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[00:00:34] <suarez> I get "Cant start GIT: git.exe" during import of my gradle project ? What is wrong ?
[00:00:48] <gemurdock> tibor_: do fingers count?
[00:01:15] <gemurdock> suarez: the stars have not correctly aligned yet... just wait 3 days 8 hrs and 24 min
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[00:01:51] <tibor_> gemurdock: nope, finger and wrists are too weak, you can still sit on your ass or even lay in bad while playing
[00:01:57] <Tomski> suarez, it has nothing to do with git so i have no idea
[00:02:01] <Tomski> How are you importing?
[00:02:25] <tibor_> suarez: .exe seems very very wrong
[00:02:43] <gemurdock> tibor_: what are you trying to do?
[00:02:49] <suarez> File -> Import Project -> build.gradle
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[00:02:54] <gemurdock> tibor_: burn calories or something?
[00:04:00] <tibor_> gemurdock: nope, but there was a time when people played games not only in comfortable chairs behind computer, where all you have to do is push buttons
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[00:04:31] <Tomski> suarez, what IDE?
[00:04:36] <suarez> Intellij
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[00:04:58] <tibor_> gemurdock: what phone or tablet do you have?
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[00:05:58] <gemurdock> tibor_: had a galaxy, but droped the thing in a river...
[00:06:01] <gemurdock> tibor_: so nothing atm
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[00:06:34] <[twisti]> tibor_: there is ingres
[00:06:42] <tibor_> gemurdock: +1 for sucessfuly avoided testing
[00:07:05] <[twisti]> and theres a pair game where two people have to keep their hand on the phone and move the phone around, i guess its like that 'twister' game
[00:07:14] <gemurdock> tibor_: haha, I would test on PC if you had PC version
[00:07:48] <tibor_> gemurdock: sure if your pc has gyroscope, magnetometer and accelerometer
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[00:08:45] <gemurdock> tibor_: hahahahahaha. ahhh...wew ummm... yes I think it does...
[00:09:20] <gemurdock> tibor_: really wierd that my desktop has the setup... but I told the guy at best buy... "I want it all"
[00:09:53] <HunterD> "one with everything"
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[00:11:03] <Xoppa> tibor_, cool demo! very well done
[00:11:17] <tibor_> Xoppa: on what device did you test it?
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[00:11:24] <Xoppa> you should write a small blog post on how you did it
[00:11:29] <Xoppa> one x
[00:11:44] <nepjua> Xoppa: i just connected and missed the demo, duplicate ? :)
[00:11:56] <Xoppa> connected?
[00:12:12] <nepjua> thanks :)
[00:12:53] <tibor_> Xoppa: so no problem at all?
[00:13:18] <nepjua> Xoppa: cool
[00:13:44] <nepjua> tibor_: cool
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[00:13:46] <Xoppa> no, only did the tutorial and level after that though, then got a bit dizzy :D
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[00:15:29] <tibor_> in the morning I had problem with people here who had problems to figure out how to control it, hopefully now with tutorial lvl its clear enough
[00:15:33] <Tomski> no idea what you've done suarez :/
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[00:16:38] <tibor_> nepjua: have you tried it?
[00:17:25] <nepjua> tibor_: i watched the video, i dont have my phone with me. I'll install
[00:18:02] <nepjua> tibor_: Sorry, "This item is not compatible with your device."
[00:18:58] <tibor_> sadly my old N7 2012 wasnt able to keep suficient video recording FPS and resolution, that video sucks a lot
[00:19:31] <tibor_> nepjua: which device?
[00:20:00] <nepjua> tibor_: Huawei Ascend G300 + Cyanogen KitKat
[00:22:16] <tibor_> nepjua: It lacks gyroscope
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[00:25:31] <nepjua> tibor_: :(
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[00:27:16] <tibor_> nepjua: I could make it work without gyro, but it would be very jerky
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[00:28:00] <tibor_> Xoppa: btw. any thoughts for improvement?
[00:29:07] <Xoppa> not really
[00:30:31] <Xoppa> I remember a similar game where you had to rotate the device as well (causing to rotate inside the tube), because there were obsticles inside the tube. Not sure if that would fit though.
[00:31:01] <Xoppa> *obstacles
[00:31:12] <tibor_> speedx?
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[00:31:32] <tibor_> that isnt it, it was just tilting if I remember
[00:32:02] <Xoppa> i don't remember the name, nor the exact game play, sorry
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[00:32:55] <tibor_> Xoppa: and rotate like realy rotate around your own axis or just tilt?
[00:32:57] <Xoppa> are you using catmull rom?
[00:33:31] <tibor_> for paths?
[00:33:41] <Xoppa> i guess just tilt (rotating a phone more 90 degrees will probably cause bad gameplay)
[00:33:53] <Xoppa> yes
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[00:34:43] <tibor_> Xoppa: "rotating a phone more 90 degrees will probably cause bad gameplay" ehm
[00:35:05] <tibor_> isnt this exactly what you had to do in first lvl?
[00:35:27] <Xoppa> no, that was rotate myself, not my phone
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[00:35:58] <tibor_> Xoppa: you could rotate only your phone, but you wouldnt see anything anymore
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[00:36:30] <Xoppa> yeah, but your text to speech told me to rotate my full body so i did :D
[00:37:38] <tibor_> path topic, nope I used KISS method, I was thinking how to implement paths so I can easly produce levels, since I dont have any tool for it, I use fixed set of levelpart
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[00:40:21] <tibor_> 0..9 diffrent lvl parts, deciaml expansion of any irrational number and I can generate infinite number of unique levels with ease
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[00:40:44] <Xoppa> that's probably indeed the most appropriate method (and allows you to still use a dynamically generated path), you really should consider sharing it in e.g. a blog post
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[00:42:00] <Xoppa> every level part has an exit angle property i'd guess?
[00:42:38] <tibor_> part is just a set of vectors, they determine the angle
[00:44:10] <tibor_> just rotating whole part by quaternion calculated from last direction
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[00:45:37] <tibor_> one thing still bugs me, I am still using gdx-audio extension
[00:46:33] <Xoppa> how is that a problem?
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[00:47:33] <tibor_> well, for android mario havent make x86 natives for some reason
[00:47:35] <Xoppa> btw, did you use a point light?? the lighting on the screenshots seems a bit weird?
[00:47:45] <Xoppa> *weird=inconsistent
[00:48:24] <Xoppa> ow nvm that, its probably just the rotation
[00:49:30] <tibor_> directional light, my strong side is math and algorithms, tweaking with graphics isnt one of them
[00:50:10] <tibor_> should I try to use point light?
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[00:50:45] <Xoppa> why do you need gdx-audio? you could build it yourself (its not that hard if you're adventurous)
[00:51:47] <Xoppa> no you dont need point lights for this
[00:52:11] <tibor_> it might not be visible on the first side, but basicaly colors for gates are generated from frequency spectrum of the song which is played at that time
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[00:53:05] <tibor_> since it was too distracting when I run this visualization on all gates, the gates most close to you are no longer updated
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[00:54:43] <tibor_> I guess I will have to learn how to stitch together jni
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[00:55:36] <Xoppa> ow, didn't notice that, the idea sounds nice, just checked it but still couldn't see it though.
[00:57:09] <tibor_> if you stop to zero speed, you should see it start on 7 or 8th gate from you
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[00:59:46] <Xoppa> yeah that makes it more visible
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[01:00:42] <tibor_> in principle its quite easy to aply, but getting from it balanced colors, is hard tweaking
[01:03:15] <tibor_> another funny thing is the necessity to adjust practicaly all ui elements if one wants to use distance field fonts
[01:04:22] <TEttinger> hm, I wonder if some of my fonts that I made would look better as distance field fonts
[01:04:42] <tibor_> deppends, do you use scaling?
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[01:05:08] <Gtoknu> Depends, if they are pixel-looking fonts: they'll look worse
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[01:06:15] <Gtoknu> pixel-looking are fonts that are meant to be used at the size they were designed on the texture
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[01:07:40] <tibor_> TEttinger: btw. since the morning difficulties Ive added tutorial lvl which teaches basic control mechanism
[01:08:35] <TEttinger> cool
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[01:09:18] <tibor_> but I wont force you to go through that hell again :)
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[01:10:49] <TEttinger> tibor_, I think my phone may be detecting things wrong, or I'm holding my phone very wrong
[01:11:30] <tibor_> you are tryig it again?
[01:11:36] <TEttinger> no
[01:12:02] <TEttinger> I don't want to be tempted to throw my phone in case it still doesn't work :P
[01:12:26] <TEttinger> actually my sd card already failed, there may be something wrong with the phone too
[01:13:08] <tibor_> well that tutorial lvl explicitly asks player to stand up, hold the device before him in such a way that display is mostly vertical, if you dont go vertical, it wont allow you to continue
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[01:13:35] <TEttinger> oh that should help a lot actually
[01:15:26] <tibor_> what you experienced was probably radiactive mutated gimbal lock
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[01:15:31] <Gtoknu> Tettinger I see you're using fontstruct
[01:15:49] <Gtoknu> one cool factor of fontstruct is, if you're using a multiple of 8 size
[01:15:58] <Gtoknu> 8, 16, 24, 32...
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[01:16:14] <Gtoknu> then it's good looking for pixels, and you probably won't need distance fields
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[01:17:35] <TEttinger> yep, I have definitely noticed that, Gtoknu. I'm wondering about other sizes that it doesn't have good hinting for
[01:17:51] <TEttinger> (for the vector one, Monkey)
[01:20:14] <Gtoknu> I just opened the fontstruction
[01:21:02] <Gtoknu> it seem a good target to use distance fields, the font is not tightly packed, so probably it would be improved
[01:21:27] <Gtoknu> although, you'd have to test to be sure :P
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[01:32:15] <TEttinger> i love fontstruct, it's just so much easier than the programs like fontlab studio
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[01:35:49] <Gtoknu> yup, I used it to make a pixel font
[01:36:00] <Gtoknu> no regrets, it's great
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[01:38:09] <Burnrate> Hi, i'm guessing this may be common? I just built a new project (libgdx 1.3.1) and set it to generate idea files.
[01:38:20] <Burnrate> then imported it into android studio 0.8.6
[01:38:27] <Burnrate> tried to import gradle and then..
[01:38:36] <Burnrate> The project is using an unsupported version of the Android Gradle plug-in (0.10.4)
[01:38:55] <Burnrate> Any fixes?
[01:39:06] <Gtoknu> can't speak, I use eclipse
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[01:39:16] <Burnrate> I tried some stuff i found online editing the build.gradle file but nothing has worked
[01:39:56] <Gtoknu> tried refreshing gradle after changing the build file?
[01:40:44] <Phibedy> has someone used facebook manually login system?
[01:40:50] <Phibedy> *yet
[01:41:16] <Burnrate> i'm restarting the editor to see if that helps too
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[01:52:20] <Burnrate> i just upped the dependencies to 12 from 10 and it seemed to work
[01:52:38] <Burnrate> 'com.android.tools.build:gradle:0.12.0+' in build.gradle in the project folder
[01:52:41] <Gtoknu> iick, now i've got some errors
[01:52:59] <Gtoknu> Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Can't use java.nio.DirectFloatBufferU with this method. Use ByteBuffer instead. Blame LWJGL
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[01:54:08] <Gtoknu> read on google that it's a cache problem on gradle, because lwjgl and libgdx are on different versions
[01:54:13] <Gtoknu> tried deleting gradle cache and refreshing the proj
[01:54:16] <Gtoknu> everything downloaded again
[01:54:19] <Gtoknu> still no luck :/
[01:57:25] <Burnrate> everyones developing things to fast! :)
[01:57:42] <Tomski> Burnrate, if you are importing via gradle project, then you shouldnt be generating idea files
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[02:01:31] <Burnrate> oh ok
[02:02:20] <Burnrate> i didn't really understand that part but that makes total sense now
[02:04:07] <Burnrate> i deleted everything and rebuilt without but got the same error, same fix worked though :)
[02:05:45] <Tomski> Burnrate, right, I think the newset android studio dropped support for the version we use
[02:06:00] <Tomski> But either way, you still dont need the idea files when your project is managed by gradle
[02:06:15] <Burnrate> i figured it was the AS studio fault because i'm using the dev branch too
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[02:07:53] <Burnrate> thanks, its good to know for sure :), also it builds a lot faster
[02:10:32] <mobidevelop> That Google... Always breaking Android build stuff.
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[02:13:34] <Gtoknu> trying updating my gradle files to gdx-version 1.3.1
[02:14:19] <Gtoknu> no clue on what's making spritebatch.end trigger this exception though.
[02:14:22] <Gtoknu> it used to work
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[02:21:23] <TEttinger> Gtoknu, several other people have had similar errors
[02:21:56] <TEttinger> mostly we've blamed noob mistakes, but some couldn't be blamed on that, there may be some other problem at work?
[02:22:45] <TEttinger> Gtoknu, I think it's something that errors inside the spritebatch, but for some reason doesn't error until it ends
[02:23:36] <Gtoknu> It's strange, because the code is very simple
[02:23:39] <Gtoknu> batch.begin();
[02:23:49] <Gtoknu> batch.draw(region, x, y, w, h);
[02:23:52] <Gtoknu> batch.end();
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[02:24:16] <Gtoknu> even with default ortographic camera
[02:24:46] <Gtoknu> used to work, but now, I'm clueless why it's throwing this exception
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[02:26:28] <Delmadan> anyone know a good source of pixel artish ttf fonts?
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[02:28:04] <Tomski> Gtoknu, what exactly are you doing?
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[02:28:48] <TEttinger> Delmadan, heh we were just talking about that!
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[02:29:06] <Delmadan> haha no way!
[02:29:19] <Delmadan> A bit late to the party :P
[02:29:36] <pmartino> what party
[02:29:36] <Gtoknu> Delmadan search on fontstruct (google it) there's lot of pixel fonts there, and you can even create your own
[02:29:45] <Delmadan> legend
[02:29:58] <Gtoknu> btw, I'm just creating a spritebatch, setting a orthocamera and drawing, but it was throwing
[02:30:22] <Gtoknu> Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Can't use
[02:30:37] <Tomski> Gtoknu, with a fresh project from the setup?
[02:30:42] <Gtoknu> But now that I updated to 1.3.1, it worked again
[02:31:02] <Gtoknu> @Tomski, the project was already fresh
[02:31:33] <Tomski> So its working now?
[02:31:37] <Gtoknu> I think the lastest version gradle downloaded of either libgdx or lwjgl was buggy
[02:31:56] <Gtoknu> tried changing gdx-version manually, deleting the cache and refreshing the project
[02:31:59] <Gtoknu> it now works
[02:32:05] <Gtoknu> thx everybody
[02:32:35] <TEttinger> woah, Gtoknu, I will recommend that next time someone has that issue
[02:32:44] <TEttinger> weird that it happened for no good reason
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[02:35:53] <Tomski> ?
[02:37:25] <TEttinger> oh, sorry Tomski I meant Delmadan
[02:38:52] <Delmadan> TEttinger, wow thats a lot of font
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[02:40:35] <TEttinger> heh, it isn't mine, it's a merger of several large typefaces that I edited
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[02:41:27] <Delmadan> Thanks dude :D
[02:41:42] <TEttinger> I have some samples without AA
[02:43:55] <TEttinger> well, some, like lower case a with ring but not upper case
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[02:52:41] <fauge> Is there a way to do a touchpad without scene2d?
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[02:58:41] <pmartino> how do you center a box2dlight onto a body
[03:01:44] <pmartino> i use pointLight.attachBody(body, 0, 0) and part of the body blocks the light
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[03:14:18] <Gtoknu> maybe you can disable that body of casting shadows?
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[03:35:52] <yhuang> Hey guys, Any call I make to Runtime.exec when using packr by libgdx says "No such file or directory"
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[03:36:22] <yhuang> and I'm using absolute paths for Runtime.exec
[03:36:27] <yhuang> Any ideas?
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[03:41:12] <yhuang> Ah interesting, I got it to work by not performing the minimize step
[03:41:21] <yhuang> Hope that helps anyone in the future!
[03:42:35] <Tann_> I've got an issue with fonts. On my computer they work fine but on others they look badly scaled, jagged and unreadable.
[03:42:54] <Tann_> Anyone know what might cause this? Desktop issue.
