[00:00:40] <noone> I'm pretty sure I have removed it as you see
[00:00:50] <noone> but I'll try to debug it and look at the lists
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[00:02:01] <Xoppa> noone, i think this is one of these cases where a single class simple test to reproduce would help (just consolidating (not sure if that's the correct word) would help I guess)
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[00:03:03] <noone> reducing this to a single class is probably extremely difficult :/
[00:04:23]
<doodli> Xoppa this is the code and console output. http://pastebin.com/bUSjFC3u Your formula is quite close to Intersector.nearestSegmentPoint(vertex1, vertex2, vertex0, nearest).nor() , (not same though).. I dont know the magic behind so maybe you can comment
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[00:04:56] <doodli> btw each 2 lines of console out put refer to one triangle
[00:05:13] <doodli> *(4 triangles in total)
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[00:07:34] <Xoppa> noone, i understand that, i'm just saying that it would help if you would have a small test to reproduce it, if that's not possible, then we'll have to do without it
[00:07:40] <Xoppa> doodli, so, whats the problem?
[00:08:29] <Xoppa> doodli, do you know what e.g. vertex1.sub(vertex0) does to *vertex1*?
[00:09:02] <doodli> oh, i should use .cpy() there right?
[00:09:30] <doodli> hmm the problem is I dont know what is the correct way to find the normalized n unit vector (as shown in the linked image)
[00:09:35] <Xoppa> well no not for production, but you could use it for testing
[00:09:42] <noone> Xoppa: I ran through ((btDynamicsWorld) collisionWorld).getCollisionObjectArray() and logged each of them, the one that is checked in CollisionDispatcher.needsCollision is not in that list anymore
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[00:10:36] <Xoppa> noone, perhaps a broadphasepair?
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[00:12:12] <noone> Xoppa: where in the API are those?
[00:12:18] <doodli> hmm i added .cpy() and now i get (0.0,-1.0,0.0) for v...
[00:12:26] <noone> ((btDynamicsWorld) collisionWorld).getBroadphase().getOverlappingPairCache()?
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[00:13:12] <Xoppa> noone, yeah that sounds like a good place to start :D
[00:13:33] <Xoppa> doodli, why do you need it in the first place?
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[00:16:09] <noone> hmmmm... accessing the first pair in the array crashed bullet oO
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[00:16:57] <Xoppa> doodli, so which problem are you trying to solve?
[00:17:41] <Xoppa> noone, good job!
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[00:19:51] <Xoppa> doodli, how is the slope related to the triangle?
[00:20:20] <Xoppa> looks to me like you just need the perpendicular to the line (swap x and y)
[00:20:41] <doodli> Under "narrow phase", this sentence "The tile consists of 3 lines, all of which will be defined internally by a normalized vector n (an arrow of length 1 that starts at the origin and points perpendicularly at the line) and a distance d, which is the distance from the origin to the line following the direction of n". I can calculate the d with
[00:20:41] <doodli> the Intersector.distanceLineToPoint() but im stuck at getting the n vector of the line
[00:21:02] <doodli> I have my slope as triangles in the map editor (if that is the correct way ? )
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[00:21:40] <doodli> "need the perpendicular to the line (swap x and y)" Can you elaborate on that? ( i dont understand :s)
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[00:24:22] <Xoppa> a slope in your case is basically a line with some angle up or down and if i understand correctly (i'm not going to read that tutorial) then you need the perpendicular (the angle at 90 degrees offset) from that slope
[00:24:43] <noone> Xoppa: again crashed... ((btDynamicsWorld) collisionWorld).getBroadphase().getOverlappingPairCache().getOverlappingPairArray().size() == 1
[00:24:44] <Xoppa> consider showing a screenshot of the actual problem
[00:24:55] <noone> calling pairArray.at(0) crashes bullet...
[00:26:12] <Xoppa> noone, always or after you've removed the body?
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[00:27:03] <noone> always, actually
[00:27:12] <noone> T_T
[00:27:54] <Xoppa> sounds like an unrelated issue
[00:29:01] <Xoppa> i know that doesnt help, but its difficult to debug bullet from java without attaching e.g. visual studio to it
[00:30:37] <doodli> Yes my slope is either 45°, ~26° or ~63° (across 2 tiles) . Ok if i understand correctly, to find the n vector (the unit vector perpendicular to the slope surface) is by swapping x and y of the surface line vector and then normalize it?
[00:30:44] <doodli> I hope i got it right this time :s
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[00:31:30] <noone> Xoppa: I guess you are right... I'll try to find a downloadable version of it now and go to sleep
[00:31:45] <noone> shit like this totally kills my motivation -.-'
[00:31:54] <doodli> NOONE DONT GIVE UP
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[00:33:14] <Xoppa> doodli, vectors are relative, assuming you've normalized the slope vector then there's not need to normalize the perpendicular vector as well
[00:33:43] <noone> doodli: okay, I won't... but I will delay the war against this bug :)
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[00:33:58] <noone> Xoppa: is VS 2010 express okay?
[00:34:04] <doodli> Ok thanks for the guidance, I am trying it out now again
[00:34:44] <Xoppa> noone, yes, i think that should do
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[00:37:47] <noone> haha, thanks guys :D
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[00:39:01] <doodli> I'm 16 still a boy
[00:39:16] <noone> lucky you
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[00:40:32] <noone> I'm off to sleep now, thanks again Xoppa... you'll probably have to help me with VS tomorrow as I haven't used it in like 6 years, probably never used its debugger before, and for sure never to attach it to a Java process :D
[00:41:10] <Xoppa> don't forget to contribute to the wiki!
