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   August 23, 2014  
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[00:00:16] <Lecherito> Oh, $5, seems cheap :D
[00:01:02] <[[derek]]> If you have no Linux server side experiance I would suggest you get some
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[00:01:31] <Lecherito> I dont
[00:01:58] <[[derek]]> best of luck
[00:02:01] <Lecherito> I started working with code igniter php for a webservice + android app, for linux server side my experience is 0
[00:02:12] <[[derek]]> its not really that hard
[00:02:41] <[[derek]]> I'm off for bed now, gnight.
[00:02:51] <Lecherito> nn
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[00:04:41] <Tomski> Lecherito, is a bad bad man
[00:04:51] <Tomski> Dont listen to what he says
[00:04:52] <Lecherito> why Tomski
[00:04:54] <Tomski> he will corrupt your mind
[00:04:57] <Lecherito> do you hate me already? :C
[00:05:03] <Lecherito> or you mean him
[00:05:03] <Lecherito> xD
[00:05:04] <Tomski> Why didnt you call?
[00:05:26] <Lecherito> call who?
[00:05:29] <Lecherito> I'm lost now, lol
[00:05:50] <Tomski> you left
[00:06:12] <Lecherito> I'm like here everynight
[00:06:17] <Lecherito> but i dont talk too much
[00:06:23] <Lecherito> freaking work is killing me
[00:06:36] <Tomski> a lot of work?
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[00:07:06] <Lecherito> yes, with a shit salary
[00:07:07] <Lecherito> xD
[00:07:52] <Tomski> boo
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[00:08:41] <Lecherito> but with 60% youth unemployement... xD
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[00:09:00] <Tomski> Mutiny!
[00:09:11] <Lecherito> anyways, i decided to make a webservice for maps and scores
[00:09:36] <Lecherito> and a web so people can upload their maps
[00:09:55] <mutilator> O_O
[00:10:35] <Lecherito> what happened mutilator
[00:10:55] <mutilator> got a new job
[00:10:57] <mutilator> :P
[00:11:13] <Lecherito> woho!
[00:11:16] <Lecherito> what do you do now?
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[00:14:07] <mutilator> it admin/lead dev for a lil place
[00:15:26] <Lecherito> sounds fine
[00:16:26] <mutilator> yep
[00:16:28] <mutilator> pay increase
[00:16:30] <mutilator> but means moving
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[00:21:29] <Lecherito> i'm earning 700€, and 70% goes for living, lol
[00:21:35] <Lecherito> well, for house
[00:21:41] <Tomski> Are you in spain Lecherito ?
[00:21:46] <Lecherito> ye
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[00:21:57] <Tomski> Cant you live off Kalimotxo?
[00:22:04] <Lecherito> LOL
[00:22:08] <Lecherito> I dont like wine
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[00:23:07] <Lecherito> I could live off orange juice
[00:23:08] <Lecherito> xD
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[00:35:54] <hackhalo2> can libgdx tell if it's running from an IDE or a jar?
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[00:38:04] <cobolfoo> hackhalo2: not directly
[00:38:57] <cobolfoo> you can tweak your execution in the IDE to include a system property like -DRUN_FROM_IDE=1
[00:39:25] <cobolfoo> and use System.getProperty("RUN_FROM_IDE") to guess if it is running from IDE, obviously, this value will not exists when run from jar
[00:41:38] <hackhalo2> true
[00:42:20] <hackhalo2> I'm just trying to find a pain free way to deal with loading resources from locally and in the classpath
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[00:42:37] <hackhalo2> since in the ide, ther are in the same path as they would be locally
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[01:34:22] <mobidevelop> hackhalo2: Loading what resources? Why does it matter if they are classpath or other?
[01:34:59] <hackhalo2> because I'm stuffing things into the jar
[01:36:00] <mobidevelop> There isn't really a difference
[01:36:54] <mobidevelop> Aside from classpath not being writable
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[01:53:53] <Maximus_> To the people here who helped me get google play services working I want to thank you. After at least 2 weeks of trying to figure it out I discovered the problem, I was linking the package wrong in the developer console. I was using the core package "com.website.game" instead of "com.website.game.android"! So if anyone else is attempting to use GPS watch out for this simple error that almost drove me to sanity!
[01:54:24] <Maximus_> insanity*
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[02:57:53] <bhldev> hey guys
[02:57:58] <bhldev> someone develop a scene2d.ui editor yet/
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[03:21:57] <Rusfighter> hello
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[03:22:42] <mobidevelop> Howdy
[03:22:51] <Rusfighter> heey, first time on this channel ;)
[03:22:52] <pmartino> hi
[03:23:02] <Rusfighter> how are you folk
[03:23:11] <mobidevelop> Welcome aboard
[03:23:50] <Rusfighter> thanks ^^
[03:24:14] <Rusfighter> i got an question and i hope someone knows the answer
[03:24:26] <mobidevelop> Uh oh
[03:24:41] <bhldev> hi
[03:24:51] <bhldev> I know the question
[03:24:56] <bhldev> what is better libgdx or andengine
[03:25:01] <Rusfighter> lol no
[03:25:05] <Rusfighter> libgdx rocks ;)
[03:25:15] <mobidevelop> The question is "usually can I ask a question?"
[03:25:31] <mobidevelop> Damn, misplaced quote
[03:25:37] <Rusfighter> but anyways
[03:25:38] <mobidevelop> I give up
[03:25:56] <Rusfighter> wait, i have more questions :O
[03:25:59] <Rusfighter> xd
[03:25:59] <Tomski> mobidevelop, tried that math someone posted on the forum to replace sin/cos/atan2
[03:26:09] <mobidevelop> So, the ludum dare theme is connected worlds, who has ideas?
[03:26:19] <Tomski> atan2 loooks pretty speedy
[03:26:20] <Tomski> http://pix.asidik.com/xvSR.png
[03:26:53] <mobidevelop> I saw
[03:27:23] <mobidevelop> Do we actually want to change it?
[03:27:43] <Tomski> atan might be an idea?
[03:27:47] <Rusfighter> i got an question about skin2d
[03:28:06] * mobidevelop hides
[03:28:15] <Rusfighter> somehow it seems slow on older devices
[03:28:26] <mobidevelop> Yeah, seems atan2 might be worth it
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[03:29:51] <mobidevelop> That is the total millis over how many iterations?
[03:30:04] <mobidevelop> Or seconds or whatever it is
[03:30:13] <Tomski> total ms over 1mil
[03:30:40] <mobidevelop> So trivial in practice
[03:30:57] <Tomski> I call atan2 2 mil in my render
[03:31:06] <Rusfighter> wtf
[03:31:06] <mobidevelop> Lies
[03:31:09] <Rusfighter> what game
[03:31:15] <Rusfighter> i want to try that math game
[03:31:52] <mobidevelop> Rusfighter: everything is slower on older devices
[03:31:52] <Tomski> Its a trigonemtry rpg
[03:32:11] <Rusfighter> ofcourse is everything slower on older devices
[03:32:30] <mobidevelop> Tomski, you doing LD?
[03:32:34] <Tomski> mobidevelop, maybe
[03:32:44] <Tomski> I heard you were
[03:32:53] <mobidevelop> Already done
[03:33:00] <Rusfighter> but the point is, that spawning just alot of sprites, like 200 is much faster then have 50 skin2d actors
[03:33:01] <Tomski> What have you made?
[03:34:11] <Rusfighter> mobidevelop if you have time, you could check out this topic: http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=158734
[03:34:26] <Rusfighter> http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=15873*
[03:34:27] <mobidevelop> Tomski, can't tell my secrets
[03:34:31] <Rusfighter> http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=15873 *
[03:34:53] <mobidevelop> You know what's slow?
[03:35:13] <mobidevelop> Setting matrix uniforms on shaders in GWT
[03:35:42] <Rusfighter> i dont use gwt
[03:36:14] <mobidevelop> Results in the matrix values being copied no less than 3 times per call
[03:37:58] <Rusfighter> i dont understand you, you talking to me or to tomski?
[03:38:16] <Tomski> Nop
[03:38:22] <Tomski> wups
[03:38:48] <mobidevelop> Rusfighter: it sounds like the device is crap
[03:40:21] <Rusfighter> they weird stuff is
[03:40:33] <Rusfighter> that games like jetpack joyride works like a charm
[03:41:13] <Rusfighter> and before i had a game created with corona (i know it is noob -.-) and it worked 60fps, now i get 50 fps with 1 atlas and just 2 draw calls
[03:41:37] <Rusfighter> rendercalls
[03:41:50] <Rusfighter> i dont understand why it takes 6ms to draw a simple stage
[03:41:54] <mobidevelop> Beats me
[03:42:22] <mobidevelop> Maybe you need more stuff to draw
[03:42:45] <Rusfighter> hmm i will create a benchmark tomorrow
[03:42:58] <Rusfighter> with pure sprites versus actors
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[03:43:54] <Rusfighter> another question is about the parallaxscrolling
[03:44:17] <Rusfighter> the parallaxscrolling from gdx-tests is awesum but has some problem
[03:44:19] <mobidevelop> Actors will be marginally slower than sprites in most cases
[03:44:55] <Rusfighter> ye but the difference shouldnt be that big since it has some checks and inheritance
[03:45:03] <Rusfighter> and more iterations
[03:45:05] <mobidevelop> Actors/Widgets are more complex
[03:46:12] <Rusfighter> ofcourse, i understand that, i just finding it weird why it takes big backgrounds less time to draw then some simple UI
[03:46:30] <Rusfighter> but about those backgrounds
[03:47:11] <Rusfighter> if you using the gdx-tests parallaxscrolling, you switching between batch projections to get the parallax effect
[03:47:29] <Rusfighter> this is causing to flush the batch
[03:47:41] <mobidevelop> Right
[03:47:50] <Rusfighter> is there maybe a better solution where you dont need to flush the batch?
