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[00:14:43] <Lecherito> do you know how to create an image from an url?
[00:15:03] <Lecherito> https://www.irccloud.com/pastebin/BXW1oMIW I tried this and there you can see the result
[00:15:21] <Lecherito> With this image: http://178.62.163.110:3000/maps/getImage/2837507309sdasd5sdf.png (and every other image)
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[00:35:54] <dogiz> kalle_h Have fun in budapest! The weather is just nice now
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[00:43:08] <davebaol> fauge, you there?
[00:43:14] <fauge> yea whats up
[00:43:50] <davebaol> did you managed ai jump?
[00:44:12] <fauge> i have an ai jump
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[00:44:46] <davebaol> I'm adding a jump behavior to gdx-ai
[00:45:24] <davebaol> well I think that I'll add 2 jump behaviors with different approaches
[00:46:00] <fauge> ok cool!
[00:46:11] <fauge> are you going to use jump pads?
[00:46:30] <davebaol> the 1st with takeoff and landing locations which should be very accurate
[00:46:46] <davebaol> but level designer have to add locations manually
[00:46:59] <davebaol> has*
[00:47:26] <davebaol> the 2nd will autodetect jump points with raycast
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[00:48:09] <fauge> are you the author of gdx-ai?
[00:48:17] <davebaol> yeah
[00:48:33] <fauge> are you the only author working on it?
[00:48:53] <davebaol> mainly
[00:49:14] <davebaol> contributions are welcome though
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[00:50:07] <fauge> well a way to pass in variables to the ai state machine
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[00:50:18] <fauge> i could just not know how to do it
[00:50:32] <davebaol> what do you mean?
[00:50:58] <davebaol> anyways with the 2nd approach level designers only have to fill holes with an invisible obstacle
[00:51:05] <davebaol> but it's less error prunr
[00:51:10] <davebaol> prune^
[00:51:31] <davebaol> it's good for wide areas
[00:52:16] <fauge> would it work with box2d?
[00:53:22] <fauge> or how about the person passes in an array of rectangles
[00:53:34] <fauge> as the invisible obstacles
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[00:54:02] <davebaol> yes it should but usually jump behavior is more meaningful in 3D
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[00:54:18] <davebaol> fauge: a box2d body
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[00:54:36] <davebaol> raycast will detect the hole
[00:54:51] <davebaol> then the agent will jump
[00:55:09] <fauge> yeah will you have an overidable jump method
[00:55:40] <davebaol> I think I'll use a callback
[00:56:03] <fauge> when will the update be dave
[00:56:41] <davebaol> in the next days hpefully
[00:56:52] <davebaol> don't know when it will be merged though
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[00:58:54] <fauge> i wish i understood ai better
[00:59:31] <fauge> not really the logic of it but the math and stuff
[00:59:51] <Tann_> Not all AI stuff requires maths.
[00:59:56] <Tann_> What sort of system are you making?
[01:00:34] <fauge> an enemy ai
[01:00:43] <fauge> with guns and bullets and stuff
[01:00:49] <Tann_> Oh
[01:00:54] <fauge> enemy ai capable of attacking
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[01:01:04] <Tann_> Yeah that can get tricky
[01:01:09] <fauge> well all the math required to do with art i can do
[01:01:14] <Tann_> Give them random spread on their attacks : P
[01:01:17] <fauge> the angles and stuff is simple
[01:01:19] <Tann_> 2d or 3d?
[01:01:26] <davebaol> movement ai if I got it right
[01:01:26] <fauge> thats what i was thinking tann 2d
[01:01:32] <davebaol> and a bit of decision making
[01:01:44] <Tann_> Yeah, random angles makes everything look great
[01:01:51] <fauge> dave could you implement an a* algarithm
[01:01:59] <fauge> that takes a 2d array of doubles
[01:02:03] <fauge> or floats
[01:02:13] <Tomski> Itz ezpz
[01:02:14] <davebaol> we have 3 PR already
[01:02:16] <Tomski> Making it generic isnt
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[01:02:48] <fauge> what is 3 pr?
[01:02:58] <davebaol> pull requests
[01:03:17] <fauge> ajh
[01:03:18] <fauge> ah
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[01:05:38] <davebaol> pathfinding implementation should be able to work easily with steering behaviors though
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[01:05:46] <davebaol> not sure those PR do
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[01:18:46] <fauge> i also wish i knew how to use github better
[01:18:55] <fauge> im such a noob with it
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[01:21:53] <JesusCM> ye who do not trust in Jesus Code McChrist have little faith
[01:22:12] <Lecherito> Me
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[01:23:20] <JesusCM> should Jesus bother to dispose bitmap fonts?
[01:23:32] <JesusCM> or is it okay not to
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[01:25:54] <JesusCM> Jesus speaks to the wind
[01:27:52] <TheChubu> do what you feel its right
[01:27:56] <TheChubu> for you are Jesus
[01:27:58] <TheChubu> son of God
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[01:33:43] <fauge> if your done with it jesus then yes
[01:34:17] <michaelwm> Could anyone point me in the right direction for having my application run in the background of an Android/iOS device?
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[01:36:04] <JesusCM> oh okay thanks
[01:36:11] <JesusCM> and im not the son of god
[01:36:17] <JesusCM> for he doesn't actually exist
[01:36:40] <JesusCM> i am Jesus Code McChrist, commonly confused with the mythological Jesus
[01:38:52] <davebaol> Jesus walks on the water
[01:38:56] <davebaol> he doesn't need ai jump :)
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[01:42:23] <fauge> hahaha
[01:42:45] <fauge> im actually making my game have jump pads as we speak
[01:42:58] <fauge> i only have two maps so should be pretty easy
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[01:49:32] <davebaol> fauge: it's the safer approach, especially if you have short and/or tight landing areas
[01:50:03] <fauge> im just doing launch pads...but there invisible
[01:51:39] <davebaol> yeah but you need them to calculate the exact direction and speed in order not to fail the jump
[01:52:33] <davebaol> them = landing pads
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[01:54:39] <Burnrate> is there anywhere that has good build instructions using IDEA?
[01:54:58] <Tomski> To do what?
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[01:55:05] <Burnrate> i'm can't get the html build to find classes core\src\
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[01:55:25] <Burnrate> the wiki/Deploying-your-application is all eclipse
[01:55:33] <Tomski> Use the gradle superDev task to run
[01:56:03] <Tomski> Either with the tool window in IDEA, or better still from command line
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[01:57:28] <Burnrate> i was just using gradlew html:dist, but i think the superdev task is failing for the same reason
[01:57:29] <fauge> ah burnrate whats it saying
[01:57:38] <fauge> its on the top part
[01:58:03] <Burnrate> [ERROR] Line 24: No source code is available for type blah blah blah
[01:58:11] <Tomski> pastebin it
[01:58:12] <JesusCM> the upgrade from 0.9.9 to 1.3.1 was much smoother than i thought
[01:58:17] <Burnrate> all the classes in core/src/entity
[01:58:20] <JesusCM> very little i had to change
[01:58:41] <fauge> yeah pastebin it
[02:00:28] <Burnrate> this is from the html:dist command http://pastebin.com/AT5Q2Wx0
[02:00:36] <Burnrate> from the superdev command http://pastebin.com/1d0uze32
[02:01:10] <fauge> do you have gdx-ai extension?
[02:01:38] <Burnrate> image of the folder structure http://i.imgur.com/YCrpsXA.png
[02:02:31] <Tomski> Burnrate, you need to include those source paths in your CoreDefinition
[02:02:40] <Tomski> By default, only source under your package is included
[02:02:56] <Tomski> Which is most likely com.intelligentprodecure.whateverthisis
[02:02:56] <Burnrate> ok, gotta run brb will read
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[02:08:39] <Burnrate> sry am back
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[02:10:25] <fauge> any luck
[02:10:41] <Burnrate> not yet
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[02:13:56] <bhldev__> what do people use as a server side companion to libgdx
[02:14:12] <Burnrate> is everyone using eclipse again? lol
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[02:14:39] <bhldev__> luna has a dark theme
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[02:17:02] <bhldev__> ashley looks impressive
[02:17:02] <fauge> whats wrong with eclipse?
[02:17:05] <bhldev__> does it really work?
[02:17:11] <fauge> i love the dark theme
[02:18:39] <Burnrate> nothing is wrong with eclipse, i just got the sense android studio and idea was the way forward but i guess i am more android centric an libgdx is very cross platform
[02:19:33] <bhldev__> did someone develop a way to load json directly into ashley yet?
[02:19:59] <matthewt> who's ashley
[02:20:12] <bhldev__> https://github.com/libgdx/ashley
[02:21:05] <Burnrate> Tomski can you be specific on the file(s) for CoreDefinition that need updating?
[02:21:53] <Tomski> the definition in your core project
[02:22:06] <Tomski> Or you could just move everything under the package you generated the project with
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[02:25:00] <Tomski> Burnrate, so for you, DoTMain.gwt.xml
[02:25:30] <Burnrate> i'm in there, lots of errors still, and i tried moving them too, still more errors
[02:25:38] <Burnrate> all different though :) means progress
[02:27:14] <Burnrate> i had this working before :/
[02:27:37] <Tomski> What are the new errors? What did you change?
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[02:29:18] <Burnrate> i am try the gradlew html:dist with having moved everything into the original package and made the .xml file the original http://pastebin.com/tLrjfANx
[02:29:35] <Tomski> What is the value of your asset line?
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[02:30:06] <bhldev__> anyone try meshing ashley with scene2d yet
[02:30:12] <bhldev__> how well does it work before I blow a few hours doing it?