[00:41:31] <noone> good idea, will do :)
[00:41:38] <davebaol> night noone
[00:41:53] <doodli> night noone
[00:42:00] <noone> night night :)
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[01:13:02] <JesusCM> Jesus Code McChrist will save you
[01:13:11] <JesusCM> only you must believe
[01:13:43] <prophile> k
[01:13:49] <JesusCM> who here is alive and able to type?
[01:14:00] <prophile> I've been known to type
[01:14:04] <JesusCM> i see
[01:14:06] <prophile> unfortunately I died a few years ago
[01:14:12] <JesusCM> have you ever used preferences?
[01:14:30] <prophile> can't say that I have, I'm afraid
[01:14:33] <JesusCM> you know those things that let you save values
[01:14:38] <JesusCM> ah
[01:14:52] <prophile> ask your question anyway
[01:14:56] <JesusCM> i wanted to know if updating the app will delete them
[01:15:07] <JesusCM> i know they go away if you reinstall
[01:15:11] <prophile> seems unlikely
[01:15:12] <Xoppa> no
[01:15:17] <JesusCM> they persist
[01:15:19] <JesusCM> good
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[01:40:27] <Gtoknu> LibGDX is awesome lulz
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[01:41:22] <tnelsond> Some pretty shweet shading.
[01:42:35] <tnelsond> Can't help but feel like you'd be able to get a smoother result if you didn't always have it dithered with white and used other shades of pink sometimes.
[01:42:49] <tnelsond> Eh, maybe it is.
[01:45:05] <Gtoknu> The dithering is optional, you can customize the colors too
[01:45:22] <Gtoknu> That's the purpose of a pixel art editor :p
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[01:46:15] <tnelsond> Procedurally generating stuff is fun.
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[01:46:29] <Gtoknu> Going to add the ability to put any color ramp on it soon
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[01:46:38] <TEttinger> pretty slick, Gtoknu
[01:46:41] <Gtoknu> Changing the dither pattern is already in
[01:46:57] <Gtoknu> Ty TEttinger
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[01:48:52] <dysoco> Is it necessary to install all the Android platforms in the SDK Manager like the Wiki says? What do I install?
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[01:49:54] <Xoppa> dysoco, where does the wiki say that?
[01:50:34] <dysoco> check the Intellij IDEA section, under "Android SDK"
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[01:50:56] <dysoco> or does that mean "install all platforms YOU NEED via the SDK manager?"
[01:52:22] <Xoppa> just install the latest (and optionally others that you want to test against), just keep in mind that API 20/4.4w/L is in preview currently
[01:52:37] <dysoco> Alright then, thanks.
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[01:58:54] <nick-latechs> ok
[01:58:58] <nick-latechs> you guys have to hear this
[01:59:03] <nick-latechs> this is from a unity programmer
[01:59:08] <nick-latechs> i'm not joking
[01:59:12] <nick-latechs> 18:55 (nick-latechs) java > unity
[01:59:12] <nick-latechs> 18:55 <Sythe_> I get those signs confused
[01:59:12] <nick-latechs> 18:55 <Sythe_> Unity is better, yeah'
[01:59:26] <nick-latechs> i got those signs confused?.... pretty funny
[01:59:55] <pmartino> ?
[01:59:56] <nick-latechs> i've never heard that ever
[01:59:58] <KicStart> nick-latechs: eh. There's a lot of Java haters out there anyhow.
[02:00:04] <KicStart> nick-latechs: I blame the ruby script kiddies.
[02:00:16] <nick-latechs> they cant read expression?
[02:00:31] <pmartino> well you're talking to someone who has a preference for unity
[02:00:35] <nick-latechs> i dont care that he thinks unity is better
[02:00:36] <KicStart> nick-latechs: and the C# fanboys.
[02:00:37] <pmartino> not sure what you expect
[02:00:43] <nick-latechs> <= c# fanboy
[02:01:02] <nick-latechs> i'm laugingh at his confusion on > sign
[02:01:10] <KicStart> heh
[02:01:10] <Gtoknu> Actually C# is great
[02:01:12] <nick-latechs> maybe i've just had too much beer
[02:01:21] <Gtoknu> But unity...
[02:01:26] <nick-latechs> <= c# makes me too much money so i'm a fanboy
[02:01:32] <nick-latechs> way too much money
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[02:01:46] <Gtoknu> I've read too much monkey LOL
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[02:02:34] <KicStart> nick-latechs: understood. I say the same thing about Obj-C, but I absolutely hate it.
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[02:03:20] <nick-latechs> gotcha, i dont hate c# but ihave heard some bad things about obj-c even from the apple programmer fanboys
[02:03:36] <nick-latechs> they really dislike it and they are actually sharp guys
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[02:04:15] <nick-latechs> back to coden
[02:04:17] <nick-latechs> later
[02:05:15] <KicStart> l8r
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[02:38:46] <Tann__> How much overhead does having fields I don't always use in a class add in Java? They're just using enough memory to store the reference, right?
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[02:51:47] <Fastinyoh> Tann: As long as the field is a reference and not a primitive, then yeah. 4 bytes or 8 bytes depending on if you're running in 32 or 64-bit
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[02:52:47] <Fastinyoh> I wouldn't be surprised if the JVM optimized even that out in some cases
[02:53:11] <Tann__> Cool cheers
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[03:23:59] <bhldev__> .
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[03:26:50] <dysoco> Agh, keep getting Gradle errors in IntelliJ... this is a PITA
[03:27:43] <Tomski|> What are the errors?
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[03:28:55] <dysoco> could not execute build using gradle distribution or something like that, I'm trying to reconfigure everything.
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[03:45:42] <TheUnkn0wn0ne> Hey guys, is anyone there?
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[04:12:34] <nick-debugging> does libgdx support unicode?
