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[00:03:28] <JesusCM> thats pretty much it
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[00:04:11] <JesusCM> the font is gargantuan and pixelated unless i scale it down a ton and make the parameter size rather large
[00:05:35] <McDax> Hey, What I have to do if I want to have the Admob-Banner in the gameView as Window and not in a special view which fills the whole edge
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[00:06:47] <bhldev_> evening
[00:06:52] <bhldev_> how's everybody doing
[00:07:02] <JesusCM> hi
[00:07:14] <JesusCM> id be doing better if this stupid freeType font was stressing me out
[00:07:22] <bhldev_> what's wrong with it
[00:07:35] <JesusCM> its the size of jupiter on my screen
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[00:07:58] <JesusCM> unless i scale it down a ton like so : fontScore.setScale(0.01);
[00:08:14] <JesusCM> but then of course being scaled it doesn't look very nice
[00:08:46] <JesusCM> it also has very large pixels unless i have a large parameter size scaled down
[00:10:12] <bhldev_> you sure it can handle otf?
[00:10:15] <bhldev_> maybe try a ttf font
[00:11:23] <JesusCM> i have otf for my labels and buttons
[00:11:28] <JesusCM> its looks magnificient
[00:11:41] <prophile> JesusCM: what are the camera coordinates of the corners of the screen
[00:11:47] <JesusCM> i just draw it to the size needed and it looks perfect
[00:11:49] <bhldev_> maybe just eat it and set scale to nothing and file bug report
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[00:12:04] <bhldev_> create reproducable test case
[00:13:09] <JesusCM> y goes from -5 to 5 or so
[00:13:17] <JesusCM> and x is about -10 to 10
[00:14:33] <prophile> do fonts assume pixel coordinates?
[00:15:25] <JesusCM> the positioning works fine
[00:15:32] <JesusCM> its just the size
[00:15:37] <prophile> right
[00:15:45] <prophile> which may work based on an assumption of pixel coordinates
[00:16:03] <JesusCM> oh thats true
[00:16:20] <prophile> in which case perhaps scale by (10 / Gdx.graphics.getHeight())
[00:16:25] <prophile> and see if it's about the right size
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[00:16:55] <JesusCM> i can get it the right size
[00:17:04] <JesusCM> but scaling makes it look not so nice
[00:17:19] <prophile> then work backwards
[00:17:45] <prophile> use a pixel coordinate system for fonts and do your positioning with that
[00:18:59] <JesusCM> how would i do that
[00:20:47] <prophile> use a projection matrix for that
[00:20:54] <prophile> *a different projection matrix
[00:21:08] <Xoppa> fonts should always be rendered at pixel perfect projection
[00:21:55] <Xoppa> just use an othographiccamera with not arguments for the constructor
[00:21:59] <prophile> actually Valve have some fancy way of scaling text without losing detail
[00:22:00] <Xoppa> *no
[00:22:47] <robitx> prophile: something else than distance field fonts?
[00:23:14] <prophile> robitx: probably not, this is distance field magic
[00:23:26] <robitx> its not magic
[00:23:43] <JesusCM> ill try that Xoppa
[00:23:50] <prophile> no, it's not, but it is rather elegant
[00:24:50] <robitx> well it is with libgdx, if you decide to use ui elements, since you have to overide practicaly all of them...
[00:24:56] <JesusCM> oh looks like the constructor needs an argument
[00:25:19] <Xoppa> then pass it the actual width and height of the screen in pixels
[00:25:54] <JesusCM> thats what i was thinking
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[00:29:49] <JesusCM> not sure which of these methods
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[00:36:41] <aegamesi> Actually, I've found that distance field fonts, while they sound nice in theory, end up being... less than ideal
[00:36:58] <aegamesi> They lose a significant amount of detail around the corners, and it makes it look pretty bad
[00:37:19] <aegamesi> the paper talks about a way to fix it, but only barely, and not enough to actually implement a fix
[00:37:44] <robitx> aegamesi: what was the base size for the font you used?
[00:38:02] <aegamesi> I don't quite remember, I switched to freetype a little while ago
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[00:40:59] <pmartino> im getting an error when i run an android program
[00:41:04] <pmartino> Unable to execute dex: Multiple dex files define Lnet/dermetfan/utils/Appender;
[00:43:50] <Xoppa> pmartino, you're referencing a project (e.g. jar dependency) in both the core and android project?
[00:44:05] <pmartino> hmmm
[00:44:11] <pmartino> i dont remember doing anything like that
[00:44:17] <pmartino> where do i check
[00:44:25] <pmartino> the gradle files?
[00:45:11] <Xoppa> right click the project in eclipse, click properties and then it think it is called something like build dependencies
[00:46:24] <Xoppa> euhm "Java build path"
[00:46:56] <pmartino> ok
[00:46:59] <Xoppa> then the "Order and Export" tab is probably the easiest to check
[00:47:13] <nicklatech> lets say i have a sprite then i set color with a 50% alpha but no color information. what will happen? will the sprite be 50% transparent?
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[00:47:42] <pmartino> what am i looking for
[00:48:11] <Xoppa> a reference listed on both the core and android project
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[00:48:41] <Xoppa> most likely the dependency that contains Lnet/dermetfan/utils/Appender;
[00:48:52] <pmartino> do i get rid of one of them?
[00:48:56] <Xoppa> nicklatech, yes
[00:49:03] <nicklatech> Xoppa: thanks man
[00:49:07] <Xoppa> default color is white
[00:49:28] <Xoppa> there's no such thing as "no color information" for sprite
[00:49:37] <nicklatech> k
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[00:50:05] <Xoppa> pmartino, yes
[00:50:28] <Xoppa> however, if you're using gradle then you will have get rid of them in the gradle.build file
[00:50:43] <Xoppa> (as well)
[00:51:03] <Xoppa> *build.gradle
[00:52:13] <pmartino> alright let me try erasing some lines
[00:52:16] <pmartino> on the gradle project
[00:52:37] <pmartino> im removing the one from the android path
[00:52:57] <pmartino> stab in the dark
[00:53:57] <Xoppa> sounds like a plan, if the core project already contains that dependency (and exports it) then there's no need to depend on it for the android project as well
[00:54:55] <pmartino> still gives me an error :(
[00:55:21] <pmartino> i guess i need to remove all the duplicates
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[01:07:25] <pmartino> at least it deploys, doesnt load
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[01:27:10] <gemurdock> are there any good flash games?
[01:28:48] <Xoppa> no
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[01:30:09] <Lecherito> flash is so 2000
[01:30:14] <Lecherito> or even 2001
[01:34:57] <gemurdock> so bored
[01:35:02] <gemurdock> what is there to do then?
[01:35:05] <gemurdock> other than program?
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[01:45:12] <nick-coden> that gam sucks
[01:45:14] <nick-coden> :pP
[01:45:26] <nick-coden> better than mine, but still sucks
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[01:48:04] <Aryantes> slooks same as that meathead game
[01:54:10] <gemurdock> im goin to go play xbox... screw this
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[02:18:52] <pmartino> game is alright :]
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[05:43:53] <OxCA2> hey
[05:45:37] <OxCA2> can you still libgdx with c#?
[05:46:33] <TEttinger> OxCA2, yes
[05:46:42] <TEttinger> it will only work on windows and has speed issues
[05:46:51] <OxCA2> really?
[05:47:04] <OxCA2> could you elaborate on the speed issues
[05:47:35] <TEttinger> I recently ported from C#/libgdx to Scala/libgdx, the lib it uses to get all of the java lib accessible by libgdx is called IKVM.
[05:48:02] <TEttinger> IKVM has a lot of translation it needs to do to get things to work on .NET
[05:48:39] <TEttinger> IKVM may work with older versions on mono, but recent ones do not because of how IKVM tries to load the libs that LWJGL needs
[05:49:21] <OxCA2> darn, wanted to learn c# but I have no interest in MonoGame
[05:50:14] <OxCA2> have you ever used MonoGame?
[05:50:45] <TEttinger> no, I wasn't sure if it was a good idea for me. libGDX does a bit more, I think.
[05:51:50] <KicStart> TEttinger: is there any value in writing a cocos2d ccb loader in libgdx?
[05:51:50] <OxCA2> yeah, utility classes + disposable resources
[05:52:24] <TEttinger> I don't know what CCB is, KicStart
[05:52:39] <KicStart> TEttinger: it's a cocosbuilder sprite format
[05:53:03] <TEttinger> I'd kinda doubt it unless you're porting something
[05:53:16] <KicStart> I'm always porting something
[05:53:20] <TEttinger> or if you have a lot of CCB sprites
[05:56:04] <Aryantes> If it were me, I would instead write something that converts ccbs to a libgdx format, outside of libgdx itself
[05:56:59] <KicStart> That makes sense
[05:58:12] <KicStart> I see like ccb to tmx
[06:01:37] <OxCA2> TEttinger how is Scala with libgdx
[06:03:16] <TEttinger> OxCA2, it's quite good. I intend to write my next project in Clojure though since the tooling's improved a lot since I last used it. The main reason I used Scala was how close the feature set and code structure is to C#, but Clojure is more the way I think. and #scala here on Freenode is fatalistically obsessed with how obsolete they see their language being
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[06:03:53] <OxCA2> lmao
[06:04:39] <TEttinger> but yeah, scala's nice and fast for what I need to do, it has more features than probably are needed, and the IDE support is great in IntelliJ
[06:05:31] <TEttinger> clojure has a better wrapper for idiomatic usage of libgdx in their style, Scala you just call libgdx stuff directly and it pretty much matches up.
[06:05:33] <OxCA2> Would writing a game in Clojure have performance issues?
[06:06:14] <TEttinger> OxCA2, I had some, but I think it was related to how I wrote my game (pathfinding on a large map for all monsters in a very brief span of time)
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[06:06:40] <TEttinger> in particular, some useful tools came in after I had written my game in clojure
[06:07:05] <TEttinger> reducers and core.async would have likely helped a lot for speed and code clarity, respectively
[06:08:57] <OxCA2> Were there any issues in regards to writing a game in a purely functional language?