[02:30:23] <bhldev__> it looks good, I want to do it
[02:30:28] <michaelwm> Could anyone point me in the right direction for having my application run in the background of my mobile device (iOS/Android) and provide notifications?
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[02:32:14] <Burnrate> value of my asset line?
[02:32:17] <Tomski> Burnrate, in html/gwt definition files
[02:32:24] <Tomski> thats what its complaining about in the log
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[02:33:14] <francisl> Hi, I coding my first game, a vertical scrolling shoot’em all a la 1942. I want to have a parallax with clouds. At this point the the land is a tiled tilesets repeated over and over by reseting the camera.
[02:33:23] <Gtoknu> bhldev__ I'm having a good time deving with Ashley, though I think it's better to not mix it with stage2D
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[02:33:34] <Gtoknu> But that's just my opinion
[02:33:50] <bhldev__> it looks good
[02:33:52] <bhldev__> nice and simple
[02:33:54] <francisl> What would be the best way for clouds? random actor with texture or another tilesets?
[02:35:02] <Gtoknu> Francisl both way would work
[02:35:51] <Gtoknu> But it will be somewhat harder to implement parallax on a tile set layer
[02:36:03] <Gtoknu> But easier on a single actor
[02:36:04] <matthewt> what is an entity system
[02:36:54] <francisl> ok, is it possible to have two camera? one on each tilesets running at different speed ?
[02:37:09] <francisl> or the camera is related to the viewport?
[02:37:32] <bhldev__> matthewt good question the wiki for the ashley docs isn't written yet
[02:37:33] <Gtoknu> Matthewt http://cowboyprogramming.com/2007/01/05/evolve-your-heirarchy/
[02:38:14] <matthewt> Gtoknu: 404
[02:38:18] <Burnrate> i think its working, just being slow, i had set the assets in desktop and forgot
[02:38:22] <matthewt> bhldev__: well could you answer it here
[02:38:24] <JesusCM> your name reminds me of Goku
[02:38:32] <bhldev__> @matthewt http://www.gamedev.net/page/resources/_/technical/game-programming/understanding-component-entity-systems-r3013
[02:38:35] <Gtoknu> Sorry, here's the fixed link: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/
[02:38:56] <Gtoknu> Goku hahaha :p
[02:39:23] <matthewt> what's the difference between an entity and an object
[02:39:47] <Gtoknu> Even though its one of the heroes of my childhood, my nick is not based on him
[02:39:49] <francisl> Gtoknu: thanks, I’ll try with the actor/textures
[02:39:58] <matthewt> but thanks for the urls
[02:40:01] <Gtoknu> Matthew entities have no data, no logic
[02:40:02] <matthewt> gonna check emout
[02:40:06] <Gtoknu> Objects do
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[02:40:25] <bhldev__> I've been looking for something like ashley for awhile
[02:40:26] <Gtoknu> You spare id, logic, data in different objects
[02:40:29] <bhldev__> libgdx just gets better every year
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[02:40:44] <bhldev__> could have rolled my own but always ends up as shit : /
[02:41:04] <Gtoknu> Not spare, separate*
[02:41:33] <Gtoknu> I just wish Ashley had a better event system
[02:44:34] <bhldev__> yeah I noticed that too
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[02:44:34] <Burnrate> thank you tomski and fauge, i'm hoping its working and just being slow. i'm messing myself up a lot trying to customize stuff :s
[02:44:35] <Burnrate> making me learn more though! :p
[02:44:35] <bhldev__> why can't you add listeners for individual attributes of the entities on change?
[02:44:35] <fauge> does it give you no compile errors now
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[02:44:36] <Burnrate> lots of warnings and sitting at 80% for about 10 minutes
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[02:45:23] <fauge> its not supposed to take 10 minutes
[02:45:27] <fauge> what ide?
[02:45:42] <Burnrate> android studio
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[02:46:13] <fauge> hmmm
[02:46:26] <fauge> i wouldnt use android studio if your trying to gwt compile it
[02:46:30] <Tomski> Burnrate, whats this superDev?
[02:46:33] <fauge> switch to eclipse or something
[02:46:40] <Tomski> Its gradle, nothing to do with the IDE
[02:46:43] <Burnrate> it was working great a couple months ago
[02:46:58] <fauge> months...
[02:47:02] <Burnrate> yeah
[02:47:10] <fauge> so many updates
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[02:47:43] <Burnrate> i updated everything, and everything. trying out some new organization of stuff
[02:48:11] <Gtoknu> bhldev__ didn't think of that :p but its been only 3 days using Ashley now, I just noticed it, not really needed
[02:48:34] <Burnrate> i'm gonna try some stuff, maybe rebuild the project and keep defaults before installing eclipse
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[02:49:23] <bhldev__> Gtoknu you don't need to know when the individual components of the entities change?
[02:49:45] <Gtoknu> bhldev__ yet*
[02:50:10] <bhldev__> kk
[02:50:27] <Gtoknu> I've just been speculating what I'm going to really need on this project I got
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[02:50:47] <Gtoknu> My first game with an ECS :p
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[02:52:36] <fauge> i just use entitys as small classes
[02:53:37] <Gtoknu> Maybe you guys could help me to find an approach to this:
[02:54:01] <Gtoknu> How can I uncouple animation and controller movement?
[02:54:32] <Gtoknu> For example, the player should change to running animation when the player is holding the right arrow key
[02:55:47] <Gtoknu> Should animation system track movement component, should controller system update animation component? Or should I set up a whole new system for this?
[02:57:13] <fauge> if the players direction change
[02:57:17] <fauge> update the animation
[02:57:36] <fauge> your art should follow your theoretical objects
[02:57:48] <fauge> right?
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[02:59:15] <Gtoknu> I guess so
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[03:48:26] <fauge> anybody here
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[03:49:58] <KicStart> fauge: many are here.
[03:50:05] <fauge> haha ok
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[03:57:59] <gemurdock> so... im bored
[03:58:19] <mobidevelop> Plan a perfect crime
[03:58:36] <gemurdock> I alredy did that mobidevelop
[03:59:06] <gemurdock> snatch the rings at a weddin and sell em
[03:59:08] <gemurdock> :)
[03:59:14] <gemurdock> I win
[03:59:18] <fauge> now make a game about it
[03:59:23] <gemurdock> hahahahahahha
[03:59:49] <gemurdock> I should make a game where you come SOOOO close too winning... but can never win
[03:59:54] <gemurdock> the crowd would go wild
[03:59:56] <gemurdock> with anger. :)
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[04:03:37] <renderer> if i use rhino with libgdx for scripting, how can i make it work when compile to gwt
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[04:10:33] <mobidevelop> renderer: it won't work
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[05:00:30] <gemurdock> wow, I get back.... nothin has happened on chat at... well... all
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[08:09:38] <fainosag> hi, can you use android studio & gradle in offline mode?
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[08:10:47] <Tomski> There is a setting for it
[08:11:37] <fainosag> i get the error the project is using a unsupported version of android gradle..
[08:11:46] <fainosag> from android studio, but im connected to the internet
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[08:12:40] <Tomski> If you are using the latest android studio, you'll need to up your version of the android plugin
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[08:13:25] <Tomski> Whats the full error?
[08:14:10] <fainosag> Error:The project is using an unsupported version of the Android Gradle plug-in (0.10.4) <a href="fixGradleElements">Fix plug-in version and re-import project</a>
[08:14:23] <fainosag> i have the latest version of android studio, downloaded yesterday
[08:14:35] <fainosag> and the setup was made also yesterday for gradle
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[08:18:30] <TEttinger> yes, android gradle 0.10 is outdated IIRC
[08:18:41] <TEttinger> I think they're up to 0.12 minimum
[08:19:37] <fainosag> i've put 0.12 in the build.gradle of the all projects, now i wait for it to load :D
[08:20:02] <fainosag> how to run the main from android studio ? xD
[08:20:10] <fainosag> from edit configuration right?
[08:20:15] <Tomski> the maian?
[08:20:24] <Tomski> main*
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[08:21:52] <fainosag> yes the desktop main method
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[08:22:15] <Tomski> Make a run configuration, or just right click the launcher and run
[08:23:13] <fainosag> i can run the project if i'm not conected to internet?
[08:23:20] <Tomski> If you have the dependencies, yes
[08:23:53] <fainosag> i get Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: badlogic.jpg
[08:24:02] <fainosag> i don't even see an assets folder inside desktop project..
[08:24:27] <Tomski> Because its in android by default
[08:24:47] <Tomski> So you need to change your run configuration to havea android/assets as the working directory
[08:25:09] <Tomski> Its the same as: https://github.com/libgdx/libgdx/wiki/Gradle-and-Intellij-IDEA#running-your-project
[08:26:48] <fainosag> now is working
[08:26:55] <fainosag> if i inplug the internet it will still work?
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[08:28:30] <fainosag> i should have the dependencies now..
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[08:39:49] <fainosag> how to fix Can't find any GWT Modules on this page.
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[08:44:34] <fainosag_> guys how can i fix the error 'Can't find any GWT Modules on this page.' ?
[08:44:51] <fainosag_> i have the default project from the setup..
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[08:45:01] <Tomski> What url are you at?
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[08:46:23] <fainosag_> http://localhost:9876/html/
[08:46:23] <fainosag_> i click that dev mode on
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[08:46:51] <fainosag_> what to do
[08:46:56] <Tomski> You dont go there
[08:47:11] <fainosag_> and go where? what do i need to do..
[08:47:29] <fainosag_> on http://localhost:9876/ i see GWT Code Server Drag these two bookmarklets to your browser's bookmark bar: Dev Mode On Dev Mode Off Visit a web page that uses one of these modules: html Click "Dev Mode On" to start development mode.