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[05:18:16] <Burnrate> i was thinking, what would be excellent, is if you could search, filter games in the gallery by what kind of releases they have available
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[05:20:56] <waldohatesyou> KicStart: Even though some of the hate towards Java is undeserved, I still think languages like Scala are better
[05:21:41] <waldohatesyou> KicStart: If only because Scala possesses modern language features like list comprehensions
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[06:11:40] <JesusCM> hello
[06:11:55] <JesusCM> has anyone here used libgdx window class?
[06:13:08] <JesusCM> Jesus is in need of assitance
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[06:40:09] <Burnrate> it's friday night, shouldn't this be filled with people!
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[06:43:56] <Burnrate> is there something different with the texture?
[06:44:19] <Burnrate> i was trying Texture texture = new Texture(Gdx.files blah blah blah);
[06:44:38] <Burnrate> then texture.setFiler but it cannot resolve setFilter
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[07:01:39] <JesusCM> anyone alives
[07:02:52] <nick-debugging> heyzus
[07:03:03] <nick-debugging> hows it hanging?
[07:04:01] <JesusCM> hello
[07:04:24] <JesusCM> its hangin high my friend
[07:04:34] <JesusCM> my app is nearly done
[07:06:06] <nick-debugging> cool
[07:06:17] <nick-debugging> screen shots?
[07:07:05] <JesusCM> not yet
[07:08:32] <JesusCM> i still need to figure out how to set a background to my stupid window
[07:08:40] <JesusCM> have you ever done that before?
[07:13:08] <nick-debugging> yes
[07:14:38] <JesusCM> well im in need of some aid
[07:17:24] <KicStart> with the holy ghosts or walking on water?
[07:17:36] <JesusCM> haha
[07:17:42] <JesusCM> im not that Jesus
[07:17:55] <JesusCM> unlike him, I actually exist
[07:18:00] <KicStart> well, can you explain away the "washing of feet" as not a foot fetish?
[07:18:05] <JesusCM> Jesus Code McChrist
[07:18:14] <JesusCM> no i cannot
[07:18:15] <KicStart> you hippie, get a jerb
[07:18:17] <KicStart> lol
[07:18:20] <JesusCM> what the devils do you speak of
[07:18:30] <KicStart> don't crucify me bro
[07:18:34] <JesusCM> i am a hippie
[07:18:41] <JesusCM> and im proud
[07:18:49] <JesusCM> Jesus likes trees
[07:18:49] <KicStart> I'm telling everyone I spoke to Jesus
[07:18:57] <KicStart> and he uses libgdx
[07:19:02] <JesusCM> despises civilization
[07:19:16] <JesusCM> they may lock you in an asylum
[07:19:56] <FightingCat> Someone can help me ?I want to throw a bullet object with swiping gesture,the problem is how can I determine the vector for applyForce?gesture performs a 2d operation but an object is a 3d thing.
[07:19:56] <JesusCM> i perform miracles not in life, but with code
[07:20:41] <JesusCM> what do you mean determine vector
[07:21:21] <FightingCat> I'm not an English speaker, I mean calculate
[07:22:26] <JesusCM> you want to calculate the vector position of the bullet in flight?
[07:23:00] <JesusCM> nick-debugging you still there
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[07:23:32] <JesusCM> <FightingCat> im not sure what you are asking
[07:24:06] <JesusCM> determine how much force needs to be applied?
[07:24:25] <FightingCat> I'm not sure,I don't think I should throw it with a constant degree, so I guess there must be a way to decide both the direction and strength the force should be.
[07:24:26] <FightingCat> yes
[07:25:21] <JesusCM> well do you want to control the direction via the swipe?
[07:26:15] <FightingCat> yes
[07:29:35] <JesusCM> is it a omnidirectional game
[07:30:33] <JesusCM> you could have the difference between the original vector position and the ending determine the vector that is set to the applyForce method
[07:31:05] <FightingCat> I don't know about that, it's a throwing basketball game
[07:31:26] <JesusCM> basketball?
[07:31:33] <JesusCM> you said bullet before
[07:31:43] <FightingCat> like a paper toss game
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[07:32:15] <JesusCM> well if you do what i said, the direction will be the same as the swipe
[07:32:28] <JesusCM> and the force will be determined by the length of the swipe
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[07:34:00] <FightingCat> thing is how do I get the direction, there are only two axis on screen but three in bullet world.
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[07:35:28] <JesusCM> 3 axes for the object but only 2 for the game?
[07:35:56] <JesusCM> i've never really dealt with that sorry
[07:36:03] <JesusCM> are you using some bullet library?
[07:36:35] <JesusCM> nickdirtnap
[07:36:58] <JesusCM> Jesus commands that you stick with your latest username
[07:37:47] <FightingCat> no, I mean I can get only x and y value with swiping event, but applyForce requires xyz.
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[07:40:59] <JesusCM> you must be using the wrong methods and classes then
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[07:41:39] <JesusCM> wait what physics engine are you using
[07:41:54] <FightingCat> bullet
[07:42:23] <JesusCM> oh now i get it
[07:42:46] <JesusCM> i didnt understand what bullet world was
[07:43:25] <FightingCat> it's a 3d paper toss like game, I want to get both the throwing direction and strength with swipe gesture.I have no idea to do this with swipe distance and speed.
[07:44:11] <FightingCat> I found this,but it's unity things, and I don't understand these code
[07:45:05] <JesusCM> i only make 2d games
[07:45:17] <JesusCM> so i can't really help
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[07:45:40] <FightingCat> anyway, thanks.
[07:45:46] <JesusCM> <Justin-C>
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[07:47:51] <Nesskick> Preferences doesn't works on android :C
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[11:07:06] <mobaxe> hello everyone
[11:08:03] <LiquidNitrogen> hi
[11:08:29] <robitx> hi one
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[11:08:56] <mobaxe> :o i must create body in render method for example every 3 seconds
[11:09:11] <mobaxe> should i use threads or timer ? or what else ?