[06:09:51] <TEttinger> so my game used clojure 1.4 I think, version 1.5 added a lot of features but a big one was being able to shortcut stop certain functions running on sequences once you find a value you want. 1.6 added reducers, which make the specific function much faster, the one I mentioned on sequences (called reduce, it takes a sequence and runs a function on it to get one value out)
[06:10:35] <TEttinger> OxCA2, play-clj is the wrapper I mentioned for libgdx, and it's amazing. it's basically writing clean clojure code with almost no calls outside of the language in your stuff
[06:11:49] <TEttinger> it uses a neat hackish trick internally (never exposed) that lets you just return a list of entities and pass it to certain functions (like in ashley or artemis, it's an entity-driven style) and it will update the collection of entities
[06:12:00] <TEttinger> so it seems pure even though it isn't really
[06:12:19] <OxCA2> all this sounds interesting. thanks for all of the info
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[06:13:06] <TEttinger> since clojure's collections are persistent, you can change one entity and update it in the whole list, and it doesn't create a whole new entity list, just updates it without destroying the old one
[06:13:29] <TEttinger> there's some crazy technique used to share structure of collections
[06:14:02] <TEttinger> clojure will be somewhat slower than scala or java but it tends to be much shorter code. optimizing it is a pain though
[06:15:33] <TEttinger> OxCA2, I would recommend starting with Scala tbh, it's a very good intro from java-style to more functional-style code.
[06:16:28] <TEttinger> downside is the scala community is not great on IRC, though ajhager helped me a lot here and on github, and the learning resources aren't often up-to-date
[06:16:41] <OxCA2> Yeah, I've never really learned a functional language before
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[06:18:09] <OxCA2> Scala looks kind of, intimidating
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[06:23:05] <TEttinger> OxCA2, yeah I basically code imperative scala with some functional features. it's adaptable.
[06:24:29] <TEttinger> that's a good talk, and I actually understand some of why people be hatin' on scala now. it's still a good choice if you're used to C# or Java
[06:25:41] <OxCA2> how do you feel about the dozens of other JVM languages?
[06:25:55] <OxCA2> i happened to spend most of my day checking some out
[06:27:48] <TEttinger> clojure is by far my favorite. it's also totally different from all of them but the other JVM lisp dialects, like one Common Lisp dialect that might be called Clozure (confusing name...)
[06:29:09] <TEttinger> clojure took me a long time to learn, but there's better books now and in particular 4clojure is an awesome sorta koan site.
[06:29:32] <TEttinger> I still write hackish clojure but that's fine for games
[06:30:16] <OxCA2> yeah
[06:30:29] <OxCA2> do you work as a programmer?
[06:30:46] <TEttinger> keep in mind, clojure is absolutely not for everyone. a lot of people don't like to think the way it encourages you to think about programs (data-based, as I see it).
[06:31:15] <TEttinger> no, I'm purely a hobbyist, but I'm racking up plenty of experience helping out on #clojure and here :D
[06:32:04] <TEttinger> the cool thing about lisp/clojure being data based, though -- code is data too.
[06:33:24] <OxCA2> what do you mean? kind of like reflection?
[06:33:50] <TEttinger> not at all. you know how lisp code is wrapped in parentheses? (+ 1 2 3)
[06:34:13] <TEttinger> () is how you construct a list, and it just happens to call the first element of the list as a function on the rest
[06:34:31] <TEttinger> lisp = LISt Processor
[06:35:12] <OxCA2> oh, yeah.
[06:35:28] <TEttinger> so once you realize that, you realize you could take (+ 1 2 3) and if you don't evaluate it right away, you could decide to change + to * using a kind of code called a macro (unrelated to C/C++ macros)
[06:35:57] <TEttinger> or you could wrap every function in a timer to log how long it takes during debugging
[06:36:40] <TEttinger> this technique is used a lot internally by clojure libraries and you don't need to understand it to use it (I have written maybe 1 macro, ever)
[06:37:13] <TEttinger> leveraging libgdx is the biggest reason I stay on the JVM
[06:37:32] <TEttinger> it's really unparalleled for open source gamedev
[06:37:45] <OxCA2> yeah
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[06:38:49] <TEttinger> so here's a cool scala and clojure feature that you can get right away: futures. say you have some code that you know will take a long time, like generating dozens of detailed enemies for the next level before you get there.
[06:40:36] <TEttinger> in java, you'd probably write it on the same thread first, find it locks up that thread when it happens, and spend a while making sure that it runs on another thread using locking. in clojure, unless you're doing nasty stuff with interop or trying to update the graphics outside of render (BAD), the "purity" or approximation to it makes this simple
[06:41:20] <TEttinger> (def make-monsters (future (process-next-room)))
[06:42:03] <TEttinger> when you need the next room, you can get the results of the function in the future, process-next-room, by just using @make-monsters at a later point.
[06:42:29] <TEttinger> it transparently calculated the monsters on another thread, and blocks only if you need them right away
[06:42:55] <TEttinger> scala is basically the same deal. it has very similar Futures with a different syntax
[06:43:26] <OxCA2> wowww
[06:43:50] <TEttinger> I used it actually to run a slow java function on another thread in my clojure game
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[06:44:08] <TEttinger> it turned out it wasn't even necessary in scala because of other performance improvements I had made
[06:44:51] <OxCA2> that sounds like a great feature for games
[06:45:13] <TEttinger> of course reading Java is a must for libgdx since that's what the source is in, and the open source is a huge advantage
[06:47:20] <TEttinger> yep. I mostly use clojure these days for data tweaking. LiquidNitrogen I made some tiles for his game using java's AWT image lib and clojure to generate specific combinations of "this tile has these kinds of corners" -- it was, lets's just say, a lot shorter for that task.
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[06:47:44] <TEttinger> then LiquidNitrogen decied to make the tiles simpler and didn't need it :P
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[06:53:35] <OxCA2> hey i gotta go. thanks for all the info TEttinger
[06:54:33] <TEttinger> cool
[06:54:36] <TEttinger> good luck!
[06:55:12] <LiquidNitrogen> hello
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[06:55:25] <TEttinger> hallo
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[06:56:36] <LiquidNitrogen> my stupid game is nearly finished TEttinger. then back on track with real work
[06:56:44] <TEttinger> heehee
[06:56:49] <TEttinger> chainsaw cat?
[06:56:58] <TEttinger> I like the idea a lot
[06:58:37] <LiquidNitrogen> its more entertaining that i had hoped it would be
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[07:51:01] <doodli> So for best practices: It is recommended to keep creating new objects (e.g. Vector2 v = new Vector2()) outside of the Render() loop right? What about (float f = 13 + 37;)? Is that counted as "creating new object"? Or (float[] f = polygon.getVertices;)? Thanks for answering, Im confused . . . . .
[07:52:59] <doodli> Another example: I need to do this "float d = Intersector.distanceLinePoint(vertices[2], vertices[3], vertices[4], vertices[5], vertices[0], vertices[1]);" in the render() loop, but not sure if declaring the float d as a class variable before would make a difference
[07:53:38] <boog> float is primitive so it doesn't cause the garbage collection
[07:54:48] <doodli> Okay so only Object are relevant? Or primitive values and arrays are safe from "the rule"?
[07:54:50] <boog> it doesn't matter if you do it in render or not specifically, just don't do it every frame. Pool objects instead of recreating them if you can.
[07:55:24] <boog> array is an object not primitive, though it can have primitives as elements
[07:55:44] <doodli> i meant primitive arrays like "float[]"
[07:55:50] <doodli> that is primitive right?
[07:56:15] <boog> no but its elements are. this will cause gc: new float[]{}
[07:56:29] <boog> just setting its elements will not
[07:57:33] <doodli> ohh, ok. All clear now. Im doing set() in the render loops for the object (i.e. vector2.x = 10; and float[] = something;) and declare them as class variable before that. All primitives is safe in loop
[07:57:37] <doodli> Thanks boog!
[07:58:53] <boog> np. the key is the "new" keyword really. and then when you're done with the object you 'new'ed, it is queued for gc.
[07:59:58] <doodli> yeah, but i didnt suspect the float[] is an object (because of the lower case). Thanks for pointing it out
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[08:02:29] <boog> look out for the 'new' there too. you have to do "new float[N]" or else you get NullPointerException. primitives don't get NPE
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[08:03:40] <boog> usually if you do that you're doing it when setting up your objects, not during render loop
[08:04:40] <doodli> i thought primitives (int, float etc. ) starts with null instead of 0 too?
[08:05:17] <boog> you thought wrong ;)
[08:06:09] <doodli> it must have been in C. yay learn new stuffs ty
[08:06:10] <aegamesi> doodli: polygon.vertices is just member access, and doesn't create a new array
[08:06:25] <aegamesi> doodli: but polygon.getVertices(), a method, *might*. You don't know unless you look at the source (or the docs specify)
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[08:07:41] <boog> i think in C the problem is you just don't know what data had been written there so you better overwrite it. java guarantees primitives to be zero as far as i have always used it.
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[08:09:03] <doodli> hmm aegamesi, unfortunately .getTransformedVertices does indeed create new array. But i need to do it anyway..
[08:09:11] <aegamesi> ()
[08:09:29] <aegamesi> getTransformedVertices()! be careful, people might assume you're taking about a variable. Although the "get" suggests otherwise
[08:10:54] <doodli> yeah sorry, i subconsciously assumed everyone knows the lib inside out . (been coding for 24hrs :p )
[08:11:52] <doodli> yes boogie i think most OOP give u clean primitive now i think of it
[08:12:32] <boog> this line in getTransformedVertices() if (worldVertices == null || worldVertices.length != localVertices.length) worldVertices = new float[localVertices.length];
[08:13:07] <boog> only does the first time or if the polygon's number of vertices has changed since last time worldVertices was used.
[08:13:13] <boog> not every call
[08:14:52] <doodli> hmm. I think if I really really need it I can do the calculation in the loop without creating new object. Not sure if that is worth it or the calculation will outweighs it. But anyways like you said it is only created for the first time and my tile map should not change
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[08:16:47] <doodli> well you see aegame+si (sry dont wanna nudge you) everyone DOES indeed knows the lib inside out :D
[08:17:27] <boog> it's easy to pull up the source code on github and check the class
[08:18:31] <doodli> come on BOOG, it hurts not to admit that the libgdx community is AWESOME!
[08:19:09] <boog> true
[08:20:59] <aegamesi> doodli: this principle holds true for almost everything: don't prematurely optimize. creating objects is fine. Don't do it too much, and avoid it if you can. But don't do a ridiculous ridiculous solution to save on a few object creations
[08:21:01] <noone|afk> I'm not awesome
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[08:21:19] <aegamesi> although GC *does* have the nasty habit of running at the worst times
[08:22:01] <boog> easy one is Pools. I use it automatically for temp vectors and colors and whatnot.
[08:22:18] <boog> Vector2 v = Pools.obtain(Vector2.class);
[08:22:57] <noone> the difficult part is not to obtain them, but to give them back imo
[08:23:03] <boog> use it however and then Pools.free(v);
[08:23:43] <doodli> I only needed 2 Vector2 so I simply declare v1, v2, but will keep pools in mind thanks
[08:24:18] <doodli> thanks aegamesi, that is a true advice, Im finishing up my engine so cleaning it up and making double checks
[08:24:20] <boog> yeah temp members works too. make em final just to be sure
[08:24:59] <doodli> hey noone, your awesome too. How is your world today? (your bullet box2d World)
[08:25:29] <doodli> final? final means i can modify with set() but not reallocating it right?