[08:47:35] <Tomski> After running the superDev task, localhost:8080
[08:48:12] <hissing_girl> I cannot access your localhost.
[08:48:43] <hissing_girl> this is wierd, localhost should be accessible from the internet. ;)
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[08:49:55] <fainosag_> Error 404 - Not Found. No context on this server matched or handled this request. Contexts known to this server are: /html ---> org.gradle.api.plugins.jetty.internal.JettyPluginWebAppContext@73f578e1{/html,D:\Game projects libGDX\Sticky Grandpa Project\html\build\libs\html-draft-1.0.war}
[08:49:56] <fainosag_> what should I do now?
[08:50:28] <fainosag_> after i compiled i saw 'localhost:9876' cod ready some something like that..
[08:51:41] <fainosag_> The code server is ready. Next, visit: http://localhost:9876/ > Building 91% > :html:superDev
[08:51:41] <fainosag_> and is still 91% can be that the problem?
[08:52:22] <TEttinger> I'd guess so, it probably isn't all the way built. but it shouldn't be stuck...
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[08:54:44] <fainosag_> i did again run.. from terminal
[08:54:44] <fainosag_> im waiting now again..
[08:54:45] <fainosag_> so stressful when you just want to see your empty project and you can't..
[08:55:41] <fainosag_> Building 91% > :html:superDev ... _X
[08:55:41] <TEttinger> it's a little odd that it isn't finishing, if it can't get past 91%
[08:56:24] <fainosag_> uhm i'm so idiot
[08:56:26] <fainosag_> http://localhost:8080/html/
[08:56:27] <fainosag_> works
[08:56:27] <fainosag_> :D
[08:56:27] <TEttinger> hissing_girl just aged
[08:58:15] <fainosag_> TEttinger i'm newb to gwt, do you anything that is important for me to know while developing for android desktop and html?
[08:58:16] <fainosag_> things not to do, so the html won't crash or something?
[08:58:16] <fainosag_> do you know anything*
[08:58:16] <fainosag_> cause i saw that is very unstable
[08:58:27] <TEttinger> I just do android and desktop
[08:59:27] <TEttinger> I use scala which doesn't currently do html
[08:59:28] <fainosag_> why use scala instead of java?
[09:00:05] <fainosag_> better performance, or you know the language better?
[09:00:11] <TEttinger> mainly it made porting my C# easier since Java 6 (android compatible) is missing a lot relative to Scala
[09:00:16] <TEttinger> and relative to C#
[09:01:21] <TEttinger> I used delegates and anonymous functions a lot in C#, also their collections have way more featues than the ones in Java 6
[09:03:06] <fainosag_> after i run my project html5
[09:03:06] <TEttinger> Scala neatly maps almost everything in C#'s nice LINQ extensions to some similar thing in Scala
[09:03:07] <fainosag_> can i do it without internet connectin?
[09:03:07] <fainosag_> connection*
[09:03:07] <TEttinger> maybe. if it doesn't use any online stuff, localhost works without internet
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[09:03:08] <fainosag_> thanks. cya
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[09:03:08] <TEttinger> but stuff like google fonts or loading jquery from google will fail, as you may discover since you left
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[09:31:29] <InspiredNotion> morning
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[09:37:58] <InspiredNotion> Can Libgdx be used to develope for the smart watch market?
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[09:40:46] <TEttinger> InspiredNotion, there's a smart watch market???
[09:41:00] <TEttinger> nerd bling
[09:41:09] <InspiredNotion> .. assumption on my part
[09:41:20] <InspiredNotion> but wondering if its possible
[09:41:27] <Tomski> sure
[09:41:49] <InspiredNotion> kk, the next big booms gonna be the car market..
[09:41:50] <Tomski> But not really in the normal sense
[09:42:28] <TEttinger> make a really nerdy game like identifying the pixel people on https://dov5cor25da49.cloudfront.net/products/5638/1272x920design_01.jpg
[09:42:40] <InspiredNotion> i guess there will have to be design and size restraints
[09:42:53] <InspiredNotion> lol good idea :)
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[09:45:12] <TEttinger> of course not exactly that, that one's copyright
[09:45:29] <InspiredNotion> :)
[09:45:29] <TEttinger> https://www.threadless.com/product/5638/Mini_Pixels/style,design it's a good shirt
[09:45:31] <InspiredNotion> this is interesting tweet i saw http://imgur.com/G3MS03h
[09:45:36] <Tomski> no
[09:45:38] <Tomski> exactly that
[09:45:42] <Tomski> you'll get away with it
[09:46:10] <LiquidNitrogen> im having a bit of trouble.. trying to create a backup of an array list so that each time the level starts i can reset the array list from its backup
[09:46:41] <LiquidNitrogen> is there a better way than creating a new list and copying each element one by one?
[09:46:56] <InspiredNotion> i guess you could rearrange the image cut and paste the lines..:) cheating
[09:47:27] <InspiredNotion> doh system update brb
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[09:48:24] <LiquidNitrogen> oh never mind, im not even copying them, just the reference XD
[09:48:49] <TEttinger> LiquidNitrogen, I'm pretty sure there's clone() for some things, I don't remember how it works in java
[09:49:19] <TEttinger> I believe it returns an Object unless overridden
[09:49:24] <LiquidNitrogen> yeah i had a go at that but it seemed wierd
[09:49:51] <LiquidNitrogen> it kinda makes more sence just to reset the position members rather than dump and create a new object
[09:50:27] <LiquidNitrogen> this probably fixes my problem of the game randomly spawning rafts all over the grass too :D
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[09:51:48] <InspiredNotion> have you guys tried making anything for smart watches?
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[10:15:43] <Ali_> Hey Guys
[10:16:11] <Tomski> InspiredNotion, dont have one, and emulators suck
[10:18:00] <Ali_> I have implemented Admob interstitials in my app. When testing, I found that the ads are coming in portarit mode although my app is in landscape mode. Has anyone faced any similar issue before?
[10:20:01] <Ali_> I'm not using any other views apart from the libGDX view as I'm using only interstitial ads. If i turn on auto rotate screen, ads are properly displaying in landscape mod as expected.
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[10:21:08] <Ali_> One more strage thing, admod test ads are getting displayed in landscape mode, but not real ads.
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[10:22:11] <Ali_> If anyone had any clue about this, kindly let me know...
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[10:25:11] <passer> Hi.
[10:25:50] <passer> I have trouble with libgdx
[10:26:04] <passer> gradle included into project isn't work. I get "Could not create plugin of type 'AppPlugin'." exception
[10:26:09] <passer> where this AppPlugin plugin from?
[10:26:13] <passer> how can I begin to work without gdx-setup.jar
[10:26:18] <passer> I can't find answers in forum.
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[10:28:19] <Tomski> where is that error from?
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[10:32:52] <passer> it is from log inside gdx-setup.jar
[10:33:19] <passer> Executing 'D:\_DELVELOPMENT\java\gdx\test/gradlew.bat clean --no-daemon'
[10:33:20] <passer> To honour the JVM settings for this build a new JVM will be forked. Please consider using the daemon: http://gradle.org/docs/1.11/userguide/g ... aemon.html.
[10:33:20] <passer> Configuration on demand is an incubating feature.
[10:33:20] <passer> FAILURE: Build failed with an exception.
[10:33:20] <passer> * Where:
[10:33:21] <passer> Build file 'D:\_DELVELOPMENT\java\gdx\test\build.gradle' line: 46
[10:33:21] <passer> * What went wrong:
[10:33:21] <passer> A problem occurred evaluating root project 'test'.
[10:33:21] <passer> > Could not create plugin of type 'AppPlugin'.
[10:33:34] <Tomski> PLease use pastebin if you are going to copy paste
[10:33:51] <passer> ok. I am sorry
[10:35:19] <Tomski> If you go to your project directory
[10:35:41] <Tomski> the one you just created, development\java\gdx\test\
[10:35:52] <Tomski> And run from command line, "gradlew desktop:run"
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[10:36:37] <Ali_> Intertitial Ads in portrait mode where landscpae mod is expected issue : To add, right now i'm programatically setting 'auto rotate' on which makes the ads to display in the landscape mod. But this hack seems to be not good..
[10:37:13] <passer> same message appear.
[10:37:15] <Ali_> If you have any commnets or need any further info, please let me know ....
[10:37:40] <Tomski> passer, try "gradlew desktop:run --debug"
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[10:37:44] <Tomski> And pastebin the output
[10:41:42] <Tomski> Ali_, the problem is when the user has auto rotate locked
[10:41:53] <Tomski> Or at least it used to be, Im not sure if its been fixed
[10:42:36] <passer> Tomski https://www.filepicker.io/api/file/xbBzmzwBQuwJqif1x3Xa
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[10:43:11] <passer> Tomski same log http://pastebin.com/BXPASYdF
[10:43:59] <Tomski> Your version of java is under 1.6
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[10:47:39] <Ali_> Appreciate your reply Tomski..
[10:47:42] <Ali_> Weird thing is Admod test ads are displaying properly in the landscape mode but not real ads. I will post the solution if I find any. Happy coding guys..
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[10:50:47] <tr7-fov> hello
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[10:51:47] <tr7-fov> how do i add lighting to my shader in libgdx? currently have texture diffuse + ambient
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[10:53:52] <LiquidNitrogen> 2d or 3d?
[10:53:53] <tr7-fov> 3d
[10:58:31] <passer> Tomski yes you are right. it's because gradle starts on java from JAVA_HOME not in that java where gdx-setup.jar started. Thank you very much.