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[03:48:00] <Gtoknu> Using FreetypeFontGenerator or BitmapFont?
[03:49:22] <Tann_> Bitmapfont
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[03:52:48] <Tann_> Oh sorry. I use FreeTypeFontGenerator to make a BitmapFont
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[03:58:21] <Delmadan> Is there something strange going on with positioning bitmap fonts?
[03:58:36] <Delmadan> seems like they can only be placed in discreet positions
[03:59:19] <Tann_> Oh
[03:59:31] <Tann_> So if I try to draw it at 10.5, 10.5 it might go wrong?
[04:00:52] <Delmadan> does weird stuff for me
[04:01:09] <Tann_> Haha I wish it screwed up on my computer so I could actually test solutions.
[04:01:14] <Tann_> But thanks for the idea!
[04:01:36] <TEttinger> that font doesn't have smooth lines, just pixels (Monology)
[04:01:40] <Tann_> Yeah I'm using that kind of font
[04:01:51] <Tann_> But I found the base size and used multiples of that
[04:01:55] <TEttinger> ok
[04:01:59] <Tann_> So it looks pixel perfect on my screen
[04:02:11] <Tann_> BTW, is there a way of finding the base-size of a font without trial & error?
[04:02:34] <TEttinger> Tann_, if you got it from fontstruct it says in the README
[04:02:43] <Tann_> Oh cool, cheers
[04:02:51] <Delmadan> ahh bitmapFont.setIntegerPositions(false) solved my isse
[04:02:52] <Delmadan> :D
[04:03:16] <TEttinger> what I do for pixel perfect fonts is use integer positions and I don't resize
[04:04:08] <Tann_> I can't find that method Delmadan, is it something you made?
[04:04:33] <Tann_> But thanks for the integer positions idea. I thought it might have been a camera issue and I already Math.floor-ed my camera positions
[04:04:42] <Tann_> Didn't think of the draw position : D
[04:05:08] <TEttinger> I added an outline
[04:05:31] <TEttinger> it's a bit tricky on tiny phone screens to get the size right
[04:05:48] <TEttinger> pixel perfect on a galaxy s3, s4, or s4 is unreadably small
[04:05:54] <TEttinger> *or s5
[04:06:30] <Delmadan> Tann_, setUseIntegerPositions(false)
[04:06:31] <Delmadan> :)
[04:06:55] <Tann_> Oooh setUSEinteger
[04:07:14] <Tann_> Don't I want true?
[04:07:18] <Tann_> To lock it to integer positions?
[04:07:43] <Delmadan> Oh haha, I set mine to false only because im working with a very small viewport
[04:08:12] <Delmadan> otherwise using int positions is the way to go, i guess
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[04:13:07] <Tann_> I love you, Tettinger and Delmadan!
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[04:14:54] <TEttinger> lol, it works? great!
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[04:17:06] <Tann_> Yupp!
[04:17:11] <Tann_> It was for LudumDare
[04:17:23] <Tann_> I wonder if this counts as allowed post-jam fixes
[04:17:32] <Tann_> One line of code, haha
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[04:20:29] <Delmadan> Whats the most difficult thing to code in gamedev?
[04:21:14] <Tann_> Tutorials
[04:21:15] <Tann_> UI
[04:22:00] <fauge> ai
[04:22:22] <Tann_> AI is fun, at least
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[04:22:27] <fauge> true
[04:22:55] <Delmadan> why AI? math?
[04:23:00] <Delmadan> or confusing logic?
[04:23:19] <Tann_> Maybe he is using a neural net : D
[04:23:29] <fauge> Del
[04:23:46] <fauge> the thing about ai is i can pass in a player x and y and have it automatically target the player
[04:24:02] <fauge> but dumbing it down is annoying
[04:24:30] <Delmadan> So its the logic that makes it difficult to code
[04:25:21] <fauge> i guess, theres also a ton of math involved
[04:26:30] <Delmadan> really? :S I guess the most complex i've gone with AI is finite state machines, but thats bubble gum compared to other AI paradigms
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[04:29:41] <Delmadan> Actually i remember really clearly when I was first starting out in game dev a couple of years ago, the one thing that ruined my brain was collision detection
[04:29:45] <Delmadan> for 2d platformers
[04:30:36] <Delmadan> It was a good intro to learning algorithm design though
[04:36:14] <aegamesi> eugh, collision detection
[04:37:17] <fauge> honestly there is no easy part of game dev
[04:37:46] <fauge> heck making it truly cross platform on an engine like libgdx isnt even easy
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[04:40:31] <aegamesi> I think, of all the different parts, realtime networking takes the cake for hardest thin
[04:40:32] <aegamesi> g
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[04:40:59] <cobolfoo> I approve, I spend most of the time synching box2d over UDP network
[04:41:32] <cobolfoo> but all theses packets travelling in a coordinated way give me a boner
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[04:47:48] <mobidevelop> All the parts are easy
[04:49:53] <fauge> haha ok mobi
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[05:24:10] <cobolfoo> someone know a way to clone a Texture ?
[05:24:45] <Gtoknu> new Texture(oldTexture)?
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[05:25:11] <Gtoknu> Actually that constructor does not exist
[05:25:13] <cobolfoo> I am currently trying new Texture(oldTexture.getTextureData());
[05:25:18] <Gtoknu> well, do it manually
[05:25:31] <Gtoknu> getting the texture data will only make a shallow copy
[05:25:41] <Gtoknu> if you change one, boom, the other gets edited too
[05:25:43] <warmwaffles> Convert to pixmap
[05:25:49] <warmwaffles> and then back to texture region
[05:25:53] <Gtoknu> ^
[05:26:02] <Tann_> Yeah use pixmaps, they're great!
[05:26:13] <cobolfoo> If I already have the pixmap source, because my texture is built at runtime, I could just copy the pixmap ?
[05:26:20] <warmwaffles> just remember to dispose of the pixmap
[05:26:32] <Gtoknu> no need to copy the pixmap
[05:26:39] <Gtoknu> you can send the same pixmap
[05:26:39] <warmwaffles> you could just say Texture(pixmap) again
[05:26:44] <warmwaffles> it should make a copy
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[05:26:47] <cobolfoo> at some point, I have to destroy the source pixmap
[05:26:52] <Gtoknu> np
[05:27:01] <Gtoknu> when you send a pixmap to the texture constructor
[05:27:07] <Gtoknu> it gets copied to the GPU memory
[05:27:26] <Tann_> warmwaffles- can you explain in a bit more detail how disposing pixmaps work? I've messed around a bunch and if I clone a texture using that method and dispose of the pixmap, it seems like I can't ever get the pixmap again from either texture.
[05:27:39] <cackling_grandma> is scaling applied after or before rotation. For example if I scaleY and rotate a square, would I get a rotated rectangle or a long diamond?
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[05:28:00] <Gtoknu> scale first, rotate later
[05:28:08] <bhldev__> evening
[05:28:12] <bhldev__> how are you guys doing/
[05:28:13] <cackling_grandma> so I'll get a rotated rectangle
[05:28:19] <Gtoknu> yup
[05:28:22] <Gtoknu> evening bhl
[05:28:25] <cackling_grandma> thank you.
[05:28:44] <Gtoknu> cackling_grandma, let me send you an example
[05:28:56] <cackling_grandma> I can imagine.
[05:28:59] <warmwaffles> Tann_: lemme look, it's been a while since I went from Texture to Pixmap. But I'm almost positive you have to iterate over every single pixel in the Texture and set the data on the pixmap in order to regain a pixmap
[05:29:03] <Gtoknu> this one makes it pretty clear
[05:29:25] <cackling_grandma> yeah that's exactly what I said tho :)
[05:29:34] <Tann_> Shit. Ok, I use pixmaps a whole bunch and it seems safer to not dispose unless I'm completely certain I won't use them again
[05:29:57] <Gtoknu> Tann_ exactly, that's what's dispose is for: disposing to never use them again :P
[05:30:05] <Tann_> Ahh right
[05:30:07] <warmwaffles> hehehe
[05:30:19] <Tann_> I have a bunch of stuff like makeMonochrome and getOutline and stuff
[05:30:40] <Tann_> And I got scared by the VOLATILE MEMORY warning on the wiki
[05:30:40] <cackling_grandma> Tann_, much to my charging, dumpster diving still isnt possible in java :D
[05:30:41] <warmwaffles> yea, I had to do that at one point as well. Often if I need to modify a PNG or something, I just load it into a pixmap first, modify it and then convert to Texture
[05:30:52] <Gtoknu> warmwaffles I've been dealing with it (I'm making a pixel art editor), so I have to make pixmap -> texture and vice versa pretty regularly
[05:31:07] <Tann_> Pixmaps are super fun to play around with
[05:31:12] <warmwaffles> That blows. What is the editor?
[05:31:24] <Tann_> I've got a texture wrapper class with a whole bunch of fun image manipulatey methods
[05:31:25] <warmwaffles> I have been using Pixen and other editors
[05:31:32] <Gtoknu> for making pixmap -> texture, it's easy as
[05:31:35] <Gtoknu> texture.draw(pixmap, 0, 0);
[05:31:46] <warmwaffles> oh I know that
[05:32:01] <warmwaffles> I built a PCX image importer recently
[05:32:03] <Gtoknu> the other way around is not so easy. You can't read texture GPU memory directly from OpenGL ES
[05:32:15] <warmwaffles> yea?
[05:32:21] <Gtoknu> only with OpenGL
[05:32:21] <Gtoknu> yup
[05:32:21] <Gtoknu> I had to use a trick
[05:32:32] <Gtoknu> You can't read regular textures, but you can read FBO's
[05:33:15] <Gtoknu> If you're not aware, FBOs are textures which you can draw on top of them, just like if they were the screen itself
[05:34:01] <Gtoknu> The trick is: if you're sending data from a FBO to a pixmap, you're good
[05:34:20] <Gtoknu> if you want to send data from a regular texture to a pixmap, you have to draw this texture on the FBO first, then you read it.
[05:37:13] <Gtoknu> you can plug it on your game if you want to
[05:37:42] <Gtoknu> Just make sure temporaryFBO will always be same size or bigger than tex and pixmap.
[05:38:03] <warmwaffles> heh, clever little hack
[05:38:52] <Gtoknu> Unless you're doing some dynamic stuff with textures, you won't need it.
[05:39:16] <Gtoknu> It's just better to not dispose the pixmap if you're going to need it later
[05:39:18] <warmwaffles> it's interesting though
[05:39:27] <Gtoknu> it's easier to dispose it later than try to re-read it :P
[05:39:38] <warmwaffles> it's a one way street man
[05:39:40] <Gtoknu> yup, I got DAYS to discover this LOL
[05:40:22] <Gtoknu> static stuff like brushes were very easy, because they only need to write to the texture
[05:40:33] <Gtoknu> but when it came to stuff like paint bucket
[05:40:43] <Gtoknu> which is constantly reading-writing
[05:40:50] <Gtoknu> well, this trick came handly
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[05:41:14] <Gtoknu> not to mention saving undo steps.
[05:42:37] <warmwaffles> sounds like you would need to keep the pixmap in memory and the keep pushing the new pixmap to the gpu
[05:42:44] <warmwaffles> but that may be me being naive
[05:43:28] <Gtoknu> If it's a brush stroke, I only draw to the FBO.
[05:44:25] <Gtoknu> If it's a case like the paint brush, I pull the pixmap once when the user touches the point to paint, I do everything on the pixmap, and push it to the GPU only once in the end of the process
[05:44:31] <Gtoknu> pull -> process -> push
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[05:49:18] <fauge> are you two talking about a paint application
[05:49:44] <Gtoknu> yup
[05:49:55] <Gtoknu> One I'm currently deving :P
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[05:56:46] <fauge> thats cool, i dont have a use for pixmaps
[05:57:32] <warmwaffles> at some point, you will
[05:57:39] <fauge> what would you use it for?
[05:58:06] <warmwaffles> numerous things. texture packing, etc....
[05:58:26] <warmwaffles> dyanmically generating content
[05:58:39] <fauge> is there any way to do collision detection with pixmaps?
[05:59:14] <warmwaffles> no, I've been debating building something to determine the best box2d bounding box
[05:59:16] <cackling_grandma> how do I antialias textures
[06:00:37] <Gtoknu> usually you don't antialias textures, you antialias geometry
[06:00:43] <Gtoknu> but maybe you're talking about texture filtering
[06:01:12] <Gtoknu> try doing texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
[06:01:19] <cackling_grandma> I dont know at which stage to do that exactly.
[06:01:37] <cackling_grandma> I mostly draw them 1:1 with no rotation tho, so it's only for few uses.
[06:01:48] <cackling_grandma> and 1:1 drawing must be pixel perfect
[06:02:02] <Gtoknu> yup, unless you're drawing on weird positions
[06:02:17] <Gtoknu> like if position is 15.5, 10.78
[06:02:24] <Gtoknu> it's not integer, so the filtering kicks in
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[06:02:39] <Gtoknu> if you round it to [16, 11]
[06:02:42] <Gtoknu> then you're all good
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[06:03:28] <cackling_grandma> Gtoknu, but 16f and 11f are not 16 and 11 to begin with :)
[06:04:42] <Gtoknu> yup, nonetheless
[06:04:45] <Gtoknu> it has to be a round value :P
[06:06:05] <Gtoknu> minFilter will be applied when you scale the texture down
[06:06:10] <Gtoknu> magFilter when you scale it up
[06:06:23] <cackling_grandma> best to be the same, then.
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[06:07:34] <Gtoknu> some people don't like to apply mipmaps to magfilter, some do, so worth noting
[06:08:04] <Gtoknu> You can use TextureFilter.MipMapLinearLinear on one, TextureFilter.Linear on other
[06:08:27] <Gtoknu> (or nearest if that's the case)
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[06:09:31] <cackling_grandma> I just use linear
[06:10:00] <Gtoknu> Good night man
[06:10:07] <Gtoknu> Good night everybody else
[06:10:10] <cackling_grandma> ... cause I'm too lazy to make a bicubic implementation
[06:10:15] <cackling_grandma> take care and thanks.
[06:10:22] <Gtoknu> np ;)
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[06:11:03] <warmwaffles> do a lot of you guys use com.badlogic.gdx.Screen or just roll with ApplicationListener
[06:11:42] <cackling_grandma> I personally roll my own Screen
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[06:12:04] <TEttinger> I'm only using one screen. I need to add more...
[06:12:13] <fauge> i use the gdx screen
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[06:12:24] <fauge> it suits my needs
[06:12:26] <warmwaffles> I've just always used Game and Screen without really questioning why I am doing it
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[06:13:05] <cackling_grandma> if it work, you dont need to question
[06:13:26] <cackling_grandma> it's like wondering how gun kill people. Does that matter? :p
[06:13:44] <warmwaffles> well that's a terrible analogy heh
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[06:14:34] <cackling_grandma> well you need to focus on the important thing in both cases. I'd say it's similar.
[06:16:03] <warmwaffles> I think it's good to question how things work. Accepting magic is not a good way to learn and grow
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[06:19:59] <LiquidNitrogen> what if youre learning magic?
[06:20:16] <fauge> well i COULD make my own screen but why reinvent the wheel
[06:20:23] <nexsoftware> O.o
[06:20:47] <warmwaffles> nexsoftware: for context... " do a lot of you guys use com.badlogic.gdx.Screen or just roll with ApplicationListener"
[06:21:02] <cackling_grandma> it says "method AssetManager.<T#1>load(String,Class<T#1>,AssetLoaderParameters<T#1>) is not applicable"
[06:21:06] <nexsoftware> warmwaffles, ah, thanks
[06:21:08] <warmwaffles> "I've just always used Game and Screen without really questioning why I am doing it"
[06:21:15] <cobolfoo> warmwaffles: I always use Screen, actors and all the things available in libgdx
[06:21:42] <nexsoftware> Screen doesn't actually do anything for you, what wheel would be reinvented?
[06:22:00] <warmwaffles> heh it's all interfaces, which I love
[06:22:02] <cobolfoo> yeah it is more Stage than Screen
[06:22:06] <cackling_grandma> nexsoftware, the tree stump type of wheel :)
[06:22:32] <LiquidNitrogen> im somewhat proud of the fact that i dont use cameras to move my scene around. i just have a cameraX and cameraY variable
[06:22:55] <nexsoftware> O.o
[06:22:59] <warmwaffles> so you are still moving a camera
[06:23:01] <warmwaffles> ....