[03:48:05] <mobidevelop> You can move the backgrounds
[03:48:22] <Rusfighter> at different ratios
[03:48:28] <mobidevelop> Yeah
[03:48:34] <Rusfighter> ye i did it before
[03:48:44] <Rusfighter> i only wonder what performance lost you get when you flush the batch
[03:49:00] <mobidevelop> Depends
[03:49:10] <mobidevelop> Probably not enough to be concerned
[03:49:54] <Rusfighter> hmm
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[03:52:43] <Rusfighter> still cannot understand why drawing simple UI takes so long (doesnot matter if atlas is linear or nearest)
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[03:53:50] <Rusfighter> if you setting a batch up, you can set a size
[03:54:00] <Rusfighter> what about that for performance
[03:54:09] <Rusfighter> or is it just a memory issue
[03:54:15] <Rusfighter> java heap
[03:57:22] <mobidevelop> You aren't anywhere near the default 1000 sprite batch size I am sure
[03:58:40] <Rusfighter> mwa i am around 600
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[03:58:52] <Rusfighter> many particles
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[03:59:35] <Rusfighter> but i just wonder if you get a performance boost if you set for example to 500 vs 1000
[04:00:20] <mobidevelop> Probably not much if any
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[04:00:51] <mobidevelop> I mean, if you use 500 sprites you use 500 sprites regardless of the capacity.
[04:02:03] <Rusfighter> i mean if you have max 20 sprites at time and you set batch size to 100, what will the difference be if it's size is 1000 in performance
[04:02:12] <Rusfighter> especially on older devices
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[04:02:53] <mobidevelop> It won't have any effect
[04:03:07] <mobidevelop> You'll just use less memory
[04:03:24] <Rusfighter> what memory? java heap? or gpu?
[04:03:44] <mobidevelop> heap
[04:03:50] <Rusfighter> hmm okeey
[04:03:54] <Rusfighter> i already thought that
[04:06:28] <Rusfighter> but you do not have any idea why it is taking the ui draw so long?
[04:07:30] <mobidevelop> Nope, maybe it isn't so long
[04:08:33] <Rusfighter> mwa on my nexus 4 it takes 2ms (i know much time is left but it is nexus 4) and my background with 4 layers 1.8ms
[04:10:17] <Rusfighter> btw does someone know an resources expensive game made by libgdx for android
[04:10:30] <mobidevelop> All that says is that the other device is crap
[04:11:41] <Rusfighter> still, many ppl have still a crap device and you dont want to have bad rating :(
[04:12:00] <mobidevelop> So limit to non-crap devices
[04:13:31] <Rusfighter> that sucks xd
[04:15:18] <mobidevelop> I have some pretty crappy devices, they do pretty well
[04:15:42] <Rusfighter> ^^
[04:15:56] <mobidevelop> 50fps is still playable
[04:16:09] <mobidevelop> In most games
[04:16:15] <Rusfighter> ye sure
[04:16:23] <Rusfighter> i just need to live with that i think
[04:16:31] <Rusfighter> but do you know a good heavy android game made with libgdx
[04:16:48] <mobidevelop> There are lots of games made with libgdx
[04:17:04] <mobidevelop> Ingress is one that is resource heavy
[04:17:06] <Aryantes> Sounds like insanity from premature optimization
[04:17:19] <mobidevelop> But it only runs at ~30fps
[04:17:36] <mobidevelop> On my Nexus 5
[04:17:43] <Rusfighter> woot
[04:17:51] <Rusfighter> they limited it?
[04:18:25] <Rusfighter> the framerate i eman
[04:18:35] <Rusfighter> btw, why google using libgdx
[04:19:31] <mobidevelop> Why not?
[04:20:08] <mobidevelop> Yes, I believe they limited the frame rate
[04:20:34] <Rusfighter> since google is a big company and you would think they go c++
[04:21:14] <mobidevelop> That's a weird assumption to make
[04:21:51] <Rusfighter> C++ is far better in calculations
[04:21:54] <Rusfighter> faster*
[04:21:59] <Rusfighter> then java
[04:22:13] <Rusfighter> and they have big budget
[04:24:49] <Tomski> what does that even mean
[04:25:59] <grim001> java's speed is just fine when you're using primitive data types and arrays
[04:26:23] <Tomski> Most of the time it out performs naive c++
[04:26:50] <Tomski> JIT is OP
[04:27:30] <Rusfighter> hmm
[04:27:35] <Rusfighter> i believe you :)
[04:27:43] <Rusfighter> but i go to bed now, bit late here (4 am)
[04:27:51] <Rusfighter> thx for help
[04:27:52] <Rusfighter> bye
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[04:39:34] <SudsDev> lol. I didn't realise that was still a conversation people had. That whole "Java is slow" rigmarole
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[05:20:15] <wulong710> hello. I import libgdx demo by open "build.gradle" from intellij idea. It's very slow. Download much maven packages(about 129Mb) ,each time i import a libgdx demo. About spend hours import one demo. Are there some wrong step ,about my import demo steps?
[05:20:52] <warmwaffles> sounds like a slow internet connection
[05:21:27] <warmwaffles> that and gradle / intellij isn't caching the packages =/
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[05:29:44] <wulong710> Must download maven packages every time? When i import demo , i "use default gradle wrapper" or "use local gradle ditribution". All of them are download maven packages, very slow. It sounds i must keep patience with slow speed.
[05:31:41] <Aryantes> it won't redownload ones you have already, but if you are trying diff demos, they probably have diff dependencies
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[05:45:45] <wulong710> <Aryantes>:ok. thank you. I import a demo successful just now, spend about four hours.Hope the next will be fast. Thank you.
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[06:06:46] <SudsDev> If i write a short[][][] 3D array to json using json.writeValue("data", this.data); ... what is the correct way to get that back out of the JsonValue given to the read method? toShortArray() just returns a 1D array, doesnt it?
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[06:24:59] <SudsDev> Here with better formatting and phrasing: http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=16034
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[06:40:05] <ShivanHunter> are there any known issues with the GWT build when drawing a pixmap to a texture?
[06:40:11] <ShivanHunter> it isn't working for me
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[06:46:33] <KicStart> SudsDev: I don't know if this will help you, but for complex data structures with JSON in JS, I've had to decycle/retrocycle arrays.
[06:47:38] <KicStart> SudsDev: https://github.com/douglascrockford/JSON-js
[06:47:51] <SudsDev> Bugger. I was hoping there was a facility for it in there somewhere. I've so far just made a small wrapper class called "DataContainer" with just the one member.
[06:48:12] <SudsDev> Cheers
[06:49:26] <KicStart> cheeers, gl
[06:49:38] <KicStart> SudsDev: there might be, but I don't know it yet, heh.
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[07:10:41] <QubeZ> hello all
[07:14:26] <ShivanHunter> ok. This code works (drawing a noisy texture) in desktop, but not in the HTML5 project: http://hastebin.com/ewuxomajog.avrasm
[07:14:39] <ShivanHunter> in HTML5 it produces a black screen: http://ef314159.github.io/LD30/
[07:15:18] <ShivanHunter> (some imports are not shown because eclipse)
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[07:21:00] <ShivanHunter> someone in #ludumdare got this error: " WebGL: INVALID_ENUM: texSubImage2D: invalid texture format "
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[07:28:08] <KicStart> ShivanHunter: try eagerly instantiating batch and img before create() gets called.
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[07:29:50] <ShivanHunter> ...he left
[07:30:04] <ShivanHunter> well, for the record, I get a crash on trying either of those
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[08:01:58] <ra4king> wow the libgdx videos have been improved
[08:02:08] <ra4king> I remember the old unprofessional looking videos :D
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[08:04:33] <QubeZ> hello all
[08:05:31] <ra4king> heh, initial example IntelliJ project is broken when doing only desktop
[08:05:57] <QubeZ> Need some recommendations to make sure I'm going down the right route. I'm trying to create a game that isn't truly 3D or 2D (maybe 2.5D) but its basically an angle looking at the user. If you've ever played Fruzion Frenzy (Twisted System) where the user is running and jumping to avoid obstacles but its at an angle and not front or top-down.
[08:06:12] <QubeZ> is libgdx + box2d all I'd need to implement something like that?
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[08:19:50] <TEttinger> QubeZ, like isometric or another angled view from above?
[08:20:10] <QubeZ> not from above, more isometric
[08:20:12] <TEttinger> I don't use any libs other than libgdx for my isometric game
[08:20:22] <QubeZ> check our Twisted System from Fusion Frenzy -- that angle
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[08:22:05] <TEttinger> ok, so 3d?
[08:22:32] <TEttinger> (3d is often recommended because it can use less resources for a 3d model than many sprites of the same thing)
[08:22:42] <QubeZ> ya I guess Twisted System is a 3d -- probably not good for beginner?