[08:25:53] <boog> right you can't assign it.
[08:26:01] <boog> but calling methods works
[08:26:08] <doodli> so declare as private final Vector2 v1 = new Vector2(); ? or should i do the new() inside my constructor
[08:26:21] <boog> either way
[08:27:14] <boog> i aim for private final by default unless there's some reason not to
[08:27:21] <noone> my world (bullet) is still kind of broken.... trying to get C++ debugging working since 2 days
[08:27:55] <doodli> Do you meant you try to keep all your class variables as private final, if i understand correctly?
[08:28:12] <boog> yeah
[08:28:43] <noone> I still don't understand why Java is not able to find out itself if a variable is final or not
[08:29:17] <doodli> Do you mean the IDE or the optimizer?
[08:29:22] <noone> if there is no assignment... BAM it's final!
[08:29:34] <noone> I mean the compiler
[08:30:03] <boog> if you call it final and don't assign it in the constructor or at declaration it will be a compile error
[08:30:21] <noone> I'm talking about method parameters
[08:30:43] <doodli> btw noone i saw xoppa added new bullet test cases are those from you?
[08:30:59] <doodli> updated*
[08:31:29] <boog> you can reassign a method parameter in the method unless it's declared final in the method sig
[08:32:17] <boog> doesn't mean you're reassigning it for the caller's reference though
[08:32:53] <noone> boog: yes, but if you create an anonymous class in that method, for example an EventListener in scene2d, and you want to use a parameter of the outer method, then it needs to be declared final before you can do that
[08:33:18] <noone> but why do I have to write "final" there myself? The compiler could find out itself if it is final or not
[08:33:55] <noone> doodli: I'm not sure, which ones did he update?
[08:35:21] <boog> honestly i haven't learned the reasoning behind why method parameters need to be final to be used in an anon class. but if it's not declared final, then it's not really final is it?
[08:35:47] <boog> or you just mean the compiler should scan all the code to see if it is eveer reassigned?
[08:35:49] <noone> it is, as long as there is no assigment :)
[08:35:58] <noone> yeah, why not
[08:36:16] <boog> no idea.
[08:36:35] <noone> doodli: ah yeah, I implemented drawText3D in DebugDrawer :)
[08:37:44] <doodli> So you are doing 3D stuffs in 2d world?
[08:38:47] <noone> bullet physics is 3d
[08:39:04] <doodli> but you using box2d no?
[08:39:29] <noone> no, it's a completely different physics engine
[08:40:15] <doodli> oh yeah baby, im mixing things up
[08:40:40] <doodli> i thought something along the lines of box2d light stuffs in 3d
[08:40:53] <doodli> whatever dont mind me i havent sleep for a very long time
[08:41:39] <noone> haha :D
[08:42:21] <KicStart> doodli: plenty of time to sleep in the timer.
[08:43:04] <doodli> what timer? is timer a box?
[08:44:32] <noone> yeah! finally got the gdxBullet c++ project to compile in my visual studio! :D
[08:45:01] <noone> maybe today I'll finally be able to debug native code :)
[08:45:36] <doodli> and be the next Xoppa!
[08:45:40] <doodli> *sry
[08:46:24] <noone> I'm really not sure if anyone else but Xoppa is able to maintain bullet
[08:46:51] <noone> I think he is really the only one who knows how this wrapper works
[08:47:46] <doodli> noone can always stay around, so if Xoppa had to take a break, we gonna have you
[08:48:08] <noone> yeah, that's what I'm afraid of as well
[08:48:27] <noone> I think he also is responsible for the new 3d API
[08:48:43] <noone> lucky we have him :D
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[08:49:43] <doodli> : )
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[08:59:12] <Kolo9> Heya, anyone aound that knows a thing or two about Gradle/SwarmConnect?
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[09:07:42] <Kolo9> Anyone able to offer assistance with SwarmConnect/Gradle?
[09:09:14] <doodli|afk> What if someone said "Yes"? What if someone said "No"? Just ask, babe.
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[09:33:01] <Kolo9> Alrighty, just very confused where my missing link is. I have SwarmConnect set up as explained in Swarm's tutorial for LibGDX. If I do a simple run as > Android Application, everything works perfectly. If I try a gradle build/export a signed APK, there are errors with the SwamConnect Library not being seen. I'm guessing it's something I need to add in my Gadle build file(s) but I've been looking for seveal hours to no avail.
[09:33:47] <Kolo9> Excuse the missing "r"s please :)
[09:39:18] <boog> if you're using eclipse you could just export as android application too
[09:40:01] <boog> i.e. use the pre-gradle way. it should still work
[09:42:53] <Kolo9> I tried that
[09:43:43] <Kolo9> Crashes on launch, debugge showed error complaining about te manifest not having SwarmActivity
[09:44:18] <boog> maybe they are at heart the same error?
[09:44:23] <Kolo9> I'll get the exact error. I'm just confused because it works perfectly when I just launch as an Android Application, but when I export there's suddenly problems
[09:45:27] <Kolo9> I assume so. Both definitely something with connecting to the SwarmConnect library.
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[09:50:30] <Kolo9> Caused by: android.content.ActivityNotFoundException: Unable to find explicit activity class {com.mygdx.powershaker.android/com.swarmconnect.dd}; have you declared this activity in your AndroidManifest.xml?
[09:51:32] <Kolo9> Called "dd" because of obfuscation but, like I said, only getting that error when I export an apk and put that on my phone. Works great if I just do a run in eclipse
[09:54:48] <Kolo9> That's kinda weird too because I have "-keep class com.swarmconnect.**{*;}" in proguard config
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[10:08:06] <Kolo9> Alrighty so apk export works if I turn off ProGuard. Gradle build still same error
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[10:19:53] <leakedbits> hello guys. Any good tutorial about ingame purchases? I want to add an option to disable ads in the game
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[10:23:10] <FightingCat> Is there a way to set each rigid a callback in Bullet?
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[10:30:54] <noone|afk> FightingCat: huh?
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[10:32:59] <FightingCat> seems that ContactListener receive all collision event of all bodys.
[10:33:10] <FightingCat> and I don't want to poll
[10:33:26] <noone> poll? ContactListener is not polling
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[10:35:31] <noone> I do it like this:
[10:35:50] <FightingCat> I mean if I don't use ContactListener, then I can only use those poll method
[10:36:03] <noone> why don'T you want to use the ContactListener?
[10:36:32] <FightingCat> it seems to receive all collision events of all bodys
[10:36:42] <noone> yeah, and what's wrong with that?
[10:36:53] <FightingCat> I have to write all code processing collision in it
[10:37:01] <noone> no
[10:37:16] <noone> let me explain how I do it
[10:37:38] <FightingCat> well,thanks,please show me that
[10:37:52] <noone> I have CollisionHandler classes which handle the callback events for specific entity combinations, like PlayerVsPickupHandler for example
[10:38:04] <noone> those handlers have the same methods like the ContactListener
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[10:38:29] <noone> each of my CollisionObjects has an Entity set as its userData
[10:39:11] <noone> in my ContactListener I check object.userData.getClass() and search for the correct handler to handle this collision
[10:39:25] <noone> then I delegate the information and the entities to this handler and the logic will happen there
[10:40:24] <noone> the PlayerVsPickupHandler would add an item to the Player's inventory and then remove the Pickup for example in onContactStarted
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[10:41:20] <FightingCat> why doesn't bullet do this for us?Then we can just thebody.setContactCallback(blah).
[10:42:44] <noone> might be possible, but it's not a big deal to set this up yourself
[10:44:27] <FightingCat> I'm clear now, thank you very much.
[10:44:30] <noone> bullet notifies you on each contact event... what you are going to do with this information is up to you
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[10:45:59] <FightingCat> Its document is unreadable for me a non-English speaker(not sure is this word correct or not)
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[10:47:48] <FightingCat> and I saw a comment said "not actually sure if return value is used for anything" in its wiki, I can't believe that, what is wiki for.
[10:48:09] <noone> yeah, the wiki is awful
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[10:48:44] <noone> you should read the manual PDF that is supplied with the bullet SDK
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[10:49:13] <FightingCat> oh,I'm going to find it.
[10:49:49] <noone> it explains the basics of bullet much better, but really just the basics
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[10:52:44] <FightingCat> I'm glad to see you guys,you,mobi and some others,so helpful and reliable.
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[10:57:38] <noone> I also get a lot of help here
[10:58:16] <noone> I'm just a hobbyist wannabe indie gamedev :D
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[11:09:09] <leakedbits> after update all using sdk manager I get this error while launching android project Error:(3, -1) Gradle: Failed to parse <uses-sdk minSdkVersion='L'>: must be an integer number or codename. What is happening? the error occurs in AndroidManifest file inside build directory
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[11:22:36] <noone> davebaol: ping
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[11:27:05] <Salatkopf> Can anyone tell me how to make a pause-screen for my PlayState when the pause()-method is called? I want the PauseScreen to be defined in a seperate class.
[11:27:23] <Salatkopf> And resume() the PlayState from this class.
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[11:42:26] <leakedbits> anyone knows an article about in app purchases in libgdx?
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[11:50:28] <nepjua> Salatkopf: pause method is called when your app goes to background
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[12:01:45] <Salatkopf> @nepjua: I know, i then want to show a pauseScreen with some buttons like "resume game" if the resume() is called.
[12:02:10] <Salatkopf> Problem is i can't call the resume() from PlayState from another class, can i?
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[12:03:26] <nepjua> Salatkopf: you can call if you keep a reference to the instance. You can set a showResume boolean true on resume
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[12:07:09] <Salatkopf> But i change to the PauseScreen by setScreen(..). What instance from PlayState should i pass? this?
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[12:29:15] <Fainosag> Hi i wrote gradlew.bat html:dist but in my html/build folder i only see classes , depenency cache and gwt, i can't see a 'dist' folder like it says in github wiki, what should i do ?
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[12:31:09] <Fainosag> how to export html and publish on web?
[12:32:35] <Fainosag> nvm fixed i guess
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[12:35:52] <davebaol> <noone> davebaol: ping <-- is it for the PR?
[12:38:30] <noone> yeah
[12:39:29] <noone> I also wanted to discuss my A* PR with you
[12:39:55] <noone> so I will either close it, or change something
[12:41:25] <Fainosag> noone do you make games and publish them?
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[12:41:39] <Fainosag> i've saw a lot of your help here and on stackoverflow
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[12:42:38] <noone> I make games, but unfortunately always too ambitious ones... so they never get finished
[12:42:49] <Fainosag> know that feel..
