hey, im sorry to interrupt your talk. But I vainly searched through the documentation to find a way to find out screen size of a desktop or the browser window
[17:44:14] <Stoneman> Can anyone help me with that?
[17:44:57] <Kajos> Gdx.graphics.getWidth/Height fetches the window
[17:45:02] <Kajos> of libgdx
[17:45:23] <Kajos> not sure if you meant that
[17:45:33] <Stoneman> yes but the total screen size of the monitor
[17:46:00] <Stoneman> or for the browser the space in the browser window
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[17:46:26] <Stoneman> so that i can scale the images to the full size
[17:46:28] <Kajos> browser window is done with javascript, its tricky if you use an applet
[17:46:50] <Kajos> if you want to scale libgdx thats probably easier
[17:47:05] <Kajos> you can just scale the applet then
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[17:47:52] <Stoneman> yes bu ti have to find out the size of the monitor to know the factor i have to scale my applet with
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[17:49:04] <Kajos> might get you close
[17:49:16] <Kajos> basically use javscript to scale the applet
[17:49:27] <Stoneman> thanks ill look through it
[17:50:37] <Kajos> Tomski: thank you very much man, i know have a superDev working, hope it stays that way :)
[17:50:46] <Tomski> awesome Kajos, good to know about the chars
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[18:03:43] <diphtherial> does libgdx have some facility for loading and caching frequently-used resources? like, if i have a type of entity that always has the same graphic, it would be conceivably more efficient to have the texture loaded just once and have all the instances of it refer to the same texture
[18:04:00] <diphtherial> i could throw a static member in the entity's class to hold it, of course, but i'm wondering if there's another way
[18:05:44] <Kajos> dont keep it in a static variable if youre worried about context loss
[18:05:48] <Kajos> use a singleton then
[18:06:01] <Kajos> and refresh the singleton
[18:08:07] <diphtherial> oh, good point about losing the context
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[18:16:52] <diphtherial> apologies for the newbie question: i have an OrthographicCamera and a SpriteBatch which will be drawing my sprites; how do i transform the sprites by the camera to "apply" the camera to the scene?
[18:17:38] <diphtherial> i also have a Box2D world. will the positions i get back from calling Body.getPosition() be the same ones i'd use to draw my sprites?
[18:18:21] <diphtherial> (the libgdx box2d wiki page unfortunately doesn't mention how the camera is initialized, just that it's used as an argument to the debug renderer's constructor)
[18:18:40] <diphtherial> er, sorry, render() call, not constructor
[18:18:50] <Kajos> Tomski: is com.badlogic.gdx.utils.ScreenUtils not incluid
[18:18:55] <Kajos> included in gwt?
[18:21:34]
<SoerenH> Hey, I search an easy example to understand font size. In the best way that i just can copy paste it. I dont wont to create a bitmap font etc etc i just want to scale my font size with a nice resulution. Problem: http://img5.fotos-hochladen.net/uploads/unbenanntlz0h1str9g.png Its realy realy realy annoying libgdx is so easy but cant draw a font normaly like font font = new font("ABC", 32/*size*/);
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[18:24:12] <cobolfoo> SoerenH: you have to render bitmap font at runtime.
[18:24:16] <cobolfoo> erm create
[18:24:22] <cobolfoo> based on the current resolution.
[18:25:34] <SoerenH> fronttype should have wich type?
[18:26:07] <cobolfoo> ttf
[18:28:00] <SoerenH> i dont choose "freetype" in the project generator wizzard how can i get the FreeTypeFontGenerator class? cobolfoo
[18:28:04] <cobolfoo> I personnally define a desired font-size at a target resolution, let say 16 pt at 1024x768, then when the program use another resolution (let say 320x400) I compare heights : float newFontSize = 400 / 800;
[18:28:29] <cobolfoo> newFontSize = 16 * (400/800); sorry
[18:28:39] <cobolfoo> you have to add it to your build.gradle file
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[18:29:14] <cobolfoo> check the section "Libgdx Dependecies"
[18:29:18] <cobolfoo> there is an entry for freetype.