[08:23:00] <QubeZ> i just got started with libgdx / game dev in general but seasoned Java and Android developer.
[08:23:17] <QubeZ> I just want to create something like Twisted System but my own take on it
[08:23:36] <TEttinger> depends on your level of math skill. 3d pretty much needs trigonometry and matrix math, but nothing else really more than that.
[08:23:40] <QubeZ> haven't found much resources / tutorial to understand how to get started with the artwork, implementing the objects etc...
[08:24:15] <TEttinger> 3d is often asked about here and Xoppa is very helpful, as are several other 3d users
[08:24:20] <QubeZ> TEttinger: I minored in mathematics (majored in Comp Sci). I'm comfortable with the physics / math, im sure I'll need refresher in some things but ...
[08:24:31] <TEttinger> Xoppa is the main dev for 3d stuff in libgdx
[08:24:53] <QubeZ> mainly my quesiton is, is 3d a bad way to start for beginner? I'd hope not because this game would be that and I'd like to attempt to create it.
[08:25:18] <TEttinger> I don't think 3d is a bad choice if you understand the math, which you definitely do
[08:25:20] <QubeZ> but naturally, you learn stuff in the 2d dev that would season me to tackle 3d -- I dont want to go down a rabbit hole for years trying to make this think.
[08:25:23] <QubeZ> thing*
[08:25:35] <TEttinger> I don't get the math, so I don't try 3d
[08:26:03] <TEttinger> libgdx uses a pretty straightforward setup that's similar for 3d and 2d in many ways
[08:26:09] <QubeZ> the concept behind twisted system is pretty simple so I think its a lot easier to do than most other 3d games
[08:26:44] <QubeZ> do you know of any good tutorials for intro into 3d dev using libgdx? I mean really beginner stuff like loading models, moving them etc..
[08:27:14] <TEttinger> like you have the same concept in libgdx of a Game with multiple Screen s (Menu Screen, Play Screen, etc.) regardless of 2d or 3d. only a few things are different like graphics and physics
[08:27:38] <SudsDev> QubeZ: check out Xoppa's Blog: http://blog.xoppa.com/
[08:27:51] <TEttinger> QubeZ, first recommendation is always the wiki on github, but there are other resources like that
[08:28:05] <TEttinger> being able to read java helps a lot, so you're good there and the source is open
[08:28:14] <QubeZ> yup, I've already built the project, created the main game class that launches a title screen w/ splash graphics then transitions to menu screen (play button etc..) then goes into game which right now is just a blank white screen.
[08:28:24] <TEttinger> (the source is generally very clear and well-documented)
[08:28:34] <QubeZ> I've got the plumbing in place and will refine those screens with time but I'd like to at least load a model and play with it in the 3d world
[08:28:56] <QubeZ> SudsDev: thank you, looking now
[08:29:05] <QubeZ> TEttinger: def, source -- I'll have to read through it.
[08:29:06] <TEttinger> http://blog.xoppa.com/basic-3d-using-libgdx-2/ and the next one is about models!
[08:29:34] <TEttinger> QubeZ, source should only be necessary to read if you're encountering a problem or uncertainty
[08:30:20] <TEttinger> stuff like GL20 isn't documented and you would refer to OpenGL docs if you absolutely had to use some rare feature
[08:30:25] <TEttinger> which is unlikely
[08:31:05] <QubeZ> high unlikely -- the model I'm trying to follow with this game has been done too many times over I'm certain of that.
[08:31:15] <QubeZ> basic jump / duck game but with a few ideas of my own
[08:34:28] <QubeZ> very helpful guys -- thanks a lot.
[08:34:59] <QubeZ> Nice to see IRC channels that still help people get bootstrapped instead of pushing people away saying RTFM. Sometimes, people just need help to know which FM to RTFM from :)
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[08:37:15] <SudsDev> Yeah, those places suck. The folks here are generally pretty good.
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[08:51:36] <Guest59661> so need some java help
[08:51:40] <Guest59661> very basic
[08:52:06] <Guest59661> oh dammit i thought i joined #friendly-coders
[08:52:53] <TEttinger> heh
[08:53:02] <TEttinger> what's up, Guest59661?
[08:53:13] <Guest59661> hi :)
[08:53:28] <TEttinger> http://www.polygon.com/2014/8/22/6058453/google-play-store-removes-swing-copters-clones this explains a lot, I barely saw any clones when I searched for that awful game
[08:53:55] <TEttinger> oh, Kane, where do I know that nick from... :)
[08:54:04] <Guest59661> http://hastebin.com/esucayixor.vala
[08:54:13] <Guest59661> so sorry for noob question
[08:54:42] <TEttinger> ok in libgdx you don't usually handle main on your own
[08:55:16] <TEttinger> but in java in general, it's always: public static void main(String[] args)
[08:55:34] <TEttinger> your main didn't have a return type, void
[08:55:43] <TEttinger> static is needed to actually use it
[08:56:10] <TEttinger> you should really use an IDE that sets this up for you if you're starting out
[08:57:35] <Guest59661> this is not meant to be thee main
[08:57:39] <TEttinger> Guest59661, you should probably follow the early libgdx documentation if you want to actually show something using libgdx
[08:57:50] <TEttinger> but you didn't have a return type anyway
[08:57:56] <TEttinger> that's why it's unreachable
[08:58:53] <TEttinger> public main() is not the right syntax, if it doesn't return it's: public void main(). but don't use main if it isn't the main method, it's just confusing
[08:59:30] <TEttinger> if you want that to be in the constructor, that's public cheese()
[08:59:51] <Guest59661> i know, i dont want that
[09:00:37] <TEttinger> does it make sense that the method needs a return type of void?
[09:01:46] <Guest59661> http://hastebin.com/ocapawebuv.vala why this not work
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[09:03:11] <Guest59661> sorry i meant this : http://hastebin.com/uhenopugug.vala
[09:03:30] <Guest59661> why unreachable?
[09:03:56] <Guest59661> .
[09:05:06] <Guest59661> its in the same class
[09:05:08] <Guest59661> i dont get it
[09:05:08] <gaconkzk> hello, i just upgrade to 1.3.1 from 1.2.0, seem the Table.drawDebug(Stage) gone, does anyone know what should I change for it?
[09:05:32] <Guest59661> im still on 0.9.9
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[09:06:02] <Guest59661> somebody help me please
[09:06:53] <Guest59661> oh shit
[09:06:56] <Guest59661> oh fuck me
[09:07:03] <Guest59661> i found error sorry
[09:07:15] <Guest59661> i had the method call below return statement
[09:07:17] <Guest59661> facepalm
[09:07:25] <gaconkzk> ;)
[09:07:26] <Ashiren> huh
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[09:07:43] <Guest59661> return is always last
[09:07:47] <Ashiren> thats compilation error
[09:07:47] <Guest59661> silly me
[09:07:57] <Guest59661> IDE outlined red
[09:08:06] <Guest59661> so i debug before compilation
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[09:09:43] <Guest59661> ba bye now
[09:09:47] <Guest59661> see you later
[09:09:53] <Guest59661> good night
[09:09:54] <Guest59661> have fun
[09:09:58] <Guest59661> enjoy libgdx
[09:10:02] <Guest59661> enjoy java
[09:10:05] <Guest59661> enjoy life
[09:10:06] <Guest59661> toodaloo
[09:10:15] <Ashiren> happy Caturday
[09:10:38] <Guest59661> enjoy sex your wife
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[09:12:37] <gaconkzk> hello, i just upgraded to 1.3.1 from 1.2.0, seem the Table.drawDebug(Stage) gone, does anyone know what should I change for it?
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[09:17:28] <noooone> gaconkzk: The debug rendering got improved
[09:17:50] <noooone> now all actors, not only table have debug rendering
[09:18:10] <noooone> you don't need any special draw call anymore, it will be drawn automatically when you have enabled it
[09:18:20] <noooone> it happens with Stage.draw
[09:19:15] <gaconkzk> oh, ic, thanks, now I have to get rid of all debugDraw :)
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[09:22:21] <bach> hi
[09:24:08] <noooone> hiho
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[09:35:39] <TEttinger> hissing_girl: are you cackling_ladies?
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[09:52:01] <[[derek]]> ludumdareludumdareludumdare!
[09:52:22] <bach> [[derek]]: I guess you're taking part? :)
[09:55:51] <[[derek]]> bach: yup
[09:55:54] <[[derek]]> got my idea in the shower
[09:57:51] <[[derek]]> does freetype work with html yet?
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[10:05:18] <bach> [[derek]]: good luck :)
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[10:07:02] <[[derek]]> bach: thank you!
[10:07:11] <[[derek]]> using libgdx of course
[10:09:55] <[[derek]]> github.com/TheDerek/novae <- Watch this space
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[10:21:03] <[twisti]> Ftwist
[10:21:06] <[twisti]> whoops
[10:21:09] <TEttinger> oooh, 3d, [[derek]]?
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[10:21:27] <TEttinger> so many brackets
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[10:32:49] <bhldev> how fast is libgdx reflection
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[10:33:16] <bhldev> for example if I populate actor properties from reflection and there's a gazillion actors, will it be too slow to play?