[06:23:05] <nexsoftware> Cameras don't move scenes
[06:23:18] <cackling_grandma> LiquidNitrogen, you move the camera, not scenes.
[06:23:27] <LiquidNitrogen> i thought the proper camera does a translate
[06:23:45] <cackling_grandma> it's like saying you hold up the world by turning yourself upside down.
[06:23:54] <LiquidNitrogen> well ok, i dont move the scene, i move around the scene
[06:24:05] <warmwaffles> there ya go
[06:24:08] <nexsoftware> heh
[06:24:19] <LiquidNitrogen> but i dont do it the proper way
[06:24:26] <nexsoftware> naturally
[06:25:10] <cackling_grandma> actually I dont use the camera too. I set up the cam for the projection, true. but I select what to draw with worldScreenX and worldScreenY :)
[06:25:36] <cackling_grandma> ... maybe I should rename them to LiquidNitrogen's.
[06:26:03] <Tomski> My libgdx games dont use libgdx at all
[06:26:12] <Tomski> I just include them as dependencies for fun
[06:26:20] <warmwaffles> heheh
[06:26:30] <warmwaffles> fukkit just use AWT
[06:26:40] <nexsoftware> I include libgdx for my android apps just for MathUtils
[06:26:53] <LiquidNitrogen> is it even more efficient to move the actual camera around, than to change drawing positions relative to my x and y co-ords??
[06:26:53] <cackling_grandma> Tomski, the complier scrap off unused dependency AFAIK ;p
[06:27:08] <Tomski> Doesnt mean I cant package it in my app
[06:27:18] <warmwaffles> Sometimes i wish libgdx's utilities were in a separate dependency so I could actually just do that
[06:27:37] <nexsoftware> Not MathUtils though
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[06:27:55] <nexsoftware> Never MathUtils
[06:28:35] <cackling_grandma> it reject my TextureParameter, saying method AssetManager.<T#1>load(String,Class<T#1>,AssetLoaderParameters<T#1>) is not applicable
[06:29:10] <nexsoftware> Doesn't look applicable
[06:29:36] <cackling_grandma> I used the wiki sample :(
[06:29:52] <nexsoftware> What sample?
[06:30:05] <cackling_grandma> ctrl F "manager.load("data/mytexture.png", Texture.class, param);"
[06:33:02] <nexsoftware> Probably some simple mistake
[06:34:32] <nexsoftware> Your param is a TextureLoader.TextureParameter?
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[06:39:08] <nexsoftware> Son of a bitch
[06:39:25] <nexsoftware> wtf Tomski
[06:39:50] <Tomski> nexsoftware, mmm?
[06:40:02] <nexsoftware> You took my place as top kicker
[06:40:26] <Tomski> Wooo!
[06:40:27] <cackling_grandma> top what?
[06:41:44] <Tomski> nexsoftware, you should go after bach's big number
[06:42:08] <nexsoftware> Can't do it
[06:42:42] <nexsoftware> Those big numbers pretty much sum up kalle_h though
[06:45:55] <cackling_grandma> what big number?
[06:46:23] <Tomski> The only big numbers that matter
[06:49:52] <cackling_grandma> spammage stat?
[06:50:30] <cackling_grandma> nexsoftware "Get a real credit card. :)"
[06:50:41] <cackling_grandma> lol those random messages are funny
[06:52:51] <cackling_grandma> warmwaffles "sitting on my couch on my macbook air". I agree. They're excellent seats.
[06:55:36] <bhldev__> evening
[07:00:04] <cackling_grandma> nexsoftware, I solved that issue. I should have filtered them in pack.json to begin with
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[07:08:18] <warmwaffles> cackling_grandma: huh?
[07:09:22] <warmwaffles> oh
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[07:09:24] <warmwaffles> heh
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[07:48:40] <TEttinger> what I'm confused about, Tomski, is who megasoft78 is. an op, with 3000 lines said, who I almost never see here...
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[07:51:05] <cackling_grandma> interesting concept.
[07:51:17] <warmwaffles> TEttinger: I'm certain that log is old
[07:51:41] <warmwaffles> I no longer work on a mac book air, and haven't used it in a LONG time
[07:51:50] <TEttinger> I think it goes back a long way, and it stores the first nick used
[07:52:33] <TEttinger> like my bot, called roguebot now, is called creepybot on most irssi logs, because that's the first nick it used
[07:52:41] <warmwaffles> oh never mind, it looks like it is being used
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[08:08:56] <Fainoasaag> Hi. Android Studio got x64 version ?
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[08:12:57] <Fainoasaag> Hi. Android Studio got x64 version ?
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[08:16:54] <Fainoasaag> Hi. Android Studio got x64 version ?
[08:17:14] <TEttinger> Fainoasaag: have you looked?
[08:17:29] <Fainoasaag> TEttinger i don't see any x64 downloads..
[08:17:49] <Fainoasaag> TEttinger I want to download the 64 bit version from my 32bit pc, and transfer on my 64bit laptop with a stick..
[08:18:08] <TEttinger> well are they both windows?
[08:18:32] <TEttinger> windows can run 32-bit binaries on 64-bit windows
[08:18:46] <TEttinger> if they provide one link, it's probably 32-bit so it runs on all windows
[08:19:05] <Fainoasaag> TEttinger so android studio just on 32 bit?
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[08:19:17] <TEttinger> ... what did I just say?
[08:19:49] <TEttinger> if it is 32-bit only, it will work on 64-bit windows
[08:21:02] <TEttinger> it will also work on 32-bit windows
[08:21:18] <Fainoasaag> yea but not sure if i go on the downloads page from my 64bit computer, maybe i'll download a 64 bit version..
[08:21:27] <TEttinger> I'm checking
[08:21:32] <TEttinger> it's a huge download
[08:21:48] <Fainoasaag> it should have in the name maybe
[08:21:57] <Fainoasaag> something like x86 x64..
[08:22:11] <Fainoasaag> if not obviously is just for 32 bit
[08:22:34] <TEttinger> you're probably better off with the ADT in a version of eclipse you already set up, and using genymotion for a faster android emulator
[08:23:04] <Fainoasaag> I have my phone..
[08:23:06] <TEttinger> yeah, it has no architecture in the name, probably 32-bit.
[08:23:16] <Fainoasaag> why adt and not android studio?
[08:23:27] <Fainoasaag> i used intelji for 1 week and it was way better..
[08:23:45] <TEttinger> oh man if you are familiar with intellij use that!
[08:23:51] <TEttinger> it's such a good product
[08:24:12] <Fainoasaag> i'm not that familiar with gradle
[08:24:43] <Tomski> You dont have to be
[08:24:46] <TEttinger> unfortunately that will still be the case with android studio, but with both you can create an intelliJ or eclipse project
[08:24:47] <Tomski> You can ignore it
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[08:27:45] <Fainoasaag> with this i will still can export to GWT as easily?
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[08:27:59] <Tomski> Drop down to command line
[08:28:20] <Tomski> run the gradle task
[08:28:26] <Tomski> thats it
[08:30:35] <Fainoasaag> so i should not remove gradle from ide , right?
[08:30:55] <Tomski> If you dont want it in your IDE, you can remove it. Otherwise dont.
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[08:43:29] <JesusCM> hello
[08:43:36] <JesusCM> Jesus Code McChrist here
[08:43:42] <JesusCM> have you sinned today?
[08:46:37] <JesusCM> i need help with making my app look right on different screen resolutions
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[08:46:55] <noooone> Viewport
[08:47:50] <JesusCM> i have a view port set to my camera
[08:48:11] <JesusCM> i need the aspect ratio to remain the same without black boxing
[08:48:27] <noooone> FillViewport then
[08:48:55] <JesusCM> what libgdx version is that available in?
[08:48:56] <noooone> or ScreenViewport...
[08:49:02] <noooone> 1.0
[08:49:10] <JesusCM> ah see im on 0.9.9
[08:49:18] <noooone> update then
[08:49:21] <JesusCM> is there a good solution for my version
[08:49:35] <noooone> yeah
[08:49:37] <noooone> an update :)
[08:49:47] <JesusCM> if i can pull it off on 0.9.9 id like to not update
[08:49:58] <noooone> have you tried?
[08:50:06] <noooone> probably won't even be a big deal
[08:50:21] <JesusCM> ah fine
[08:50:29] <TEttinger> JesusCM, 0.9.9 is like 2000 years old
[08:50:36] <JesusCM> lol
[08:50:44] <noooone> it's for sure about 2000 commits behind...
[08:50:50] <JesusCM> i dread updating due to deprecated methods
[08:51:03] <JesusCM> Jesus fears the outdated
[08:51:10] <noooone> don't use deprecated methods, lol
[08:51:35] <JesusCM> well ill have to change them upon updating
[08:51:56] <noooone> they are deprecated for a reason
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[08:52:23] <noooone> in other news, sure you can do the same
[08:52:34] <noooone> you can even go and copypaste the viewport classes if you want to your project
[08:52:39] <noooone> they are small and don't even do much
[08:53:06] <JesusCM> i see
[08:53:16] <JesusCM> 1.1 adds the Viewport class
[08:53:22] <JesusCM> and a whole bunch of goodies
[08:53:24] <JesusCM> 1.0*
[08:53:58] <JesusCM> so it should be worthwhile to get the latest
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[08:56:20] <noooone> are you already using gradle?
[08:56:39] <noooone> if not, that might be the bigger change than actual API changes
[08:57:22] <noooone> in this case, I'd advise you to generate all projects from scratch with the latest gdx-setup and then copy all your code to those new projects
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[08:58:29] <noooone> there are also step by step tutorials and even videos describing how to set this up in the wiki
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[08:59:19] <JesusCM> i dont have gradle
[08:59:25] <JesusCM> but my app isn't huge
[09:00:53] <JesusCM> jesus will be brave and update without gradle
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[09:31:41] <Dispersia> question, I don't have an image editing tool on my computer so I try to use something like lunapic to remove transparency from an image (I just want the border). However when I try to use it in libgdx, I get an IOException of "couldn't load pixmap 8bit only". I tried to use a compression tool to compress to 8bit but I just can't seem to get it to work. Is there any way to fix this or simply make a color on one sprite transparent in
[09:32:18] <Ashiren> it cant load 8bit pixmap
[09:32:27] <Ashiren> so convert to 24bit or 32
[09:32:37] <Dispersia> ... I thought that meant it could ONLY load 8bit, thank you
[09:32:43] <mk1> also, get an image editing program
[09:33:25] <Dispersia> I know, I will get around to it, for right now I'm just doing simple things so :P
[09:33:27] <Ashiren> the message isnt that ambiguous, is it
[09:33:43] <TEttinger> Ashiren, it is a bit ambiguous
[09:34:22] <Ashiren> even 8bit ambiguous
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[09:34:39] <Dispersia> when I read it, it sounds more like "couldn't load pixmap, 8bit only", without the comma the sentence doesn't even work, so it's pretty confusing
[09:35:07] <TEttinger> I've never heard of lunapic, but the imagemagick suite is very good for that kind of thing if you feel like reading some docs
[09:35:11] <Marko-on-andchat> Hi chat.
[09:35:17] <TEttinger> hey Marko-on-andchat
[09:35:29] <mk1> should be "can't load 8bpp pixmap"
[09:36:03] <Dispersia> I agree
[09:36:37] <TEttinger> Serbia, Marko-on-andchat! how's Serbian weather this time of year?
[09:36:50] <TEttinger> (I didn't recognize .rs domain)
[09:37:42] <TEttinger> Dispersia, it's confusng because you said "I agree" but your nick starts with Dis so I thought you said "I disagree"
[09:38:13] <Ashiren> i use imagemagick to auto-scale icons for *dpi
[09:38:34] <Marko-on-andchat> Pretty fine, one day is sunny then another one is with light rain.
[09:38:39] <Dispersia> Haha, I can see that, and alright I'll try imagemagick
[09:38:48] <Dispersia> just installed gimp so I will learn that as well
[09:39:26] <TEttinger> Ashiren, I use convert.exe from imagemagick to make GIFs from my asset generator program
[09:40:16] <Marko-on-andchat> I'm computer nerd, so i don't care much about weather..
[09:40:27] <Ashiren> hmm?
[09:40:31] <Ashiren> what about overheating
[09:40:41] <Dispersia> AC
[09:40:49] <TEttinger> the coolest use I've had so far for it is turning graphical maps into roguelike text grids by converting to ppm
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[09:41:18] <TEttinger> err, xpm
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[10:19:53] <Gtoknu> good morning
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[10:20:23] <HunterD> morning!
[10:20:32] <Gtoknu> !
[10:20:37] <mk1> .
[10:20:47] <Gtoknu> not so cheerful ):
[10:20:53] <Gtoknu> gotta go to university, blah
[10:20:58] <mk1> orz
[10:21:32] <mk1> university >> employment
[10:21:50] <Gtoknu> ofc
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[10:22:13] <Gtoknu> but sleeping >> waking up 5 am
[10:22:26] <HunterD> living in the woods >> uni >> employment
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[10:23:12] <Gtoknu> wow lol
[10:23:16] <mk1> 5 am?! wtf
[10:24:07] <Gtoknu> I commute for 2 hours just to get at university >_>
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[10:24:56] <HunterD> so if you study at home you save at least 4 hours a day
[10:24:57] <HunterD> ?
[10:25:13] <Gtoknu> yup
[10:25:14] <mk1> nobody visits lectures ;)
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[10:26:21] <Gtoknu> it's not a matter of studying, I have a pretty good CS foundation
[10:26:44] <Gtoknu> it's about HAVING to go, cuz well, I need to be employed someday
[10:26:50] <Gtoknu> and uni is the easiest way D:
[10:26:55] <Gtoknu> "easiest"
[10:27:05] <mk1> compulsory attendance?
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[10:27:16] <HunterD> you have to be employed? why for?
[10:27:36] <Gtoknu> Money? :P
[10:27:55] <HunterD> oh. so you need money, not job :D
[10:28:00] <Gtoknu> Not sure what compulsory attendance means, mk1 (srsly, I'm not a native speaker)
[10:28:22] <mk1> Gtoknu: you have to attend the lecture in order to pass the course
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[10:29:26] <Gtoknu> yup, that's it
[10:29:41] <Gtoknu> goes for most of the subjects here.
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[10:43:49] <Gtoknu> anyway
[10:44:01] <Gtoknu> gotta go, guys. cya!
[10:44:13] <HunterD> see ya Gtoknu
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[11:06:05] <ravenlord> hi
[11:07:01] <ravenlord> i have another kryo question. I have a serializer for the libgdx Array which uses generics
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[11:07:18] <ravenlord> it works fine when writing the first array
[11:08:11] <ravenlord> but for the nth time the generictype will be set to java.lang.Integer (probably by a previous Array<Integer>)
[11:08:27] <ravenlord> and i get: cannot be cast to java.lang.Integer
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[11:11:55] <blomman> My game lags shortly when running myMusic.play(); right after myMusic.setLooping(true); The music is already loaded since long before. Any ideas?
[11:14:03] <ravenlord> is there any advantage in using Array<> instead of ArrayList<> for primitive types like Integer?
[11:14:21] <[twisti]> for primitives you should probably use IntArray
[11:14:41] <[twisti]> as for Array, its a more game/android optimized version of ArrayList
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[11:23:32] <ravenlord> [twisti]: ok, thanks
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[11:26:29] <wulong710> hello. I download libgx demo, and run "ant -f fetch.xml" to build project. It have not finished in four hours. Is there any methods can accelerate this steps?
[11:28:03] <[twisti]> that sounds like youre building libgdx from source
[11:28:18] <[twisti]> the people who would know wont be up for a few more hours i think
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[11:33:04] <wulong710> <[twisti]>:yes. I want refer to "libgdx widget and special effect" , it's spend too much time.
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[11:34:56] <[twisti]> im sorry, im afraid i cant help you with that
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[11:35:24] <[twisti]> maybe wait until mobidevelop wakes up
[11:35:42] <wulong710> <[twisti]>:ok . thank you
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[11:36:54] <tommy_the_dragon> hi all
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[12:04:57] <hissing_girl> my code base shrank like 10KB today :|
[12:05:01] <hissing_girl> not sure if failure or success
[12:05:18] <noooone> less code with the same features is always a success
[12:05:31] <noooone> I removed 6k LOC last week at my work.