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[18:41:58] <cobolfoo> OPENGL don't understand fonts, they understand vertices and textures, it is why this is no easier way :)
[18:42:20] <cobolfoo> yup you need to have files, but gradle download them for you
[18:45:34] <SoerenH> I need the right dir for "compile fileTree(dir: 'libs', include: '*.jar')" what should dir be? i doesnt find a folder "libs" in my project
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[18:52:00] <SoerenH> cobolfoo:
[18:53:03] <SoerenH> The gradlew compiler had download something but it doesnt changed (?)
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[19:02:02] <diphtherial> ok, so box2d has its own coordinate system that's separate from the coordinate system that spritebatch uses
[19:02:23] <diphtherial> i assume i should use a camera to transform the screen coordinate system to the box2d coordinate system, but i'm not quite sure how to do that
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[19:11:41] <delifresh> I have a drop in framerate only when my FBX model is textured drops approx 15 frames, model is loaded with AssetManager and only when onscreen, any ideas of what it could be?
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[19:13:17] <delifresh> texture is 256x256, file extension is g3db
[19:14:30] <delifresh> the model is 44 tris
[19:17:20] <Tomski> SoerenH, did you refresh in your IDE?
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[19:17:38] <Tomski> diphtherial, for rendering?
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[19:20:06] <SoerenH> Tomski: yes i refresh the hole project it doesnt help, after that i restart the IDE (eclipse) and its still does says that i need the FreetypeFontGenerator
[19:20:45] <Neomex> does libgdx assetmanager automatically know to search in assets/ directory?
[19:20:53] <Neomex> just started new project and something seems to be off
[19:21:13] <delifresh> searches android/assets
[19:21:53] <Neomex> how to change that to just assets
[19:22:24]
<SoerenH> Tomski: here my main class, maybe you'll found my problem : http://pastebin.com/Z16s1JCU and yes i know that iam switch the screen and doesnt write something
[19:22:31] <SoerenH> *find
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[19:25:08] <Tomski> SoerenH, as in right click gradle refresh all
[19:25:12] <Tomski> not eclipse refresh
[19:25:53] <SoerenH> on windows you mean the gradlew.bat file ?
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[19:26:39] <Tomski> No, in eclipse
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[19:30:35] <SoerenH> ouh
[19:30:52] <Neomex> should i add scrollpane to stage aswell?
[19:30:57] <SoerenH> Right klick on "cookie run core" => gradlew => refresh all
[19:31:18] <SoerenH> now there are the right classes :)
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[19:33:31] <diphtherial> Tomski: ah, yes, for rendering
[19:33:48] <diphtherial> Tomski: i'm mostly confused about how i should initialize my OrthographicCamera and how i should apply it when i'm rendering my sprites
[19:34:07] <diphtherial> (in order to make my sprite rendering sync up with box2d's coordinate system, that is)
[19:34:23] <SoerenH> hm now the ide says "the method generateFont from the type FreeTyoeFontGenerate is deprecated" wich function i should use now?
[19:34:25] <SoerenH> Tomski:
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[19:37:50] <Tomski> SoerenH, it should tell you what to use instead
[19:38:11] <diphtherial> oh, fwiw i'm not using the debug renderer...let me investigate if spritebatch has a method that takes a camera...
[19:38:12] <Tomski> which is generateFont (FreeTypeFontParameter)
[19:39:00] <Tomski> diphtherial, You use your camera's projection matrix with your sprite batch
[19:39:13] <Tomski> That way you will be able to render in "camera space"
[19:39:33] <diphtherial> Tomski: ah, so it's something like batch.setProjectionMatrix(cam.projection)?
[19:39:48] <diphtherial> or perhaps combined, if i want to incorporate camera movement, too?