[10:34:51] <bach> reflection is never really fast
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[10:36:36] <TEttinger> bhldev, it was a chief cause of slowdown in my clojure game
[10:37:00] <TEttinger> in clojure you have a lot of hidden reflection, you can find it with some libs for debugging
[10:37:59] <TEttinger> I used https://github.com/ztellman/primitive-math and it gave over 500 warnings right away, I fixed all of them easily
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[10:49:01] <[[derek]]> intelliJ can't find the class ComponentMapper
[10:49:03] <[[derek]]> help
[10:52:38] <[twisti]> bhldev: reflection has nothing to do with libgdx in particular, but its bound to be slow and a waste of time, theres bound to be a better way to update some properties
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[10:55:02] <noooone> in JavaEE webdev properties are like ALWAYS set via reflection, lol
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[10:56:54] <[twisti]> all the java ee containers cache the reflection operation so they are only done once per type
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[10:58:25] <noooone> how can you cache that? that's not possible
[10:58:37] <noooone> maybe with Java 8, I dunno
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[11:00:20] <noooone> I'm talking about expression language for example... how do you want to cache the access to #{bean1.field1.fieldX.bean5.anIntegerField} ?
[11:00:28] <[twisti]> why wouldnt that be possible ? just save the results of your reflection query in a map
[11:00:53] <[twisti]> and then its just a string lookup instead of reflection
[11:00:57] <noooone> it's dynamic, field values can change...
[11:01:05] <[twisti]> but not field names
[11:01:15] <noooone> you still access them via reflection
[11:01:54] <[twisti]> once you got the handle the expensive part of reflection is over
[11:02:09] <noooone> what is the expensive part of reflection?
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[11:02:31] <[[derek]]> My libgdx doesn't seem to contain the class ComponentMapper
[11:02:34] <[[derek]]> really annoying
[11:02:50] <noooone> that's ashley, isn't it
[11:02:51] <noooone> ?
[11:02:54] <[twisti]> discovering and navigating the type information
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[11:05:27] <[[derek]]> hah
[11:05:44] <[[derek]]> the gdx-setup program installs a really old version of ashley for some reason
[11:05:47] <[[derek]]> should probelly be fixed
[11:10:19] <noooone> no big deal to fix it
[11:10:30] <noooone> just change the version in your build.gradle file
[11:13:33] <CyrusVorazan1> Hey, netbeans says that it cannot find my game class for import, even though the project runs fine. Anybody knows why so?
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[11:33:39] <[twisti]> ugh
[11:33:43] <[twisti]> my kindle is bricked
[11:33:43] <[twisti]> :(
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[11:40:18] <matthewt> how
[11:42:35] <SudsDev> yeah, come on [twisti], how?
[11:43:02] <[twisti]> i dont know
[11:43:12] <[twisti]> last night while reading it started to get sluggish, then stopped responding
[11:43:19] <[twisti]> i tried to reboot it and it wouldnt come back up
[11:43:36] <SudsDev> bugger. That sucks.
[11:44:22] <SudsDev> I did a similar thing with my kindle 3 a few years ago. Was reading, put it on the bed side table for sleep. Screen was broken the next morning
[11:44:30] <[twisti]> ive had it for a long time, and i use it a lot, so if its really broken for good, i definitely got my moneys worth, but still, thatd suck, since im unemployed and dont really have the cash to casually buy a replacement
[11:44:58] <[twisti]> theres a thread with a live cd that helps unbrick them sometimes im going to give a try
[11:45:14] <[twisti]> but ill have to go buy cds first, who still has blank cds sitting around this day and age ? :p
[11:45:16] <SudsDev> Then again with my fire. I plugged it in on day one (US device, delivered to Australia), it swelled up till the screen cracked over night. The whole thing was bulging
[11:45:32] <[twisti]> eww
[11:45:48] <[twisti]> broken batteries can do that, ive seen that happen to an old nokia phone
[11:46:04] <SudsDev> lol. My PC doesn't even have a disk drive in it. Not a burner, not cd, dvd, or blu ray. No disk holes whatsoever
[11:46:29] <SudsDev> In a full sized desktop tower PC
[11:46:32] <[twisti]> i still have a dvd drive, but my pc stands with it facing the wall and i havent used it in a year at least
[11:46:47] <SudsDev> lol. What you using blank CDs for?
[11:46:47] <[twisti]> usb sticks are just superiour in ever aspect these days
[11:46:56] <[twisti]> that live cd
[11:47:08] <SudsDev> Ohh. Yep
[11:47:16] <[twisti]> could probably get it to work off a stick, but id rather not add extra fiddling to a process i already know nothing about
[11:47:17] <SudsDev> You can generally use a flash drive for those too, these days
[11:47:32] <SudsDev> Unetbootin
[11:47:42] <[twisti]> yeah ive done that before, but with mixed results
[11:48:03] <[twisti]> tried two times, one worked, the other didnt (different pcs, different os's, so i dont know which was the problem)
[11:48:22] <SudsDev> Yeah, fair enough
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[11:48:36] <SudsDev> lol. Now I want to go try linux again.
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[11:50:09] <Fainosag> How to 'ununproject' some coordinates? XD
[11:50:35] <Fainosag> i have unproject some coordinates, i want to translate them to screen coordinates, how i do that?
[11:50:50] <Fainosag> i want to do the reverse thing that unproject does
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[11:51:45] <SudsDev> Are you using a LibGDX camera to unproject your coordinates?
[11:51:47] <[twisti]> cam.unproject
[11:51:50] <Maximus_> When using Gdx.input.setCatchBackKey(true); do I have to call it in every single screen or just once in the main activity?
[11:52:05] <[twisti]> oh
[11:52:07] <SudsDev> You can use camera.project(coordinates) to reproject them
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[11:54:16] <Fainosag> camera.project does not exist :D
[11:54:33] <SudsDev> o.o
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[11:55:22] <SudsDev> What version of LibGDX are you using?
[11:55:44] <[twisti]> project certainly exists in current libgdx
[11:55:49] <[twisti]> http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/Camera.html#project-com.badlogic.gdx.math.Vector3-
[11:56:04] <[twisti]> no @since so its hard to tell when it was added
[11:56:23] <SudsDev> Yeah, its present in 1.3.1 at least. Thats the version I'm using.
[11:56:30] <Fainosag> my bad sorry
[11:57:07] <[twisti]> its in my 1.2 as well
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[12:22:53] <SudsDev> So, I worked around the JSON issue I was having earlier (posted the solution I found as a reply). But I feel like there should be a more intuitive way to achieve this: http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=16034
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[14:03:09] <bhldev> @[twisti] @TEttinger okay so I don't use reflection there's no need to I just want to read properties off a json file and crap them into an Actor object that doesn't need reflection as long as I do the dirty work right
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[14:33:58] <mobidevelop> O.o
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[14:38:27] <robitx> o.O
[14:44:21] <mobidevelop> O.O
[14:44:48] <robitx> oIo
[14:45:29] <robitx> its weirdly quiet out here
[14:46:24] <mobidevelop> It is
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[14:50:37] <mobidevelop> People are too busy with ludum dare and making swing copter clones
[14:51:23] <[[derek]]> I'm having a little trouble getting my box2d body to orbit around a body already orbiting
[14:51:52] <robitx> [[derek]]: angrybirds space? :)
[14:52:09] <robitx> mobidevelop: I am totaly ignorant about both of them
[14:52:09] <[[derek]]> because it normally just falls of orbiting because the thing its orbiting moves away from it
[14:52:34] <robitx> physics is a bitch, be glad you dont need general relativity
[14:52:37] <[[derek]]> In other words, how can I make a body orbit a moving body?
[14:53:55] <robitx> I am ignorant about box2d, but I can give you few tips about physics simulations
[14:54:19] <robitx> do you want it to orbit indefinitely?
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[14:55:05] <[[derek]]> robitx: yeah
[14:55:23] <[[derek]]> the trouble I'm having is that the moving body just moves away from the oribiting body
[14:55:31] <[[derek]]> and the moving body can't catch up
[14:55:34] <robitx> spring?
[14:55:44] <[[derek]]> eh
[14:55:52] <[[derek]]> its currently summer verging on autum at the moment
[14:56:18] <robitx> not this http://www.google.cz/imgres?imgurl=&imgrefurl=http%3A%2F%2Fwww.mrwallpaper.com%2FSpring-Trees-Drawing-wallpaper%2F&h=0&w=0&tbnid=wuudLqdxUmqr3M&zoom=1&tbnh=177&tbnw=284&docid=OIyajbZ9SMhdtM&tbm=isch&ei=Zo_4U8jACey20QWpqoBY&ved=0CAUQsCUoAQ
[14:56:29] <robitx> this http://www.google.cz/imgres?imgurl=&imgrefurl=http%3A%2F%2Fdragly.org%2F2010%2F09%2F27%2Fupdated-method-for-drawing-springs-in-inkscape%2F&h=0&w=0&tbnid=Rv1nbHUOS8AeXM&zoom=1&tbnh=114&tbnw=441&docid=7ZkULb-ClCTTEM&tbm=isch&ei=do_4U_zXNqnM0QXl_IFo&ved=0CAIQsCUoAA
[14:59:15] <robitx> [[derek]]: how are you cope with numerical ode?