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[12:43:08] <Fainosag> do you know if is possible to change or remove the html libgdx loading bar?
[12:44:16] <noone> hhmmm
[12:45:08] <robitx_zzz> Fainosag: you can always overide platform specific classes, so it should be possible, but do you dare?
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[12:45:24] <davebaol> noone: ok for the PR. Just want to be sure there are no conflicts with my local changes first
[12:45:48] <Fainosag> robitx what do you mean how i dare, is not a good ideea to do it?
[12:47:22] <robitx> Fainosag: nope, do you dare to remove gdx advertisement? :)
[12:47:47] <davebaol> noone: about A* I'd like it can cooperate with steering
[12:47:55] <davebaol> but first we need a steering pipeline for that
[12:48:42] <davebaol> finally I think I need your help with Jump and Bullet
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[12:50:49] <noone> davebaol: I could probably make my A* PR to work with a Proximity
[12:51:25] <noone> and what do you mean by steering pipeline?
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[12:53:44] <noone> how can I help with jump and bullet? does it already work with box2d?
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[12:56:32] <robitx> hell I need testers :|
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[13:03:09] <hackhalo2> is it possible to spawn another actual desktop window outside the main libgdx one?
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[13:04:18] <StrikerFred> robitx: i can test some stuff :)
[13:06:52] <StrikerFred> okay
[13:08:21] <robitx> StrikerFred: any comments, questions, ideas for improvement and so on are welcome :)
[13:08:31] <StrikerFred> hm, whats minimum android version?
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[13:09:17] <StrikerFred> not compatible here, got 2.3
[13:09:28] <robitx> 15 api, and phone/tablet needs to have accelerometer, gyroscope, and magnetometer
[13:10:09] <robitx> StrikerFred: well 2.3 is not good, sorry
[13:11:02] <StrikerFred> from what i see from the video i'd say if i were to play it, i'd like more content
[13:11:23] <StrikerFred> like the path splitting into 2 paths, maybe bonuses to catch
[13:13:04] <davebaol> noone: the steering pipeline is a cooperative arbitration approach to combine steering behaviors in a more constructive way than just blending or prioritizing.
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[13:13:46] <robitx> StrikerFred: well, higher levels have "speed up zones" which can easly kill you, btw. the game is not primarly about content, its about how you control it, which is not obvious from the video
[13:13:56] <noone> davebaol: but why is that needed for pathfinding?
[13:14:25] <StrikerFred> yeah, i wish i could give it a try
[13:14:37] <davebaol> noone: because it can also combine pathfinding with steering
[13:16:53] <noone> I'm not sure I understand how it should work in the end. I assumed one would use A* just to find waypoints for a LinePath for example and then use FollowPath... that's how I did it in my current game
[13:19:17] <davebaol> yeah that's how you usually do it manually
[13:20:51] <noone> btw, maybe we should not focus only on steering, pathfinding or a generic A* implementation can also be useful when not using steering
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[13:27:18] <davebaol> of course, but if I habe to look into pathfinding I want it to be able to cooperate with steering
[13:28:11] <davebaol> have^
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[13:28:55] <noone> okay
[13:48:52] <davebaol> noone: no, I didn't try jump with box2d because there's no Box2dSteeringTest atm
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[13:50:06] <davebaol> noone: It's likely simpler to use scene2d and emulate gravity with a flow field
[13:50:43] <davebaol> the proble with jump is trajectory prediction
[13:51:10] <davebaol> this means you have to know what the physics engine does
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[13:51:59] <davebaol> and how to configure it to disable everything but gravity for your body during the jump
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[13:53:06] <noone> I have no clue how you want to predict the trajectory actually
[13:53:13] <noone> in case of bullet this is extremely difficult
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[13:54:40] <davebaol> noone: you know jump point, landing poind, jump height and vertical gravity
[13:55:10] <davebaol> you want to calculate the velocity required to achieve the jump
[13:55:54] <davebaol> it's a rather simple equation if you assume no drag and only VERTICAL gravity
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[13:56:27] <noone|afk> what about damping?
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[13:57:34] <davebaol> I disabled damping and friction
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[13:58:07] <noone> but doesn'T that imply that the steering api needs to know about the "platform"?
[13:58:33] <noone> what about the mass?
[13:59:54] <davebaol> Ah I forgot the mass. Should try setting it to 1
[14:00:44] <davebaol> Anyways Jump wants the conditions above to work correctly when the character is airbone
[14:01:30] <noone> will it have some kind of callback? like "jumpStarted/Ended"?
[14:01:37] <davebaol> of course
[14:01:59] <davebaol> you have to configure the underlying engine
[14:02:27] <noone> got it
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[14:05:48] <bhldev_> anyone link me to a good .gitignore for libgdx thx
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[14:08:34] <noone> the gdx-setup generated one
[14:08:48] <bhldev_> okay tyvm
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[14:10:44] <davebaol> noone: I think I'll try with scene2d and gravity emulation first
[14:11:05] <davebaol> bullet is getting me crazy :|
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[14:12:17] <noone> hehe, I can guess :D
[14:14:26] <bhldev_> what's the best way to represent Color as a string so you can recreate a Color object later?
[14:16:07] <noone> maybe Json
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[14:18:08] <StrikerFred> bhldev_: i'd say the int color code
[14:20:30] <davebaol> bhldev_: see Color.toString and Color.valueOf
[14:20:41] <bhldev_> want it man readable I used davebaol's idea thx all
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[14:34:09]
<nepjua> I couldn't draw an arrow like this example http://bit.ly/1tjz1QA do you know any example like this
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[15:05:58] <[twisti]> i would guess the arrow is just a rotated image
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[15:29:15] <Neomex> any idea why libgdx loads my sprites rotated and how to change that?
[15:29:54] <Neomex> now i have to flip vertical if i want it rendered properly
[15:29:58] <Neomex> im using y axis down
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[15:30:42] <Neomex> Xoppa, <Neomex> any idea why libgdx loads my sprites rotated and how to change that?
[15:30:42] <Neomex> <Neomex> now i have to flip vertical if i want it rendered properly
[15:30:42] <Neomex> <Neomex> im using y axis down
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[15:32:59] <Xoppa> Neomex, because that's how it works
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[15:40:16] <Neomex> Xoppa, can it be changed?
[15:40:58] <[twisti]> render your tile atlas flipped
[15:41:07] <[twisti]> i mean, you use texturepacker, i assume ?
[15:41:15] <[twisti]> i think it has an option to flip stuff
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[15:41:45] <[twisti]> You found an egg!
[15:41:45] <[twisti]> "egg"
[15:41:47] <[twisti]> is that a bug
[15:42:09] <[twisti]> whoops
[15:42:12] <[twisti]> wrong window, sorry
[15:42:51] <Neomex> no, im using assetmanager though, can i tell it to rotate every sprite?
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[15:48:51] <noone> Xoppa: with VS Express 2013 it instantly compiled
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[15:53:50] <Xoppa> noone, yay!
[15:54:43] <Xoppa> I've split up the bullet wiki, so it's easier to add a wiki page dedicated to debugging etc.
[15:55:43] <Xoppa> Neomex, just use y-up and you don't have to flip the images
[15:58:07] <noone> Xoppa: what would be the next step to debug bullet in VS?
[15:59:33] <FightingCat_> Xoppa how does PerspectiveCamera.unproject work?
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[16:02:12] <FightingCat_> In the comment,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." what about a in-between plane?
[16:03:18] <Xoppa> noone, make sure to build with debug information for the same target (x86 or x64) as the jre (java vm) you're using to debug
[16:04:09] <FightingCat_> T_T
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[16:05:15] <Xoppa> noone, then you'll need to load the .dll file with debug information instead of the call to Bullet.init(); which is done like:
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[16:06:41] <Xoppa> the easiest is probably to run the tests and uncomment and change that path to the path of your dll
[16:07:42] <Xoppa> noone, then if that runs (using the debug dll that you've compiled) then you need to attach visual studio to it, which is very simple:
[16:07:43] <FightingCat_> still not understand, I tried to set different z value,seems that the relationship is not linear
[16:08:50] <FightingCat_> if I want to unproject a screen coordination to a plane is 20 unit far away from camera, what z value should I pass?
[16:09:06] <Xoppa> In VS: Debug | Attach to process | select javaw.exe (or the proces in which the tests are running) and click attach, it (the java application) doesn't have to have loaded the dll already, it could be e.g. the test selection screen of gdx-tests
[16:09:40] <Xoppa> FightingCat_, what is it you're unprojecting?
[16:09:53] <Xoppa> touch coordinates don't have a z coordinate
[16:10:44] <noone> FightingCat_: you could use a (pick)Ray
[16:10:48] <FightingCat_> according to its comments, it seems that I can assign a z value between 0 to 1 to decide which plane to unproject to.
[16:11:24] <noone> FightingCat_: use a Ray, and do origin.add(direction.nor().scl(20))
[16:12:08] <FightingCat_> Actually,there is no object in my code...I'm just curious about that z value...
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[16:13:02] <Xoppa> the z value is the same value used as for the depth buffer, it is in the (normalized) range (actually divided by w iirc) between near and far
[16:13:30] <Xoppa> except for comparing (higher is further away) you should not need it
[16:13:54] <FightingCat_> Clear, thanks.
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[16:15:37] <Xoppa> noone, if you managed to do all that then you can set a breakpoint in both the java and c++ project and they will both be triggered when hit
[16:16:34] <Xoppa> i commonly only set breakpoints in the c++ project and run the java project in release mode
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[16:17:24] <Xoppa> *release mode=use Run as instead of Debug as
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[16:21:34] <ocirne23> \o/
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[16:24:19] <noone> Xoppa: that was easier than I thought it would be, works! :D
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[16:26:00] <Xoppa> noone, great! perhaps you can make a few screenshot for the wiki?
[16:28:07] <noone> Xoppa: okay, I'll write a step by step guide for the wiki
[16:28:39] <Xoppa> noone, was just adding a page for it, one sec
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[16:44:58] <noone> Xoppa: okay, thanks for your help. I'll fill the page later :)
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[16:45:53] <Azazel> hiya
[16:45:56] <Azazel> quick question
[16:46:38] <Azazel> I have Android Studio (IntelliJ), bitbucket repository, and tortoise hq with mercurial
[16:47:18] <Azazel> I've managed to clone my bitbucket repository on my local file system, put my existing project there, then commit and push it onto bitbucket
[16:47:20] <Azazel> so far so good
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[16:48:56] <Azazel> but when I try to push to bitbucket from the IDE, I get an error. I go to VCS -> Mercurial -> Push... I get a dialog, with a correct bitbucket url, and click push. I get the following error:
[16:49:14] <Azazel> Failed to push to [repo] abort: An established connection was aborted by the software in your host machine
[16:50:10] <Azazel> My username is included in the url. at no stage of the process does it ask for my password.