[12:05:36] <noooone> best week of my life :D
[12:06:01] <noooone> so much pleasure throwing away all this old bullshit
[12:07:02] <hissing_girl> but that's just deleting stuff you dont use anyway
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[12:07:15] <hissing_girl> they can be simply commented out
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[12:07:26] <noooone> no, it was refactoring actually
[12:07:31] <noooone> I rewrote the whole module
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[12:08:05] <hissing_girl> yeah but there're nothing to brag about unless you could prove that it improved something manifold
[12:08:18] <Ashiren> sounds like python
[12:08:19] <noooone> it did, it had like 5 times the features afterwards
[12:08:29] <Ashiren> you write entire function just to know you could do that in one line
[12:08:30] <hissing_girl> not there case here unfortunately :(
[12:08:31] <mk1> davebaol: why would a color stack be slower?
[12:10:03] <mobaxe> guys tween engine isn't supported by libgdx ?
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[12:10:23] <mk1> why shouldn't it?
[12:10:23] <noooone> supported?
[12:10:36] <noooone> I'm using it, but it has nothing to do with libgdx
[12:11:11] <mobaxe> idk i had an old project with tween engine now i updated to newest version
[12:11:15] <mobaxe> tween engine doesnt work
[12:11:25] <noooone> I'm using libgdx 1.3.2-SNAPSHOT
[12:11:27] <noooone> it works
[12:11:32] <Ashiren> blame tween engine developers
[12:12:16] <hissing_girl> has anyone succeeded with ortho 3D? How much work was that?
[12:12:18] <mobaxe> ive done this but still doesnt work
[12:12:28] <noooone> what is not working?
[12:12:55] <mk1> hissing_girl: what's ortho3d?
[12:13:07] <hissing_girl> orthographic 3D
[12:13:22] <mk1> orthographic is always 3d
[12:13:33] <hissing_girl> using orthographic cam with 3D model stuff stuff
[12:13:50] <noooone> how would it be much work? you just use another camera
[12:14:34] <mk1> what's your problem?
[12:14:48] <hissing_girl> dunno, my artist want to try 3D so I'm considering if I could make him happy.
[12:14:49] <noooone> that does not look like 3d
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[12:15:00] <mk1> noooone: the character is
[12:15:03] <hissing_girl> there're no problem, I am just considering trying that out.
[12:15:20] <hissing_girl> the trees are, too, nooooooooooooooooooooone
[12:15:40] <mk1> well, there's no difference to 2d ortho. the only thing to consider is the depth at which the background is rendered so the 3d model isn't culled
[12:15:59] <tommy_the_dragon> Can anyone point me to a concise beginners tutorial for GWT? I feel totally out of my depth but if I can get a grasp of the basics I can probably manage.
[12:16:20] <tommy_the_dragon> I'm used to jumping in at the deep end but just can't seem to get my head around it.
[12:16:22] <noooone> tommy_the_dragon: you should not need to know anything about GWT when using libgdx
[12:16:48] <tommy_the_dragon> I'm writing a library for FB/ads integration etc. tho
[12:17:50] <tommy_the_dragon> I figured I'd just be able to pick it up but now I'm starting to regret that oversight :p
[12:18:02] <noooone> hissing_girl: is that really orthographic though?
[12:18:11] <hissing_girl> it is
[12:18:48] <noooone> just try it then, it shouldn't be a big deal
[12:19:11] <noooone> I don't think the ModelBatch or any other 3d API related things make the assumption that you are using a PerspectiveCamera
[12:19:25] <noooone> they either take a Camera, or a Matrix4
[12:19:42] <mk1> no problem at all
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[12:21:14] <nobc> Hi, I see that on the feature list libgdx targets/supports Blackberry, but I cant find any info about it. (Google tells me it wont work but those threads are from 2012) Does the libgdx android apk just work now?
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[12:23:50] <Ashiren> blackberry? what year is it
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[12:29:49] <[twisti]> nobc: since nobody has blackberries there isnt much interest in it, those threads are probably the newest resource there is
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[12:36:32] <noooone> might be that the feature list is outdated
[12:36:38] <noooone> both in a good and bad sense
[12:38:32] <nobc> aha thanks, that makes sense too )
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[12:40:44] <[twisti]> my guess: it was supported once upon a time, but nobody uses it anymore, and since more platforms = better, nobody wants to remove it from the advertised list until they hear that it definitely doesnt work anymore
[12:40:58] <[twisti]> and since nobody uses blackberries, nobody is trying and failing
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[12:42:10] <InspiredNotion> Hello
[12:42:34] <[twisti]> hi
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[12:48:25] <Me4502> This is more of a general java question.. but I hjave a thread that does nothing if I don't add a System.out.println to it
[12:49:07] <Me4502> In the run, is while(true) {}, and I have a System.out.println("EKE"); When that is commented out, nothing happens. When it is there, it all works
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[12:52:40] <[twisti]> so when you do nothing, nothing happens ? must be a bug in java! :p
[12:52:57] <[twisti]> what do you expect to happen ?
[12:53:16] <InspiredNotion> just about got my game finished.. anyone wanna have a go and let me know your thoughts.. very simple basic game.. 2 version let me know the one you like..
[12:53:39] <Me4502> Well, there is more in the loop
[12:53:44] <Me4502> It's not just the println
[12:53:48] <[twisti]> ill take the blackberry version, InspiredNotion :p
[12:53:51] <Me4502> There is an entire update method for a grid
[12:53:54] <InspiredNotion> :)
[12:53:56] <InspiredNotion> lol
[12:53:57] <[twisti]> Me4502: show us some code
[12:54:16] <[twisti]> odds are you did multithreading wrong and the jvm thinks it can optimize it away
[12:54:45] <[twisti]> and nodes is declared how ?
[12:55:06] <Me4502> Nodes is declared in a synchronized(gravityMap) {}
[12:55:09] <c0ke> Me4502 have you stepped this through in the debugger
[12:55:11] <kalle_h> Added shore line mask and tuned look. Now I let artist do rest of the magic
[12:55:11] <[twisti]> what is version 2 ?
[12:55:21] <[twisti]> looks nice around the grass
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[12:55:38] <InspiredNotion> dif music
[12:55:40] <[twisti]> think there needs to be more foam around hard edges like tree and dirt
[12:55:59] <[twisti]> thats not possible, Me4502
[12:56:09] <Me4502> What do you mean?
[12:56:11] <[twisti]> before the synchronized block, it says "if(!nodes.isEmpty())"
[12:56:20] <[twisti]> so nodes has to already be declared and initialized there
[12:56:25] <Me4502> It is
[12:56:37] <[twisti]> and how is it declared ?
[12:56:44] <Me4502> List<GravityNode> nodes = new ArrayList<GravityNode>();
[12:56:55] <c0ke> Are there any nodes in it? :P
[12:56:57] <Me4502> It's contents are just set in another synchronized block
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[12:57:13] <c0ke> Have you stepped this through with the debugger Me4502
[12:57:17] <Me4502> Yes
[12:57:22] <Me4502> It shows no activity in the thread
[12:57:22] <c0ke> And what is the problem
[12:57:41] <c0ke> What do you mean no activity in the thread, put a break point in and step it through
[12:57:42] <Me4502> it gets to the while(true), and skips the entire contents of it
[12:58:00] <[twisti]> how is the code that puts something into nodes initialized ?
[12:58:16] <[twisti]> err, synchronized
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[12:58:31] <Me4502> I edited the pastebin
[12:58:33] <Me4502> Now contains that too
[12:58:50] <Me4502> It's synchronized so that it isn't changed when the gravityMap is being updated
[12:59:14] <[twisti]> then the if (nodes... need to be synchronized also
[12:59:47] <Me4502> That'll hang the jvm
[12:59:48] <[twisti]> but you are using the wrong data type
[12:59:53] <c0ke> The only thing I can see wrong in your code is you've got a for loop with no braces
[13:00:00] <c0ke> I hate that
[13:00:01] <[twisti]> yes, it will, because what youre doing is a bad idea and bad design
[13:00:20] <Me4502> How would I design it better?
[13:00:28] <[twisti]> what you want to do is use a message queue, and instead of endlessly looping over it, you use poll
[13:00:42] <[twisti]> give me a minute
[13:00:52] <Me4502> The issue with that is, I am sending it batches
[13:00:56] <Me4502> Not just a queue of updates
[13:01:08] <Me4502> When the next batch is sent, the last map is cleared
[13:01:14] <[twisti]> change your arraylist to a BlockingQueue
[13:01:25] <c0ke> What is to say a queued update cannot contain a batch of nodes Me4502?
[13:01:31] <[twisti]> ah
[13:01:33] <Me4502> Good idea
[13:01:37] <[twisti]> how is the map cleared ?
[13:01:38] <Me4502> I've made the queue contain an array
[13:01:43] <Me4502> The map is just regenerated
[13:01:48] <[twisti]> how
[13:01:53] <[twisti]> nodes = new ArrayList ?
[13:02:00] <Me4502> No, not the nodes. gravityMap
[13:02:06] <Me4502> The old data is just overwritten
[13:02:17] <[twisti]> gravityMap = new whatever ?
[13:02:19] <Me4502> Is blockingqueue in some sort of library?
[13:02:26] <[twisti]> no, its a java class
[13:02:33] <Me4502> Hrm.. Is it in Java 8?
[13:02:55] <[twisti]> yes, and also java 7, java 6 and java 5
[13:03:26] <c0ke> Are you compiling against openJDK Me4502 :P
[13:03:33] <Me4502> Nope, the Oracle JDK
[13:03:51] <[twisti]> its the interface, like List, the implementation you probabaly want is ArrayBlockingQueue
[13:04:07] <Me4502> Oh
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[13:04:52] <[twisti]> its a bit unclear where your problem is exactly from that code, and how you are invalidating the old gravityMap
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[13:05:02] <[twisti]> again, are you doing gravityMap = new Whatever ? or something else ?
[13:05:09] <Me4502> Something else
[13:05:22] <Me4502> The old map is never invalidated. The new data is just written over the top
[13:05:30] <[twisti]> how ?
[13:05:37] <[twisti]> with just put's ?
[13:05:46] <Me4502> gravityMap is an array
[13:05:55] <[twisti]> great name then
[13:06:12] <[twisti]> multidimensional too it seems
[13:06:21] <Me4502> Fine, now its named gravityGrid
[13:07:13] <[twisti]> lol
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[13:07:44] <Me4502> I don't know why.. But it works now
[13:07:47] <Me4502> Thanks
[13:07:57] <[twisti]> lol
[13:08:15] <Me4502> Someone wouldn't happen to have a faster version of Math.pow would they?
[13:08:24] <Me4502> Or at least an approximation
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[13:08:28] <Me4502> The ones I find are way too inaccurate
[13:08:31] <[twisti]> youre doing a finnicky thing there
[13:08:52] <Me4502> hrm?
[13:08:58] <[twisti]> that multi threading issue
[13:09:03] <[twisti]> you probably havent seen the last of that
[13:09:12] <Me4502> Oh
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[13:10:13] <[twisti]> there also seems to be a bunch of stuff wrong with the code you run in the loop, like comparing floats with ==, and you could probably use Vector2 and its many convenient and optimized methods to speed up what youre doing there
[13:10:33] <Me4502> I'm storing a rather large grid
[13:10:37] <Me4502> So I wanted to use primitives
[13:10:54] <[twisti]> i meant for the nodes
[13:11:25] <Me4502> Oh
[13:11:36] <[twisti]> for example, vectors already have a dst method
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[13:11:51] <[twisti]> itll do what youre doing but optimized by people much smarter than both you and i
[13:11:51] <Me4502> Yeah.. But I'm using a faster approximation of sqrt
[13:12:32] <[twisti]> you also seem to be using two different versions of pow
[13:12:38] <Me4502> Yeah, that was a test
[13:12:45] <Me4502> One was testing an approximation, I reverted that
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[13:14:01] <[twisti]> you could speed that up by using distance^2 for comparison
[13:14:11] <[twisti]> and only doing sqrt if the new distance is smaller
[13:14:24] <Me4502> That could work, yeah. Thanks
[13:15:29] <kalle_h> sqrt avoidance always make me smile a bit
[13:15:40] <Me4502> Yeah, I generally like to avoid it
[13:15:51] <kalle_h> usually code have 99 problems and only that is mentioned ever
[13:15:51] <[twisti]> for that matter, you could test deltaX and deltaY against previous best distance for fast continue - if something is further away on say the x axis than the best previous total distance, then it cant possibly be closer
[13:16:30] <Me4502> But I'm more testing power than just distance
[13:16:34] <[twisti]> kalle_h: we arent avoiding sqrt! we are avoiding a faster approximation of sqrt! :p
[13:16:35] <Me4502> Like, power/distance
[13:17:03] <[twisti]> hes right though, what youre doing looks like its probably a bad idea in the first place
[13:17:39] <[twisti]> maybe talk a bit about what youre trying to accomplish
[13:18:10] <Me4502> This is more of a test case than anything really. Just trying to simulate a few points acting on gravity
[13:18:11] <[twisti]> also, are you targetting desktop or other platforms also ?
[13:18:18] <kalle_h> where is the code that we are talking
[13:18:26] <[twisti]> because java 8 has streams which could help with what youre doing
[13:18:33] <Me4502> Well, if I can make it work well, other platforms, mobile mainly
[13:18:43] <[twisti]> then streams are out
[13:19:45] <kalle_h> pow2 :(
[13:20:13] <Me4502> WAIT. ^2 is just x*x
[13:20:18] <kalle_h> :)
[13:20:23] <kalle_h> why there is so many branches
[13:20:45] <kalle_h> branch mis prediction cost about as much as sqrt
[13:20:52] <Me4502> branch?
[13:21:00] <kalle_h> conditional
[13:21:08] <Me4502> oh
[13:21:17] <kalle_h> if(not gonna happen) is not free
[13:21:38] <Me4502> To make sure that edge cases don't occur
[13:21:42] <kalle_h> but, if (happens randomly) cost quite much
[13:21:57] <[twisti]> 1270 points, InspiredNotion
[13:22:03] <kalle_h> Me4502: process the data so there aren't edge cases if possible
[13:22:11] <kalle_h> if(node == null) continue;
[13:22:18] <Me4502> hrm.. okay
[13:22:20] <Me4502> Yeah, that can be removed
[13:23:10] <kalle_h> Me4502: which you have most. nodes, x coords, y coords?
[13:23:19] <Me4502> x and y coords
[13:23:23] <Me4502> There are only about 5 nodes
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[13:24:30] <kalle_h> maybe you should loop. for(nodes) for(x) for(y)
[13:24:48] <Me4502> But each x,y point needs to find teh distance of every node
[13:24:58] <Me4502> And make calculations with them
[13:25:44] <[twisti]> if you do "for(nodes) for(x) for(y)" loop, then you can possibly restrict x and y ranges based on the nodes effective range
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[13:26:12] <kalle_h> [twisti]: yeah I tought that too
[13:26:20] <Me4502> Hrm..
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[13:26:30] <kalle_h> so instead of gather you do inject
[13:26:40] <Me4502> Woah, with these changes I can support 50 nodes instead of just 5
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[13:29:42] <[twisti]> i really dont feel like programming today
[13:29:51] <[twisti]> already solved my rubix cube five times so far
[13:30:02] <InspiredNotion> lol
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[13:30:04] <Me4502> My only issue atm now is making something both emit and be affected by gravity. Due to the way gravity calculations are done, its gravity field makes it ignore other gravities
[13:30:07] <[twisti]> a worthwhile use of my time
[13:30:14] <Me4502> But that's an issue for another day
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[13:30:17] <noooone> that means, you've spend 10 min on the rubix cube today :D
[13:30:34] <[twisti]> nah im nowhere near that fast
[13:30:42] <[twisti]> and i still have to look up some things every now and then
[13:30:45] <InspiredNotion> Hey guys who wrote the tutorial on Airpush? can't remember..