[19:40:08] <Tomski> cam.combined
[19:40:12] <Tomski> Right
[19:40:16] <diphtherial> aha, cool; thanks!
[19:40:28] <SoerenH> FreeTypeFontParameter was is that? is that an object? wich class? what should have this object for values?
[19:40:28] <diphtherial> i warn you that i may be back if i time out after banging on it for a while
[19:40:31] <Tomski> So you just set up your camera in world units, for box2d 'meters'
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[19:41:34] <diphtherial> i see...so if i want to perform 'pixel perfect' rendering, i'd set the camera's width and height to be the width and height of the window
[19:41:48] <diphtherial> and then my game world would be literally, say, 480 meters across by 320 high
[19:41:54] <Tomski> SoerenH, its a static class in FreeTypeFontGenerator, holds size, chars, kerning, flips mip maps ect
[19:42:11] <Tomski> diphtherial, aye
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[19:46:07]
<SoerenH> Okay: I'am silly and I've a brainfuck thats no god combination Tomski your would be my hero if you can fix my problem http://pastebin.com/5zP3HJkB
[19:47:09] <Tomski> You need FreeTypeFontParameter
[19:47:45] <SoerenH> But i dont understand what i should give as param
[19:48:05] <SoerenH> Construktor of FreeTypeFontGenerator public FreeTypeFontGenerator (FileHandle font) {
[19:48:12] <SoerenH> they ecpect a font file
[19:48:23] <SoerenH> *expect
[19:48:23] <Tomski> Thats not for the generator, not parameter
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[19:49:08] <Tomski> FreeTypeFontParameter param = new FreetypeFontParamter();
[19:49:13] <Tomski> param.size = 32;
[19:49:47] <Tomski> Then get your BitmapFont by passing the param instance in generateFont(param)
[19:54:27] <diphtherial> Tomski: nice, my camera's working as expected and i believe it's syncing up with box2d's coordinate system :D thanks a lot, once again
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[19:57:15] <Tomski> both the fonts will be of default size (16)
[19:57:20] <Tomski> Otherwise, thats it
[19:58:38] <SoerenH> It works, thank you so much Tomski you're my hero. i hope that i doesnt came into a "create a font" situation
[19:58:45] <SoerenH> again
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[20:00:49] <Neomex> how do i add slider to List with ScrollPane?
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[20:07:57] <davebaol> Neomex: do you mean a list where items are sliders?
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[20:08:26] <davebaol> AFAIK it's not possible with List. It only supports text
[20:08:43] <davebaol> you have to use a table inside a scrollpane
[20:09:00] <davebaol> and add sliders to the table
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[20:26:21] <robitx> btw. slider and scrollpane dont work especialy well...
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[20:27:24] <Tomski> robitx, did you stop events propagating?
[20:28:03] <robitx> Tomski: nope, I tried it at some point and scrollpane ruined the dragging ability for slider
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[20:32:31] <Tomski> Yeah, you have to handle events to get it working
[20:32:44] <Tomski> if you search on the forum I asked the same thing a long time ago, and nate posted a solution
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[20:34:00] <robitx> Tomski: I just catch them :) its handle, cancel or stop?
[20:34:11] <Tomski> I think its stop from slider
[20:34:23] <Tomski> I have an example somewhere...
[20:34:35] <robitx> I can test it quite quickly
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[20:36:48] <Tomski> robitx, I add an inputlistener to the slider, and event.stop() return false on touchDown
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[20:45:35] <robitx> Tomski: dragging still acts wierd
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[20:46:54] <mobidevelop> Drag nothing ever
[20:47:37] <robitx> why
[20:48:11] <mobidevelop> Just because
[20:49:03] <mobidevelop> ScrollPaneTest has sliders in a scrollpane, seems to work ok
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[20:53:11] <robitx> Tomski: no wonder it didnt work for me :) I added listener but to musicLabel instead of musicSlider
[20:53:18] <Tomski> ;)
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[20:54:56] <mobidevelop> Heh
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[21:08:17] <sehugg> anyone know how to turn off super-dev mode when using html:dist?