[16:51:03] <Azazel> I can push successfully by bringing up TortoiseHq Workbench from explorer and clicking push. but those are extra steps which I'm likely to forget to do from time to time
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[17:48:41] <bergice> Hello, anyone know why my game gets rendering artifacts when scaling the screen for other devices? Like a repeating texture will sometimes get a white line between the textures.
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[17:49:20] <noone> You need to add padding to your textures
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[17:53:07] <bergice> Thanks, I will try that out then. :)
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[18:05:49] <bergice> Thanks noone, that solved it! :)
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[18:42:54] <gentlemandroid> Man floats are awesome
[18:43:14] <gentlemandroid> I just chased a bug around for a day that was some issue with acos getting 1.00001 and pooping itself
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[18:44:16] <ocirne23> that.. shouldnt be possible
[18:44:18] <ocirne23> even with floats
[18:44:51] <gentlemandroid> dot product of two normalized floats came out as 1.00001 sometimes
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[18:45:00] <gentlemandroid> Which pooped a NaN, which corrupted everything
[18:45:11] <ocirne23> well, thats not an acos function ;d
[18:45:22] <Xoppa> there was a similar issue on the tracker a while ago
[18:45:29] <gentlemandroid> dot was the param for a acos call
[18:45:41] <gentlemandroid> I was pulling my hair
[18:45:58] <ocirne23> breakpoint all the things
[18:46:00] <unksafi> hi there :)
[18:46:04] <gentlemandroid> I should just look for NaNs always
[18:46:22] <gentlemandroid> breakpoints are boring, more fun to sprinkle syso calls
[18:47:09] <unksafi> can anybody point me an article or something on "Why isn't LibGDX a game engine?"
[18:48:03] <gentlemandroid> What a strange article that would be
[18:48:16] <unksafi> I know it's a framework, and i've read somewhere that it only lacks the "toolset" to become a game engine
[18:48:32] <unksafi> but i didn't understand...
[18:48:36] <ocirne23> there is no definition for game engine
[18:48:41] <unksafi> what kind of "toolset" ?
[18:48:47] <gentlemandroid> Having a toolset seems like the Unity definition of a game engine
[18:48:49] <ocirne23> but most people define it as something that has a gui
[18:50:17] <gentlemandroid> Are you writing a paper or something?
[18:50:24] <Xoppa> iirc andengine is considered an engine and imho the biggest difference is that it very restrictive (forces you to do things in a specific "magical" way) while libgdx is open and let you keep control
[18:51:00] <gentlemandroid> Libgdx should have put engine in its name, could have been a game engine
[18:51:45] <unksafi> Yes, i'm writing a paper.
[18:51:54] <ocirne23> you can call any framework an engine
[18:52:12] <ocirne23> doesnt make it an 'engine'
[18:52:20] <gentlemandroid> I mean every game is it's own engine basically
[18:52:45] <gentlemandroid> Engine is kind of a dumb word for middleware
[18:53:37] <ocirne23> unreal engine, cryengine, unity are examples of engines
[18:53:50] <unksafi> and why?
[18:53:58] <unksafi> simply becasue they have a GUI ?
[18:53:58] <gentlemandroid> They restrict you
[18:54:11] <ocirne23> they dont nessisarily restrict you
[18:54:28] <ocirne23> its more about how involved a programmer has to be
[18:54:29] <gentlemandroid> They do unless you want to rewrite large parts of them yourself
[18:54:37] <Aryantes> higher level of abstraction = more restriction = opinionated development = less emphasis on programming for user
[18:55:04] <Aryantes> I think a gaming 'engine' would be one that leans towards this higher level of abstraction and users provide more content and logic than actual programming
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[18:55:23] <ocirne23> you can create a full game in ue/ce/unity without writing a line of code in the language the engine was made in
[18:56:01] <ocirne23> id say thats a decent definition for engine
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[18:56:16] <ocirne23> using the same language/abstraciton level as the thing itself == framework
[18:56:18] <ocirne23> not == engine
[18:56:19] <ocirne23> D: ?
[18:56:24] <gentlemandroid> Engine didn't really mean middleware for a long time
[18:56:32] <gentlemandroid> It just meant the underlying tech for an interesting game
[18:56:35] <ocirne23> yeah, problem is that there is no actual definition
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[18:57:01] <gentlemandroid> When companies with great engines started licensing them out it kind of became a term for such middleware
[18:57:40] <ocirne23> yeah
[18:57:52] <ocirne23> not nessicarily a bad thing though
[18:58:15] <ocirne23> necessarily*
[18:58:17] <unksafi> i liked that explanation .. thanks Aryantes
[18:58:36] <gentlemandroid> I think in it's most basic terms it operates like an actual engine, munching assets and logic and pooping out exhaust fumes and happy funtime experiences
[18:59:01] <ocirne23> in basic terms it also operates exactly like a framework/library
[18:59:23] <gentlemandroid> Those terms are sissy terms though
[18:59:43] <unksafi> ok. thank you all very much ... i'll get back to my paper... :p
[18:59:56] <ocirne23> when the thing comes as a .library(jar) file, which is used in your own project like any other library
[19:00:02] <ocirne23> its safe to say its a library and not an engine
[19:00:59] <gentlemandroid> Nebulous
[19:01:13] <ocirne23> it provides an amount of prewritten code in the language you develop your game in
[19:01:18] <ocirne23> sounds like a library to me
[19:02:44] <ocirne23> if it was an application you run, do stuff in, and it poops out a game
[19:02:51] <ocirne23> then yeah, that would be an engine
[19:03:08] <bhldev_> hi guys
[19:03:23] <ocirne23> o/
[19:03:35] <bhldev_> any recommendations for a java-based scene graph editor where it craps out json and assets scaled/unscaled
[19:03:39] <smiley-_> been playing around with Dart and WebGL for the last week.. it's quite nice
[19:03:49] <bhldev_> something like unity but java based with custom scripting like unity
[19:03:59] <ocirne23> dart looks like a beautiful language
[19:04:13] <bhldev_> some sort of tool where you can rearrange images on the screen and it will crap out json and assets
[19:05:18] <smiley-_> yeah.. very much like java
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[19:29:38] <nick-coden> how do i reset the color after applying a color? .SetColor(...?)
[19:31:39] <gentlemandroid> Set it to white
[19:32:09] <nick-coden> 1,1,1,1 ?
[19:32:24] <nick-coden> Color.White ?
[19:33:15] <Xoppa> it depends on whether you prefer less code or readable code i guess
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[19:35:23] <gentlemandroid> nick-coden, Setting the color filters or modulates the incoming color by multiplication
[19:35:42] <gentlemandroid> So setting to white or 1 just passing the color through untouched
[19:36:04] <davebaol> xoppa: any idea why with bullet a jump lasts far less then the calculated time?
[19:36:24] <davebaol> xoppa: I'm using motion equation
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[19:36:56] <Xoppa> huh? you mean, you're not using ridig body dynamics
[19:37:32] <davebaol> xoppa: nope, I have to predict the velocity required to achieve the jump
[19:38:02] <Xoppa> velocity will change over time
[19:38:04] <davebaol> I know jump point, landing point, jump height, gravity
[19:38:21] <davebaol> I want constant velocity
[19:38:27] <davebaol> during the jump
[19:38:48] <gentlemandroid> You can't have constant velocity if gravity is there?
[19:38:52] <Xoppa> how is it posible to not change velocity when jumping?
[19:39:12] <davebaol> planar velocity
[19:39:19] <ocirne23> only ever changing direction
[19:39:21] <ocirne23> not velocity
[19:39:34] <ocirne23> well, speed
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[19:39:54] <davebaol> speed = velocity.len()
[19:40:03] <Xoppa> that would cause a really weird result, but yeah don't apply gravity in that case
[19:40:45] <Xoppa> and obviously multiply velocity.y with -1 in mid air
[19:41:21] <Neomex> what would you advice someone trying to get from being intermediate programmer to advanced?
[19:41:32] <Neomex> I feel kind of stuck with what I know, I'd like to go futher
[19:42:43] <davebaol> xoppa: I reach the jump point with the required velocity to achieve the jump
[19:42:49] <davebaol> then at the jump point
[19:43:06] <davebaol> I apply the force (0, jumpHeight, 0)
[19:43:20] <Xoppa> force != velocity
[19:43:31] <davebaol> the gravity should make me land at landing point
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[19:44:32] <Xoppa> i'm not sure if i understand, do you want velocity (or speed) to be constant or do you want gravity to be applied?
[19:45:06] <davebaol> xoppa: right, maybe I'm applying the wrong force
[19:45:21] <davebaol> I want gravity applied
[19:45:22] <Xoppa> F = m * a, a = m/s/s
[19:45:39] <Xoppa> then you cant have a constant velocity
[19:46:52] <kojjootti> the velocity of the gravity is constant, right=
[19:47:00] <Tomski> eh
[19:47:18] <Xoppa> o.O gravity is an acceleration, so it cant be a constant velocity
[19:47:21] <Tomski> acceleration due to gravity is very roughly constant
[19:47:47] <davebaol> xoppa: the body already travels with the right planar velocity when it reaches the jump point
[19:47:56] <kojjootti> oh. thats right. sorry about bad english :)
[19:48:12] <davebaol> I want to apply a force along the y-axis to make it jump
[19:48:30] <davebaol> and reach the landing point
[19:48:56] <Xoppa> davebaol, apply a force that will give the height you need when gravity is applied
[19:49:15] <muti> so you need to know how much force to apply to a body to land in a specific spot?
[19:49:26] <davebaol> yeah
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[19:49:30] <Tomski> v^2 = u^2 + 2as
[19:49:32] <Xoppa> so if you apply a velocity of 10 in the y direction, then it will be at 0 after one second (assuming gravity of -10) and traveled 5 meters
[19:50:08] <muti> thats pretty drawn out maths
[19:50:55] <muti> oh, 2d
[19:51:07] <davebaol> 3d
[19:52:26] <davebaol> Ok thanks, now I know I'm applying the wrong force
[19:52:36] <davebaol> stupid me :)
[19:56:14] <davebaol> still confused though
[20:01:46] <Tomski> davebaol, whatsup?
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[20:03:35] <davebaol> Tomski: how do I calculate the force from the height of the jump ?
[20:03:57] <davebaol> and from the time
[20:04:08] <davebaol> the jump will last
[20:04:14] <Tomski> The initial velocity do you mean?
[20:05:03] <Xoppa> setting the velocity (or applying an impulse) will give better results then applying a force
[20:05:16] <Tomski> Or how to calculate the force/impulse to give a particular inital velocity?