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[13:31:01] <noooone> my record was somewhere around 50s
[13:31:14] <noooone> but I forgot everything already
[13:34:28] <kalle_h> Me4502: for 50 entities you should just ditch gravity field
[13:34:37] <kalle_h> and do n^2 bruteforce
[13:34:37] <Me4502> I won't ever need 50 entities
[13:34:45] <Me4502> It was just a test
[13:35:12] <kalle_h> just calculate gravity from every node to every node
[13:35:43] <kalle_h> that does scale quite badly but it still can handle hundreds entities
[13:35:52] <kalle_h> and its really fast when n is low
[13:35:56] <Me4502> I'd probably have 10 at max
[13:36:04] <[twisti]> then ditch the whole field thing
[13:36:13] <Me4502> Yeah, the grid was more a proof of concept
[13:36:23] <Me4502> If I seriously make this a game, I wold
[13:36:23] <kalle_h> field just make it more inaccurate, complex, slow and ugly
[13:36:25] <Me4502> would *
[13:36:50] <Me4502> The field actually is really accurate
[13:37:06] <kalle_h> it can't be more accurate than using actual positions
[13:37:27] <Me4502> Well of course not, but yeah
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[13:37:49] <kalle_h> avoid complexity at all costs
[13:37:55] <Me4502> Yeah
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[13:38:16] <kalle_h> bruteforce is simple and fast to code
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[13:38:37] <kalle_h> if that is not fast enough, its really easy and fast to optimize because its simple.
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[13:38:52] <kalle_h> if that isn't fast enough at least you have benchmark for more complex solutions
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[13:39:29] <Me4502> Yeah
[13:40:33] <kalle_h> I have never needed to use quad tree or oct tree. Even tought these are the acceleration structures that every game progamming 101 book will teach at first page
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[13:48:57] <workerbee_> i'm checking if my player is standing on a block with the following: if(player.bounds.y + 0.2 >= blockHeight).
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[13:49:32] <workerbee_> now if its standing on that block i want the y axis to stay the same as the blockheight
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[13:50:02] <workerbee_> but gravity keeps lowering the my character so that bounds.y < blockheight
[13:50:13] <workerbee_> what is the best way to solve this?
[13:50:36] <mk1> deactivate gravity when on a block
[13:50:49] <mk1> b) actually do a collision check
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[13:51:10] <workerbee_> this is a collision check?
[13:51:33] <workerbee_> i'm first checking if the bounds.overlap before that if statement
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[14:01:56] <mobidevelop> [twisti], noooone: blackberry is "supported" via Blackberry's Android Player I believe.
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[14:03:43] <davses933_brb> do you have to put the app in an blackberry market place?
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[14:05:03] <davses933_brb> cool
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[14:06:21] <Shorttail> It dies on music.play();
[14:06:59] <InspiredNotion> guys whats the call to catch exiting app..
[14:08:08] <InspiredNotion> got it
[14:08:12] <InspiredNotion> nm
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[14:21:47] <Shorttail> fixed it
[14:24:49] <mk1> how?
[14:26:08] <mobidevelop> Magic
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[14:28:38] <bhldev__> hi guys
[14:28:40] <bhldev__> how's it going
[14:28:56] <InspiredNotion> good thanks how are you :)
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[14:34:29] <abs25> I am using FillViewport btw, is that maybe it?
[14:34:39] <abs25> you can see that eyes, are not same pixel size
[14:35:31] <[twisti]> abs25: how are you painting the sprite ?
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[14:35:46] <abs25> batc.draw(texture....)
[14:35:47] <[twisti]> try offsetting it half a pixels width
[14:36:03] <abs25> offseting position, width?
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[14:36:15] <[twisti]> position
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[14:37:02] <abs25> no that did not fix it
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[14:38:50] <[twisti]> wait wtf
[14:38:57] <[twisti]> that image is 3000 pixels wide ?
[14:39:00] <abs25> yeah, do you see the eyes?
[14:39:05] <abs25> ahmmm what?
[14:39:18] <abs25> thats a print screen
[14:39:23] <abs25> zoomed in paint
[14:39:31] <abs25> and then printscreend again with a real picture next to it
[14:39:36] <[twisti]> oooh, the one in paint is the output of libgdx
[14:39:42] <abs25> yes
[14:39:48] <abs25> u see how eyes are different
[14:39:50] <[twisti]> yes
[14:39:56] <abs25> it seems like some columns or rows are different pixel size
[14:40:20] <[twisti]> that is odd
[14:40:22] <abs25> why is that happening?
[14:40:26] <abs25> doesnt make sense
[14:40:33] <[twisti]> can you show some code ?
[14:40:41] <abs25> what part do you want
[14:40:43] <[twisti]> viewport, camera, the exact draw call
[14:42:56] <abs25> I will delete what is unneccesary
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[14:49:54] <fainosaag> Hi i have the latest android studio version, i hit generate project and i get please update your android sdk you need build tools 19.1.0
[14:50:15] <fainosaag> what do to? android sdk path is set to D:\Android Studio\sdk
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[14:54:29] <fainosaag> and i have android 20.. why i need 19.1
[14:54:40] <[twisti]> sorry abs25, ive got no idea
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[15:02:40] <c0ke> Is there a plain sort of 'box' I can use in my scene2d UI?
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[15:03:01] <c0ke> Just with one of the backing images, like a panel
[15:03:14] <c0ke> Don't want to create one if there's one already there
[15:04:54] <c0ke> Can't see one anywhere, guessing it's a no ;)
[15:05:00] <mobidevelop> O.o
[15:05:16] <mobidevelop> What do you mean exactly?
[15:05:31] <c0ke> Imagine a JPanel
[15:05:33] <fainosaag> @mobidevelop Hi i have the latest android studio version, i hit generate project and i get please update your android sdk you need build tools 19.1.0
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[15:05:57] <c0ke> That sort of blanket texture filled panel. It's no bother I'll just make one quickly
[15:06:08] <mobidevelop> c0ke: there is container, image, table
[15:06:49] <mobidevelop> fainosaag: so update
[15:07:03] <c0ke> Yeah, these aren't textured out of the box though, hence my question ;)
[15:07:17] <c0ke> I'll just extend table, it's all good
[15:07:30] <mobidevelop> You add a background to table or container, done.
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[15:07:42] <mobidevelop> setBackground
[15:08:26] <fainosaag> @movidevelope how ?
[15:08:29] <fainosaag> i have version 20
[15:08:35] <fainosaag> to get 19.1 is a downgrade
[15:09:26] <mobidevelop> Then update android/build.gradle
[15:12:13] <abs25> how is that even possible?
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[15:12:32] <abs25> I tryed drawing without camera, or viewports, with just the picture as is, and its still happens
[15:12:44] <fainosaag> how can i update build.gradle? i just downloaded android studio..
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[15:12:58] <fainosaag> i'm using android studio /sdk path to android
[15:13:19] <fainosaag> @mobidevelop i only have the gdx setup.jar..
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[15:16:56] <mobidevelop> in your android module there is a build.gradle
[15:17:06] <mobidevelop> Inside that it refers to buildTools
[15:17:19] <mobidevelop> All you have to do is update that
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[15:18:58] <mobidevelop> abs25: that's how nearest filter works
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[15:27:04] <mobidevelop> fainosaag: or, if you go into the Android SDK Manager, you also have the option of downloading build tools 19.1.0.
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[15:37:31] <Neomex> can you make city builder with tilemap? or is it better to roll your own
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[15:39:48] <agmcleod> heyo
[15:40:01] <agmcleod> or should i just create a regular sprite object and draw it in the right order?
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[15:41:18] <tommy_the_dragon> Neomex: I think you could, but I recon I'd roll my own.
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[15:52:38] <mobidevelop> Neomex: why wouldn't you be able to?
[15:53:20] <blomman> Anyone know any "special" way of handling Music / Sound? My game tend to get "lag spikes" when running music.Play()
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[15:56:04] <Kajos> hi, i have a question: i want to use libgdx from the web, but dont want to sign my own jars
[15:56:16] <Kajos> i figured i can use lwjgl's signed jars
[15:56:41] <Kajos> but am not sure whether libgdx's jars needs signing too
[15:57:11] <Kajos> (as is my understanding that lwjgl sign their jars and host them online to link to)
[15:57:33] <Kajos> do i need to sign the libgdx jars?
[15:58:21] <mobidevelop> You need to sign all the things
[15:58:55] <Kajos> but in theory that shouldnt be necessary right?
[15:59:15] <Kajos> as unsigned code can call signed code (but obviously not the other way around)
[15:59:59] <mobidevelop> Nobody will run your applet anyway so it is sort of a moot point no?
[16:00:34] <Kajos> how so?
[16:00:54] <agmcleod> Yeah don't do a java applet
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[16:01:07] <agmcleod> can use the html project with gwt without signing i believe
[16:01:28] <Kajos> mmm yeah js code runs 10x slower than (my) java code
[16:01:38] <Kajos> if not less
[16:02:08] <abs25> how can I make my game support multiple screen sizes, and aspect ratios, but to look same without any texture stretching, I dont care if someone can see more screen than others
[16:02:46] <agmcleod> Kajos I bet it will be faster than an applet
[16:02:53] <agmcleod> and safer
[16:03:15] <mobidevelop> Kajos: downloadable jar :)
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[16:03:26] <agmcleod> If you're just doing a 2d game, webgl will be fine for your game for sure. If not, then you probably need to optimize your code
[16:04:23] <Kajos> its a 3d game; voxelrenderer and is already about as optimized as can be.. the frustum culling is just kinda heavy but most troublesome is the texture uploading/editing
[16:05:06] <Kajos> i made a bugreport about this a few days back; drawPixel is kinda slow under gwt
[16:05:19] <agmcleod> ah gotcha
[16:05:26] <mobidevelop> No it isn't, not compares to the alternative
[16:05:55] <agmcleod> hmm
[16:06:10] <agmcleod> anyone experience with eclipse or intellij files saying that they were changed on disk and to reload?
[16:06:13] <agmcleod> i didnt edit the files
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[16:06:46] <Kajos> running my app while running from jvm, it runs and updates pixels really fast, running with gwt is superslow - profiling points to drawpixel if im not mistaken
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[16:08:48] <Kajos> this was the report in question, fyi
[16:08:55] <mobidevelop> I know
[16:09:14] <mobidevelop> And I implemented the alternative and it was like 100 times slower
[16:10:03] <Kajos> yes, (thanks for trying that out), thats kind of odd.
[16:11:27] <Kajos> if im writing multiple pixels at a time (say a row); is there a better alternative than drawPixel?
[16:12:11] <kalle_h> new procedural snow shader.
[16:12:43] <mobidevelop> Kajos: Yes. draw a line or a rect
[16:12:50] <titoasty> kalle_h, it's a kind of projected texture ?
[16:13:10] <kalle_h> titoasty: kinda
[16:13:12] <Kajos> sorry mobidevelop; i meant given that theyre random colored pixels
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[16:13:21] <titoasty> that's clever
[16:13:43] <agmcleod> Yeah drawing randomly coloured pixels is a heavy operation regardless of the way you swing it
[16:13:45] <kalle_h> titoasty: snow packs to corners and cracks and horinzontal areas. Its then varied by fbm noise
[16:14:01] <kalle_h> "is already about as optimized as can be." lolled
[16:14:40] <titoasty> did you finish the foams ? there was still the mask
[16:14:40] <agmcleod> yeah that's pretty looking kalle_h
[16:14:51] <Kajos> kalle_h: how so?
[16:15:10] <mobidevelop> Kajos: nope, no better way than drawPixel if they are random
[16:15:12] <kalle_h> any complex code is never as nearly optimized it can be
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[16:15:53] <kalle_h> but going to leave at work now.
[16:15:56] <Kajos> kalle_h: given time..
[16:15:56] <kalle_h> see ya
[16:16:09] <titoasty> bye
[16:16:27] <mk1> another word for "knowledge"?
[16:16:30] <mk1> anyone
[16:16:30] <Kajos> kind of a bitchy thing to say, but okay.
[16:17:13] <titoasty> cognitio
[16:17:14] <titoasty> n
[16:17:44] <mk1> yeah, that's a good one. thanks
[16:19:19] <mobidevelop> Kajos: how often are you changing the pixmap?
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[16:20:34] <Kajos> very often, im drawing voxels at runtime. however i have put some optimization in place; so most often it uses gltexsubimage2d
[16:20:46] <Kajos> instead of reloading an entire pixmap
[16:21:24] <Kajos> its very fast in the jvm
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[16:21:46] <Kajos> just not in gwt
[16:22:49] <Kajos> since im using voxels, i dont have a real backing pixmap either but using gltexture directly with a 3d array of shorts
[16:23:02] <Kajos> but thats shortly put
[16:23:32] <Kajos> and pixmap (as a buffer so to speak).
[16:23:58] <mobidevelop> So why do you need pixmap at all?
[16:24:48] <Kajos> as a buffer currently, so it works with gwt as well fluently. i used a bytebuffer before, but gwt doesnt support bytebuffers
[16:24:59] <Kajos> hence im using pixmap as a buffer
[16:25:18] <Kajos> and then gltex(sub)image with the pixmap.getBuffer
[16:25:24] <Kajos> to get the canvasarray
[16:26:23] <agmcleod> meta programming with java is kinda fun
[16:26:24] <mobidevelop> It isn't really clear what you are doing
[16:26:43] <Kajos> how would you suggest i do it now
[16:26:46] <Kajos> then*?
[16:27:11] <mobidevelop> If you wrote a bunch of stuff to the buffer then used putImageData that may be faster than lots of drawPixel
[16:27:49] <mobidevelop> But calling putImageData with one pixel at a time is definitely not speedy at all
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[16:30:59] <Kajos> okay, thinking about it:
[16:31:51] <Kajos> why does pixmap pixmap not do that currently? i mean, for one what is the purpose of the backing canvas atm?
[16:32:02] <agmcleod> holy crap, my meta programming and drawing code actually works
[16:32:07] <Kajos> why not createImageData instead of creating an empty canvas?
[16:32:34] <Kajos> is it for for support of 2d functions like drawcircle?
[16:33:05] <mobidevelop> Yes
[16:33:18] <agmcleod> Yeah, it's handy when you want to draw shapes and what not
[16:33:29] <agmcleod> draw everything to a canvas context, grab the image data, draw it to the webgl one
[16:34:32] <Kajos> ahhh okay. i should indeed implement by own backing buffer then... using simply create imagedata and one putimagedata per use, that should be a whole lot fast then
[16:34:40] <Kajos> thanks mobidevelop
[16:36:14] <Kajos> i thought the canvas backing was out of necessity
[16:36:47] <agmcleod> Really i think per pixel drawing would be better calculated at the shader level, but I could be wrong :)
[16:37:06] <agmcleod> specify a space of which you need to cover with that drawing with the vertices, and do your math
[16:37:27] <Kajos> i actually did that before, but noticed it didnt really matter in terms of speed
[16:37:47] <Kajos> that wasnt in html5 though
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[16:38:59] <Kajos> plus for voxels its nice to have the data cpu side too
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[17:18:34] <abs25> [twisti], wana know what was the problem of that rendering bug?
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[17:21:38] <[twisti]> sure
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[17:24:13] <nepjua> i have built two way syncing between Actor and Body, i'm syncing actor's x,y with body's x,y on positionChanged and body's x,y on act. Currently it doesnt work, should i try to fix problem or just translate body positions on draw ?
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[17:26:47] <agmcleod> I'm a bit out of shape here, when I use an orthographic camera with a map renderer
[17:26:58] <agmcleod> do i need to use the cameras project method on to sprites and other things?
[17:27:11] <agmcleod> sprite not showing up basically
[17:28:21] <nepjua> agmcleod: try to log the coordinates. I use camera.project to translate (0, 0) to (240, 320) for example
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[17:31:19] <abs25> [twisti], problem is in resolution, where mostyl wdith is higher than height, and there u go, you get extra pixel
[17:31:28] <abs25> because it stretches it
[17:31:43] <abs25> even thought I read fillViewport doesnt do that at all
[17:31:50] <[twisti]> abs25: thats true, but you didnt have one extra pixel, you had like 20
[17:31:52] <abs25> but, 1 pixel to me is really visible, someimtes it was 3 pixels ...
[17:32:05] <abs25> well, when I draw it normal it turned out 1 pixel
[17:32:19] <[twisti]> you mean that was enlarged the whole time ?