[14:59:23] <robitx> do*
[14:59:56] <mobidevelop> Great now google is going to think I am Czech
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[15:02:15] <robitx> mobidevelop: sorry I should take two more second and extract direct img links
[15:08:06] <[[derek]]> robitx: at the start of the game I set the velocity of the oribitng body using v = sqrt(GM/r)
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[15:08:51] <mobidevelop> Random letters
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[15:09:15] <robitx> mobidevelop: ?
[15:10:52] <mobidevelop> v = sqrt(GM/r) = random letters
[15:11:44] <Tomski> Just do MathUtils.random
[15:11:48] <Tomski> Its a good approximation
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[15:13:14] <robitx> [[derek]]: 1/2mv^2=GmM/r^2 where did you lost the half?
[15:13:45] <robitx> or if you put it all in G, I wonder why you sqrt it
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[15:14:00] <[[derek]]> robitx: becaue thats the equiation
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[15:15:00] <robitx> oh, yea sorry
[15:15:38] <taxidriver81> sorry, i have change gdxVersion in gradle.build from 1.2(work with this version) to 1.3.1-SNAPSHOT , and when i sync gradle with intellij there are an error
[15:15:38] <taxidriver81> C:\ at andrea\@Libgdx-workspace\test\android\build dot gradle
[15:15:38] <taxidriver81> Error:(30, 0) Could not find com.badlogicgames.gdx:gdx-platform:1.3.1-SNAPSHOT.
[15:15:38] <taxidriver81>
[15:15:39] <taxidriver81> test:android:1.1
[15:16:16] <Tomski> Use 1.3.2-SNAPSHOT
[15:16:27] <mobidevelop> Or 1.3.1
[15:17:55] <robitx> [[derek]]: as I said, its quite hard to keep newtonian system stable numericaly, if you want to make sure they stick together, then use harmonic oscialtor
[15:17:58] <taxidriver81> with 1.3.2-SNAPSHOT work.... tnx very much
[15:17:58] <taxidriver81> and why don't work with 1.3.1-SNAPSHOT?
[15:18:08] <Tomski> Snapshots dont hang about forever
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[15:19:28] <mobidevelop> Once a snapshot promotes to a release the snapshot goes away
[15:20:18] <taxidriver81> oooo understand, maybe add this in wiki :)
[15:20:19] <taxidriver81> tnx very very much
[15:21:13] <robitx> thas why I dont use snapshot
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[15:32:25] <HunterD> is it true that indices can express values up to 65535(GL_UNSIGNED_SHORT being 2 bytes = 16 bits) so a mesh can have a maximum of 65636 vertices? (in openGL ES 2.0) while having this limit on the maximum vertices, is there a limit on the maximum number of indices? (I currently draw for test a mesh with 64200 verices and 128000 triangles. this gives 128000*3 = 384000 indices. Is this...
[15:32:26] <HunterD> ...correct?
[15:32:31] <robitx> [[derek]]: I have digged out some spring (pendulum - one mass object wery heavy, second can orbit around) simulation from high school, its in c++ uncommented with terrible coding and I still used windows back then
[15:32:31] <robitx> https://drive.google.com/file/d/0B9xvWs0djpMpeGg3SUpmWHNielE/edit?usp=sharing
[15:38:16] <waldohatesyou> how does everyone here test their games?
[15:38:17] <nepjua> I'm getting runtimeError with box2d java.lang.UnsatisfiedLinkError: com.badlogic.gdx.physics.box2d.CircleShape.newCircleShape http://paste.ubuntu.com/8122527/
[15:39:20] <robitx> waldohatesyou: do you have something that needs testing?
[15:39:29] <nepjua> All i did was tmpShape = new CircleShape(), when i create CircleShape on gdx-tests it runs well but when i use this on a project with gradle wrapper i'm getting this runtimeerror
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[15:40:32] <waldohatesyou> robitx: No, I'm just thinking about making a testing website for games (kind of like testflight)
[15:41:31] <waldohatesyou> robitx:So how do you test your games?
[15:42:02] <robitx> by using devices on which I run them
[15:44:31] <nepjua> just tried on Android Emulator, same error
[15:45:01] <nepjua> tested on both intellij and eclipse
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[15:47:01] <waldohatesyou> you don't recruit users to test your games in order to determine how fun they are?
[15:47:36] <nepjua> updated libgdx to 1.3.1, no luck
[15:49:05] <mobidevelop> Create your world first
[15:49:17] <mobidevelop> Testing?
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[15:49:27] <mobidevelop> Who does testing?
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[15:49:54] <nepjua> OMG, i'm creating the world on create method, but i'm generating tmpShapes and tmpDefs on constructor
[15:49:59] <nepjua> Thanks @mobidevelop
[15:50:09] <mobidevelop> Pleasure
[15:50:47] <LiquidNitro> i test my games myself and then declare them to be profoundly awesome
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[15:51:54] <nepjua> @LiquidNitro One does not simply dislike your games :)
[15:52:26] <LiquidNitro> i like you, youre hired
[15:52:32] <mobidevelop> I don't Eben test my games myself, they just get released when they are done
[15:52:37] <mobidevelop> Even
[15:52:49] <robitx> nonoriginal work doesnt need much testing anyway, bigger project probably have it covered on their own
[15:53:36] <robitx> yea mobidevelop codes and codes without even running them, then one day makes a build and puts it on play store
[15:53:39] <LiquidNitro> really only have to make sure that the game doesnt crash too often
[15:54:13] <mobidevelop> Pretty much
[15:54:33] <nepjua> I released my previous game with HTML5 everyone says that it crashes which i couldn't achieve yet :)
[15:54:35] <mobidevelop> Who am I to say if something is fun?
[15:54:45] <waldohatesyou> wow
[15:54:49] <waldohatesyou> I always test my game
[15:54:54] <LiquidNitro> my 11 year old daughter keeps asking to play my current game, i cant help thinking thats a good sign
[15:55:08] <mobidevelop> nepjua: what html5 game?
[15:55:09] <waldohatesyou> it is
[15:55:15] <nepjua> Circular 2048
[15:55:27] <mobidevelop> Never heard of it
[15:55:39] <nepjua> https://play.google.com/store/apps/details?id=com.ttygames.circular2048
[15:56:06] <waldohatesyou> wow that actually placed first on google
[15:56:06] <mobidevelop> That's a lot of downloads
[15:56:09] <waldohatesyou> thats some serious SEO
[15:57:02] <nepjua> Thanks :) we didn't do any SEO, i'm shocked as well
[15:57:29] <nepjua> we were getting 100 downloads every day, then it jumped to 10000 suddenly :)
[15:57:47] <waldohatesyou> how did you market your game?
[15:57:59] <waldohatesyou> I released mine but the most I ever got was 10 downloads a day
[15:58:02] <waldohatesyou> and that lasted for one day
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[15:59:02] <nepjua> We wrote it on our facebook wall :), A partner wrote it on gaming forums and achieved a few blog reviews
[15:59:51] <waldohatesyou> Mind telling me what gaming forums?
[15:59:57] <nepjua> The promising thing was that once it takes a leap it doesnt go down easily
[16:00:09] <waldohatesyou> I'm interesting in trying that
[16:00:16] <waldohatesyou> thats what I heard too
[16:00:25] <nepjua> I really don't know, i'm gonna ask him
[16:00:34] <robitx> waldohatesyou: what is your motivation for "testing project"?
[16:00:45] <nepjua> it might take some time, how can i reach you
[16:01:07] <waldohatesyou> my twitter is @JavedNissar
[16:01:43] <waldohatesyou> I just thought it would be a cool idea
[16:02:05] <robitx> there is so much cool ideas which never see the daylight
[16:03:06] <mobidevelop> All my ideas are cool but never go anywhere
[16:03:22] <nepjua> @waldohatesyou ok, i'll get back to you when i hear from him :)
[16:04:02] <nepjua> @mobidevelop we all need luck getting our games reach their potential :)
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[16:05:06] <nepjua> @mobidevelop I actually dont like developing games, i want to build apps, i have 3-4 good ideas but i cant make them alone, i suck at design and i dont have any funding. I started developing games to fund them
[16:05:17] <mobidevelop> I don't make games
[16:05:49] <robitx> mobidevelop: it whas you who said you automaticaly mute sounds on everything<
[16:06:13] <mobidevelop> I keep my phone on silent all the time
[16:06:24] <robitx> wow
[16:07:19] <nepjua> @mobidevelop but you know how to make them, you solved my problem :)
[16:08:29] <mobidevelop> robitx: that's surprising?
[16:09:28] <robitx> well I mute ringtones, vibrations and such crap, but I at least try the sound of things I use before turning them off
[16:10:01] <mobidevelop> I only unmute when I am listening to music
[16:16:56] <mobidevelop> I did turn on sound for Leo's Fortune because people were all raving about the sound/voice acting
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[16:27:47] <nepjua> Since box2d operates on meters and where i look people deals with numbers like 0.5f etc. Is it bad practice if i operate with 25, 50 ...
[16:27:53] <LiquidNitro> my phones on silent too. if someone wants me they can send a message
[16:28:31] <robitx> too bad my grandma just tries to call...
[16:29:03] <LiquidNitro> using meters is niece even when not using box2d
[16:29:36] <nepjua> my screen is 480px*640px I'm planning to approach it 480m*640m
[16:29:48] <nepjua> or should i approach with 4.80m*6.40m
[16:30:39] <LiquidNitro> depends if youre drawing people or gigantic flying monsters with cannons for arms?