[20:06:58] <davebaol> the body is already moving with the correct planar velocity (speed and direction) when it reaches the jump point
[20:07:14] <davebaol> I want to apply a vertical force/impulse to make it jump
[20:07:50] <Tomski> So you have a desired height that you want it to be able to make?
[20:07:57] <davebaol> yes
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[20:08:30] <davebaol> I also know the time the body will be airbone
[20:08:58] <Xoppa> velY = 2 * desiredHeight / gravity.y; grbody.setLinearVelocity(body.getLinearVelocity().add(0,velY,o));
[20:09:29] <Xoppa> v(t) = v(0) + 0.5 a * t * t
[20:09:44] <Xoppa> so my velY is a bit off
[20:10:28] <Xoppa> euhm now i am confused
[20:10:32] <Xoppa> it should be correct
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[20:12:08] <Tomski> Its not t^2 for that one
[20:12:20] <Tomski> or 0.5
[20:12:30] <Xoppa> yes it is
[20:12:49] <Xoppa> euhm, sorry
[20:12:59] <Xoppa> i meant i remember it like that, let me double check
[20:13:00] <Tomski> v(t) = v(0) + a*t
[20:14:05] <Xoppa> ow, yes you're right, i meant the distance traveled s(t)
[20:14:35] <Tomski> I might have got it wrong, the spherical formula pushed out those ones
[20:14:45] <Tomski> ah
[20:15:11] <Xoppa> hmmm, i should never assume i remember these kind of formula's correctly, i'm too old for that
[20:15:27] <Xoppa> anyways, 2 * height / gravity.y; should do the trick
[20:15:54] <Shorttail> Drawing a Scene - with the last Actor having changed color - applying the color to the entire background is a bug, right?
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[20:16:46] <qaickdama> hi, can someone give me tutorials/help for 3d shaders with libgdx?
[20:17:01] <robitx> airpush or admob?
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[20:17:18] <davebaol> Xoppa: looks like it doesn't work but maybe I'm doing something wrong
[20:17:42] <Xoppa> define doesn't work
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[20:28:32] <davebaol> Xoppa: doesn't work = wrong force
[20:28:41] <Xoppa> don't apply force
[20:28:55] <davebaol> yeah I'm setting linear velocity
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[20:32:05] <Xoppa> davebaol, ok let me check, one sec
[20:33:12] <Tomski> I always sqrt if I'm not doing it all the time
[20:33:48] <Xoppa> try velY = sqrt((gravity.y+0.5*gravity.y)/desiredHeight)
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[20:38:29] <fauge> hell
[20:38:32] <fauge> hello*
[20:39:19] <fauge> Im having a problem getting my project to work on my android phone, it seems that my viewport works correctly on my desktop but when i put it on my phone and launch it everything shrinks
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[20:41:38] <fauge> anybody here to help
[20:41:51] <Tomski> noooone is!
[20:42:05] <Lecherito> Tomski: can write code for you, ask him
[20:42:22] <Tomski> Sure, it just wont compile
[20:42:28] <Tomski> Unless you use jerl
[20:42:31] <Lecherito> he just want bananas
[20:42:32] <Lecherito> !!1
[20:42:54] <Tomski> Whats your BPM ratio Lecherito ?
[20:43:05] <Lecherito> bpm?
[20:43:12] * Tomski rolls eyes
[20:43:17] <Lecherito> wat
[20:43:19] <Tomski> bananas per meter
[20:43:29] <Lecherito> I dont like them
[20:43:31] <Lecherito> apples ftw
[20:43:45] <fauge> Im having a problem getting my project to work on my android phone, it seems that my viewport works correctly on my desktop but when i put it on my phone and launch it everything shrinks
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[20:44:03] <fauge> and i get part of my gl clear showing
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[20:44:33] <Lecherito> such an abuse of power
[20:45:13] <Tomski> Lecherito: I didnt want to do it
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[20:45:32] <Tomski> fauge: what type of viewport?
[20:45:40] <fauge> Stretch viewport
[20:45:56] <Lecherito> and you did :C
[20:46:28] <Tomski> Lecherito: voices in my head tell me to do it
[20:46:54] <fauge> tomski want to see the class im having trouble with
[20:47:02] <Tomski> fauge: whats the size? Sure
[20:47:29] <davebaol> Xoppa: what you wrote as gravity.y should be -gravity.y right? I mean g is 9.8 but gravity.y is -9.8
[20:47:53] <fauge> unless its y down dave
[20:48:00] <Tomski> y down always!
[20:48:02] <davebaol> y-up
[20:48:07] <Tomski> :(
[20:48:47] <Xoppa> davebaol, i haven't tested it, give it both a try
[20:48:51] <fauge> ewww y up
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[20:49:57] <fauge> anything tomski?
[20:50:06] <Tomski> fwiw Xoppa, davebaol I use velY = sqrt(2 * a * s)
[20:50:24] <fauge> and the size is 1024 x 768
[20:50:53] <Xoppa> Tomski, how did you come to that?
[20:51:32] <Xoppa> I've used: v(t)=v(0)+a*t; v(t)==0, so: 0=v+a*t; <=> t=v/a;
[20:51:33] <Tomski> V^2 = u^2 + 2as, final velocity == 0 at height
[20:51:45] <Xoppa> then h=v*t+0.5*a*t*t; [substitute t with v/a]: h=v*(v/a)+0.5*a*(v/a)*(v/a) <=> h=1.5*v*v/a
[20:52:11] <Tomski> V being final velocity, u initial velocity
[20:53:10] <hextileX> hi. is there an easy way to connect smartphone ingame with libgdx?
[20:53:45] <fauge> hex do you mean make your app into a libgdx app
[20:53:46] <hextileX> something like ad-hoc multiplayer sessions need.
[20:53:59] <fauge> use google play services
[20:54:14] <fauge> they have a whole thing
[20:54:15] <hextileX> fauge: yes
[20:54:27] <hextileX> but cross plattform?
[20:54:42] <hextileX> is there any solution with wifi ap mode?
[20:55:26] <hextileX> the idea is: people on a party playing together fun games. easy to setup, fun to play,
[20:56:21] <Xoppa> Tomski, that looks indeed as the correct solution
[20:56:26] <Xoppa> yours
[20:56:42] <fauge> google play services
[20:56:51] <fauge> idk hex im not good with networking yet
[20:57:16] <hextileX> ok thanks. I will have a look to these gaming networks
[20:58:02] <hextileX> would be cool if devices can detect and connect to other devices near to them
[20:58:16] <davebaol> Tomski: what's a and s in your formula?
[20:58:39] <Tomski> a is acceleration, s is displacement/distance
[20:58:54] <fauge> hex that definitly exists, are you talking about local like on the same wifi or local as in within x miles
[20:59:08] <hextileX> yes I mean local multiplayer
[20:59:12] <Xoppa> davebaol, absolute acceleration
[20:59:32] <Xoppa> thus Math.abs(gravity.y)
[20:59:37] <hextileX> playing together in one room (without wifi router)
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[21:00:23] <Tomski> fauge: not sure, noooone is the best person to ask. I'd have to play with it but gotta head
[21:00:32] <noooone> what about me?
[21:00:36] <fauge> ok cya
[21:00:43] <Tomski> hextileX: over what protocol?
[21:00:58]
<tyer2235> xoppa, when setting these shaders to modelbatch: https://gist.github.com/xoppa/9766698 , how to set ambient? now it only uses my directional light, but ambient is black?
[21:01:02] <fauge> noooone im having a problem with my viewports on android
[21:01:07] <fauge> and desktop
[21:01:31] <fauge> it works fine on my desktop but when i play it on my android phone its like the viewport isnt even there
[21:03:03] <hextileX> Tomski: protocol does not matter. It should be easy for the users (ingame connection) and working with android and ios
[21:03:20] <Xoppa> just use the AmbientLight ColorAttribute
[21:03:31] <hextileX> somebody can host a game and the other in the same room can join the game
[21:03:36] <noooone> fauge: I've heard that before
[21:03:43] <davebaol> Tomski: ok and s is the height right?
[21:03:46] <davebaol> Tomski: looks like it works
[21:03:52] <noooone> fauge: give me a few minutes
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[21:03:56] <Tomski> yeah davebaol
[21:03:57] <fauge> ok
[21:04:10] <davebaol> there's still something wrong but that's my bad I think
[21:04:13] <fauge> like i use a stage because of my virtual joystick thing
[21:04:21] <davebaol> thanks Xoppa and Tomski :)
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[21:07:36] <davebaol> the weird part that it works only with huge jump height
[21:07:40] <tyer2235> xoppa, how? do i modify the vertex shader?
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[21:09:38] <danyel> ls
[21:09:44] <noooone> fauge: use two different viewports
[21:09:49] <danyel> echo Hi
[21:09:55] <fauge> what do you mean?
[21:10:00] <fauge> i am using two different ones
[21:10:10] <danyel> Hi all!
[21:10:12] <fauge> or i should use two different ones
[21:10:16] <fauge> hey danyel
[21:10:32] <noooone> fauge: I see only one in the class you linked
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[21:11:12] <danyel> Has anyone had problems with btMotionShape when deploying your libGDX App (with Bullet) to iOS?
[21:11:16] <fauge> so i should be using two viewports?
[21:11:22] <danyel> hi fauge
[21:11:39] <noooone> fauge: your code is not that easy to read, but I think you should use two, yes
[21:11:47] <noooone> fauge: one for your UI and one for the rest
[21:12:16] <fauge> sorry its sloppy, it was my ld game
[21:12:45] <aegamesi> anyone have any tips for testing my game on iOS without a Mac? (Like, using a virtual machine or something). I guess I'd still have to borrow an iPhone, but whatever
[21:13:02] <noooone> try stage = new Stage(new StretchViewport(1028,768))
[21:13:11] <noooone> and add stage.getViewport().update(width, height, true) to your resize
[21:13:33] <danyel> try { stage = new Stage(new StrechViewport(1028, 768)); } catch ( NumberFormatException e ) { … }
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[21:14:18] <danyel> aegamesi i don’t think you can virtualize OS X on non-OSX platforms
[21:14:35] <aegamesi> you *can*, it's just mostly emulated and slow
[21:14:45] <aegamesi> aaaand a bit illegal... :/
[21:14:52] <aegamesi> but it's totally possible
[21:14:55] <[twisti]> i saw a guide to run it in virtualbox a few months ago
[21:15:46] <[twisti]> i would guess legality would depend on whether you own a copy of os x, not what you run it on
[21:15:51] <[twisti]> though with apple, who knows
[21:16:45] <aegamesi> nah, they don't want people using non Apple hardware
[21:16:48] <danyel> Has anyone ever had problems with btMotionShape on iOS?