[11:09:44] <robitx> I would go with timer
[11:10:50] <mobaxe> i tried timer before
[11:11:13] <mobaxe> it works like no delay in render
[11:11:19] <mobaxe> 2 mins brb
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[11:20:09] <robitx> LiquidNitrogen: did you had a chance to check out the update?
[11:20:52] <LiquidNitrogen> no ive been working on my game
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[11:21:06] <robitx> ok, no problem
[11:23:03] <LiquidNitrogen> might need a day off tomorrow 0_0
[11:23:03] <FightingCat> how to use PerspectiveCamera.unproject()?
[11:23:50] <robitx> LiquidNitrogen: well it will be sunday
[11:24:02] <FightingCat> it said "A z-coordinate of 0 * will return a point on the near plane, a z-coordinate of 1 will return a point on the far plane."
[11:24:33] <robitx> FightingCat: and whats the problem?
[11:24:52] <FightingCat> what about a plane between the near plane and far plane, what z value should I use
[11:25:37] <robitx> and what exactly would you want to do with such plane?
[11:26:22] <FightingCat> I want to get a point on that plane with screen touching
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[11:29:50] <FightingCat> Did I say something wrong? I'm not an English speaker...
[11:30:37] <robitx> FightingCat: nope, I havent read your original msg correctly, I noticed later that you want unproject
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[11:36:24] <FightingCat> I've tried several value but still not understand its behavior.
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[11:43:06] <robitx> I've never needed it so far, so I though It could be able to identify z position of visible object in given direction (how naive of me)
[11:44:30] <robitx> now when I look into code, it just give you gives you direction vector and if you want to find which object is the first from you in that direction, you have to do it on your own
[11:44:44] <robitx> FightingCat: is that what you want to do?
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[11:46:49] <FightingCat> I just want to convert a screen position to a 3d position on a plane.
[11:48:03] <[twisti]> get pick ray, intersect with plane
[11:48:37] <FightingCat> I can get such a point on near plane with camera.unproject(vec.set(123,123,0)) or such a point on far plane with setting z to 1.
[11:48:59] <FightingCat> not a really plane object
[11:49:20] <robitx> FightingCat: then just pick the z you want
[11:52:56] <FightingCat> I tried and found that the relationship of this z value with 3d z value is not linear
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[11:54:44] <robitx> you have a direction vector for point on far plane, is it a problem to shorten that vector manually?
[11:57:17] <FightingCat> I have difficulty to understand your words, I'm not good at English...
[12:01:38] <robitx> camera.unproject(vec.set(123,123,1)).sub(camera.position).scl(1,1,z).add(camera.position)
[12:02:38] <FightingCat> aha, great idea
[12:02:52] <FightingCat> thank you, I'm trying this.
[12:04:08] <robitx> dont thank me yet, I havent test it
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[12:07:39] <robitx> FightingCat: now when I think of it, you better to scale all of them
[12:07:51] <robitx> camera.unproject(vec.set(123,123,1)).sub(camera.position).scl(z).add(camera.position)
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[12:10:15] <FightingCat> you are right
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[12:21:28] <mobaxe> guys how can i spin a body its own center with sprite ?
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[12:21:58] <[twisti]> mobaxe: set the point you want to pivot around with setOrigin
[12:22:09] <[twisti]> for example for a sprite thats 100x100, setOrigin(50,50)
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[13:15:25] <mobaxe> hey i havent rotate my body, anyone here ?
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[13:21:51] <robitx> mobaxe: then rotate your body
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[13:26:14] <mobaxe> robitx :d you have bad sense of humour :p
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[14:00:13] <Jarmund_> I'm having some trouble translating what I've been reading in the tutorials into something i can use for my game:
[14:00:14] <Jarmund_> (as with most games) I have several potential screens, main game, map select, menu, etc. How do i bundle them together? From what i understood, create a main game class that implements ApplicationListener, and each of the screens will implement Screen.
[14:00:14] <Jarmund_> Now, which class holds the camera? The main game class, or each of the screens?
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[14:00:19] <[twisti]> thats up to you
[14:00:21] <[twisti]> there also isnt neccessarily always just one camera, sometimes people have multiples, for different things, like one for game world, one for UI, etc
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[14:00:23] <Jarmund> Ah, that was my followup question.
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[14:00:38] <Jarmund> So, I'm thinking this: Do as described above, and have each screen have the camera(s) so that they can be tailored to the need of that particular screen. Any obvious drowbacks or caveats to this approach?
[14:00:39] <Jarmund> drawbacks*
[14:00:40] <[twisti]> it depends a bit on what the screens are
[14:00:41] <[twisti]> as a lot of them are likely purely UI, it makes sense for those to share a camera
[14:00:42] <Jarmund> one will be a representation of a Box2D scene, and the others are menus and the like
[14:00:42] <[twisti]> while your game screen will probably need its own camera
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[14:00:44] <Jarmund> alright
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[14:00:59] <Jarmund> I pretty much ended up doing this the opposite way of what i would normally do. I already have the game mechanics and all that, I just need to be able to render it to the screen. Normally i would start with a basic renderer, so that i could debug easily along the way. But since this project is ported from AndEngine, I pretty much need to rewrite the rendering/screens/whatnot
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[14:11:38] <mobidevelop> Seems risky
[14:12:44] <noone> it is, that's why I asked you to do it
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[14:13:42] <noone> thanks :)
[14:14:52] <mobidevelop> Pleasure
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[14:16:38] <mobaxe> guys im still trying to spin my body related to sprite
[14:17:57] <[twisti]> whats wrong with .rotate ?