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[21:11:13] <mobidevelop> Ctrl+C
[21:12:06] <mobidevelop> Oh duh
[21:12:15] <mobidevelop> I thought you meant kill the server
[21:12:21] <sehugg> ah guess i just have to edit the html
[21:12:27] <mobidevelop> Yep
[21:12:49] <sehugg> and read about the nocache files in the FAQ :P
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[21:15:01] <mobidevelop> What about nocache files?
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[21:20:11] <sehugg> nothing, just trying to figure how it hangs together
[21:20:32] <sehugg> still says module 'html' may need to be (re)compiled in my project
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[21:27:19] <sehugg> huh, it works now .. i just had to delete build, war, and/or gwt-unitCache
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[21:48:17]
<diphtherial> any idea why Box2DDebugRenderer.render() is throwing this exception?: https://dpaste.de/4Y4h
[21:48:36] <diphtherial> i'm using it as i believe you're supposed to, with an instance of World and the camera's combined matrix as inputs
[21:48:47] <diphtherial> i.e. renderer.render(world, cam.combined);
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[21:52:31] <Ashiren> and how does the exact line looks where exception occurs
[21:52:34] <diphtherial> aha, it has to be initialized in the create() step of the lifecycle
[21:52:43] <diphtherial> (the debug renderer)
[21:52:52] <Ashiren> well eeyup
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[21:53:01] <diphtherial> sorry, is that obvious?
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[21:53:31] <Ashiren> not always
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[21:54:05] <Ashiren> but NPE mostly indicates that you forgot something = new Something()
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[21:56:24] <Fainosag> Did someone here ever recived a payment from admob?
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[22:01:12] <nepjua> Hi, are there anyone using ashley and box2d together ?
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[22:04:45] <nepjua> I will only need friction and collision handling of circular shapes, should i go with ashley with and handle the collisions myself or box2d without ashley or both of them together ?
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[22:10:49] <Fainosag> Did someone here ever recived a payment from admob? Quick question..
[22:11:15] <diphtherial> nepjua: i'm curious about the same; ashley seems interesting, but i haven't heard of anyone using it
[22:11:51] <diphtherial> box2d will definitely be better for handling collisions; afaik ashley just makes it easier to code your own collision detection
[22:11:54] <nepjua> @Fainosag i just confirmed my PIN code, still awaiting for a payment :)
[22:12:15] <Fainosag> nepjua when i know that i'm getting the money ?
[22:12:28] <Fainosag> nepjua last month ive made a total of money > threshhold in total
[22:12:40] <Fainosag> nepjua should i see something different on the adsense / admob page?
[22:13:08] <nepjua> @diphtherial i just want to start with a good approach, ashley looks very good at managing the whole game
[22:13:40] <diphtherial> yeah, i've been eager to try out ashley as well; i say you start with a prototype and learn on that before you spend too much time worrying about how best to start
[22:13:52] <diphtherial> i know it's daunting, but the best way to learn is to make mistakes
[22:14:06] <diphtherial> well, and experiment
[22:14:29] <diphtherial> luckily it doesn't take much to get started up with libgdx; it's a handful of lines of code to have a runnable app
[22:15:29] <nepjua> @diphtherial Thanks, i'll fire a new project for experimenting every box2d feature then :)
[22:16:03] <nepjua> @diphtherial Then i'll figure out how to combine them all into one project ?
[22:16:55] <nepjua> @Fainosag i'm fairly new to both adsense/admob, i believe they'll make the whole payment in the next due
[22:17:22] <nepjua> @Fainosag I'll try to contact them if they dont :)
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[22:33:58] <Kajos> Tomski: i finished ported my app to html5, however it runs at 3 fps instead of the usual ~200fps. i guess javascript is just too slow for complex apps?