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[16:32:01] <nepjua> @LiquidNitro haha :) i get it now, i shoul use real-size metrics ?
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[16:33:00] <LiquidNitro> nepjua: it certainly makes it easier to change graphics sizes later on without messing up your game code
[16:33:39] <LiquidNitro> and makes it easier to proportion things well. im sure theres other advantages
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[16:34:16] <nepjua> @LiquidNitro i'm dealing with coins, so 0.005f radius seems like right
[16:34:48] <LiquidNitro> thats a fairly small coin
[16:36:08] <LiquidNitro> 0.01 radius looks about right for my smallest coin
[16:36:48] <nepjua> @LiquidNitro 0.01m = 1cm seems right thanks :)
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[16:37:45] <LiquidNitro> i like making doorways be 1m wide and 2m high, and tables and appliances can be a nice 0.5 meters
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[16:38:27] <nepjua> @LiquidNitro it looks like right amount considering the table i'm sitting right know :)
[16:39:12] <nepjua> @LiquidNitro i'm using**, i'm not a hippi :)
[16:39:29] <LiquidNitro> a lot of things are .6, but they can get stuffed cos thats not square enough.
[16:40:36] <nepjua> @LiquidNitro i would choose .5 instead of .6 too
[16:40:42] <LiquidNitro> serious sleep time
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[16:42:27] <chrizel> Question about Ashley: what should I do if I want to add new entities to the engine at runtime? The problem is that the systems keep an ImmutableArray of their entities which won’t get updated automatically… so do I have to recreate all systems after adding new entities or call some refresh method on the systems so they will update their entities array?
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[16:54:47] <oliffia> anyone happen to know how to build the static version of openAL with cmake?>
[16:55:44] <mobidevelop> Nope
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[16:56:18] <robitx> mobidevelop: that is wrong statement, surely someone das
[16:56:25] <mobidevelop> Nobody does
[16:56:27] <robitx> does
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[16:57:20] <robitx> then the world will end soon, we no longer understand to our creations :)
[16:57:49] <mobidevelop> Pretty much
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[17:07:13] <robitx> what bitrates do you use for game music?
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[17:09:07] <mobidevelop> 0
[17:09:11] <robitx> ;)
[17:10:18] <robitx> mobidevelop: I finaly get it, you specialize on apps for deaf people :)
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[17:10:38] <robitx> honorable cause
[17:10:53] <mobidevelop> I do
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[17:15:52] <Stoneman> Hey. Can I change the way gradle builds the debug index.html file?
[17:17:04] <nexsoftware> It doesn't do anything to the index.html
[17:18:12] <Stoneman> It creates a table and puts an canvas into it. Or isn't that gradle?
[17:19:06] <Tomski> Nop
[17:19:11] <nexsoftware> That's not gradle, that's just how it works
[17:19:11] <Tomski> Thats just a template file
[17:19:38] <Stoneman> Ok. Can I edit that template?
[17:20:29] <nexsoftware> You can edit the html, and you can provide your own root panel into which the canvas will be placed (in your HtmlLauncher class)
[17:23:04] <Stoneman> Ok thanks. Editing the html is a bit annoying when you have to do it over and over again. But I look through the Panel class
[17:24:05] <nexsoftware> Why is editing the html problematic? You only have to do it one time.
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[17:25:10] <Stoneman> But the html file in the project isn't complete. After launching it adds the table and the canvas
[17:28:01] <nexsoftware> Right, the module is injected into the page at runtime
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[17:36:06] <Stoneman> Ok I solved my problem by overriding the onModuleLoad function of the GWTApplication class
[17:36:22] <Stoneman> Thank you nexsoftware and Tomski
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[17:36:46] <nexsoftware> That's probably not what you want
[17:38:26] <Stoneman> I called super and just changed the height and width afterwards but I have no idea at which other point I can access the rootpanel
[17:38:51] <nexsoftware> You should use getConfig, create a new Panel and set your config.rootPanel to it
[17:40:03] <nexsoftware> If all yu want to do is set the size, why aren't you using the config to do that?
[17:40:14] <Stoneman> But then I still can only use absolute values
[17:40:51] <Stoneman> because the GWTApplication class adds the "px" to the value in the config
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[17:41:07] <nexsoftware> Canvas elements needs to have absolute sizes
[17:41:46] <Stoneman> Ok then I have to resize them with javascript. I want them to allways fill the whole page
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[17:46:05] <Stoneman> Ok now I understand this isnt the style size its the size of the canvas. It has two pairs of width and heihgt
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[17:56:37] <bhldev> you want the canvas to be full screen/
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[18:08:05] <ra4king> so I decide to try out LibGDX for the first time in a long time
[18:08:15] <ra4king> I setup a project for *only* desktop
[18:08:32] <ra4king> and bam: the example project doesn't run because it can't find the badlogic.jpg in the assets folder... even though it is clearly there
[18:08:38] <ra4king> looks like i'm not using libgdx... :D
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[18:12:01] <nexsoftware> Good call
[18:12:21] <Aryantes> learn2read
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[18:13:13] <OxCA2> hey
[18:13:53] <ollipekka> ra4king: yeah good call
[18:14:46] <Tomski> GOOOOOD call
[18:15:54] <Tomski> Aryantes, no :(
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[18:16:42] <ra4king> heh, I was being dramatic for attention
[18:16:52] <Aryantes> absolutely!
[18:16:53] <Tomski> No plz stop using libgdx
[18:16:54] <ra4king> Why isn't it finding the resource?
[18:17:08] <OxCA2> are fonts (x,y) different than rectangle (x,y)?
[18:17:24] <OxCA2> I'm trying to draw text at the coordinates of a rectangle, and then check the rectangle to see if them mouse is hoving over it and therefore the text, but they never meet up.
[18:17:24] <ra4king> an internal() file should be in the assets/ as I remember
[18:17:39] <Tomski> What IDE?
[18:17:40] <nepjua> android/assets/
[18:17:54] <OxCA2> The text is always drawn approx one line below the rectangle, or rather the rectangle is always one line above where it should be
[18:18:50] <nexsoftware> OxCA2, fonts extend downward, rectangles upward
[18:19:04] <ra4king> nepjua: this is desktop only, no android
[18:19:08] <ra4king> Tomski: IntelliJ IDEA
[18:19:22] <Tomski> OxCA2, origin is top left for fonts
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[18:19:34] <Tomski> ra4king, https://github.com/libgdx/libgdx/wiki/Gradle-and-Intellij-IDEA#running-your-project
[18:19:36] <OxCA2> omg
[18:19:38] <OxCA2> wow
[18:19:47] <OxCA2> that explains that, thanks
[18:20:30] <robitx> ra4king: in Run, Editconfigurations you need to set up working directory properly
[18:20:32] <nepjua> @nexsoftware i'll keep that in google keep just for headsup for myself
[18:21:41] <ra4king> robitx: yeah Tomski's link got it
[18:22:40] <robitx> since you have googling problem I rather mention it explicitly ;)
[18:23:05] <Robse> Hi there
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[18:23:31] <Robse> got a problem: In your wiki about the orthographic camera (https://github.com/libgdx/libgdx/wiki/Orthographic-camera) there is an example written with mesh.render(GL10.GL_TRIANGLES);. The mesh.render() render method was changed and I need a ShaderProgram to render the mesh. Dont know how to initialize the ShaderProgram. Im new to the Mesh stuff.
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[18:26:18] <ra4king> Tomski: thanks, that worked
[18:26:35] <ra4king> instead of android/assets/, I set it to core/assets/
[18:27:18] <nexsoftware> Someone should just delete that OrthographicCamera wiki page
[18:27:46] <nepjua> @nexsoftware is it outdated ?
[18:27:57] <nexsoftware> severely
[18:29:00] <Tomski> Yep
[18:29:37] <nepjua> does friction in FixtureDef apply in space ?
[18:30:57] <nexsoftware> Nope
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[18:32:17] <nepjua> @nexsoftware Thanks
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[19:13:32] <mobaxe> yo, i have a bouncing ball in box2d,i want it when it hits the ground, it bounces higher.
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[19:16:50] <nexsoftware> mobaxe: higher than what?
[19:16:58] <robitx> yo, my balls dont bounce higher when they hit the ground sorry :)
[19:19:02] <mobaxe> :D it bounches like 2 meters
[19:19:07] <mobaxe> i want it for example 20 meters
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[19:27:48] <mobaxe> nexsoftware any idea ?
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[19:34:27] <nexsoftware> mobaxe: maybe set the restitution very high
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[19:35:53] <mobaxe> i tried it didn't do something :D
[19:36:46] <nexsoftware> Then apply an extra impulse on contact
[19:38:12] <nexsoftware> Although, setting a very high restitution should work (I just tried it)
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[19:41:14] <mobaxe> im going to eat now
[19:41:22] <mobaxe> if you here i will send you pastebin
[19:41:24] <mobaxe> thanks
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[20:01:41] <Fainosag> how to find out which libgdx version im using from the project? i'm not using gradle
[20:02:32] <nexsoftware> Check the value of com.badlogic.gdx.Version.VERSION
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[20:04:09] <TrofSivart> hey :)
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[20:10:16] <Stoneman> bhldev sorry I was afk. yes I want it to be fullscreen
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[20:12:12] <TrofSivart> *facepalm
[20:12:25] <TrofSivart> so Ive been debugging this thing for the last day or so
[20:12:36] <TrofSivart> and the issue is that every time i press fire, 2 bullets appear instead of 1
[20:13:00] <TrofSivart> and it turns out that I had 2 players created on top of each other :'(
[20:13:31] <robitx> TrofSivart: some moral support http://p.bfram.es/double-facepalm-when-the-fail-is-so-strong-one-facepalm-is-not-enough.jpg
[20:13:56] <TrofSivart> lol. didn't help
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[20:14:44] <_theone> When and why would Screen.pause() invoke AndroidApplication.onCreate() ?