[14:19:10] <mobaxe> idk it doesnt work. I tried both sprite and body
[14:19:22] <mobaxe> impulses dampings etc and rotates
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[14:20:17] <mobidevelop> You have to use .spin instead
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[14:23:04] <noone> applyAngularImpulse?
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[14:24:04] <mobaxe> yes
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[14:31:40] <HunterD> hi! for setting a threshold for colors in glsl (like to draw only the ones > (0.5, 0.5, 0.5) ) the only way is to use "if"s in the fragment shader?
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[14:36:23] <Lecherito> I have a table that loads an Image asyncronously (from url), how can I add that Image to a table in a specific index? right now i can only add it to the end
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[14:37:55] <lordjone> HunterD: step
[14:38:23] <HunterD> just found that one. so code would be: sample = step(float u_threshold_Value, float sample) * sample;
[14:38:25] <HunterD> ?
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[14:38:55] <HunterD> *whitout the floats :)
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[14:39:21] <lordjone> let me check the syntax cause i don’t remember it atm
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[14:40:40] <lordjone> HunterD: you need step(vec3(0.5f), yourColor)*yourColor
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[14:41:30] <lordjone> HunterD: yes your syntax was correct
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[14:52:41] <bhldev_> good morning
[14:52:45] <HunterD> lordjone: thanks bro
[14:52:55] <lordjone> :)
[14:53:04] <HunterD> morning! where are you from? here is 4PM
[14:53:08] <Lecherito> sup bhldev_
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[14:53:39] <mobaxe> hey
[14:54:15] <mobaxe> i can't rotate this damn sprite
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[14:56:06] <Ashiren> hmm sprite.rotate()?
[14:56:40] <Ashiren> is it in render()?
[14:57:13] <mobaxe> silly i am
[14:57:19] <Ashiren> dont use texture.setfilter() on render() ~
[14:57:19] <mobaxe> i tried set rotation
[14:57:20] <mobaxe> omgosh
[14:57:29] <mobaxe> rotate works
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[14:57:52] <mobaxe> apperciate ashiren ive been dealing for an hour :D
[14:58:10] <mobaxe> ok i remove set filters
[14:58:11] <Ashiren> actually its dumb
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[14:58:18] <Ashiren> why would they make setRotation and rotate
[14:58:55] <Ashiren> where one doenst work ;o
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[14:59:01] <mobidevelop> Because, sometimes you want to set an actual rotation
[14:59:04] <mobidevelop> Which does work
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[14:59:23] <mobidevelop> And sometimes you want to rotate relative to current rotation, which also works
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[14:59:35] <mobaxe> i will never forget this :D
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[15:13:08] <Lecherito> any way to add an element to a table to a specific index? (i'd like it to be in the first place)
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[15:15:05] <bhldev_> guess what mobidevelop
[15:15:12] <bhldev_> I have lots of time for libgdx now
[15:15:19] <bhldev_> that's all I will say about that : (
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[15:31:48]
<nepjua> Hi, i'm trying to make a launcher just like this http://bit.ly/1tjz1QA i couldn't draw my arrow with accuracy
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[15:38:15] <nepjua> i can apply the impulse without problem but i cant draw arrow with accuracy, any suggestions ?
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[15:43:16] <mobidevelop> bhldev_: did the gig not work out?
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[16:14:33] <bhldev_> no comment except I'm looking now they were good people
[16:15:09] <bhldev_> @mobidevelop so now I will focus on making a game with libgdx and publishing it : )
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[16:18:09] <mobaxe> is there a good explanation related to texture filter
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[16:19:29]
<nepjua> Hi, i'm trying to make a launcher just like this http://bit.ly/1tjz1QA i couldn't draw my arrow with accuracy, any suggestions would bre appreciated ?
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[16:20:52] <mobaxe> ty
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[16:29:49] <Kajos> mobidevelop, i added an issue regarding uploading pixeldata in gwt
[16:30:02] <mobidevelop> I saw
[16:30:36] <Kajos> i was wondering if you knew a temporary solution, that i can use to upload pixeldata,
[16:30:52] <Kajos> with putimagedata for example, or another way
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[16:31:03] <Kajos> without having to build the libgdx source
[16:31:14] <mobidevelop> Off the top of my head, nope
[16:32:24] <Kajos> okay, i figured it cannot be done atm..
[16:34:05] <mobidevelop> You can do anything that html/get/JavaScript support if you don't mind writing platform specific code
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[16:34:12] <mobidevelop> gwt
[16:35:21] <Kajos> but i would need to build the libgdx source right? i might just do then if necessary
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[16:36:44] <Kajos> also, is glreadpixels working in gwt, mobidevelop? i read there were some issues with that
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[16:42:28] <prophile> is there any reference on what's planned for the next version(s) of libGDX?
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[16:47:33] <mobidevelop> prophile: nope
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[16:48:14] <nick-coden_> mobidevelop: is unicode supported?
[16:48:18] <nick-coden_> utf8?
[16:50:09] <mobidevelop> Sure
[16:50:48] <mobidevelop> Kajos: no clue, but you wouldn't need to do any rebuilding of libgdx to do platform specific code
[16:51:16] <Kajos> thanks, makes sense now
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[17:36:32] <Burnrate> anyone know some good examples for coloring things using custom shaders?
[17:43:50] <Burnrate> cool site! thanks :)
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[17:49:19] <nail> hi
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[17:50:49] <nail> just a short question, i didn't find this in the docs. Is it posible to specify the atlas file inside the json file (for a skin) or it is mandatory to use the same file name always?
[17:54:37] <robitx> nail: you can always add any atlas manually before you load json
[17:56:07] <gentlemandroid> nail, Second constructor for Skin
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[17:58:16] <gentlemandroid> Wow git skips empty folders when browsing source online now
[17:58:21] <gentlemandroid> That's a nice small change
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[17:59:47] <nail> Thanks! :)
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[18:32:27] <prophile> gentlemandroid: as in gitweb?