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[10:58:49] <Tomski> passer, aye. Np
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[11:02:03] <noooone> tr7-fov: via Environment
[11:02:44] <wulong710> hello. I download "libgdx-master". Run "ant -f fetch.xml" successfully. Then i want import "libgdx-master" project into "intellij idea", but i only can't see "build.gradle" or "gradlew" .How can i import this project. Am i miss something?
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[11:03:10] <noooone> do you want to setup your own project, or setup libgdx?
[11:03:40] <noooone> afaik libgdx itself is no gradle project
[11:04:04] <wulong710> <noooone>: I just want run libgdx demo.
[11:04:41] <noooone> if that's all what you want you can get a little bit outdated version of the tests here: http://pixelscientists.com/blog/
[11:04:53] <noooone> specifically here http://pixelscientists.com/downloads/tests.jar
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[11:05:32] <wulong710> <noooone>: ok. thanks.
[11:05:57] <noooone> if you want to run it locally from the sources, you have to import them as normal projects, not gradle ones
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[11:06:36] <noooone> at least that's how I did it in eclipse
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[11:08:18] <Fastinyoh> Is there any reason why the scene2d.uiTable class doesn't have any method to remove a specific Cell from a table? Removing the cells directly from the Table's cell array causes the "cellAboveIndex" Cell member variable to misbehave horribly.
[11:08:33] <Fastinyoh> scene2d.ui.Table*
[11:08:40] <wulong710> <noooone>: I create project in this code by intellij-idea. But only can see a module "libgdx-master", can't see "desktop and android" modules.Then can't run this demo .Don't know how to run this demo.
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[11:09:36] <tr7-fov> noooone how do i calculate my environment lights in my fragment shader?
[11:09:52] <noooone> Fastinyoh: you cannot just remove cells
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[11:09:52] <wulong710> <noooone>: I will try it. Thank you.
[11:10:15] <noooone> Fastinyoh: you would at least add a colspan somewhere else to keep the layout
[11:10:37] <noooone> Fastinyoh: you can however just remove the actor from the cell
[11:10:49] <noooone> otherwise you need to clear the table and re-create it
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[11:11:13] <noooone> tr7-fov: the default shaders should do that for you
[11:11:21] <tr7-fov> im using custom shaders
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[11:12:09] <TEttinger> tr7-fov, first thing to check is how the default shaders do it
[11:12:39] <tr7-fov> where do i look?
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[11:34:41] <tr7-fov> TEttinger where can i see the default shaders?
[11:36:00] <Fastinyoh> noooone: Yeah I guess I'll need to work around it, thanks
[11:36:03] <TEttinger> oh, the source code of libgdx.
[11:36:14] <TEttinger> in the graphics/g3d subfolder
[11:37:04] <TEttinger> https://github.com/libgdx/libgdx/tree/master/gdx/src/com/badlogic/gdx/graphics/g3d/shaders tr7-fov
[11:37:11] <prophile> hey, is there a standard "plugins" mechanism for libgdx? By which I mean ideally a way of bundling up assets and code in a jar or equivalent and loading them up at runtime
[11:38:17] <tr7-fov> ok, thank you TEttinger and noooone
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[11:43:35] <robitx> LiquidNitrogen: hi, did you test that switchoff in automatic sign in?
[11:43:52] <LiquidNitrogen> not yet
[11:44:37] <LiquidNitrogen> seems to be working, daughter messed with it before and it doesnt come up now
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[11:45:29] <LiquidNitrogen> much better
[11:46:28] <robitx> LiquidNitrogen: good to hear, thanks (I've implemented it in following way - automatic sign in is ON from the start, but when menu screen is hidden or disposed and you still havent signed in, then it switches off)
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[11:50:00] <robitx> btw. anyone else would like to test and contribute with ideas? https://play.google.com/store/apps/details?id=org.tiborsmith.wormkout.android.demo
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[12:07:26] <mobaxe> hey, firstVector2.set(secondVector2).sub(thirdVector2).mul(float value);
[12:07:42] <mobaxe> im trying to do this but this want old gdx jars
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[12:07:53] <mobaxe> new project doesnt accept this how can i solve this ?
[12:08:23] <mobaxe> in new version of libgdx , instead float value, it wants Matrix3
[12:08:53] <Ashiren> you mean scl not mul?
[12:09:15] <mobaxe> multiplying wants matrix3 but i must use float
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[12:10:16] <mobaxe> or can i use old jars just for this method ?
[12:10:17] <Ashiren> seems mul was replaced by scl
[12:10:18] <Ashiren> http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/math/Vector2.html
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[12:12:15] <mobaxe> prolly let me try
[12:12:20] <mobaxe> btw thank you
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[12:13:35] <mobaxe> yup it worke
[12:13:36] <mobaxe> d
[12:14:05] <Ashiren> why woud they replace mul with scale :d
[12:14:42] <mk1> because mul is usually multiplication of two vectors why scale is multiplication with a scalar value and thus the same as "scaling" the vector
[12:15:08] <Ashiren> math nerd
[12:15:14] <noooone> I'd not have changed that though... just because of naming...
[12:15:21] <noooone> Vector is a PRETTY basic class
[12:15:27] <mk1> uneducated piece of shit :-P
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[12:17:41] <prophile> there are 4 (5?) common definitions of multiplication for vectors
[12:17:45] <prophile> and mul is ambiguous
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[12:18:42] <prophile> no, 6 actually—vector-scalar multiplication, dot product, cross product, vector-matrix multiplication, outer product, component-wise product
[12:21:54] <mk1> vec-matrix, matrix-matrix, outer product, dot product are all the same
[12:22:33] <mk1> (in terms of calculation)
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[12:23:40] <noooone> outer product?
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[12:24:31] <mobaxe> :D
[12:24:42] <mobaxe> whats going on here :p
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[12:26:02] <SpaceKookie> Netsplit all the way \o/ I read in the #freenode channel that they changed some networking gear this morning
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[12:26:23] <prophile> mk1: true
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[12:30:44] <noooone> I'm not sure that net splits have anything to do with the server
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[12:31:09] <prophile> "the server"?
[12:31:27] <noooone> freenode
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[12:31:32] <prophile> freenode is a network of servers
[12:31:42] <prophile> when a link drops, it gets split into two networks
[12:31:43] <noooone> okaaaay, server cluster then
[12:31:46] <prophile> that's why it's called a netsplit
[12:32:24] <noooone> I know, and that's why I said it's probably happening because any freenode server went offline or something
[12:33:47] <prophile> if they were changing networking gear this morning it's more likely to be a link dropping
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[12:34:57] <noooone> I thought the "links" exist only between users, not the servers
[12:36:01] <noooone> hhmmm okay, I got that wrong
[12:36:23] <noooone> seems like the servers are interconnected and the users are only connected to a server
[12:37:17] <noooone> in this case... yep probably the split happened because they changed some server gear :)
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[12:48:47] <Neomex_> what kind of listener should i use for CheckBox
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[12:50:36] <Neomex_> want event to fire whenever it is checked/unchecked
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[12:52:58] <mobidevelop> Neomex_: ChangeListener
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[13:00:46] <Maximus_> Is admob suppose to recognize if a device is connected to the internet? If my app is running on a device that is offline it still loads up the blank space where the ad should appear.
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[13:08:05] <Slijt> anyone around?
[13:08:39] <mk1> yes
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[13:10:31] <Thoast> nope
[13:10:33] <Thoast> :P
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[13:13:27] <mk1> actually a philosophical question. is anyone of us really "around"?
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[13:14:01] <Tomski|> Or a round?
[13:15:12] <c0ke> In the words of Thom Yorke, 'Just cause' you feel it, doesn't mean it's there. There there'
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[13:20:30] <Slijt_> I have a brain tickler for you guys
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[13:21:02] <Slijt_> sometimes when we play our game on android, the font and some textures appear black
[13:21:18] <c0ke> I've had that, but only on old devices
[13:21:25] <Slijt_> this only happends on android and never on pc
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[13:21:35] <Slijt_> we run it on samsung galaxy s5 and s3
[13:21:44] <Slijt_> so the problem isn't age of the devices :/
[13:21:54] <Ali_> Hey guys, this is regarding an Admob interstitial ad display issue that I mentioned some time before ( issue: game in landscape mode, but the ads being displayed in portrait mode). I did some research on this and it seems like a common issue with the Admob. I ended up putting some fix in the AndroidLauncher as shown in the below link. Hope it helps someone facing the similar issue. Happy coding..
[13:21:59] <c0ke> I have a nexus one laying around that it happens on every time, haven't experienced it on the galaxy though ;O
[13:22:03] <Ali_> http://pastebin.com/8iQ5rsHY
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[13:22:48] <Slijt> it's really weird
[13:22:49] <Slijt> it happends at random
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[13:22:56] <c0ke> Are any of the texture references static
[13:22:57] <Slijt> sometimes when I run the game it works
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[13:23:00] <Slijt> sometimes it doesn't
[13:23:13] <Slijt> not that I can think of
[13:23:28] <Slijt> we keep everything oob
[13:23:33] <Slijt> oo*
[13:24:10] <c0ke> Are you using the AssetManager?
[13:24:33] <c0ke> Could be that sometimes you ask for the texture before it's managed to load it? I'm shooting in the dark here though
[13:25:39] <Slijt> yea we are using assetmanager
[13:25:47] <Slijt> but load it before moving on
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[13:26:59] <tommy_the_dragon> hello everyone
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[13:27:21] <Ali_> Once i faced the similar issue (dark texture issue) when tried to repeat a 'not power of two' texture. Hope you are not doing anything similar to this.
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[14:16:59] <Maximus_> Anyway to flip a texture region? Only draw method that flips uses textures and I can't cast region to texture.