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[21:17:43] <noooone> btMotionShape?
[21:17:51] <danyel> Whenever I run my iphone simulator of the app, the app crashed on btRigidBody#setMotionState(btMotionShape)
[21:17:56] <danyel> O i think it’s btMotionState
[21:17:57] <danyel> :D
[21:17:58] <danyel> wait
[21:18:11] <danyel> yes it’s motionState <_<...
[21:19:39] <noooone> it didn't crash for me, but I'm not using iOS
[21:19:45] <danyel> Anyway, yeah. I have a Java Class that inheirts from btMotionState. This inherited class is added to the btRigidBody. It works on android / desktop, but crashes on iOS.
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[21:20:06] <danyel> It crashes on iOS with not errors / warnings whatsoever.
[21:20:10] <danyel> no*
[21:21:57] <tyer2235> xoppa how do i set the ambient?
[21:24:41] <danyel> We more or less used this tutorial as a guide to our code.
[21:24:56] <noooone> danyel: could you try to run the libgdx bullet test collection maybe?
[21:25:13] <noooone> if it happens there as well, you should file an issue on github
[21:25:27] <danyel> how do i run this test collection?
[21:26:44] <noooone> the tests are in the libgdx repo, do you have libgdx build from sources already setup?
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[21:28:48] <danyel> i have a libGDX project. do i have to clone libGDX? :D I have never done that before… I’m pretty much confused right now
[21:29:23] <noooone> yeah, you would have to do that
[21:29:27] <danyel> I mean: How do I ‘build’ libGDX in a way that I use my ‘gradle iPhoneSimulator’ on the tests?
[21:29:36] <danyel> ah ok
[21:29:44] <noooone> gradle won'T work in this case
[21:30:08] <danyel> but i have to run the tests under ios?
[21:30:22] <danyel> since on the other platforms there are no problems
[21:30:24] <noooone> well, that's the only way to test your problem
[21:30:58] <fauge> noooone its still the same problem
[21:32:19] <noooone> fauge: try to start your desktop app with your phone's native resolution
[21:32:27] <fauge> ok
[21:32:45] <noooone> in this case, they should behave pretty much the same... and maybe remove those optional "if" blocks
[21:33:00] <noooone> just for testing... if the result is not the same, there might be a problem with the android backend
[21:33:44] <fauge> yeah the same problem happens
[21:34:02] <noooone> so now you can also recreate it on desktop?
[21:34:03] <fauge> on my desktop now
[21:34:05] <Xoppa> tyer2235, environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f));
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[21:34:53] <danyel> noooone I have to build it from source, okay. Then how do I run the tests under iOS? :D
[21:35:15] <Xoppa> danyel, iirc someone mentioned some issue like that as well
[21:35:22] <Xoppa> but it runs for me on ios emulator
[21:37:04] <noooone> do I need a mac for this emulator?
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[21:37:55] <tyer2235> xoppa, it does not work for me. only directional light works
[21:38:22] <patrickreck> Why is Gdx.input.getY() relative to the upper left corner, and Sprite.setPosition relative to the lower left corner?
[21:38:42] <danyel> I think so, yeah. Above was a small discussion about virutalizing it on non-macs
[21:38:42] <Xoppa> tyer2235, perhaps its a bug
[21:39:25] <Xoppa> patrickreck, because android and other backend report touch coordinates y-down and opengl uses y-up
[21:40:00] <Xoppa> noooone, you don't have to have a mac, you can run it in a vm as well
[21:40:17] <patrickreck> Xoppa: Aha. Then how would I write this in a working version? person.setPosition(Gdx.input.getX(), Gdx.input.getY());
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[21:40:36] <Xoppa> who, whats that?
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[21:40:45] <Xoppa> are you using pixels for world coordinates?
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[21:42:10] <noooone> fauge: if I understand you correctly, you also have this problem on desktop now?
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[21:42:16] <noooone> fauge: in this case it's not android related
[21:42:17] <ocirne23> pos.set(Gdx.input.getX(), ..getY(), 0); camera.unproject(pos); person.setPosition(pos.x, pos.y);
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[21:42:37] <fauge> yes i guess its not android related, but thanks for the help
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[21:43:21] <Xoppa> tyer2235, yep, you're right, it doesn't apply ambient light
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[21:44:10] <patrickreck> I am just making a very small game where you will be seeing the whole world at all times in 2d (no camera movement) - doesn't that make the Camera unnecessay?
[21:45:18] <noooone> fauge: I'd really like to help you, but I don't know what you are doing there... maybe show a screenshot of how it looks like
[21:45:56] <ocirne23> patrickreck: then just do screenHeight - getY() - 1
[21:46:01] <danyel> Okay, I have built libGDX from source using ant. Now I have a lot of stuff in my folder, what next? :D
[21:46:03] <noooone> patrickreck: and you only support a single screen resolution?
[21:46:18] <patrickreck> noooone: Yes, it's only for desktops
[21:46:30] <noooone> desktops have different screens
[21:46:35] <patrickreck> ocirne23: I'll try that. Thank you :-)
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[21:46:48] <patrickreck> noooone: It's going to be in a popup in the browser
[21:46:59] <Xoppa> just use a camera, it's cheaper, easier and more flexible
[21:47:12] <Xoppa> i don't see any reason *not* to use a camera
[21:47:13] <tyer2235> xoppa, i see. is it possible to make it work?
[21:47:34] <Xoppa> probably, but i havent looked into the problem
[21:47:44] <patrickreck> Xoppa: Aye. Can you recommend me any resources to read up on the camera? I only just started looking at libgdx :-)
[21:48:05] <noooone> just don't read the one on OrthographicCamera....
[21:48:24] <noooone> Nooooooo
[21:48:24] <noooone> totally outdated :/
[21:49:03] <danyel> noooone, how do I run the tests now after having built libGDX from source?
[21:49:44] <patrickreck> Alright. Thank you! Glad to see so many helpful people inhere :-)
[21:50:33] <noooone> danyel: I really don't know, I have neither a Mac, nor any iOS device
[21:50:37] <ocirne23> camera.apply(gl); all the things
[21:50:40] <danyel> oh :D
[21:50:48] <danyel> that’s too bad :/
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[21:51:58] <Rocko> Hey, what can it be if my contactlistener doesn't register the ending of a contact sometimes?
[21:52:32] <GhostNr1|2> noooone: Have you been doing some on the statemachine code?
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[21:52:59] <danyel> Xoppa do you have any tips how to inspect further on this?
[21:53:19] <fauge> noooone i will get some screenshots
[21:53:26] <Xoppa> danyel, whats the actual problem?
[21:54:10] <danyel> The line:rigidBody.setMotionState(motionState);
[21:54:17] <danyel> the line: rigidBody.setMotionState(motionState);
[21:54:33] <danyel> crashes the app on iOS Simulator.
[21:54:56] <danyel> rigidBody is of btRigidBody and motionState is of MyMotionState extends btMotionState
[21:54:57] <noooone> GhostNr1: I did
[21:55:08] <fauge> wait one of my other android apps works with a stretch viewport
[21:55:10] <fauge> but one doesnt
[21:55:34] <Xoppa> danyel, is there an error?
[21:55:54] <danyel> no. it just crashes with no error messages printed to stderr / stdout.
[21:56:28] <noooone> fauge: just make sure to give each camera a viewport on its own... and update all stage viewports with the "true" parameter
[21:56:46] <GhostNr1> noooone: I have tested it out some and is it by design that when you create DefaultStateMachine and put in start state it will not run enter method or is that a bug?
[21:57:09] <noooone> it will not run it, yes
[21:57:15] <noooone> I made a PR to change that, but it was declined
[21:57:24] <noooone> you need to call it yourself
[21:57:26] <BlueProtoman> Can we use our own custom build of some of the LibGDX natives (e.g. Box2D with certain compilation flags)?
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[21:58:42] <noooone> BlueProtoman: yes
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[21:58:53] <BlueProtoman> noooone: How?
[21:59:05] <Xoppa> danyel, which libgdx version?
[21:59:13] <ocirne23> Rocko: are you setting position on the body?
[21:59:18] <GhostNr1> noooone: Yea I saw I needed that. It would be more convinient to have it run enter when creating the object and add an start state. But then I know there have been a thought about it. It's work very well btw.
[21:59:37] <BlueProtoman> In fact, let's compile the JNI in a custom way, too. I bet I can turn on some of the optimization flags (-Ofast, -flto, etc.)
[22:00:06] <danyel> Xoppa, gdxVersion = '1.3.0'
[22:00:20] <Xoppa> make sure to use the nightly
[22:00:29] <danyel> how?
[22:00:30] <noooone> BlueProtoman: not sure how to build box2d, but I assume similarly... the only problem is that the box2d natives are loaded automatically when a World is created
[22:01:02] <ocirne23> how is that a problem?
[22:01:05] <BlueProtoman> noooone: Sorry, not using Bullet in my project. I'll check that out, though, thanks.
[22:01:15] <danyel> Xoppa: 1.3.0 is the latest version, right?
[22:01:21] <Xoppa> no
[22:01:28] <danyel> 1.3.1?
[22:01:35] <ocirne23> the natives are loaded when the world class is accessed
[22:01:35] <Xoppa> are you using gradle?
[22:01:37] <danyel> yes
[22:01:40] <ocirne23> the load stuff is in a static block in World.java
[22:02:22] <ocirne23> and you can't do anything with box2d without a world either way
[22:02:24] <noooone> BlueProtoman: if you want to debug it, you could also do it on the HTML backend... kind of a hack, but it uses jBox2d and then you have java code to debug
[22:02:41] <fauge> oh haha
[22:02:44] <BlueProtoman> noooone: No, I'm not looking to debug it, I'm looking to play around with some optimization flags
[22:02:46] <fauge> noooone guess what the problem is
[22:02:57] <BlueProtoman> That's odd...I'm using the new steering behaviors, and whenever an enemy is created, my player's coordinates and speed are set to NaN
[22:03:29] <fauge> i have one spritebatch i use to draw my backround and i dont set its projection matrix...
[22:03:29] <danyel> Xoppa what version do I set roboVM?
[22:03:39] <danyel> roboVMVersion = ’0.0.13’
[22:03:39] <danyel> ?
[22:03:41] <noooone> BlueProtoman: maybe you implemented Steerable incorrectly?
[22:04:08] <noooone> fauge: haha yeah... easy to miss that in this code :D
[22:04:21] <Xoppa> danyel, iirc it isnt changed since 1.3.0
[22:04:46] <fauge> ah there we go
[22:04:47] <BlueProtoman> noooone: This didn't happen yesterday. Yesterday I gave an enemy a SteeringComponent (which is a Steerable and contains a reference to a PhysicsComponent and a SteeringBehavior) to an asteroid (which shouldn't move on its own accord, but should still be watched for collision avoidance, etc.).