[22:33:59] <Getterac7> Salatkopf: Stuttering is almost always because you're doing something wrong... plenty of people use libgdx without a stutter.
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[22:42:07] <Salatkopf> @Getterac7: I figured that ._.
[22:42:26]
<delifresh> http://i.imgur.com/bgbGz0f.jpg the image on the left is running at 60 FPS, the right at 44 FPS. The only difference is the straight road model on the right was exported with a texface. Any ideas about the slowdown, the texture image is a 256x256 png
[22:42:29] <Salatkopf> However, i have stutter problems with minimal code... (see link)
[22:42:57] <Kajos> Salatkopf: can you post the link again?
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[22:44:09] <Salatkopf> It's not a massive stutter, but if you pay attention, it's definately visible..
[22:44:22] <Kajos> cam.position.y -= 1.1f
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[22:44:33] <Kajos> 1.1f should be a multiple of delta
[22:44:42] <Getterac7> Kajos: that is discussed in the thread already.
[22:44:47] <Kajos> oh sorry
[22:44:48] <Getterac7> and said it doesn't help
[22:45:12] <Salatkopf> Right :)
[22:45:16] <Kajos> could be that the vsync is forced off in driver?
[22:45:36] <Getterac7> apparently it also happens on android.
[22:45:52] <Getterac7> i'm not sure how android and vsync work...
[22:46:13] <[twisti]> i noticed libgdx seems to support some sort of 'binary json' when i read about importing blender models, but i cant find anything about it in the javadoc
[22:46:15] <Salatkopf> Right. Problem visible on Desktop and android.
[22:46:17] <[twisti]> whats up with that ?
[22:46:36] <[twisti]> Salatkopf: is there nothing else in your render method ?
[22:46:52] <Salatkopf> Nope.
[22:47:20] <Kajos> Salatkopf: are you sure youre not leaving ANYTHING out?
[22:47:38] <Kajos> might be gc too
[22:47:49] <[twisti]> Salatkopf: if your project is really that simple, zip it up and put it on dropbox or something so we can look at it
[22:48:02] <Salatkopf> Yes, in a second.
[22:48:08] <Salatkopf> @Kajos: gc?
[22:48:12] <Getterac7> garbage collector
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[22:48:25] <Kajos> maybe you creating new objects in the render routine
[22:48:37] <Kajos> which go on heap
[22:49:10] <Salatkopf> Obviously this could lead to a stutter, but also no
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[22:52:46] <Kajos> whats the framerate?
[22:53:57] <Kajos> Salatkopf
[22:56:23] <Salatkopf> will tell you in a sec, have to rebuild the project. Deleted it last time :D
[22:56:27] <Daniel__> Hello all, quick question: What is your opinion on using LibGDX for Android game dev?
[22:57:24] <Kajos> better than unity
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[22:57:57] <[twisti]> libgdx is awesome, and android is one of its main targets
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[23:02:16] <Foxish> Has anyone managed to get the desktop project to start maximized?
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[23:03:17] <Salatkopf> config.fullscreen = true
[23:03:32] <Foxish> That's fullscreen, I want maximised ;)
[23:03:40] <Salatkopf> Oh, okay^^
[23:04:00] <[twisti]> yeah thats easy Foxish
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[23:04:16] <[twisti]> supply your own jframe to the lwjgl application
[23:04:28] <[twisti]> then you can do whatever you want to the jframe, including maximizing it
[23:05:09] <[twisti]> if you cant figure it out let me know, i got old source for that somewhere
[23:05:19] <tricid> I wouldn't mind seeing that
[23:05:24] <tricid> or I'm at least noting that bit of info
[23:05:33] <Kajos> Salatkopf: can you try calling identity first?