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[14:18:41] <Maximus_> Besides using rotation of course
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[14:19:17] <deniska> Maximus_: flipping is negative scaling
[14:19:22] <[twisti]> well, textureregion is only a small area on one texture, so you cant flip a region, no matter how you cast
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[14:19:32] <[twisti]> yes, try to scale it by -1
[14:19:43] <[twisti]> (on the axis you want flipped)
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[14:22:20] <mobaxe> guys im destroying a body in touch down method but it suddenly crashes why this happens
[14:22:59] <mk1> because the body doesn't exist anymore
[14:24:11] <mobaxe> how can i solve
[14:24:56] <deniska> destroy it afterwards
[14:25:35] <mk1> called lazy remove
[14:25:47] <[twisti]> mobaxe: add it to a list (maybe an Array) and then when youre done stepping, remove the body
[14:25:59] <[twisti]> i mean remove all the bodies in the list
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[14:27:54] <mobaxe> got it
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[14:32:31] <nepjua> Hi guys, world.step stopped working. Neither gravity nor velocities are working, what could be the problem ?
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[15:25:05] <bhldev__> hey guys
[15:25:11] <bhldev__> anyone try integrating rhino with libgdx?
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[15:26:17] <prophile> rhino being what?
[15:26:25] <prophile> the JS engine?
[15:26:43] <davebaol> I think so
[15:27:33] <bhldev__> yeah or any other way for dynamic script execution
[15:27:42] <bhldev__> even a limited language or subset or some limited commands would be useful
[15:28:09] <prophile> I've used Luaj with some success
[15:28:21] <prophile> which has the advantage of not being javascript
[15:28:46] <prophile> alternatively, depending on what you want to do, jruby may be good for you since you immediately get all of libgdx without writing bindings that way
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[16:10:39] <mobaxe> why im getting this error m_bodyCount > 0 ?
[16:12:28] <mobaxe> damn i found
[16:12:32] <mk1> because you used m_ prefix. who does that anymore?
[16:12:35] <mk1> ;)
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[16:16:00] <mobaxe> nop :D i didnt
[16:16:08] <mobaxe> i was trying to remove bodies
[16:16:14] <mobaxe> but it detects lines too
[16:16:19] <mobaxe> thats why im getting this error
[16:21:51] <c0ke> I got praised recently in my code reviews for prefixing my UI stuff
[16:22:10] <c0ke> lblName and btnCancel etc
[16:22:21] <c0ke> Back from the VB6 days :P
[16:23:54] <Gtoknu> Hungarian notation, ick
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[16:25:59] <Ashiren> meh
[16:26:06] <Ashiren> i use somethingTxt
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[16:26:25] <Ashiren> and #define true false
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[16:51:50] <InspiredNotion> guys how do i get notifications to appear on the home screen from my app?
[16:52:02] <InspiredNotion> deos libgdx support this?
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[16:56:01] <c0ke> That's going to be android specific, you can achieve this by creating an interface in your core project that fire all of your notification stuff to it, get your android project to have an implementation of this interface that then does the necessary stuff, your other platforms can just have an empty implementation
[16:56:19] <c0ke> There's a page on platform specific implementations somewhere, lemme find it
[16:56:38] <c0ke> https://github.com/libgdx/libgdx/wiki/Interfacing-with-platform-specific-code
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[16:59:32] <InspiredNotion> c0ke mauch appreciated.. cheers
[16:59:36] <InspiredNotion> *much
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[17:04:34] <Hovaku> what viewport would you recommend for UI?
[17:05:06] <[[derek]]> It's beautiful http://pix.toile-libre.org/upload/original/1409324561.png
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[17:09:15] <c0ke> that looks awesome [[derek]]
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[17:09:53] <c0ke> I'm confused, who are you and what have you done with noooone
[17:09:56] <InspiredNotion> Hovaku, i would use a stage.. personally..
[17:10:03] <[[derek]]> c0ke: thank you :)
[17:10:16] <[[derek]]> took the whole of yesterday to do
[17:10:57] <noone> noooone is dad
[17:11:10] <noone> I took his soul
[17:11:14] <InspiredNotion> lol
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[17:12:28] <Hovaku> InspiredNotion: so just the default viewport?
[17:13:12] <InspiredNotion> well, i set it to 800x480 vice versa..if thats what you mean?
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[17:13:51] <InspiredNotion> stage = new Stage(new StretchedViewport(width,height));
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[17:14:26] <InspiredNotion> i take it you have used the stage before?
[17:14:40] <c0ke> I've got some scene2d.ui woes at the moment. I want everything to lay itself out nicely without stretching, but I want the components themselves to scale
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[17:15:33] <c0ke> I've heard that higher resolution skins might be the answer
[17:15:45] <InspiredNotion> maybe create 2 stages, or 1 stage and one Camera
[17:16:40] <InspiredNotion> i'm not too hot on Stage stuff, just use it to get by with the basics..
[17:17:18] <Hovaku> InspiredNotion: if you use the stretch viewport wouldn't text look massive on tablets and tiny on small screens?
[17:17:27] <Hovaku> Surely you want a constant size?
[17:18:56] <InspiredNotion> well you can set it to how ever you need it to be.. I'm not too fussed currently, you can also do checks for screen density and apply the relevant textures and alike for different screens.. also the asset manager will store different stuff for trelevant screen sizes as such
[17:19:37] <InspiredNotion> so there are ways to do it.. im not too worried at this point as i am only creating simple games.. when i do a full blown one i will make sure i utilise all the cool features on offer
[17:20:07] <InspiredNotion> you don't have to use tretch though :)
[17:20:15] <InspiredNotion> *stretched
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[18:09:04] <BlueProtoman> ECS design question. Say I have enemies that are represented by entities. When they die, they explode, complete with particle effects. Should the explosion be a separate entity?
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[18:12:37] <prophile> yes
[18:13:09] <Neomex> is the person making tibia clone for phones here? pm me
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[18:16:22] <Hovaku> if the explosion is a separate entity wouldn't it be easier to reuse? enemies might not be the only things that explode
[18:16:36] <BlueProtoman> Good point
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[18:25:08] <davebaol> noone: I think that SteeringBulletEntity.update() was buggy
[18:25:39] <noone> "was" buggy?
[18:26:18] <davebaol> yeah becaouse now it's fixed on my local repo
[18:26:30] <davebaol> much less acceleration is needed now
[18:26:58] <davebaol> no need to apply forces, just set angular and linear speed
[18:27:06] <davebaol> velocity^
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[18:27:18] <noone> um
[18:27:23] <noone> that's actually what I did first
[18:27:27] <noone> you told me to apply forces
[18:27:46] <davebaol> because I've never used bullet before
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[18:28:06] <nart> hi
[18:28:23] <noone> did something not work before?
[18:28:28] <nart> what is the best way to build a vbo from a collection of models ?
[18:28:50] <noone> I mean, you might also change the mass, then less strong forces are needed
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[18:30:24] <nart2> hi, my connection cut off, i was asking "what is the best way to build a VBO from a collection of models (let's say cubes) ?"
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[18:32:55] <davebaol> noone: hmm actually I ignored the mass
[18:33:04] <davebaol> is it != 1 for the capsule?
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[18:35:52] <davebaol> mmmm InvMass is 2
[18:36:04] <davebaol> is invMass = 1 / mass ?
[18:36:29] <davebaol> where's bullet api documentation?
[18:37:38] <davebaol> is there something like javadoc?
[18:37:45] <davebaol> I don't want the user manual
[18:38:36] <Hovaku> http://www.continuousphysics.com/Bullet/BulletFull/annotated.html
[18:38:42] <Hovaku> not sure it's for Java
[18:39:00] <Hovaku> but it should be self explanatory
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[18:41:21] <davebaol> thanks Hovaku
[18:41:27] <davebaol> lol that's really self explanatory
[18:41:31] <davebaol> http://www.continuousphysics.com/Bullet/BulletFull/classbtRigidBody.html#aff8193d59d882da6de7236b2410d7e52
[18:42:40] <Hovaku> well it was just a guess, normally docs are :/
[18:43:20] <davebaol> yeah thanks anyways :)
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[18:52:11] <noone> I'm back
[18:52:18] <robitx> oh god
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[18:54:07] <noone> davebaol: the mass of capsulte is 0.5
[18:54:23] <noone> you can see it in BulletSteeringTest L 172
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[18:56:10] <davebaol> ok tnx
[18:56:46] <noone> do they still react on obstacles now?
[18:57:20] <noone> I mean, if you set the velocity like in every frame, wouldn't they directly keep walking through the walls?
[18:58:29] <noone> does anyone here know how to dispose collision objects from bullet?
[18:58:43] <noone> is it possible to to that while the physics step is running?
[18:59:55] <davebaol> noone: yeah they go through the wall more often then before
[19:00:13] <davebaol> but they did it already
[19:00:19] <noone> really? hhmmm
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[19:00:23] <davebaol> especially on the 1st test
[19:00:31] <noone> first?
[19:00:35] <noone> which one is the first one :D
[19:00:47] <davebaol> the 1st you launch?
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[19:01:45] <davebaol> launch the same test twice
[19:02:33] <davebaol> it's like something from the 1st test remains there
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[19:03:21] <noone> hmmmm, no idea
[19:03:39] <noone> I'm a bullet newbie myself
[19:04:10] <davebaol> but did you see what I meant?