[20:16:22] <_theone> Pressing the screen off button invokes Screen.pause() == good.... then immediately invokes AndroidApplication.onCreate() == huh?
[20:16:58] <Ashiren> immediately?
[20:17:35] <_theone> yea
[20:18:07] <Ashiren> dunno
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[20:22:19] <nepjua> i have a camera created with (0.20f, 0.40f) when i debugrender a body with following transforms (-0.15f, 0.05f), it renders this out of the screen, camera.position.set(0,0,0)
[20:23:32] <nepjua> i need a good lesson about combining box2d meters + screen pixels + camera positions :)
[20:24:10] <mobidevelop> O.o
[20:24:32] <Ashiren> o.O
[20:24:49] <mobidevelop> Why on earth are you using 0.20, 0.40 for your camera?
[20:25:17] <nepjua> i saw on Box2DTests they were using meters
[20:25:40] <nepjua> my court's real-world size is around those values
[20:25:49] <[twisti]> your court is 20cm ?
[20:25:59] <nepjua> yes
[20:26:15] <[twisti]> what kind of 'court' is that ?
[20:26:20] <nepjua> it's a wooden court, a little bit bigger than a laptop
[20:26:53] <TrofSivart> wow.
[20:26:59] <TrofSivart> I deserve a triple face palm
[20:27:00] <nepjua> ball is metal coin :)
[20:27:19] <[twisti]> i think cm is a more sensible scale than meters in that case
[20:27:20] <mobidevelop> This is not a court, it is a board.
[20:27:42] <nepjua> ah yes board, sorry about that
[20:28:30] <nepjua> @[twisti] can i adjust box2d to use cm instead of m
[20:28:51] <TrofSivart> literally. All I had to do was remove one line.
[20:31:56] <nepjua> @mobidevelop Am i doing it wrong to use meters for camera, I can read a tutorial if you point me to a good one.
[20:34:21] <mobidevelop> I'd just use a sensible value, 20, 40 seems more sensible than 0.20, 0.40.
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[20:35:20] <esvee_> hi all :)
[20:35:25] <nepjua> @mobidevelop thanks, i'll use those values as if they're centimeters.
[20:35:25] <TrofSivart> hi esvee_
[20:35:32] <nepjua> hi @esvee_
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[20:36:22] <esvee_> i'm looking for a way to draw glowing lines in 3d - the only algorithm i found is using a geometry shader (which android doesn't have)
[20:36:30] <esvee_> (specifically http://prideout.net/blog/?p=61)
[20:36:35] <esvee_> i'm looking for alternative trickery
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[20:39:35] <[twisti]> draw a texture of a glowing line
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[20:40:55] <esvee_> so basically construct a 2d 'extrusion' of the line
[20:41:08] <esvee_> and rotate it towards the camera?
[20:41:20] <[twisti]> seems reasonable
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[20:42:55] <nepjua> Thanks @mobidevelop I noticed that i was 5 centimeters out of the board at x coordinate. When i switched from meter to centimeters i noticed the problem
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[20:45:44] <esvee_> algorithms, algorithms everywhere...
[20:45:47] <mobidevelop> gentlemandroid2 has all the extruding you could ever want
[20:47:43] <esvee_> give me some good ol' extruding
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[21:10:30] <esvee_> kalle_h, the verlet integration worked perfectly :) but the effect was over the top for my game
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[21:28:51] <nepjua> I will build a really simple ai that simulates 360 moves. If i clone the whole world for all the simulations and steps them with a fair amount of deltaTime would it perform well ? I have around 30 body objects in the world
[21:29:35] <dixxy> what's the correct way to load a texture into a sprite and then draw it?
[21:29:51] <nepjua> I would call it perfect if it performs these in 3-4 seconds
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[21:33:10] <dixxy> nvm i got it
[21:37:26] <nepjua> Sorry @dixxy , i missed your question
[21:38:03] <richard_wiggler> is the FOV of the perspective camera measure horizontal, vertical, or diagonal?
[21:39:59] <[twisti]> anyone here doing the 30 day LD ?
[21:40:56] <Tomski> [twisti], 30 days?
[21:41:45] <[twisti]> isnt there a one month one going on since today ?
[21:42:05] <Tomski> no
[21:42:11] <Tomski> well voting is a month
[21:42:28] <Tomski> but you have either 48 hours for solo, or 72 for the compo
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[21:42:41] <Tomski> jam*
[21:42:55] <[twisti]> i must have missunderstood then
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[21:46:09] <Tomski> are you doing it [twisti] ? Or has that ruined it :P
[21:46:27] <[twisti]> absolutely ruined
[21:46:30] <[twisti]> but i also have no time
[21:46:44] <[twisti]> oh its LD 30
[21:46:49] <nepjua> anyone has any suggestions for the simulation i wrote about ?
[21:46:52] <[twisti]> thats probably why i thought it was 30 days
[21:47:02] <[twisti]> read something without paying attention
[21:47:03] <nexsoftware> Tomski, is your game done yet?
[21:47:09] <Tomski> yes
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[21:47:13] <nexsoftware> Good
[21:47:15] <Tomski> just finishing off the networking
[21:47:21] <nexsoftware> Nice
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[21:48:02] <nexsoftware> You're using Box3D right?
[21:48:06] <Tomski> yeah
[21:48:09] <Tomski> Bullet is bad
[21:48:19] <nexsoftware> Pretty much
[21:48:59] <nepjua> @Tomski Bullet in libgdx or Bullet in general ?
[21:49:11] <nexsoftware> Had they named it something like Fluffy Bunny I could get behind it, but Bullet is just so violent.
[21:49:15] <Tomski> Im using dreamweaver
[21:49:42] <nexsoftware> Naturally
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[21:50:12] <TrofSivart> hello again
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[21:53:29] <esvee__> what is LD
[21:53:49] <esvee__> [twisti]> anyone here doing the 30 day LD ?
[21:55:21] <TrofSivart> ludum dare
[21:55:26] <TrofSivart> its a 48 hr game jam
[21:55:34] <TrofSivart> probably the most popular one in the world
[21:55:49] <TrofSivart> oh. there's a 30 day ld too?
[21:56:08] <esvee__> game jam?
[21:56:26] <esvee__> development?
[21:58:24] <TrofSivart> yeah, a game jam is where you make a playable game in a short amount of time. there's usually a "theme" you have to base the game idea off of.
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[21:58:41] <nepjua> am i invisible, freenode says that i changed mode +i
[21:58:52] <TrofSivart> nope nepjua
[21:59:16] <nepjua> @TrofSivart thanks
[22:01:41] <nepjua> I will build a really simple ai that simulates 360 moves. If i clone the whole world for all the simulations and steps them with a fair amount of deltaTime would it perform well ? I have around 30 body objects in the world, i would call it perfect if it performs these in 3-4 seconds
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[22:09:21] <giwrgos88> hello everyone. can anyone help me with this issue please? http://s30.postimg.org/7sx74alo1/2014_08_15_17_22_05.png
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[22:13:43] <McDax> Hey, I'm making a menu with scene2d now. All the textbuttons I put into a table, which should fill the whole stage (table.setBounds(0, 0, stage.getViewport().getWorldWidth(), stage.getViewport().getWorldHeight());). My problem is that the table or stage doesn't scale right. If I start the menu with a low resolution all the buttons are much bigger than they should be. :\
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[22:15:09] <McDax> I tested all this Viewports already: https://github.com/libgdx/libgdx/wiki/Viewports
[22:16:14] <TrofSivart> so why is everything so jittery with vsync enabled?? doesn't make any sense to me
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[22:16:30] <Stoneman> Ok because I cant find a way to make the canvas fullpaged via Java. I think I'll just change the size in the html after the canvas is injected. For that I'll have to know where the project is saved when debugging. Can someone help me with that
[22:16:31] <Stoneman> ?
[22:16:43] <nepjua> giwrgos88: what's the problem, text being back or all the characters displayed ?
[22:17:16] <noooone> McDax: use table.setFillParent(true)
[22:17:18] <giwrgos88> no glitch issues
[22:17:29] <McDax> I do :\
[22:17:45] <noooone> don't set the bounds
[22:17:58] <giwrgos88> @nepjua glitch issues
[22:18:31] <nepjua> @giwrgos88 it seems to me that your sprites badly cropped
[22:19:15] <McDax> doesn't help. Should I use a specific viewport?
[22:22:21] <nepjua> Stoneman: This might help you, you can inject javascript http://www.badlogicgames.com/wordpress/?p=3073
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[22:22:59] <Stoneman> tanks nepjua
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[22:24:30] <[twisti]> TrofSivart: turned out i missunderstood, there is no 30 day LD, its just LD number 30, which i read while being very tired
[22:26:18] <diphtherial> using box2d, is there some way to iterate over the bodies that are coming into contact with a sensor in order to, say, apply a force each frame?