[18:33:06] <gentlemandroid> github yes
[18:33:44] <prophile> k
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<Burnrate> can someone help with doing some basic shading? i have this class http://pastebin.com/v60bPrRY and i want to pass the alpha from the spritebatch to the shader when it renders
[18:38:34] <Burnrate> i tried some set attribute methods and confirmed how it could work by hard coding some values but can't seem to pass a value in succesfully
[18:39:06] <Burnrate> (hard coding values in the.vert and .frag files)
[18:43:49] <noone> Xoppa: thanks for fixing this PairArray bug... I have looked at your commit and I have not the slightest clue what exactly you did there :D
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[19:01:54] <Xoppa> noone, don't forget to update the binaries if you want to test it
[19:01:59] <noone> davebaol: lol, I just updated to the new steering API and suddenly my FollowPath behaviour steered my enemies totally weird
[19:02:12] <noone> turned out it was because the parameter "maxLinearAcceleration" turned into "predictionTime"
[19:02:36] <noone> and I suddenly used a prediction time of about 17 minutes into the future xD
[19:04:02] <noone> Xoppa: thanks for reminding, I would not have remembered it
[19:04:40] <noone> I tried to get bullet compiled today but wasn't able to
[19:05:10] <noone> CMake doesn't seem to be able to find a working compiler
[19:05:39] <noone> maybe it's because I had different Visual Studios installed in the past... I've read that this might cause problems but I wasn't able to fix that yet
[19:06:38] <Xoppa> for visual studio you just build using the visual studio solution
[19:06:51] <Xoppa> for building via ant you need to have mingw
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[19:13:18] <Lecherito> is it possible to create fonts with different sizes in skin json?
[19:14:10] <jug6ernaut> to skin....json?
[19:14:22] <Lecherito> json definition of a skin
[19:16:35] <Xoppa> sure, you can include as many fonts as you need
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[19:19:10] <Lecherito> Xoppa: I mean with the same .fnt, having different sizes (used Hiero for that fnt)
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[19:20:20] <Xoppa> you've specified the size in hiero, so if you need another size then you need to change it in hiero
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[19:21:30] <noooone> give it different names
[19:21:36] <Lecherito> is it possible to have dynamic sizes?
[19:21:40] <noooone> or use the freetype font generater to do it at runtime
[19:22:08] <noooone> and grrrr, I cannot get this c++ compiler to work... that's why I love java...
[19:22:12] <Lecherito> I can give different names, that's not a problem but the problem is packaging it everytime with hiero, it's a pain in the ass
[19:22:20] <noooone> no stupid compiling of libraries before you can use something
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[19:24:59] <Lecherito> is that an extension or so? haven't got it in the "normal" lib
[19:25:33] <noone> it is, gdx-freetype
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[19:36:10] <davebaol> noone: is drag active in bullet sb tests?
[19:36:26] <davebaol> looks like there's something making the character slow down
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[19:47:37] <davebaol> noooone: linear damping is 0 but the character decelerates and stops
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[19:59:01] <noooone> davebaol: friction?
[19:59:09] <noooone> because of gravity
[19:59:40] <noooone> *afk*
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[20:01:10] <hackhalo2> has anyone done a paint-like program in libgdx?
[20:01:23] <Lecherito> yay, free fonts :D
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[20:06:33] <InspiredNotion> Hello
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[20:08:31] <robitx> InspiredNotion: that would be really cool
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[20:10:11] <Kajos> press R and E to add and remove
[20:10:16] <davebaol> noooone: friction is now 0 for both ground and character but it still slows down and stops
[20:10:26] <Kajos> vrpaint.com/voxel/README.txt for more controls
[20:10:56] <Kajos> only tested it in chrome
[20:11:03] <Kajos> (its a voxelrenderer fyi)
[20:11:54] <KicStart> InspiredNotion: now that's cool, if only it could cut through each app store for the set up of IAP...
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[20:12:33] <InspiredNotion> yeah would be great
[20:12:48] <InspiredNotion> hackhalo2 thanks for the link
[20:12:52] <hackhalo2> yea
[20:12:55] <hackhalo2> np
[20:16:24] <davebaol> noooone: WTF linear velocity suddenly becomes 0. there must be something wrong :(
[20:16:26] <davebaol> owner.linearVelocity = 0.32602614,1.9814074E-4,0.0016869862; owner.linearSpeed = 0.32603055
[20:16:27] <davebaol> owner.linearVelocity = 0.32595792,1.5871227E-4,0.0016745024; owner.linearSpeed = 0.32596225
[20:16:27] <davebaol> owner.linearVelocity = 0.32599014,7.2717667E-6,0.0016301291; owner.linearSpeed = 0.32599422
[20:16:27] <davebaol> owner.linearVelocity = 0.0,0.0,0.0; owner.linearSpeed = 0.0
[20:20:11] <davebaol> damn jump is getting me crazy
[20:20:14] <davebaol> I think equations are correct though
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[20:33:30] <esvee> heya :)
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[20:53:52] <noooone> davebaol: maybe the body goes to sleep
[20:54:34] <noooone> you could try to disable it by setting "setSleepingThresholds" to 0 and 0
[20:54:54] <noooone> for linear and angular
[20:55:31] <davebaol> noooone: ok thanks I'll try it later
[20:55:35] <davebaol> dinner time now
[20:55:44] <noooone> bon appetit
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[21:01:13] <noooone> Xoppa: is there any way I can debug bullet without visual studio?
[21:01:32] <noooone> the compiler got removed somehow when installing SP 1...