[17:32:28] <abs25> yeah 4, 5, 6, 7 or 10 times
[17:32:40] <abs25> because pictures is literarly 1 pixel wide for 1 pixel
[17:32:41] <[twisti]> had you mentioned that little fact i could have told you right away what the issue was :p
[17:32:50] <abs25> I did o.o
[17:32:54] <[twisti]> i dont think so
[17:32:56] <abs25> even in code you could see *4
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[17:33:19] <abs25> [twisti], so when using fillviewport, I pass world width and height right?
[17:33:32] <abs25> and if I pass fixed value like 480, 480 it works
[17:33:37] <abs25> if I pass 800/800 it doesnt
[17:33:41] <agmcleod> nepjua ill give it a try. Could be a matter of how the camera is centered, and i need to add offsets or something. Bit tricky because im using sprite.draw :)
[17:33:47] <[twisti]> im not terribly familiar with the viewports
[17:33:48] <abs25> If I pass get width from libgdx method, it works
[17:33:55] <agmcleod> Suppose though i just keep track of real position, and draw position in the sprite, which is pos + camera
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[17:38:42] <nepjua> turns out two way syncing is a bad idea :) i'm just projecting body positions when i render and only sync it to body if actor's positions changed :)
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[17:46:05] <agmcleod> yay
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[17:46:08] <agmcleod> fixed hte positioning
[17:46:11] <agmcleod> *self highfive*
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[17:57:36] <nepjua__> how much VELOCITY_ITERATIONS and POSITION_ITERATIONS would be enough for a (24, 32) world ?
[17:57:59] <nepjua__> i couldnt get applyForce working
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[18:03:11] <nepjua__> scene2d actions stopped working either. It doesnt call setX and setY ?
[18:04:00] <robitx> Xoppa: I setuped project which allows me to build gdx-audio libraries
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[18:04:22] <robitx> Xoppa: armeabi is without problem, but it looks like mario disabled x86 for a reason
[18:05:23] <nepjua__> just for a heads-up Actor's act does all the actions, so if you override it dont forget to call super.act, been there done that :)
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[18:11:16] <fainosag> help please
[18:12:00] <robitx> what sdk version do you have installed?
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[18:18:05] <fainosag> i have the latest sdk android 4.4w
[18:18:52] <robitx> and do you know what W means?
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[18:20:14] <robitx> I doubt you are planing to make games for android watch, => you should install API 19
[18:21:11] <fainosag> how , i can't find sdk manager
[18:21:42] <fainosag> i need to do it from android studio?
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[18:23:11] <robitx> do you see toolbar with icons in android-studio?
[18:23:33] <fainosag> ive opened configuration in android studio first menu
[18:23:35] <fainosag> and now i download
[18:23:36] <fainosag> ..
[18:23:39] <fainosag> download*
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[18:23:49] <fainosag> so stupid..
[18:23:56] <fainosag> can't use a better version
[18:24:19] <fainosag> and if i have 19.1 it will say that i don't have the latest version
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[18:25:57] <nepjua__> neither setLinearVelocity nor applyForce does nothing ?
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[18:27:11] <fainosag> nepjua__ are you asking a question?
[18:27:55] <nepjua__> fainosag: yes, what could be the problem. I'm stepping the world and updating the camera
[18:28:32] <fainosag> what type the body is?
[18:28:41] <nepjua__> fainosag: DynamicBody
[18:29:05] <fainosag> but is falling, right?
[18:29:12] <nepjua__> the world has (0,0) gravity.
[18:29:20] <fainosag> pastebin your code ;D
[18:29:25] <nepjua__> :D
[18:29:28] <nepjua__> ok
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[18:34:54] <fainosag> if you set the wold gravity
[18:34:55] <fainosag> to other
[18:34:58] <fainosag> bodies are moving?
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[18:35:39] <nepjua__> fainosag: unfortunately not :)
[18:35:59] <fainosag> add after world.step
[18:36:00] <nepjua__> fainosag: haa, sorry i'm changing the gravity and checking
[18:36:48] <nepjua__> fainosag: just checked, they're not moving
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[18:37:03] <fainosag> add a syso after world.step
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[18:37:18] <fainosag> and see if you see in console
[18:37:46] <Hovaku> Hi, I noticed my FPS keeps going up and down like a sine wave and I have no clue why :/
[18:38:17] <nepjua__> fainosag: it's logging after world.step
[18:38:17] <Hovaku> Garbage collection seems to mark its lowest point
[18:38:43] <Hovaku> Is this normal to happen during garbage collection?
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[18:41:59] <fainosag> nepjua so the world is not updating but you do world.step?
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[18:43:09] <nepjua__> fainosag: exactly :)
[18:43:30] <Ashiren> Hovaku: yes, but not that much
[18:43:48] <Hovaku> the FPS seems to half :/
[18:43:52] <Hovaku> from 40 to 20
[18:44:06] <Ashiren> and GC call is once sec
[18:44:25] <Hovaku> that's what happens; it lags for a seconds
[18:44:30] <Hovaku> second*
[18:44:40] <McDax> I have the problem that my ImageButton isn't there where it schould be if I scale it up :\
[18:44:46] <Hovaku> but the call is so often that it legs every couple of seconds
[18:44:54] <Hovaku> lags* ._,
[18:44:57] <Ashiren> so youre probably doing something wrong in render()
[18:45:05] <Ashiren> like new Something()
[18:45:22] <Hovaku> I'm using object pools for the enemies
[18:46:00] <Hovaku> would this cause much lag?
[18:46:02] <Hovaku> Vector2 spawnPosition = new Vector2();
[18:46:17] <Hovaku> it's called about every 3 seconds
[18:46:27] <Hovaku> only when a zombie spawns
[18:47:26] <fainosag> do some debug ( i also hate doing debug)
[18:47:51] <fainosag> nep
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[18:47:57] <fainosag> do this
[18:48:03] <Hovaku> well I just downloaded a profiler so I'll try that first
[18:48:25] <nepjua__> fainosag: i'll do some debugging ok
[18:48:56] <fainosag> not you
[18:48:59] <fainosag> the fps guy
[18:49:02] <fainosag> you do this
[18:49:03] <fainosag> world.step 1/60f,8,3
[18:49:12] <fainosag> tell me if it works
[18:49:15] <Hovaku> that doesn't help
[18:49:23] <Hovaku> tried it before
[18:49:38] <Hovaku> the lag is something that slowly cropped up over the past fortnight
[18:50:42] <fainosag> you have a lot of code?
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[18:52:37] <Hovaku> not really
[18:52:41] <Hovaku> 1700 lines
[18:53:17] <fainosag> aren't you initializating something in the render method ?
[18:53:21] <fainosag> something big
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[18:53:32] <Hovaku> nope
[18:53:36] <Hovaku> in create I am
[18:53:43] <nepjua> fainosag: isn't it weird that even the gravity doesnt work ? How can i check if i set bodyType correctly ?
[18:53:56] <fainosag> nep did you see my last line?
[18:54:06] <fainosag> world.step 1/60f,8,3
[18:54:08] <fainosag> do this
[18:54:15] <nepjua> fainosag: i tried that, didn't work
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[18:54:48] <nepjua> fainosag: my reply didnt seem to get there when i disconnected
[18:55:13] <fainosag> ah i never use stage2d
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[18:57:26] <nepjua> fainosag: coin.body.setTransform(10f, 10f, 5f); seems to work correctly
[18:57:40] <Hovaku> 0:06 shows one of the spikes more clearly
[18:59:19] <fainosag> if you do something like press a key to move the oin
[18:59:22] <fainosag> it works?
[18:59:53] <nepjua> fainosag: i'll try
[19:00:44] <Xoppa> robitx, then enable it
[19:01:22] <robitx> Xoppa: I tried, there was lots of errors, when I compiled it with ant
[19:01:24] <abs25> can anyone help me to fix this bug?
[19:01:33] <abs25> I am using fillviewport
[19:02:21] <Xoppa> robitx, have a look at the build script of the other extensions like box2d and bullet
[19:02:24] <abs25> all I want is that my picture gets rendered as is, without stretching at all, and to fit multiple screen sizes
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[19:04:32] <robitx> Xoppa: neither box2d nor bullet does explicit optimalization for arm
[19:05:30] <Xoppa> why should it?
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[19:06:09] <robitx> Xoppa: they obviously dont have to, but stuff like FFT are quite heavy on cumputation
[19:06:23] <robitx> Xoppa: I fugured out I need to keep arm flag only for armeabi* and disable it for x86
[19:06:26] <nepjua> if(Gdx.input.isTouched()) {
[19:06:26] <nepjua> float x = Gdx.input.getX();
[19:06:26] <nepjua> float y = Gdx.input.getY();
[19:06:28] <nepjua>
[19:06:29] <nepjua> Vector3 vec = WorldUtils.unproject(x, y);
[19:06:31] <nepjua> coin.body.setTransform(vec.x, vec.y, 0);
[19:06:33] <nepjua> }
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[19:06:52] <robitx> nepjua: pastebin?
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[19:07:15] <nepjua> robitx: sorry for that, i used the app's paste function
[19:07:29] <Xoppa> robitx, so it does work?
[19:08:12] <robitx> Xoppa: well, now I can compile it without errors, at this moment I am trying to figure out, where to find x86 it should build
[19:08:49] <Xoppa> it created a subfolder in the libs folder iirc
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[19:10:36] <robitx> Xoppa: nope, I found some obj garbage instead :D
[19:11:08] <Xoppa> then it hasnt run the linker task yet
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[19:21:18] <Lecherito> Hi!
[19:21:35] <noone> ho
[19:21:54] <HunterD> hallo!
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[19:26:39] <Lecherito> how's that going
[19:26:46] <mobidevelop> dogiz: not if nobody puts it on the tracker
[19:27:47] <Lecherito> nexus 5 is coming :D
[19:28:36] <dogiz> ok thanks @mobidevelop
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[19:28:57] <InspiredNotion> Mac orientated Q here.. Do i need to have the mac in the my name to publish or can it be under a different name from the developer account? anyone know?
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[19:29:15] <duff> !youtube yuru yuri crazy frog
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[19:35:05] <Lecherito> Exception is inside
[19:35:16] <Lecherito> "couldn't load pixmap unknown image type"
[19:35:32] <kalle_h> hello
[19:36:21] <Lecherito> Hi kalle
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[19:38:56] <kalle_h> Tomorrow start my last week of annual vacation
[19:39:00] <kalle_h> going to travel to Budapest
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[19:40:26] <Lecherito> :o
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[19:41:20] <Lecherito> I dont really like budapest
[19:42:00] <abs25> why noone is answering my question?
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[19:43:20] <kalle_h> Lecherito: why?
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[19:43:28] <hovaku> Hi, I found out what the problem with the lag was
[19:43:46] <kalle_h> I have never been there but its seems like worth of visit
[19:43:47] <hovaku> for some reason my game was making lots of arraylist iterators
[19:43:56] <hovaku> I have no clue why :/
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[19:44:11] <hovaku> I'll quickly get the code of what it was originally
[19:44:17] <Lecherito> I'm much like of unknown places
[19:44:18] <kalle_h> hovaku: for (Obejct o : list)
[19:44:27] <abs25> this chat is amazing, noone can even answer my question ...
[19:44:36] <kalle_h> Lecherito: like what?
[19:44:38] <noone> I can?
[19:44:39] <Lecherito> noone: can
[19:45:05] <abs25> great name lol
[19:45:07] <abs25> no one
[19:45:08] <Lecherito> places where people doesn't usually go, last year I was living 3 weeks in Karaganza, Kazakhstan
[19:45:09] <kalle_h> hovaku: if you use Array instead of ArrayList that wont be a problem
[19:45:17] <hovaku> yeah I did that to fix it
[19:45:31] <abs25> I still cant fix that 1 pixel render wrong thing
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[19:45:52] <kalle_h> Lecherito: I like going to good restaurants and see some culture/history/architecth
[19:45:53] <hovaku> as I'd rather use arraylists (different characters have different amount of texture regions)
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[19:46:08] <kalle_h> hovaku: they are identical in uses
[19:46:21] <noone> abs25: "that 1 pixel render wrong thing"... how should we help you with an explanation like that?
[19:46:22] <Lecherito> people likes that, i dont <.<
[19:46:25] <hovaku> But I needed an array with a dynamic size
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[19:46:35] <abs25> so use arraylist
[19:46:40] <kalle_h> no no no
[19:46:41] <hovaku> libgdx has helper classes for arrays?
[19:46:42] <mutilator> abs25: did it somewhere say that we answer everyone questions whenever thy ask them?
[19:46:42] <kalle_h> use Array.java
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[19:46:52] <Lecherito> hovaku: Change every arraylist for Array, everything will work
[19:47:01] <noone> it's not helper classes, they are collections on their own, GC optimized
[19:47:04] <abs25> mutilator, no I just find it interesting that I asked 3 times, and noone even tryed to help me
[19:47:13] <mutilator> why is that interesting
[19:47:16] <mutilator> no one wants to help
[19:47:23] <mutilator> not that uncommon
[19:47:40] <dogiz> What is your problem abs25? my first guess is u use int instead of float
[19:47:44] <hovaku> I'll try it out, thanks
[19:48:14] <mutilator> your problem is either too boring or too difficult to explain, either way no one is required to help you but if they do you can say thank you
[19:48:19] <abs25> use int instead of float where dogiz?
[19:48:32] <dogiz> I do not see your questions
[19:48:45] <mutilator> it was an hour ago dogiz
[19:48:51] <kalle_h> abs25: you can't do what you want
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[19:48:56] <kalle_h> you can
[19:48:57] <dogiz> Except that you (unintentionally) bogging no+one
[19:49:13] <kalle_h> you can't except to fully scaling graphics if you dont allow scaling
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[19:49:30] <abs25> it was 45 mins ago, not 1 hour
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[19:50:09] <abs25> all I want to do it support different aspect ratios screens and different screen sizes, but keep textures as they are, so they dont get stretched in any way
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[19:50:13] <mutilator> it was 48 minutes go not 45
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[19:50:35] <abs25> mutilator, closer than 1 hour as you said ...
[19:50:48] <abs25> pls if you are not gona help dont talk to me
[19:50:59] <mutilator> pls stop being an ass
[19:51:08] <abs25> look who says that
[19:51:14] <mutilator> <---
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[19:52:05] <dogiz> what is your screen size Mr. abs
[19:52:51] <abs25> dogiz, screen size?, I want it to support multiple screen sizes
[19:53:10] <abs25> I am using fillviewport, with world size 480/800
[19:53:16] <kalle_h> abs25: can you show more stuff from level?
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[19:53:41] <kalle_h> so aspect ratio can widen the camera view
[19:53:46] <kalle_h> and not strech?
[19:54:02] <noone> aka ScreenViewport
[19:54:07] <dogiz> +
[19:54:32] <abs25> indeed
[19:54:35] <abs25> not stretch anything
[19:55:02] <kalle_h> then just do it
[19:55:13] <dogiz> btw Mr. abs this character is a burglar? It's looks pretty neat I`m gonna steal it.
[19:55:20] <kalle_h> only scale by multiples of integers
[19:55:30] <abs25> dogiz, how can I fix it?
[19:55:32] <davebaol> noone: you lost oo today :)
[19:56:01] <abs25> kalle_h, I am, *10
[19:56:05] <noone> yeah! that stupid nickname thief's IRC bouncer seems to be offline
[19:56:12] <dogiz> You cannot fix it because 1 pixel is the minimum area you can get
[19:56:21] <abs25> what?
[19:56:24] <abs25> how do you mean?
[19:56:43] <abs25> u want to tell me I cant draw a texture that is not stretched out?
[19:57:06] <noone> abs25: FillViewport does NOT stretch it in multiples... it stretches exactly until the screen is filled completely
[19:57:38] <abs25> but keeps the aspect ratio?
[19:57:44] <noone> yes
[19:57:50] <abs25> isnt that what I need to that picture stay the same?
[19:57:53] <abs25> and doesnt get stretched
[19:58:05] <noone> well, it gets scaled
[19:58:10] <noone> wrong word, sorry
[19:58:38] <noone> still some kind of "equal" stretching though
[19:58:43] <abs25> so there is no way I can use viewport and keep texture as is?