[22:05:27] <Neomex> BlueProtoman,got any screens?
[22:05:28] <danyel> ok i’ll try it with the latest version
[22:05:39] <BlueProtoman> noooone: Yeah, I just removed the SteeringComponent from my asteroids, and now this doesn't happen. Problem is, certain enemies should be able to dodge asteroids, so asteroids should be Steerable (even if they don't actually steer).
[22:06:38] <BlueProtoman> Neomex: Can't really be described with screens. One second, there's nothing strange on-screen, the next an asteroid spawns and then the screen (sans GUI) is all black. My debugging printout says the player's position and velocity are [NaN:NaN] and [NaN:NaN]
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[22:07:12] <noooone> BlueProtoman: that usually happens when something has 0 length
[22:08:22] <tyer2235> xoppa, i solved the problem! :O
[22:08:35] <Xoppa> yay! so what was the problem?
[22:08:37] <Phibedy> hi, atm I am using apache.http for sending/receiving data. What would I use instead of MultipartEntityBuilder in libgdx? I would like to send a string and a file in one request :)
[22:08:39] <tyer2235> solved = i got the right results
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[22:10:29] <tyer2235> for some reason float NL = dot(N.xyz, L); gave 0.0 always. i used float NL = max(0.4, dot(N.xyz, L)); might not be real solution but works for me
[22:11:49] <Xoppa> patrickreck, you haven't used it
[22:12:13] <noooone> patrickreck: and you should update it BEFORE using it
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[22:12:42] <patrickreck> noooone: I am updating it before using it
[22:13:04] <patrickreck> Xoppa: How do I make it active?
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[22:13:18] <noooone> patrickreck: no you don't update is last in your render
[22:13:46] <Xoppa> something like: batch.setProjectMatrix(cam.combined);
[22:14:10] <patrickreck> noooone: I see
[22:15:54] <BlueProtoman> noooone: What could that something be?
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[22:17:20] <noooone> BlueProtoman: I don'T know... maybe the distance of two waypoints in a Path, or the linear velocity of your steerable
[22:17:47] <noooone> the length of a ray in a RaycastCollisionDetector...
[22:17:51] <noooone> I don't know what you are doing :D
[22:18:03] <BlueProtoman> noooone: I'm not using Paths, but why would the latter matter? Is something being divided by the velocity?
[22:18:29] <danyel> Holy cow updating to 1.3.2-SNAPSHOT is like 58k-modem… :D
[22:19:06] <noooone> BlueProtoman: I really don't know... you should add a conditional breakpoint and check Float.isNaN(...), then drop the frames and see where it comes from
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[22:19:30] <BlueProtoman> noooone: You're right
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[22:22:47] <danyel> @Xoppa: Updated to latest version. Still same crash.
[22:23:04] <Xoppa> latest version? make sure to use the nightly
[22:23:12] <danyel> 1.3.2-SNAPSHOT
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[22:23:44] <danyel> isn’t that the nightly?
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[22:23:56] <Xoppa> yes, but it isn't the latest version :D
[22:24:09] <danyel> ok ok i meant the nightly :D
[22:24:12] <danyel> anyway same crash...
[22:24:29] <Xoppa> try to reduce it to a minimal (single method) example
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[22:25:13] <danyel> i don’t know if it helps but the project i am using is hosted on github and open-source
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[22:26:43] <danyel> i am not working by myself on this project so I don’t know how what bt stuff is used where which could cause this crash…
[22:27:36] <danyel> and also i don’t know how to create a simple example in a few minutes.
[22:28:19] <Xoppa> a minimal example in your case would be creating everything you need (the body and motionstate i assume) and then call the line that crashes
[22:29:36] <Xoppa> I'm afraid that we need a minimal example to reproduce the problem before we can try to solve it
[22:31:12] <noooone> I made the screenshots already, but for some reason I'm not able to upload pictures directly
[22:31:14] <danyel> okay i will try to come up with an example Xoppa
[22:31:20] <noooone> I have to supply an external URL :/
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[22:32:42] <Fainosag> Hi does anyone know a free site to upload libgdx html5 output game ? :D
[22:33:06] <Neomex> screens or didnt happen
[22:33:07] <Xoppa> noooone, that's great noooone!!!
[22:33:07] <Neomex> :d
[22:33:22] <Xoppa> yeah i noticed that also, i you want i can host them
[22:34:13] <Fainosag> @Xoppa is not finished, i only want to show it to someone while developing.. so he can see
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[22:34:39] <Fainosag> o you know any good free ite to do ths? 000webhost is stucked at libdx loading bar
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[22:35:00] <bhldev> evening
[22:37:29] <Xoppa> ow noooone, never use Gdx.* in static code, it might not be available yet
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[22:38:43] <Xoppa> Fainosag, sorry i was talking about images for the wiki, i cannot host your game nor do i where you could host it
[22:39:14] <noooone> Xoppa: oops, you are right, I forgot about that... will change it
[22:39:19] <Fainosag> is texturepacker compatible with html?
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[22:39:47] <Xoppa> Fainosag, texture packer is a tool which you run offline
[22:40:18] <Fainosag> yea but if i pack my graphics with it and use it on html it will work?
[22:40:30] <Xoppa> sure
[22:40:54] <Fainosag> anyone here using laptop?
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[22:42:07] <Fainosag> touchfreeze not working idk why and is so annoying
[22:42:22] <Fainosag> when i type and click the touchpad by mistake
[22:44:03] <danyel> Xoppa i’m too stupid to run gdx-setup T.T it says i have no build tools.
[22:44:37] <Xoppa> watch the video tutorial
[22:44:57] <Fainosag> yea u need to get build tools 19.1
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[22:45:29] <Xoppa> thats only for android, you said that the problem only occurs on ios
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[22:45:37] <Fainosag> my gradle project with no assets has 200 mb now xD
[22:46:08] <Fainosag> how can i clear everything but my code from the gradle project?
[22:46:28] <Fainosag> code / assets
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[22:49:15] <danyel> oh yeah
[22:49:16] <danyel> :D
[22:49:20] <danyel> i can just uncheck android <-<
[22:49:23] <danyel> i’m an idiot
[22:51:00] <Xoppa> noooone, nice, github has cached them i seems. is imgur persistent?
[22:51:52] <Kajos> i have a question about the gwt backend:
[22:52:08] <Kajos> I believe the gameloop is run by a timer
[22:52:15] <noooone> Xoppa: I think it is
[22:52:32] <Kajos> i am wondering what happens if the timer doesn't have enough time to finish
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[22:53:08] <Xoppa> it will bend time
[22:53:22] <Kajos> because i see significant framerate drops
[22:53:48] <noooone> that's not possible, GWT is our most performance backend
[22:53:55] <noooone> *performant
[22:54:11] <Kajos> well it runs fine most of the time for me :) im pretty happy with it now
[22:54:41] <Kajos> my app even ran flawless in ie11, to my suprise
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[22:55:07] <noooone> I'll be suprised if it runs on IE7
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[22:55:33] <Kajos> with google frame maybe
[22:57:44] <Xoppa> I'll be suprised if IE7 runs at all
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[23:09:33] <patrickreck> I want to make a 10x10 grid, where you can place an item within each square. Anyone have some ideas on how to structurally do this?
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[23:44:58] <JesusCM> McChrist here
[23:45:32] <JesusCM> who here has experience with android virtual devices (emulators)
[23:47:04] <JesusCM> Jesus speaks to the wind...
[23:47:05] <aspic> \p
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[23:48:12] <Xoppa> i've got enough experience with avd to know that i should not use them
[23:48:20] <JesusCM> really why
[23:48:40] <JesusCM> i find them useful except for the stupid pixel density buckets
[23:49:39] <Xoppa> because in my experience they don't provide a good emulation of opengl es on a real device
[23:49:43] <Xoppa> and they're slow
[23:50:15] <JesusCM> well i test the gameplay on a real device so i dont need them to be super fast
[23:50:38] <JesusCM> i just need to see how my apps look like on different resolutions and pixel densities
[23:50:39] <aspic> That's in most cases contradicting. :P
[23:50:45] <aspic> oh
[23:50:50] <aspic> I misread your sentence.
[23:51:44] <JesusCM> the emulators mirror real devices in terms of layout so long as you make the the resolution/screen ratio fit a density bucket
[23:51:52] <Xoppa> why not resize the lwjgl window?
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[23:52:15] <JesusCM> it looks nothing like what a actual device does
[23:52:18] <JesusCM> thats why
[23:52:35] <JesusCM> and you can't pick different pixel densities
[23:52:40] <Xoppa> why do you expect an emulator (running on the same desktop) to be better?
[23:52:51] <JesusCM> because its sized correctly
[23:52:59] <JesusCM> and emulates pixel sizes
[23:53:08] <JesusCM> because iv compared it to real devices
[23:53:43] <JesusCM> i cant have the lwjgl window at a specific size AND resolution independently
[23:53:50] <JesusCM> they are linked together
[23:54:09] <Xoppa> thats a limitation of your screen
[23:54:27] <JesusCM> lol no
[23:54:33] <[twisti]> lol yes
[23:54:38] <JesusCM> no....
[23:54:51] <patrickr_> Arent there any inbuilt skins?
[23:54:55] <[twisti]> you have a screen that can ... have ... multiple pixel densities ?
[23:54:59] <patrickr_> Skin skin = new Skin(Gdx.files.internal("uiskin.json")); gives me an exception
[23:55:00] <JesusCM> increasing the window size will increase the resolution
[23:55:01] <[twisti]> like, does it resize itself ?
[23:55:31] <[twisti]> right, because your screens pixel density is fixed
[23:55:39] <JesusCM> no but it resizes the layout to match
[23:55:39] <[twisti]> the emulator cant magically change it
[23:55:48] <JesusCM> obviously
[23:56:01] <JesusCM> but it will shrink the size
[23:56:15] <JesusCM> so i wont the clarity but i will get the look
[23:56:55] <Xoppa> it will shrink the size thus you will get the look? o.O
[23:57:34] <JesusCM> if i make two virtual devices with the same resolution at different sizes they will fall into different pixel density categories
[23:58:06] <Xoppa> sure, *virtual* density will differ
[23:58:20] <JesusCM> my monitor only has one density but the emulator mimics the the size produced by that density
[23:58:39] <JesusCM> again ive confirmed this with real devices
[23:59:11] <Xoppa> what is it that you actually want to test?
[23:59:23] <JesusCM> how big the fonts and buttons appear
[23:59:34] <Xoppa> define "how big"
[23:59:54] <JesusCM> thats rather self explanatory i think