[19:05:28] <davebaol> we need xoppa I guess
[19:06:17] <Neomex> how do i convert screen to isometric tile? want to make tile picking, spent last hour figuring it out
[19:07:34] <noone> no, I don't see it
[19:07:58] <noone> there is only 1 test with walls, and the capsule does not pass them anyhow
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[19:14:31] <davebaol> it does on my laptop
[19:14:40] <davebaol> especially on the 1st launch
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[19:16:47] <davebaol> noone: just found this http://gamedev.stackexchange.com/questions/72031/conceptual-what-is-the-optimal-way-to-combine-steering-behaviors-with-rigid-bo
[19:16:50] <davebaol> read the note please
[19:20:01] <davebaol> but that's just to apply linear acceleration
[19:20:10] <davebaol> how to apply angular acc?
[19:21:14] <noone> torque I think
[19:21:53] <noone> which note do you mean? the one about gravity?
[19:22:03] <davebaol> at the end of the question
[19:22:44] <davebaol> it says to use body.setGravity in place of applyCentralForce
[19:23:37] <noone> I don't see a reason for that, the only difference is that the gravity will be applied each frame, the force just once
[19:23:50] <noone> setting the gravity like that would also disable the global gravity
[19:24:01] <noone> (for that body)
[19:25:26] <davebaol> "as suggested by an admin at the Bullet physics forums" sounds like something not to ignore
[19:25:49] <noone> he says that the admin advised that because it is not framerate dependent
[19:26:01] <noone> but the physics step should anyway have a fixed timestep
[19:26:49] <davebaol> don't know, maybe you're right
[19:27:24] <davebaol> anyways if you use applyForce
[19:27:40] <davebaol> you should apply mass * acceleration I guess
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[19:27:57] <davebaol> I mean F = m*a
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[19:30:47] <noone> well, the acceleration can be configured
[19:31:03] <noone> bullet will take the mass into account when applying a force I assume
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[19:31:28] <noone> otherwise, why would I need to tell bullet about the mass, if I have to calculate the correct force myself
[19:32:05] <davebaol> then it should be named applyAcceleration
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[19:32:32] <noone> hhmmm
[19:33:00] <davebaol> just guessing though
[19:35:19] <noone> it's suprising that one is just not able to find any answers on the net for the most simple bullet problems
[19:36:37] <davebaol> yep
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[19:38:34] <davebaol> what happens if call applyForce after changing the mass of body?
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[19:38:51] <davebaol> a simple test should answer the question
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[19:41:35] <noone> I'll try it with different mass
[19:42:06] <Hovaku> is Screen's render function only called when it's set in as a screen in Game?
[19:42:16] <Hovaku> set as*
[19:43:08] <noone> davebaol: with 0.5 mass it moves normally, setting the mass to 50.5 it doesn't move anymore at all
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[19:43:55] <davebaol> then looks like applyForce applys acceleration
[19:44:06] <davebaol> with 2?
[19:45:10] <noone> with 2 it moves, but more "slow"
[19:45:17] <davebaol> ok then
[19:45:56] <noone> you are right, it should be named applyAcceleration
[19:46:22] <davebaol> yeah it's misleading
[19:46:45] <noone> but it doesn't really matter much... the mass is usually constant
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[19:46:53] <noone> and you need to tweak the parameters anyway
[19:47:17] <davebaol> yes but different bodyes might have different mass
[19:47:38] <davebaol> and if you apply a behavior with the same paramenter....
[19:47:50] <davebaol> parameters^
[19:48:32] <noone> then they would behave different, but isn't that what you would expect?
[19:48:43] <davebaol> yes it is
[19:49:08] <davebaol> I just meant that the steering system completely ignores the mass
[19:49:27] <davebaol> that's why it produces acceleration
[19:49:36] <davebaol> and not a force
[19:49:55] <noone> but in this case what we do is correct... using applyForce (which is actually applyAcceleration)
[19:50:17] <davebaol> yes, now we know it conceptually correct
[19:50:40] <davebaol> just conceptually though :)
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[19:51:14] <Neomex> why in the world my isometric picking skips cell in a middle
[19:51:32] <Neomex> game dev is hard and im too ugly to be male prositute
[19:52:27] <BlueProtoman> Be a drug dealer, then
[19:52:40] <Neomex> how could i forget, good idea
[19:53:21] <noone> Xoppa: can I remove rigid bodies from the world in a collision callback (bullet)?
[19:53:24] <Neomex> #lifechoices
[19:53:37] <Neomex> i might try TiledMap
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[19:53:42] <noone> Xoppa: it somehow worked, but sometimes it results in a VM crash and I don't know why
[19:53:43] <Neomex> at least some ground work is done there
[19:54:03] <Xoppa> noone, i dont know, perhaps search the bullet forums or source code to be sure
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[19:54:43] <Xoppa> noone, if you're properly disposing then it should either work or not, not sometimes...
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[19:54:49] <BlueProtoman> davebaol, steer plz
[19:55:08] <noone> Xoppa: the internet is not helpful at all when it comes to bullet
[19:55:58] <Neomex> or i could say fuck it and make it tile independent
[19:56:16] <noone> BlueProtoman: he already made a steering PR, he cannot do more ^^
[19:56:19] * davebaol steers :p
[19:56:39] <BlueProtoman> Then merge plz
[19:57:54] <davebaol> I want money :)
[19:58:02] <BlueProtoman> I want games
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[19:58:32] <Xoppa> noone, my feeling says i would go for a "to-remove" array or something alike, but i can't underpin it
[19:58:33] <noone> I make lots of games
[19:58:40] <noone> I just never ever finish them
[19:59:14] <BlueProtoman> On a more serious note, idea for the steering behaviors--a NullBehavior that applies no acceleration. It's for entities that shouldn't move (at least not by steering behaviors, e.g. the player), but should still be considered for GroupBehaviors.
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[19:59:43] <noone> Xoppa: I did that after I noticed the crashes, but it then my collision handling does not really work at all anymore...
[20:00:26] <noone> I get "onContactStarted" several times per physics step
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[20:00:41] <noone> I have a player and a pickup... I want to remove the pickup on collision
[20:01:04] <noone> so I remove my entity and mark the collision object as "to be removed"
[20:01:04] <Xoppa> noone, try to do it in the InternalTickCallback https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/bullet/InternalTickTest.java
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[20:01:43] <noone> ... then I get a second callback and because I've already deleted my entity, I get NPEs and such
[20:02:31] <Xoppa> ... NPE should be solvable in code (if (x != null) ...)
[20:02:51] <noone> hmmm, I still didn't really understand what internaltickcallback does... will try to find something online
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[20:03:11] <noone> Xoppa: yeah, but I don't like nullchecks much
[20:03:22] <noone> I prefer to solve the origin of the problem :D
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[20:04:32] <Xoppa> internal tick is get called for every physics iteration (fixed time steps). so if e.g. 0.5 second is passed and you've set the step time to 0.1 second then it will be called 5 times (in between each step)
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[20:06:44] <noone> ah, got it... does that mean that I should actually only get 1 callback per physics step with the other listeners?
[20:07:48] <Xoppa> can you rephrase?
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[20:10:28] <noone> nevermind, I mixed something up
[20:11:04] <noone> I thought I get collision callbacks reported in "internaltickcallback"
[20:11:13] <noone> but you meant I should remove the marked bodies
[20:11:19] <noone> I'll try that
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[20:13:11] <noone> btw, what's actually the sense of the internaltickcallbackTest?
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[20:14:52] <Flaiker> can someone tell me why git did this? http://i.imgur.com/ryJKaUQ.png it looks fine in my editor http://i.imgur.com/2z2A1zl.png
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[20:17:27] <noone> Flaiker: it seems like it was incorrect before
[20:18:07] <Flaiker> well before my change it was just the way setupui generated it
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[20:18:25] <prophile> Flaiker: I could teach you
[20:18:28] <prophile> but I'd have to charge
[20:18:28] <Flaiker> and now the line indents are different on my remote repo than in my local one
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[20:18:37] <Flaiker> :D
[20:18:46] <prophile> I suspect tab characters
[20:18:54] <prophile> they'll be rendered as different widths in different contexts
[20:19:34] <prophile> I highly recommend turning on display of tab characters in your editor
[20:20:47] <davebaol> noone: looks like truncating max lin/ang velocity after applying the force doesn't work very well
[20:21:41] <Flaiker> yeah its tabs vs spaces, http://i.imgur.com/JHVMXYM.png
[20:21:43] <noone> that might be... the force is actually applied after the truncation in the physics step
[20:21:54] <davebaol> yep
[20:22:10] <davebaol> you can easily see it with ang velocity
[20:22:31] <davebaol> in update I forced steering.angular = 1000
[20:22:46] <davebaol> also I added truncation code
[20:22:52] <davebaol> it still rotate
[20:23:04] <davebaol> I mean truncating to 0
[20:23:09] <Xoppa> the sense of internaltickcallbackTest is to test the InternalTickCallback
[20:23:42] <Flaiker> so whats the norm, tabs or spaces? intellij seems to be spaces, setup ui tabs and github doesnt like both
[20:23:50] <noone> Xoppa: okay, but it doesn't really do anything useful, right?
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[20:24:25] <davebaol> Xoppa is there a way in bullet to set max linear and angula velocity?
[20:24:39] <Xoppa> noone, if you don't think that testing InternalTickCallback is useful, then indeed it does nothing useful
[20:25:13] <Xoppa> davebaol, iirc there is, check the manual, it should be in there
[20:25:25] <noone> Xoppa: well, at first I thought you need the internal callback to let the bodies jump like that or something, I dunno
[20:26:42] <Xoppa> the test shows applying forces, which is something you would want to do every tck
[20:27:59] <davebaol> Xoppa: are you talking to me?
[20:28:24] <Xoppa> regarding the test? no, that was for noone
[20:28:31] <davebaol> ok :)
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[20:29:15] <noone> davebaol: http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Code_Snippets#I_want_to_cap_the_speed_of_my_spaceship
[20:29:18] <noone> that's how I did it :/
[20:31:46] <noone> maybe we would need to do this as well in the internal tick callback...