[19:58:51] <noone> there is... ScreenViewport
[19:59:00] <dogiz> Mr abs, it is a deep math problem, try this: 3*x = 10. x in pixel unit
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[19:59:54] <abs25> btw I have copyright on that character khm
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[20:01:01] <abs25> noone, but screenviewport doesnt scale the image
[20:01:07] <abs25> oh
[20:01:12] <abs25> I think I see the problem
[20:01:28] <abs25> this is indeed deep mathematical problem
[20:01:29] <noone> you want to keep the texture as it is... it means NO scaling
[20:01:51] <abs25> which means, effectivly that scaling is not perfect?
[20:02:00] <noone> unless you scale it only in perfectl mutliples, you will have rounding errors
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[20:02:05] <abs25> it stretches depending on resolution a little bit in 1 axis or even booth?
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[20:02:49] <dogiz> Mr.abs, 3*x = 15 should works. btw is your game out? I dont see your copyright on it but it resembles a game i know
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[20:03:16] <abs25> dogiz, I was joking lol, resembles a game you know?, link that to me
[20:03:53] <abs25> dogiz, 3*x ?
[20:03:56] <abs25> what?
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[20:04:25] <agmcleod> technically valid
[20:04:38] <agmcleod> typically i do variable first
[20:04:38] <dogiz> So i can steal the burglar? neat. I mean the artstyle. Im sure you know what game . seriously i want to use this artstyle too so thanks for the burglar
[20:04:52] <abs25> dogiz, I am using it for my game, u cant use it lol
[20:05:01] <abs25> I got animations and everything
[20:05:07] <abs25> and now I stumbled on this problem
[20:05:11] <dogiz> I can make animations too
[20:05:12] <abs25> where his head gets extra 0.5 pixels ...
[20:05:55] <abs25> dogiz dont
[20:06:04] <abs25> and what game?
[20:06:06] <dogiz> Ok Mr abs: 3*x pixels = 10 pixels -> deep maths , 3*x pixels = 15 pixels -> trivial math
[20:06:08] <Lecherito> steal all the things
[20:06:30] <noone> can I also steal it?
[20:06:42] <abs25> no
[20:06:44] <abs25> noone can steal it
[20:06:50] <abs25> :P
[20:06:53] <dogiz> Seriously Mr abs25, u cannot stop me. You showed me a neat burglar, and i really fall in love with the artstyle, and im gonna elaborate on it! (and beat you to it)
[20:07:04] <abs25> and I will sue you
[20:07:10] <abs25> I mean my artist will
[20:07:26] <abs25> not my problem anyway
[20:07:35] <dogiz> Stop bugging no+one please, he is fixing #901
[20:07:47] <abs25> so effectivly, this cannot be fixed?
[20:07:50] <abs25> like at all
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[20:08:16] <dogiz> abs25 are you not an artist? :(
[20:08:26] <abs25> no I payed for it
[20:09:17] <abs25> "I am shure you know what game" dogiz no I dont
[20:09:19] <abs25> tell me
[20:09:55] <cackling_ladies> what games are you guys talking about?
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[20:10:03] <abs25> he is
[20:10:03] <kalle_h> chat reduced to chit chat
[20:10:04] <abs25> and idk
[20:10:26] <mutilator> um
[20:10:30] <mutilator> really?
[20:10:31] <dogiz> Ok, the answer to your question is: You cannot fix it, but you can avoid it, by using screen size multiples of the native size you intended. As no+one + every+one have been trying to explain to u
[20:10:49] <abs25> and how do I do that
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[20:11:15] <esvee> hi all :)
[20:11:18] <dogiz> kalle, it starts with someone mentioning travel... and Im not sure if "reduced" is the right word, chit chat is chat with chit (bigger)
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[20:11:53] <abs25> dogiz, screen size multiples?
[20:11:54] <mutilator> when i saw that i just assumed it was directly grabbed from swords & sworcery
[20:12:02] <mutilator> sword*
[20:12:49] <abs25> is there even a name for this problem? so I can google it?
[20:12:56] <dogiz> Mr abs25 Im unsure whether you are trolling now,..like 50% unsure. multiples in that sense means what you get from multiply something with whole number
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[20:13:26] <abs25> I am not trolling
[20:13:30] <abs25> I just dont understand hwat you said
[20:13:31] <noone> (which will result in black bars for many resolutions)
[20:13:41] <abs25> I dont know what to do to fix it, english is not my native so its hard to udnerstand
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[20:14:34] <dogiz> What is the world size and what is the screen size you are showing it?
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[20:14:58] <abs25> 480/800, same for screen size, but I also want it to work on 1080/1920...
[20:15:18] <abs25> world size is same as screen size in other words
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[20:15:49] <cackling_ladies> you can scale the whole screen to match the device and only render to a fixed aspect ratio/resolution
[20:16:13] <abs25> how
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[20:16:48] <noone> by hand, Viewports currently don't support that
[20:17:09] <Lecherito> I've tried with more than one png, still the same
[20:17:45] <abs25> so basicly write my own viewport
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[20:20:23] <noone> yeah
[20:20:27] <noone> it's not difficult
[20:21:10] <dogiz> Mr Abs can you link me the artist? I would like to use the art anyways
[20:21:27] <abs25> dogiz, you can buy it from me, because I bought it from someone
[20:21:43] <dogiz> What else do you have other than burglar?
[20:21:56] <abs25> Homeless guy
[20:22:09] <dogiz> Only characters?
[20:22:14] <abs25> yes
[20:22:20] <dogiz> How many?
[20:22:23] <abs25> he is activly working for me so
[20:22:29] <abs25> over a dozen
[20:22:37] <abs25> also I got some envoirment stuff
[20:22:40] <abs25> backgrounds
[20:22:43] <abs25> mountains, rivers
[20:22:51] <abs25> paricl effects
[20:23:03] <noone> are the characters animated?
[20:23:07] <abs25> yes
[20:23:25] <abs25> walk, combat, jump, idle, talk, and few special actions
[20:23:26] <dogiz> Can you show me the mountains, so maybe i can steal those too?
[20:24:00] <abs25> dogiz, why dont u steal from sword and sworcery if you like that art style?
[20:24:32] <abs25> dogiz, wana buy the whole set?
[20:25:04] <Fel_Ix> Hi guys, I have and issue, I implemented an inputHandler method and the right mouse click triggers all the events, and the keys I bind to them doesnt work, Has anyone run into something similar?
[20:25:14] <dogiz> Price?
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[20:28:35] <CyrusVorazan> Is there anyone using netbeans? It doesn't seem to be able to find classes in the same package
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[20:37:14] <agmcleod> Havent used netbeans in years
[20:37:48] <agmcleod> only thing i can suggest is doing a clean
[20:37:51] <agmcleod> or restarting netbeans
[20:39:12] <CyrusVorazan> Well, so far integration with netbeans was quite questionable. Guess I'll save myself some trouble and use eclipse after all
[20:42:09] <diphtherial> i don't know if you've considered intellij as well, but that's another option
[20:42:13] <diphtherial> (my preferred one)
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[20:42:52] <JesusCM> hello
[20:42:53] <diphtherial> question: if you're writing a top-down zelda-like tilebased game, is box2d a poor choice? it seems like it's designed for platformers
[20:43:12] <diphtherial> i could turn off the gravity, of course, but emulating floor friction seems like it might be error-prone
[20:43:13] <JesusCM> Error compiling shader: Vertex shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context
[20:43:18] <JesusCM> please help
[20:43:21] <agmcleod> Box2d isnt designed for platformers either
[20:43:29] <agmcleod> use it if you need more real world physics
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[20:43:54] <agmcleod> for top down games like zelda or platformers like braid or mark of the ninja, you can pretty much just use AABB
[20:44:02] <agmcleod> and maybe some basic velocity mechanics
[20:44:03] <diphtherial> agmcleod: i suppose i meant situations in which you're looking from the side, but yeah, i guess the typical "jumping up through a floor" thing isn't explicitly supported
[20:44:35] <diphtherial> agmcleod: i'd have to write all the collision detection stuff myself, and i'm not looking forward to rewriting some spatial hash/quadtree implementation when box2d does a fine enough job of it
[20:44:45] <agmcleod> Not sure JesusCM are you requiring a version of opengl that doesnt run on a certain device?
[20:44:58] <JesusCM> i tried a desktop run
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[20:45:05] <diphtherial> nor am i looking forward to dealing with literal corner cases like getting snagged on the edge of a block, which a proper physics library would handle by having the characters be circles
[20:45:06] <JesusCM> i updatred my libgdx and this happened
[20:45:23] <agmcleod> Actually
[20:45:29] <agmcleod> they removed OpenGL1 support
[20:45:33] <agmcleod> that's probably the issue
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[20:45:54] <agmcleod> do you have any thing invoking fixed pipeline in your code?
[20:46:01] <JesusCM> not really
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[20:46:19] <JesusCM> i changed all my render method open gl line sto this Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT);
[20:46:20] <agmcleod> diphtherial haha fair enough. I think you can disable rotations and such with box2d. But i remember when i built a platformer thingy using box2d, people linked me box2d tetris and such as a point to not use it ;)
[20:46:42] <JesusCM> it was GL20 before
[20:46:42] <agmcleod> GL20 is fine
[20:47:14] <agmcleod> it's what the generated template uses anyways
[20:47:32] <JesusCM> i get the error either way
[20:47:57] <diphtherial> agmcleod: heh, well, i do appreciate the advice; i guess i'm mostly confused that an alternate physics library doesn't exist that's optimized for top-down games
[20:48:37] <diphtherial> hopefully box2d tetris was a joke, unless having the pieces freely rotating all over the place was a feature. also, yeah, there's a flag in box2d to disallow an entity from rotating
[20:48:45] <diphtherial> you can also use linear damping to mimic floor friction to some extent
[20:48:51] <JesusCM> it point to the batch.begin() line in the first screen i call
[20:49:12] <agmcleod> Wel AABB is pretty easy
[20:49:23] <agmcleod> but yeah kinda surprised stuff doesnt exist for SAT as much
[20:49:37] <agmcleod> Core dev on melonjs recently finished SAT & Quadtree
[20:49:39] <diphtherial> box2d tetris sounds like a terrible idea...having boxes rub up against each other in a numerical (and consequently limited-precision) solver is a recipe for problems
[20:49:45] <agmcleod> might have to be tweaked a bit, but it was written up
[20:49:49] <diphtherial> SAT?
[20:49:56] <agmcleod> Separation axis theorem
[20:50:09] <diphtherial> aha
[20:50:17] <agmcleod> used for when you want pixel collision between concave polygons
[20:50:21] <agmcleod> doesnt work for convex though
[20:50:37] <agmcleod> sorry
[20:50:38] <agmcleod> reverse
[20:50:46] <agmcleod> it works for convex, not concave
[20:51:56] <diphtherial> for broad-phase it should work for either, if i'm not mistaken
[20:52:25] <agmcleod> no idea
[20:53:11] <diphtherial> afaik all the separating axis theorum is about is that if you enclose each shape in an AABB, you can first examine one axis to see if any of boxes overlap in that axis
[20:53:24] <kalle_h> tetris with box2d
[20:53:35] <diphtherial> if they don't overlap on one axis, they don't overlap at all
[20:54:42] <diphtherial> kalle_h: nifty
[20:55:04] <diphtherial> but yeah, in your case having the pieces interact like they're physical objects is an intended feature
[20:55:17] <kalle_h> I just saw some gif about tetris with rubbery physics. That would be like fun
[20:55:20] <diphtherial> if you just wanted to do tetris straight, you'd end up with a lot of snagging
[20:55:29] <diphtherial> sounds neat :)
[20:56:27] <agmcleod> haha
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[21:00:25] <JesusCM> ah my issues have been resolved :)
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[21:09:51] <Neomex> what are libgdx dependencies?
[21:09:53] <Neomex> openal?
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[21:10:19] <cobolfoo> neomex on which platform ?
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[21:10:40] <Lecherito> Damn loading raw images :C
[21:11:41] <Neomex> all, lets say windows for now
[21:11:44] <Neomex> cobolfoo
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[21:13:27] <cobolfoo> On windows, mostly LWJGL
[21:13:30] <kalle_h> Damn I hate ppl who embed big videos on pptx
[21:13:39] <cobolfoo> and OpenAL which are packed in libgdx distribution
[21:13:54] <Lecherito> so no Idea on downloading images? :C
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[21:18:20] <Lecherito> 416 ppt
[21:18:21] <Lecherito> xDD
[21:18:23] <Lecherito> mb*
[21:18:40] <kalle_h> never seen video at ppt that would't lag and look like shit
[21:18:55] <kalle_h> simple youtube/vimeo link would be awesome
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[21:19:24] <Lecherito> i'd gif it
[21:19:28] <Lecherito> 3 gb gif
[21:20:35] <kalle_h> omg, these videos work
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[21:22:25] <hovaku> I have no idea why this happens but it's really bugging me, the first loop, a conventional for loop used on an ArrayList, causes no lag but the enhance for loop, recommended over the for loop causes a ton of lag on my app
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[21:22:55] <hovaku> Looking at my profiler the second loop creates tons of iterator objects
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[21:23:43] <kalle_h> hovaku: we said couple hours ago that use Array instead
[21:23:59] <hovaku> I know but it makes no sense >.<
[21:24:11] <kalle_h> Iterator is object.
[21:24:23] <hovaku> I get that but why is it making so many?
[21:24:24] <kalle_h> so each time you use for each loop you create tons of objects
[21:24:45] <hovaku> but I was told the for each loop should be faster
[21:24:47] <kalle_h> but when you use Array. that Iterator is cached
[21:25:25] <kalle_h> hovaku: it can be faster. JVM can do certain optimizations by knowing that you loop over all objects
[21:26:11] <kalle_h> but java is GC based and all those Iterators will cause garbage. Good JIT compiler or escape analysist should notice that but we don't live in perfect world
[21:26:41] <kalle_h> hovaku: just replace that ArrayList by Array and forget about that perf-tips site
[21:27:17] <kalle_h> or use manual for loops everywhere and tolerate uglier syntaxt
[21:27:35] <hovaku> okay, I was just bugging me that everywhere I read said an enhanced for loop was better
[21:27:43] <hovaku> it*
[21:27:57] <kalle_h> sometimes it is better
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[21:28:27] <kalle_h> for normal array(not the libgdx class) its better when you use built in types
[21:29:07] <kalle_h> for libgdx Array its about the same perf
[21:29:33] <lxknvlk> hey all! i have a button with a clicklistener, on desctop all ok, but in android button is not clickable, please help!
[21:29:53] <hovaku> thanks for the advice
[21:30:59] <hovaku> just replaced it with libGDX's array but the foreach loop still causes lag
[21:31:09] <HunterD> kalle_h: hi! I am working on setting a correct pipeline for passes. Considering that the scene can be read from a hdr framebuffer (complete scene rendered, framebuffer as RGBM or R11G11B10 format) and the following passes/effects required: color mapping, gamma correction, FXAA, light glow diagonal 1, light glow diagonal 2 which is the correct order to make those passes?
[21:31:20] <hovaku> it thought it would be fine with for each or is there something wrong with my code?
[21:31:29] <kalle_h> hovaku: by lag you mean GC?
[21:31:49] <hovaku> well the app actually stutters
[21:31:56] <hovaku> I think that's caused by GC
[21:32:06] <hovaku> on the built in arraylist it was
[21:32:54] <hovaku> here's the code
[21:33:11] <hovaku> I'll post the profiler's output (amount of objects)
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[21:35:36] <kalle_h> HunterD: I use this. gbuffer, direct lights, indirect lights, volumterics(fog, particles(with fog), inscatter halos), DOF, bloom/lensflare, filmgrain, vignette, tonemap, fxaa
[21:36:00] <kalle_h> everything is in hdr excepth fxaa
[21:36:26] <HunterD> mother of passes :D
[21:36:37] <HunterD> how do you do indirect lights?
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[21:37:23] <kalle_h> HunterD: how long you have?