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[21:01:49] <noooone> and the patch to fix it fails to download from the windows server
[21:01:55] <noooone> i love Microsoft
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[21:02:46] <esvee> ok, godray shader with 4 samples = done. now how to fight the jittering noise? :(
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[21:04:08] <esvee> where's kalle_h with his temporal ubersampling
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[21:06:55] <Xoppa> noooone, the compiler got removed? so you can't compile anything in vs now anymore?
[21:08:58] <noooone> but CMake first failed with an error, I read that I should install VS SP1 for it to be fixed
[21:09:11] <noooone> now it doesn't find any compiler anymore at all
[21:09:25] <noooone> there is a patch which installs that, but that needs windows SDK 7.1
[21:09:34] <noooone> and the download of that fails everytime...
[21:13:18] <Xoppa> what? don't do that
[21:14:55] <noooone> ah... hmm okay I didn't see that
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[21:16:46] <noooone> uumm... open with VS Express 10, or 2010?
[21:17:30] <Xoppa> just double click on the file :D
[21:17:38] <noooone> I did, now it asks me that
[21:17:59] <Xoppa> oh, the latest visual studio (express) will do i guess
[21:17:59] <noooone> I'll try 2010
[21:18:31] <noooone> well, the options are "Visual C++ Express 10" and "Visual C++ Express 2010"...
[21:18:47] <Xoppa> 10 sounds very old, so i'd go for 2010
[21:19:08] <Xoppa> isnt there 2013 express?
[21:19:39] <noooone> there is I think, but I needed a MS account which I didn't want...
[21:20:21] <noooone> it opened it without complains
[21:20:27] <noooone> how can I check whether it works or not?
[21:20:42] <Xoppa> right click the gdxBullet project and hit build
[21:21:00] <Xoppa> it's in the solution explorer pane
[21:21:50]
<noooone> Project file contains ToolsVersion="12.0". This toolset may be unknown or missing, in which case you may be able to resolve this by installing the appropriate version of MSBuild, or the build may have been forced to a particular ToolsVersion for policy reasons. Treating the project as if it had ToolsVersion="4.0". For more information, please see http://go.microsoft.com/fwlink/?LinkId=291333.
[21:21:50] <noooone> 1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Platforms\Win32\Microsoft.Cpp.Win32.Targets(518,5): error MSB8008: Specified platform toolset (v120) is not installed or invalid. Please make sure that a supported PlatformToolset value is selected.
[21:21:52] <Xoppa> i tried to create it so that it should work out the box, but never had the chance to actually test that
[21:22:30] <Xoppa> yeah thats because i updated it to vs 2013, you can change that (i think) by right clicking on the project and selecting properties
[21:22:55] <Xoppa> then on the general settings there's an "Platform Toolset" option
[21:23:29] <Xoppa> at least there is in 2013, not sure about 2010
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[21:23:57] <noooone> there is, it was v120, I tried v100 and v90 (the only other options) and they all result in the same error :/
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[21:24:23] <Xoppa> then you probably have to do it for the other projects as well
[21:24:48] <Xoppa> just set it to v10, that should compile (not much changed since i modified it to 2013)
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[21:25:36] <noooone> v10 or v100?
[21:25:51] <Xoppa> v100
[21:25:53] <Xoppa> sorry
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[21:26:02] <Xoppa> the latest version you can select
[21:27:31] <noooone> TRACKER : error TRK0005: Failed to locate: "CL.exe".
[21:28:04] <noooone> still says something about "Project file contains ToolsVersion="12.0". This toolset may be unknown or missing, in which case you may ...." though
[21:28:09] <Xoppa> are you on a 32 bit version of windows?
[21:28:41] <noooone> ummm, no
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[21:29:23] <noooone> if it's the only way I can get Visual C++ Express 2013
[21:29:56] <Xoppa> i'm not sure what would be the best way to solve this, i gues creating a microsoft account is faster than trying to make it work on vs 2010...
[21:30:22] <noooone> okay, will do
[21:30:57] <BlueProtoman> LibGDX is love. LibGDX is life.
[21:31:17] <Xoppa> if you do so, make sure to remove all previous visual studio installations (and reboot), i had some problems with updating while i had both 2010 and 2013 installed
[21:31:40] <bhldev_> libgdx libgdx *chant*
[21:31:48] <bhldev_> I was led astray by javascript once it will never happen again
[21:31:51] <bhldev_> actually four or five times
[21:32:06] <BlueProtoman> I'm so sorry
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[21:32:32] <BlueProtoman> I tried Haxe once. The language itself was fine, but the tooling was nowhere near as advanced as Java's/LibGDX's.
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[22:16:34] <noooone> davebaol: how would you handle a FollowPath with changing destinations?
[22:17:10] <noooone> I would like my enemies to follow my player, which means I run A* for example and calculate a new path like every 0.25s or something like that
[22:18:54] <noooone> I don't see any way how I would be able to re-use the LinePath
[22:19:46] <noooone> It works with arrays (those [] ones) for example, which cannot be pooled
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[22:58:11] <GhostNr1> Hey
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[23:14:31] <aegamesi> is there any way to draw a BitmapFont, scaled, but from the center? (rather than top left)
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[23:15:05] <boog> should be a way to specify origin
[23:15:22] <aegamesi> I'm looking for one, but I don't see any
[23:18:58] <Xoppa> it depends on how you scale, if you're using font.setScale(..) then it's probably best to get the bounds and then modify the location based on that
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[23:20:13] <aegamesi> Ah, that's kinda annoying. Is there a better way to have... animated text? like, pulsing text.
[23:20:43] <Maximus_> Whats the best method to determine if two balls of similar size have touched each other? The current I am doing this involves using a square root but I imagine there is a difference method that doesn't require square roots
[23:20:43] <Xoppa> why is that annoying?