[23:05:39] <tricid> I remember wondering about that a while back and saving it for later
[23:05:59] <Kajos> or set the transformmatrix
[23:06:06] <Salatkopf> So if it's currently running on Desktop or Android or whatever?
[23:07:02] <Kajos> call shaperenderer.identity() then shaperenderer.setprojectionmatrix..
[23:07:05] <Kajos> etc.
[23:07:36] <[twisti]> thats probably not quite right, i had to delete some unrelated stuff, and thats with a fixed size
[23:07:54] <tricid> nice
[23:07:57] <[twisti]> but if you just google 'java jframe start maximized' or whatever youll see how that works now that you have a jframe to do stuff with
[23:07:58] <tricid> thats plenty to figure out
[23:08:12] <tricid> I never considered just supplying my own jframe
[23:08:31] <Foxish> frame.setExtendedState( f.getExtendedState()|JFrame.MAXIMIZED_BOTH );
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[23:09:53] <Salatkopf> So i did: sr.identity(); and then sr.setProjectionMatrix(cam.combined); still no change
[23:12:35] <Foxish> Thanks for that twisti, you are a legend :)
[23:13:41] <[twisti]> ive given that code to a bunch of people, i would put it in the wiki but people wouldnt find it since they dont know that its the solution to their problems
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[23:17:39] <Salatkopf> Wow, 6.4 MB. I really packed everything :D
[23:17:54] <Kajos> Salatkopf: your testcase is really bad
[23:17:58] <Kajos> i dont even see a shape
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[23:20:18] <Salatkopf> It doesn't restart moving from the bottom again. Sec.
[23:20:41] <Kajos> i dont even see it when i remove the y-=
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[23:26:16] <Kajos> thats a jar file
[23:26:19] <Kajos> send the source
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[23:30:30] <Kajos> Salatkopf: i already changed it myself
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[23:30:37] <Kajos> dont see anything wrong
[23:30:41] <Kajos> working like it should
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[23:34:38] <Salatkopf> Try setting the camera Position y like this: cam.position.y += 100*delta;
[23:34:47] <Salatkopf> With this i see a little stutter.
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[23:35:32] <Kajos> its just the application starting?
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[23:35:52] <Salatkopf> No, while it's running.
[23:36:17] <Kajos> give me a usecase that doesnt last .5 sec from start and ill listen
[23:38:18] <Kajos> dead link or dropbox is down
[23:38:23] <Kajos> just post it on pastebin
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[23:38:46] <Kajos> testScreen only
[23:41:16] <Kajos> i still dont see it.
[23:42:24] <Salatkopf> If i watch the shape moving across the screen very closely i see a stutter. Not constantly but it's there.
[23:42:42] <Kajos> its just your screen
[23:43:20] <Kajos> you could try antialiasing
[23:43:43] <Kajos> it smoothes it out a bit
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[23:45:32] <Salatkopf> Same thing on my phone, my laptopscreen another external screen and another screen at a friends. All different models
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[23:50:08] <[[derek]]> get hyped
[23:50:10] <[[derek]]> ludum dare
[23:50:13] <[[derek]]> in 3 hours
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[23:52:15] <Lecherito> any good hosting for hosting maps, web and a webservice? :D
[23:57:29] <[[derek]]> Lecherito: what do you mean? do you need server side capabilities?
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[23:58:04] <Lecherito> I'm not really into hostings
[23:58:20] <[[derek]]> that doesn't help me answer your question
[23:58:23] <Lecherito> I want something to host maps (files for people to download), a web and a webservice
[23:58:30] <Lecherito> want/need
[23:58:41] <Lecherito> to make a rest api for the game
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[23:58:59] <[[derek]]> how to you plan to host a web?
[23:59:04] <[[derek]]> is is a picture of a spider web?
[23:59:28] <Daniel__> I would suggest Node.js if you want to make a simple REST server
[23:59:37] <[[derek]]> you most likely want a VPS, I would suggest digitalocean
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