[22:26:45] <diphtherial> i attempted to override ContactListener, but that only fires events when a contact starts and when it ends, not each frame that they're in contact
[22:27:18] <giwrgos88> @nepjua the problem is when i'm calling the same class again
[22:27:53] <giwrgos88> if i call it once is fine. but when i will call it again then i have this issue
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[22:28:52] <nepjua> giwrgos88: no idea, you might use multiple instances
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[22:36:42] <giwrgos88> when i'm moving from the one class that extends screen to another class that extends screen too, i need to dispose stage and SpriteBatch?
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[22:37:52] <TrofSivart> it's really frustrating that all the vector2 functions mutate the vector
[22:40:48] <[twisti]> its really not
[22:41:10] <TrofSivart> probably, but im still getting used to it XD
[22:41:14] <[twisti]> libgdx would be a nightmarish gc spamming slagfest if every little shit spawned new vectors
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[22:41:22] <fauge> whos doing ld30 here
[22:41:32] <[twisti]> are you ?
[22:41:39] <fauge> I am
[22:41:59] <[twisti]> cool, you got a page ?
[22:42:18] <fauge> a blog page?
[22:42:55] <[twisti]> anything showing idea and/or progress
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[22:43:01] <mobidevelop> I already finished mine
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[22:47:33] <Tann_> I'm doing ludum dare too!
[22:47:38] <Tann_> Working with a team so I have 72 hours
[22:47:45] <HunterD> hi! I try to log the time that a frame takes to render. here is my render method: http://pastebin.com/yA5cvmaL the values I get inside the log are here: http://pastebin.com/pApBV7rX these values should be milliseconds and all being under 16 milliseconds the frame rate should be 60. the fpsLogger gives instead 13 and the app on the device also has low fps when orbiting the camera
[22:47:55] <Tann_> http://threechoicegames.blogspot.co.uk/ Here's our progress so far
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[22:49:06] <HunterD> I do some shader test and I dont know why the timing is under 16 when it should be around 76 (1000 / 13) milliseconds
[22:49:10] <HunterD> what am I missing?
[22:50:21] <[twisti]> cool idea tann
[22:50:33] <Tann_> Cheers twisi : )
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[22:52:39] <Aryantes> HunterD, did you measure your fps without using your stringbuffer?
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[22:55:43] <Foxish> So happy right now, a chap called rinold managed to recreate my box2d lights issue and has put in a fix :D
[22:55:45] <HunterD> no. the timings are given from the code I pasted
[22:56:44] <Aryantes> I've never used stringbuffer insert and delete like that, maybe its slow.
[22:56:54] <HunterD> and replace with string?
[22:57:28] <Aryantes> just put your calculation directly in the app.log method.
[22:57:44] <Aryantes> see what happens
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[23:00:18] <HunterD> k. did that. phone exploded :D .. not.. but the fps still 13 and the timings are all under 16. there is no other logic before my render, all the processing goes into rendering. I dont care the fps is low, I need the timings to reflect the fps values
[23:00:54] <nepjua> does debugrenderer shows sensors ? if it does i have a problem :)
[23:01:17] <HunterD> nepjua: you mean values form sensors?
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[23:01:53] <nepjua> HunterD: no, just like a circleShaped body, i was expecting to see the bounds of the sensor
[23:02:27] <HunterD> nepjua: I have no idea, sorry bro
[23:03:23] <nepjua> HunterD: thanks for time bro :)
[23:03:45] <HunterD> post somthng regarding giving free beer for the ones who will answer, might help more than I did :)
[23:04:41] <nepjua> it's not that important, i'll experiment other things until i find that out :)
[23:05:12] <nepjua> time for a break, take care guys
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[23:08:02] <JesusCM> Jesus Code McChrist here
[23:08:43] <nicklatech-coden> heyzus?
[23:08:44] <JesusCM> general question : do you guys think its worth it to implement Google Play Services ie leaderboards
[23:08:58] <nicklatech-coden> do you make bugs or do you write prfect code?
[23:08:58] <JesusCM> no, Geezus
[23:09:14] <JesusCM> everyone makes mistakes ...
[23:09:16] <nicklatech-coden> coo
[23:09:42] <JesusCM> do consumers really even care about that type of stuff
[23:10:06] <nicklatech-coden> will i ever stop chasing college girls? no matter how old i get... they stay the same age
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[23:11:09] <nicklatech-coden> every month my standards for "hot" goes down... when I'm 40 will have any standards at all?
[23:11:19] <nicklatech-coden> hayzus?
[23:12:50] <JesusCM> lol
[23:13:00] <JesusCM> jesus uh jesus too likes the girls
[23:13:14] <JesusCM> geezus, not hayzus
[23:13:36] <JesusCM> and god said, let there be bombastic women!
[23:13:46] <JesusCM> its in the bible im sure
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[23:14:00] <giwrgos88> error: buffer not allocated with newUnsafeByteBuffer or already disposed. any help? thanks
[23:14:36] <JesusCM> gonna make a new app
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[23:14:41] <JesusCM> not sure what to make
[23:14:45] <locknic> Hey, anyone around? I need some help with lighting :O
[23:14:58] <JesusCM> sorry never worked lights
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[23:15:13] <giwrgos88> error: buffer not allocated with newUnsafeByteBuffer or already disposed. any help? thanks ( the error message: http://pastebin.com/z3zUziDy )
[23:15:53] <locknic> I've managed to put a point light on my level, and it does work in casting shadows on my player. However, it also changes the colour of the environment around it. I'd like the environment to stay the same, but just have it cast shadows.
[23:15:59] <[twisti]> sounds like youre disposing something twice, giwrgos88
[23:16:33] <[twisti]> check the line it happens on, and if there are other dispose statements before it, put the line first, and see what else you get the error on
[23:16:40] <[twisti]> then youll know which two lines dispose the same thing
[23:16:45] <giwrgos88> @[twisti] here is my code http://pastebin.com/xn8XRQU1
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[23:16:52] <giwrgos88> im calling hide before setScreen
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[23:30:42] <giwrgos88> what is the best way from moving from the one screen to the other? For example Screen A -> Screen B -> Screen A
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[23:32:17] <[twisti]> depends on whether A should be the same or a new instance
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[23:35:17] <giwrgos88> i'm calling it like this game.setScreen(new PuzzleGame(game,puzzlelist.get(index), pirateinstance));
[23:35:25] <giwrgos88> where game is an instance of Game
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[23:37:13] <[twisti]> and PuzzleGame is screen A ?
[23:37:31] <giwrgos88> screen B, screen A is the levelboard
[23:37:51] <giwrgos88> do you want me to provide you with the code of screen A?
[23:38:03] <[twisti]> not really, im not sure what your problem is
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[23:38:13] <[twisti]> or are you still on the buffer thing ?
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[23:39:57] <giwrgos88> buffer thing. basically my game starts with screen A where player can choose the stage that wants to play. then on screen B it loads the actual game. if user wants to return back to the screen A. i'm having some glitch issues
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[23:41:39] <giwrgos88> let me show you an image
[23:42:20] <giwrgos88> here is an image http://s29.postimg.org/hl9k8lzpj/Untitled_1.png
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[23:44:18] <[twisti]> did you try what i suggested ?
[23:44:53] <giwrgos88> to check the dispose if i have twice disposes? yes
[23:44:58] <[twisti]> and ?
[23:44:59] <giwrgos88> i dont
[23:45:11] <[twisti]> so what happens when you do it ?
[23:45:19] <[twisti]> you get the same error on the moved line ?
[23:46:04] <giwrgos88> no. basically if i comment all disposes inside the dispose i can move from screen A to screen B. if i remove the comment one by one and try to move from A to B, the program crash
[23:46:37] <giwrgos88> here is my code hide(); game.setScreen(new PuzzleGame(game,puzzlelist.get(index), pirateinstance));
[23:46:51] <giwrgos88> where hid is the override method of screen
[23:47:13] <giwrgos88> because screen A implements Screen. also screen B implements Screen
[23:49:18] <[twisti]> so what does happen if you move the line
[23:49:23] <[twisti]> the error goes away ?
[23:51:05] <giwrgos88> yes
[23:51:15] <[twisti]> so your problem is solved ?
[23:52:17] <giwrgos88> that issue yes but i had this problem because i'm trying to solve the glitch issues that i have
[23:52:53] <[twisti]> but you can now dispose everything without getting an error ?
[23:53:50] <giwrgos88> if i but this.stage.dispose(); inside the dispose method i'm having the error of buffer
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[23:55:14] <[twisti]> so if you move the line, the error DOESNT go away, but instead, you delete it, and it goes away ?
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[23:56:52] <giwrgos88> inside the dispose method i have a line where i dispose the stage (this.stage.dispose()) . if this line is not commented out yes i have the error but if i comment the line (this.stage.dispose()) the error goes away.
[23:58:02] <[twisti]> and have you tried what i suggested ?
[23:58:25] <[twisti]> oh, i see, its already the first line ?
[23:59:08] <giwrgos88> yes
[23:59:49] <[twisti]> then ive got no idea
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   August 23, 2014  
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