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[23:21:36] <aegamesi> Xoppa: makes it difficult to have a lot of text like that, because getBounds returns the same object each time
[23:22:17] <Xoppa> Maximus_, if (Math.abs(touchedBallA.radius - touchedBallB.radius) < alpha) doYourThing();
[23:22:34] <Xoppa> aegamesi, why is that difficult?
[23:23:22] <Maximus_> What about Vector2.dis, would this work similar?
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[23:24:00] <Xoppa> aegamesi, btw, it only returns the same object if you didnt specify a return value
[23:24:34] <Xoppa> TextBounds bounds = font.getBounds("test", new TextBounds()); will give you a new TextBounds object (not that i recommend using this btw)
[23:24:44] <aegamesi> Oh, I didn't even see that. I've been just doing new TextBounds(font.getBounds())
[23:24:45] <aegamesi> why not?
[23:25:10] <Xoppa> Maximus_, is your question about checking if they have similar size or if they touched?
[23:25:42] <Maximus_> Touched, all the balls are the same size
[23:25:44] <Xoppa> aegamesi, because that creates a new object (and thus might trigger the GC and cause a lag) every call
[23:26:06] <aegamesi> oh, well, yeah, if you do it every render(). I've been caching the objects in create()
[23:27:13] <Xoppa> Maximus_, if (ball.position.dst2(touchX, touchY) < ball.radius*ball.radius) or if (ball1.position.dst2(ball2.position) < (ball1.radius+ball2.radius)*(ball1.radius+ball2.radius))
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[23:28:09] <Xoppa> aegamesi, then it would be something like font.getBounds(obj1.text, obj1.bounds);
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[23:28:57] <Xoppa> obviously you only need it for positioning, so you might as well use a single textBounds object and store the center/position/offset/whatever you need instead
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[23:30:59] <aegamesi> Well, I'd still need to call getBounds every frame as far as I know-- oh, wait, no! I can just call it once, and multiply the bounds by scale... ah, right. Alright,t hanks
[23:32:36] <Maximus_> I'm getting some strange values when using the dst2 method. The balls are 96 pixels in diameter, when I test the distance between the vectors of both balls it gives me really high values in the thousands, when they touch the distance between the centers is coming up as 9000
[23:33:08] <Maximus_> I figured I would get the value 48 to test against
[23:34:03] <Xoppa> dst2 is squared (if doesn't do the "costly" sqrt) so 96*96+96*96
[23:34:25] <Xoppa> euhm 96*96 because you need the radius and not the diameter
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[23:37:08] <davebaol> noone|afk: you can create a new class that implements the Path interface
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[23:37:57] <Maximus_> Ok thanks, just out of curiosity how costly is the square root method exactly?
[23:38:09] <davebaol> noone|afk: or you can improve current LinePath implementation
[23:40:25] <aegamesi> Maximus_: not very, but compared to multiplication it's quite a bit
[23:40:38] <aegamesi> you don't need to worry about it *too* much
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[23:41:21] <Maximus_> So if I'm constantly testing if two balls have collided on an android game using the non square root method will save me a lot of processing power?
[23:41:37] <Xoppa> Maximus_, it depends on the device (and how frequently you call it), it is mostly expensive for historical reasons. Since for basic operations (like comparing vector length as you did) it doesn't matter whether the numbers are squared, it is usually best practice to avoid the sqrt
[23:42:07] <aegamesi> Don't prematurely optimize, though
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[23:42:34] <aegamesi> if you would have to do some weird convoluted solution to avoid a sqrt... it's probably just better to use the sqrt
[23:43:09] <Xoppa> ^
[23:45:42] <esvee__> kalle_h is a black magician.. how can you exploit temporal coherency for godrays? :(
[23:46:04] <Maximus_> Every tick of the game I am testing multiple balls to see if they have collided so I figure it's worth the effort to change my code so it uses vector.dst2 instead of the square root method. Thanks for the help guys.
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[23:48:17] <aegamesi> I mean, you can always profile both methods and see the differene
[23:48:23] <aegamesi> difference
[23:48:32] <aegamesi> sqrt was much more of an issue, say, 15 years ago than it is now
[23:48:48] <aegamesi> <shitty advice> semicolons make your code run faster, though... like, a bunch of Math.sqrt(x); might take, say, a few ms... but Math.sqrt(x);;;;;;;;;;;;;;;;;; takes even less! takes less time the more semicolons you have, too! </shitty advice>
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[23:49:23] <prophile> "a few ms"
[23:49:41] <Maximus_> I figure because the game is going to be running on android devices and I test it every tick it's worth the modification. It's only 30 lines of code max I have to change.
[23:49:43] <Xoppa> :D thats probably more than 15 years ago
[23:50:13] <prophile> an entire frame takes a few ms
[23:50:31] <prophile> if you're going full pelt
[23:52:21] <aegamesi> :p
[23:52:29] <Xoppa> if sqrt is 50 clocks (which is a lot) and you have a 1GHz CPU then it would be 50ns (assuming its in L1 cache)
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[23:53:23] <JesusCM> anyone here use freeType extension?
[23:53:39] <aegamesi> yup
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[23:54:06] <JesusCM> when i draw my freetype font, it is HUGE and pixelated
[23:54:12] <JesusCM> unless I down scale the crap out of it
[23:54:24] <JesusCM> regardless of how low i set the parameter size
[23:54:33] <JesusCM> but for my buttons and labels it is perfect
[23:54:49] <JesusCM> lemme show some code
[23:55:09] <aegamesi> (make sure to pastebin it!)
[23:55:15] <JesusCM> of course
[23:55:21] <aegamesi> you'd be surprised...
[23:56:58] <JesusCM> yeah some people don't know better
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