[20:34:23] <davebaol> might work
[20:36:03] <davebaol> this means that each body needs its own callback right?
[20:38:52] <noone> that's probably overkill
[20:39:14] <noone> the callback should have a list of all bodies and perform the speedcapping
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[20:41:22] <noone> damnit... removing the bodies in the internal tick callback also results in a crash
[20:41:44] <noone> it's so weird that it works with some bodies and with others it doesn'T
[20:42:27] <davebaol> noone: did you try with preTick=true ?
[20:42:54] <noone> yes
[20:43:36] <davebaol> noone: BTW having a list of all bodies sonds like an entity system, not a framwork
[20:44:04] <noone> yeah, but it's JNI
[20:44:10] <noone> the callbacks are expensive
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[20:44:46] <davebaol> anyways, the steering API won't provide engine implementation
[20:44:54] <davebaol> it's up to the dev :)
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[20:45:17] <noone> for the tests we might make every object an internaltickcallback, but in "real life" one should not do that
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[20:50:00] <doodli> Hi, is there utils for triangle in libgdx? I'm trying to calculate the triangle bisector/normal vector/distance from normal to the surface from a 3-vertices-polygon (since there is no triangle). This is for a platformer slope. Thank you
[20:50:51] <Xoppa> noone, iirc there can only be one internaltickcallback active at a time
[20:52:16] <noone> oh, okay... I thought the "attach()" would work with many of them
[20:52:17] <davebaol> yeah from what I've seen you set it in the world object
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[20:52:58] <Xoppa> doodli, http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/math/Intersector.html
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[20:53:16] <davebaol> noone: also, it's likely better not to address the dev astray
[20:55:23] <nepjua> what's the difference between kinematicBody and dynamicBody ?
[20:57:06] <nepjua> never mind i read it :)
[20:57:53] <doodli> Thanks @Xoppa, i missed the distanceLinePoint() method! That would get the triangle bisector distance for me! Another (math) question: How to I get the normal vector of the triangle? Is the normal vector = the first vertex? It looks wrong to me but i cannot find out how to get it otherwise
[20:59:42] <Xoppa> doodli, lmgtfy http://math.stackexchange.com/questions/305642/how-to-find-surface-normal-of-a-triangle
[21:02:34] <Xoppa> doodli, in code it would be something like: Vector3 normal = new Vector3(x2-x1, y2-y1, z2-z1).crs(x3-x1, y3-y1, z3-z1);
[21:03:21] <Xoppa> you could check the dot product to get the "correct" normal (because this will produce either forward or backward vector)
[21:03:51] <noone> Xoppa: I have no idea what happened now, but now it suddenly works and I can remove any body anytime without a crash....
[21:03:52] <Xoppa> ow, and you probably need to normalize them
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[21:04:03] <Xoppa> noone, magic
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[21:04:28] <doodli> thanks, i saw your link earlier but didnt understand how to do it in code :( , is the order in the Vector3 important?
[21:04:37] <dasal33> can libgdx support self signed certs?
[21:05:03] <robitx> dasal33: for droid?
[21:05:24] <dasal33> robitx: all the above desktop,droid, ios
[21:06:03] <robitx> Droid can for sure independently of gdx, rest I dont care much about
[21:06:18] <dasal33> robitx: with google play?
[21:06:39] <robitx> yep
[21:06:46] <dasal33> nice
[21:06:51] <doodli> Thanks xoppa i found this link: http://www.opengl.org/wiki/Calculating_a_Surface_Normal Should be exactly what i needed, i will continue after my ( late ) dinner, c u <3
[21:08:07] <nepjua> Hi, i have a 0 gravity board. I want to apply constant friction how can i do it ?
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[21:08:30] <nepjua> setting friction on fixtureDef doesnt work since the object doesnt contact anywhere
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[21:08:45] <nepjua> can i create a surface and put this object into this surface ?
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[21:18:19] <Lorcatar> Is anyone else having trouble connecting to libgdx home page?
[21:19:20] <noone> Xoppa: omg, I just called removeBody with null, that caused the crash....
[21:19:37] <noone> because I diposed my entity in two different callbacks -.-
[21:20:01] <Xoppa> ...
[21:20:04] <noone> seems like no "to be removed" state is necessary
[21:20:25] <Xoppa> yay! beat that box2d :D
[21:21:59] <noone> yeah :D
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[21:22:59] <Xoppa> Lorcatar, no problems here http://libgdx.com
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[21:26:23] <Neomex> fuck yeah
[21:26:28] <Neomex> got isometric picking working
[21:26:33] <Neomex> 2 hours damn it
[21:27:05] <InspiredNotion> nice one neomex :)
[21:28:05] <nepjua> can i add third dimension to box2d :) imagine you're looking at a football court from an airplane :)
[21:29:18] <nepjua> when i put my coin in the board, it forces it immediately to outside :)
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[21:35:27] <diphtherial> nepjua: i'm confused by the number of smileys you stuck in those sentences
[21:35:48] <diphtherial> if you mean a literal third dimension, you'd be far better off using bullet imho
[21:36:13] <diphtherial> if you mean faking a third dimension by allowing things to overlap and then suddenly not, forcing them out of the way as though it were just inserted from "above", sure, that's doable with box2d
[21:36:17] <nepjua> diphtherial: i actually work on 2d, it's basically like a table hockey
[21:36:20] <diphtherial> *suddenly making them not
[21:36:35] <diphtherial> i see; what's the problem, then?
[21:36:53] <nepjua> diphtherial: i need friction on the board so that my objects gets slower
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[21:37:12] <diphtherial> aha, yes, this is a common issue with box2d; you can apply linear damping to fake friction with a surface
[21:37:16] <nepjua> diphtherial: when i put them on same third dimension the board forces the objects out :)
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[21:37:42] <nepjua> diphtherial: is damping similar to friction ?
[21:38:06] <diphtherial> it's not exactly the same, but it's close enough; it basically multiplies the velocity by the linear damping coefficient each frame
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[21:38:25] <nepjua> diphtherial: that's perfect, just what i needed thanks
[21:39:03] <diphtherial> it's a little tricky to tweak it until it's just right, but it's possible :) no problem
[21:40:42] <nepjua> diphtherial: i just tested it, it's definitely usable :)
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[21:44:18] <diphtherial> fwiw, friction in real life works somewhat the same, except the frictional force is proportional to the normal force (the force that objects exert on the floor due to gravity)
[21:44:39] <diphtherial> there's a frictional coefficient that varies for different surfaces that serves the same purpose the linear damping coefficient you're using
[21:45:25] <diphtherial> the difference is that the linear damping coefficient is being applied to the velocity, whereas the frictional force is a force and thus contributes to the acceleration (where accel = the sum of the forces divided by the mass of the object)
[21:45:29] <diphtherial> anyway
[21:48:56] <prophile> linear damping violates the law of conservation of energy
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[21:51:17] <diphtherial> indeed
[21:51:57] <diphtherial> but hey, if you want to talk about resemblance to reality, there are equally glaring problems with box2d...
[21:52:14] <prophile> like its being 2D
[21:52:19] <diphtherial> heh :)
[21:52:30] <diphtherial> game physics just have to be believable; they don't have to be accurate, imvho
[21:52:52] <prophile> ^
[21:52:54] <prophile> truth
[21:54:39] <deniska> like minecraft where you can jump one meter high and gravity acceleration is about 20 m/s²
[21:55:13] <prophile> I think the possibility of floating blocks is a rather bigger physics issue with minecraft
[21:55:15] <prophile> ;)
[21:55:18] <prophile> or infinite water
[21:55:44] <prophile> or carrying 2304 cubic metres of gold in a backpack
[21:56:52] <prophile> (more than a typical cargo ship in weight)
[21:58:14] <deniska> minecraft water physics was different very early in the game
[21:58:38] <deniska> it was finite and you could easily drown areas below sea level if you're not accurate
[21:58:54] <deniska> s/drown/flood/
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[22:04:28] <noone> Xoppa: still having some problems... I my CollisionDispatcher still gets a "needsCollision" callback for rigid bodies that I have already removed from the world and disposed
[22:04:50] <noone> do you have an idea why?
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[22:06:02] <Xoppa> noone, perhaps because (persistent) manifolds are cached... not sure... you could check the code though
[22:07:28] <noone> "the code"?
[22:08:37] <noone> C++ code of the dispatcher?
[22:09:02] <Xoppa> https://github.com/bulletphysics/bullet3/tree/master/src
[22:09:37] <noone> are we already using bullet 3?
[22:11:19] <Xoppa> nope v3 isnt stable yet, but the v2 parts are the same (v3 is just gpu addition)
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[22:13:18] <Xoppa> if you prefer browsing the "real" v2 code, here it is: https://code.google.com/p/bullet/source/browse/#svn%2Ftrunk%2Fsrc but i prefer github over google code for browsing code
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[22:24:48] <noone> thanks for the links, but I'm not even sure what exactly I'm looking for
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[22:28:10] <tye887> how do i enable lighting in my shader?
[22:29:04] <Xoppa> shader.enableLighting(); assuming your shader has such method
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[22:36:53] <tye887> if im making a new shader from start and i yet have no lighting code in my glsl files or shader.class
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[22:45:32] <Xoppa> tye887, your question is very broad, try explaining the actual problem, what problem are you trying to solve and in which context, show some example code (pastebin), what have you tried to solve the problem and what is wrong with it etc.