[21:37:33] <HunterD> 10 sec
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[21:37:49] <HunterD> just an idea
[21:37:51] <lxknvlk> working on pc, but not on android
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[21:39:32] <lxknvlk> im desperate, no info on internet about this :D
[21:40:15] <kalle_h> I use ssao with indirect bounces and screenspace reflections, if these don't have data, I fall back to procedural skycube
[21:40:45] <hovaku> doesn't seem nearly as bad as the ArrayList but it still makes a lot of iterators (2,556) though I'm not sure why it would cause that much lag
[21:41:04] <noone> davebaol: ping
[21:41:16] <hovaku> Java's arraylist made around 200,000 iterators...
[21:41:46] <hovaku> there's only 300 objects that use the arraylist
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[21:43:03] <kalle_h> HunterD: so in perfect case I have perfect multibounce global illumination. But because screenspace is so limited I need really accurate skymodel(this include mie/reileight scatterin, clouds, some rougness based parameter tuning to get metals look better)
[21:43:20] <kalle_h> hovaku: its created everytime you iterate
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[21:44:05] <hovaku> but with libGDX's Array I thought it would be reused?
[21:44:20] <hovaku> (I have no clue about ArrayLists)
[21:44:21] <kalle_h> its just created once. Don't know what cause your problem
[21:44:41] <HunterD> kalle_h: a 3d graphics druid :D. how long have you been studying/working with rendering systems?
[21:44:44] <hovaku> if it's created once then there should only be 300 iterators (for each object)
[21:45:01] <hovaku> I'll just stick with the normal for loop since that works for some reason :/
[21:45:13] <kalle_h> HunterD: but I have to support dynamic and procedural scenes. If you don't then I would just use diffuse and specular cubemaps that are prefiltered to match your BRDF and different roughness packed to miplevels
[21:45:44] <kalle_h> HunterD: 3years...
[21:46:12] <kalle_h> but I have been professional most of that time so I have lot of time to ponder these things
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[21:47:17] <HunterD> kalle_h: 3 years, amazing !
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[21:48:07] <HunterD> we are so lucky to have you in libGDX team
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[21:49:42] <kalle_h> I am just chattin there. It's not like I do anythign usefull
[21:50:16] <kalle_h> 2.5years ago
[21:51:00] <HunterD> kalle_h: you post cool stuff, it's inspiring
[21:51:09] <HunterD> see?
[21:52:24]
<lxknvlk> my button is working on pc, but not on android, i have no idea whats wrong. Nothing related in google on stackoverflow http://pastebin.com/wRmyPpAz
[21:52:27] <titoasty> kalle_h, I still uses your bloom library :)
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[21:53:16] <HunterD> is there.. link? :)
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[21:57:05] <StrikerFred> lxknvlk: no clue what it could be at first sight, but try to put breakpoints and debug, to see if code is executed
[21:57:18] <StrikerFred> sometimes it is actually executed, but you don't see the effect and think it doesn't work
[21:57:19] <lxknvlk> StrikerFred, thanks, i will
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[21:57:41] <StrikerFred> put one first inside the clicked function, and then at the addListener line, to see if the listener is properly added
[21:57:49] <StrikerFred> maybe some code is not run on android for whatever reason
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[22:00:26] <lxknvlk> well, its animation doesnt even change
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[22:01:30] <HunterD> kalle_h: do you know a good book / collection of maths for 3d rendering / 3d graphics?
[22:02:36] <kalle_h> HunterD: realtime collision detection is good
[22:02:41] <kalle_h> realtime graphics ofc
[22:02:51] <kalle_h> I also like gpu pro series
[22:02:58] <kalle_h> and you can see gpu gem series at online
[22:03:16] <kalle_h> I learn math as I go
[22:03:39] <kalle_h> but I can't learn it without actual usage and need
[22:04:52] <kalle_h> HunterD: most of the math that is needed for full blown AAA game is simple. There are some parts that are complex like physics and IK animations
[22:05:14] <kalle_h> usually if something looks too complex it is and its just better to avoid
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[22:05:47] <HunterD> dermetfan: thank you, good collection
[22:06:04] <StrikerFred> lxknvlk: at that point, i'd dive into libgdx code and put breakpoints at the start of the input handling code, and see why it doesn't reach your button
[22:06:18] <StrikerFred> maybe something is above your button
[22:06:19] <StrikerFred> can't really help much without more code
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[22:06:52] <lxknvlk> but what confuses me that it is working on PC
[22:07:08] <HunterD> also, for profiling on mobile platforms, how can I test correctly the vertex processing time and the fragment processing time?
[22:07:25]
<hextileX> did not know that instagram uses nginx. funny to see a 500 repley from such a big business -> http://instagram.com/
[22:07:55] <hextileX> everyone cocks with water
[22:08:00] <kalle_h> HunterD: you need gpu spesific profiler
[22:08:22] <kalle_h> HunterD: what devices you have?
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[22:08:53] <HunterD> I installed mali graphics debugger, but the timings are not easy to read (or I cannot figure out how), but it does give total cycles for vertex and fragment shaders
[22:08:57] <StrikerFred> lxknvlk: yeah, those bugs really are confusing :p but it might be something stupid like something is covering your button on android but not on desktop because it's not the same resolution
[22:09:02] <HunterD> I have galaxy s 3
[22:09:22] <lxknvlk> actually that makes sense :D
[22:09:26] <lxknvlk> ill investigate
[22:10:02] <StrikerFred> lxknvlk: let me know if you find anything :)
[22:10:21] <lxknvlk> StrikerFred, ok :)
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[22:13:11] <lxknvlk> StrikerFred, lol i found it
[22:13:29] <lxknvlk> the button icon was in one place, but it responded to click in a other coordinates
[22:14:04] <StrikerFred> hm but why only on android?
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[22:16:21] <lxknvlk> i dont know
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[22:21:24] <lxknvlk> look like the viewport is scaling everything except the button area where it registers clicks
[22:21:37] <lxknvlk> though it does scale the button image correctly
[22:21:40] <lxknvlk> this might be a bug
[22:21:56] <kalle_h> HunterD: gles2.0 does not provide any profiling extensions so those tools are only option
[22:22:25] <lxknvlk> coordinates of the area where click/touch is registered remain absolute ...
[22:22:50] <Qowface> lxknvlk: You have to take the scaling into consideration in your input processor
[22:23:07] <lxknvlk> Qowface, hows that?
[22:23:52] <lxknvlk> Yes, that make sense, that part related to input processor is not scaled
[22:24:06] <lxknvlk> the coords and size of the area that registers touch
[22:24:19] <HunterD> kalle_h: I see. I will look more in how to use mali graphics debugger
[22:24:32] <lxknvlk> but position and size of the button image is scaled :D
[22:25:12] <lxknvlk> am i really the first one with this problem, where there is no info on google or stackoverflow? :O
[22:25:18] <lxknvlk> its such a common one ..
[22:26:04] <Qowface> Scale the coordinates clicked/touched. I pass mine the screen width over the actual game width (and same for height) so I can scale the X/Y touched by that when I check
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[22:29:48] <noone> I wish I could commit myself to libgdx, then I wouldn't need to spend 15 minutes to setup a PR which adds 1 nullcheck
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[22:33:25] <HunterD> kalle_h: you said something about cosine filtered cubemaps, what is this filter used for?
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[22:37:47] <kalle_h> HunterD: smooth materials need mirror like reflections and rough materials need glossy/blurry ones
[22:38:36] <kalle_h> to make this properly you would need to use importance sampling
[22:38:45] <kalle_h> and use hundreds of samples per pixel from cubemap
[22:38:46] <HunterD> kalle_h: I previously used only the disc filter form cubemap gen, the cosine one took too long to compute. Is there a special case to use the cosine one?
[22:39:18] <kalle_h> why is preprocess time a problem?
[22:39:48] <HunterD> patience is limited :)
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[22:40:09] <Punskl> Sup guys
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[22:41:18] <lxknvlk> Qowface, can you explain a little bit more, i didnt understand
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[22:41:54] <HunterD> I mean, is the cosine doing a better approximation for some tipe of materials? is the disc filter (equal weights for all samples) way off for anything related to physically based rendering?
[22:42:09] <HunterD> *type
[22:42:18] <lxknvlk> Qowface, i shouldnt use numerical coordinates, but viewport coordinates, or camera coordinates, or gdx.graphics.getwidth coordinates?
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[22:44:28] <blomman> Hoq do I change GWT project to run on port 8080? Seems that whatever project I run, it's always the first (old one) that's there
[22:45:28] <kalle_h> HunterD: its way off
[22:46:00] <kalle_h> cosine filter is at least ground truth when V = N
[22:46:06] <kalle_h> but disc is never
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[22:47:36] <HunterD> kalle_h: I see. I will stick with cosine
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[22:53:09] <StrikerFred> lxknvlk: hm viewport are pretty new so it might be why you are the first to have this
[22:55:47] <Tomski> blomman, it is served up to 8080
[22:56:07] <blomman> Tomski:Got it working now :)¨
[22:56:17] <noone> StrikerFred: which problem?
[22:56:31] <titoasty> kalle_h, for hardland did you write your own shaders from scratch or did you use libgdx default shader as a base ?
[22:56:38] <blomman> although I'm getting undefined errors all the time.
[22:56:45] <noone> titoasty: he is not using libgdx at all
[22:57:10] <titoasty> oh ok
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[22:58:42] <StrikerFred> noone: lxknvlk's problem
[22:59:02] <StrikerFred> i believe you are the main dev of viewport? you might be more able to explain to lxknvlk
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[23:00:05] <lxknvlk> noone, are you the main dev of viewport?
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[23:00:43] <noone> kind of, I guess
[23:01:16] <lxknvlk> cool:)
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[23:01:37] <lxknvlk> so, there might be a problem with viewport
[23:02:10] <dogiz> Please dont say that, it freaks people out
[23:02:12] <noone> which one? I did not follow the conversation for a while
[23:02:13] <kalle_h> titoasty: its not libgdx game. I writed 90% from scrach and some I have based on some papers
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[23:02:23] <lxknvlk> it scales everything fine, just not the area there touch coordinates are registered
[23:03:07] <lxknvlk> on pc i test on 480x800 resolution, and with viewport everything works great on 1080x1920 android emulator
[23:03:44] <lxknvlk> except the button touch area is at x=190 and y=550
[23:03:53] <lxknvlk> and sized as if it was on 480x800
[23:04:03] <titoasty> kalle_h, so in c++ ?
[23:04:16] <noone> lxknvlk: button means you are using Stage?
[23:04:24] <lxknvlk> yes
[23:04:32] <lxknvlk> but i actually am not drawing the stage
[23:04:34] <lxknvlk> in batch
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[23:04:59] <lxknvlk> i use startButton.draw(batch, 1f);
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[23:05:33] <lxknvlk> if i draw stage then it overlaps everything, but i want the button to appear over my gamestuff
[23:06:46] <noone> so you want a UI?
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[23:07:17] <lxknvlk> i want a button to appear over the game and to dissapear when it is clicked
[23:07:25] <lxknvlk> like in flappy bird, the start button
[23:07:50] <noone> okay... simple UI stage then
[23:08:03] <noone> I don't understand why you are not using stage.draw()
[23:08:08] <esvee> kalle_h, hey man
[23:08:40] <lxknvlk> because then the stage is not transparent
[23:09:18] <noone> sure it is
[23:09:28] <noone> if there are no actors, nothing is drawn
[23:09:29] <kalle_h> titoasty: yup
[23:09:38] <kalle_h> esvee: hello
[23:10:18] <esvee> i'm especially proud of the 'shiny line' algo :)
[23:10:51] <kalle_h> explain it a bit
[23:11:07] <lxknvlk> noone, are you saying that i should draw everythin on stage, not only the button?
[23:11:22] <noone> lxknvlk: you are not supposed to call that method from outside of stage with your own batch
[23:11:30] <esvee> i extrude a quad from the line in screen space in the direction perp. to the line
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[23:11:47] <esvee> and draw an additional two triangles to get the 'glowing' edges
[23:11:49] <kalle_h> it does look good
[23:12:04] <lxknvlk> well if i use stage and forget about the transpareny problem, all stage also is not scaled correctly
[23:12:05] <esvee> it's basically the doom 3 volumetric lighting
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[23:12:09] <esvee> but for lines, not quads
[23:12:16] <noone> lxknvlk: you need to at least set it's transformation matrix to stage.getCamera().combined before doing that
[23:12:49] <esvee> today i implemented SSS based on inverted normal AO baking... it looks really good but doesn't fit in my game
[23:13:27] <lxknvlk> that sounds like the solution
[23:13:41] <esvee> kalle_h, i wanted to ask you to explain me your god-ray algorithm in hardlands
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[23:13:51] <esvee> like a high-level overview
[23:13:53] <noone> you should not have to do that, I still don't get your problem with transparency
[23:14:21] <kalle_h> esvee: its basically has view space raymarcher that accumulates occlusion from sun
[23:14:36] <kalle_h> and then that is combined with volumetric in scatter
[23:14:39] <lxknvlk> noone, lool , you know what fixed it? i did stage.setViewport(viewport);
[23:14:48] <lxknvlk> just did
[23:14:52] <lxknvlk> now all is scaled ok
[23:14:56] <esvee> kalle_h, the ray-march is cpu?
[23:14:57] <kalle_h> esvee: so basic brute force aproach is 5lines of code
[23:15:01] <kalle_h> esvee: gpu
[23:15:08] <noone> lxknvlk: so the problem with viewport was not using viewport... lol
[23:15:18] <lxknvlk> :D
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[23:15:45] <esvee> based on z-prepass?
[23:15:50] <lxknvlk> StrikerFred, :d
[23:16:15] <esvee> accumulatedOcclusion = magicFunction(depth) ?
[23:16:21] <lxknvlk> noone, thanks!
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[23:17:43] <noone> I didn't do much
[23:18:17] <noone> lxknvlk: next time try to post some relevant code snippets, then we can help you much better
[23:18:33] <kalle_h> sample shadow is function that returns amount of sunlight passes to current viewSpacePos
[23:18:35] <esvee> sampleShadow = depth buffer from sun viewpoint?
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[23:19:08] <lxknvlk> noone, i sure will! thanks again!
[23:19:21] <kalle_h> esvee: yeah. basically its just multiplies view space position wiht shadowMatrix and then use that coordinate to look up texture
[23:19:55] <kalle_h> but you need to use N >= 100 to get good results
[23:20:03] <kalle_h> which cost about 20ms
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[23:20:10] <esvee> ewwww
[23:20:12] <kalle_h> so you need to cheat
[23:20:28] <kalle_h> I use spatial and temporal blurring
[23:20:46] <esvee> here's the part i remember you were talking about and i didn't understand
[23:20:51] <esvee> what is the basic idea?
[23:21:31] <kalle_h> spatial blur just use near pixels and if their depth differences are similar they can reuse those values
[23:21:49] <kalle_h> temporal blur uses values from previous frames
[23:22:43] <esvee> go slow here... how do you do 'if depth difference similar' without branching?
[23:23:10] <kalle_h> modern gpus can branch without problems
[23:23:30] <kalle_h> sometimes you even use that as optimization
[23:23:46] <esvee> oh.. not mobile though i guess
[23:23:57] <esvee> and how do you accumulate values from previous frames?
[23:24:04] <esvee> erase the buffer only if viewPos changes drastically?
[23:24:05] <kalle_h> temporal reprojection
[23:24:22] <kalle_h> I discard values per pixel not per buffer
[23:24:50] <kalle_h> but that without branch would be like: weight = 1.0 - abs(d0 - d1) * maxError
[23:25:06] <kalle_h> esvee: that is for antialising
[23:26:26] <kalle_h> lines 255-256
[23:27:05] <kalle_h> but I really need to go sleep. Flight at morning, have to wake before six
[23:27:20] <kalle_h> I will be back after week or so
[23:27:24] <kalle_h> so have fun.
[23:27:33] <esvee> thanks for the info man, i'll try the naive version and try to read up on this stuff... looks complicated
[23:27:38] <esvee> have fun wherever you're going :)
[23:27:45] <esvee> ty m8
[23:28:08] <kalle_h> naive bruteforce version is right place to start
[23:28:10] <kalle_h> but see ya
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[23:46:23] <pmartino> is it easy to debug android programs on chinese tablets
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[23:46:40] <pmartino> i remember having problems getting drivers for some chinese phones / tablets before but its been awhile
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[23:56:16] <pmartino> anyone have good experience with a particular tablet
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