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[22:53:18] <tye887> xoppa here are my shaders: http://pastebin.com/P9qUjgwR my fragment shader currently calculates light colors and positions to the equation, but i have no knowledge to insert light data. i use shader.setuniform... to set uniforms
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[22:56:18] <noone> Xoppa: god damnit I don't understand bullet physics... this stupid callback is not called every time... like in every 3rd time I start the game it will happen. Plus this callback is called FOREVER after I've removed the body... and it checks the collision with my Player, which was never even close to any of those bodies that I've removed
[22:57:31] <Xoppa> tye887, shaders are typically used to solve problems, try explaining the actual problem and the context
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[22:57:55] <Xoppa> noone, its magic
[22:58:03] <tye887> how does my fragment shader get light data for shading?
[22:58:32] <tye887> i just used environment when using default shader
[22:58:58] <Xoppa> your fragment shader fetches the data at the location specified for the uniform
[22:59:14] <Xoppa> or varying, whichever you've used
[22:59:58] <Xoppa> tye887, ah, that helps a bit, so you're using 3d and modelbatch and alike?
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[23:00:56] <gemurdock> Why doesn't the Game.render() pass float delta?
[23:01:15] <Xoppa> noone, does it also fail when you delete them while not in the simulation step at all?
[23:01:45] <tye887> like this: modelbatch.render(modelinstance, my custom shader); i used to do environment = new Environment(); and environment.add(new PointLight().set(1f, 1f, 1f, -2, -4f, -1f, 1));
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[23:02:17] <Xoppa> gemurdock, because someone (probably mario) implemented it that way. Why would you expect it pass float delta?
[23:02:25] <BlueProtoman> gemurdock: I think Game grabs the delta time internally and passes that off to the current Screen
[23:02:53] <tye887> but how do my shader get lights into equation? only ambient light works and im setting it with shader.setuniformf()
[23:02:59] <gemurdock> if (screen != null) screen.render(Gdx.graphics.getDeltaTime());
[23:03:14] <gemurdock> that is what it does in game
[23:03:21] <gemurdock> Xoppa: yes I would expect it to pass
[23:03:35] <gemurdock> BlueProtoman: your right
[23:03:35] <Xoppa> tye887, check these 3d api tutorials http://blog.xoppa.com/ e.g. here is explained how to create a shader and here is explained how to pass custom data to your shader http://blog.xoppa.com/using-materials-with-libgdx/
[23:03:46] <Xoppa> gemurdock, why?
[23:04:12] <gemurdock> Xoppa: I hate to say this, but why not? Less for me to code... by one line
[23:04:12] <gemurdock> :)
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[23:04:59] <Xoppa> well in that case it might as well have a fps, touchedCoordinates[], etc. arguments
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[23:06:32] <Xoppa> how is it less to code?
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[23:07:18] <Xoppa> tye887, sorry, i see i forget to paste the shader tutorial link: http://blog.xoppa.com/creating-a-shader-with-libgdx/
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[23:08:12] <doodli> Hi xoppa me again, i dont understand your formula above "Vector3 normal = new Vector3(x2-x1, y2-y1, z2-z1).crs(x3-x1, y3-y1, z3-z1);". I'm trying to find the surface normal of a 2d triangle, so the z-coordinates is all zeros? I tried to use Vector2.crs but it gives float instead of a Vector @@, sry bad maths i dont know why cross product of vector
[23:08:12] <doodli> 2 is a value but crs for a vector3 is vector3 omg magic :((
[23:08:40] <gemurdock> Xoppa: Now I have to do this: render(Gdx.graphics.getDeltaTime()); so that I can pass it or I have to do: float delta = Gdx.graphics.getDeltaTime();
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[23:09:46] <Xoppa> doodli, the normal of a 2d triangle (on the XY plane) is always pointing towards Z
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[23:10:35] <tye887> xoppa i know how to set diffusecolor to shader, but how to program lights?
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[23:10:46] <Xoppa> gemurdock, i see. consider sending a pull request for it
[23:10:46] <tye887> nothing about lighting in those links
[23:12:19] <doodli> hmm, i think i must have confuse the mathematical terms... What I'm trying to find is the unit vector of the edge of a 2d triangle to the surface it is facing: http://dev.yuanworks.com/wp-content/uploads/2013/03/Tile.png
[23:12:30] <gemurdock> Xoppa: ok, if I get the time I will
[23:12:41] <Xoppa> tye887, your question was how to get light data to the shader, getting data to the shader is the same for every kind of data. Like I said, try to explain the actual problem you're trying to solve...
[23:14:50] <tye887> okay. then how do i program lights? ive only used the environment.set way
[23:15:11] <tye887> (and have no idea how to send that data to my shader)
[23:16:04] <noone> why is the Environment.set way not enough?
[23:16:06] <Xoppa> doodli, i think you could use vector projection for it, but i'm sure that there's a better method that google will come up with
[23:16:38] <Xoppa> tye887, what is the actual problem? ...
[23:17:39] <tye887> i have no idea how to program lights. with defaultshader it used to be with environment, but now with custom shader i cant get lighting
[23:18:04] <tye887> i know what to do when i have the light data, but i have none
[23:19:11] <Xoppa> tye887, the Renderable that the shader receives contains both the Material and Environment, so you have the data.
[23:19:34] <Xoppa> you still haven't explained the actual problem though
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[23:21:49] <tye887> i dont know how explain. i just cant get lighting to work
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[23:24:22] <Xoppa> if you can't explain perhaps showing a screenshot will help explaining what you want to achieve
[23:24:26] <doodli> I tried to google but i really dont know what is the correct words for what i want to find: "triangle origin unit vector that points perpendicularly at the surface". http://dev.yuanworks.com/wp-content/uploads/2013/03/Tile.png
[23:25:43] <Xoppa> doodli, i think it is called median (don't use the word "unit" though)
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[23:27:28] <doodli> Is my assumption correct? The n vector is the normalized vector of the d (the x and y component to reach from the origin).
[23:28:56] <davebaol> never seen mobidevelop so silent :)
[23:29:04] <tye887> xoppa i just set my pointlight color and position from renderable.environment but still no light
[23:29:21] <Xoppa> doodli, a normalized (unit) vector means that the length (sqrt(x*x + y*y)) is exactly one
[23:29:39] <Xoppa> so dividing a vector by its length will produce a normalize vector
[23:30:03] <Xoppa> so it could be that your assumption is correct, there's not enough information to verify
[23:30:49] <noone> Xoppa: when I do it after the physics step, it also causes this weird callback to keep happening (SOMETIMES). when I do it in the internal tick callback it will (SOMETIMES) cause bullet to crash when performing the physics step
[23:30:53] <doodli> Ok, i will code away, if i can achieve what i want then it means im correct :) too much sqrt though!
[23:30:57] <Xoppa> tye887, okay
[23:32:11] <tye887> what am i doing wrong?
[23:33:02] <Xoppa> noone, so removing bodies outside the simulation step should does never cause a crash? but is does cause a weird callback happening. Can you exaplin again what you mean by weird callback?
[23:33:16] <Xoppa> tye887, you haven't provided enough information for us to help you
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[23:35:10] <noone> Xoppa: thanks for your consistent support here on this problem! by weird callback I mean that my CollisionDispatcher is constantly called (needsCollision), after I have removed the body
[23:35:39] <noone> it asks for one specific body to collide with my player, even though they have never been colliding before
[23:36:07] <noone> and it does not always happen...
[23:36:15] <noone> that's why I consider it "weird" :/
[23:36:47] <Xoppa> and you're sure that you correctly removed the body from the world i'd assume?
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[23:37:34] <noone> how can I prove it?
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[23:38:22] <Xoppa> i guess you could iterate over all bodies to ensure none of them have the CPtr as the body you've removed
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[23:42:04] <Xoppa> noone, you do mean: bool btCollisionDispatcher::needsCollision(const btCollisionObject* body0,const btCollisionObject* body1)
[23:43:39] <Xoppa> i gues that is only being called here: https://github.com/bulletphysics/bullet3/blob/master/src/BulletCollision/CollisionDispatch/btCollisionDispatcher.cpp#L259
[23:44:18] <Xoppa> and some algorithms https://github.com/bulletphysics/bullet3/search?utf8=%E2%9C%93&q=needsCollision
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[23:44:52] <doodli> It seems to be that Intersector.nearestSegmentPoint(vertex1, vertex2, vertex0, nearest).nor() is the n vector, huh?
[23:45:47] <doodli> *noone deserves the higher Gods*
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[23:47:10] <Xoppa> doodli, if you project (mutliple with the dot product) the v2-v1 vector onto the normalized v3-v1 vector, and then substract v2-v1 from it, and then normalize the result you will get the result that you want
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[23:49:10] <Xoppa> something like Vector3 v = new Vector3(v3).substract(v1).nor(); v.scl(v.dot(new Vector3(v2).sub(v1)); v.sub(new Vector3(v2).sub(v1)).nor(); // untested code
[23:49:22] <doodli> Do you mean that i get the same thing with: (((v2-v1).dot((v3-v1).nor())).sub(v2-v1)).nor()?
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[23:50:43] <doodli> oh okay thanks, well you see i can type out rubbish from the same thing you just described :( I will try it out now
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[23:51:38] <doodli> uhh wait! Why is there Vector3? It is a 2d triangle. (for a 2d platformer slope )
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[23:52:39] <doodli> Sorry for my english, i think we are still not on the same page :( (or maybe i just misunderstand something very wrongly)
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[23:53:43] <Xoppa> doodli, just use z = 0 for now
[23:53:53] <doodli> Ok thanks im trying it out now
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[23:58:25] <noone> Xoppa: http://pastebin.com/1E0kWxPD
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   August 29, 2014  
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