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   September 7, 2015  
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[00:03:14] <rgr> #java is a poisoned oasis.
[00:04:56] <rgr> Heh. I dont know java, I dont know libgdx but how would I program this "game". Next Q two minutes later "how do I get adverts on"..... some dreamers ;)
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[00:06:21] <Trinity> rgr, https://www.reddit.com/r/reddit.com/comments/ezn2s/freenodes_java_taken_over_by_trolls/
[00:06:22] <Trinity> :D
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[00:16:44] <rgr> There's one there snell or something that is so rude and ignorant it beggars belief. He's one of those "debuggers are evil" morons and his his tongue up the ops arse.
[00:17:15] <rgr> Ah yes and cheeser. A power crazy idiot of the worst order.
[00:18:26] <Trinity> cheeser?
[00:18:31] <Trinity> i usually find cheeser to be nice
[00:18:37] <Trinity> surial is the one i think
[00:18:45] <Trinity> you're referring to?
[00:19:08] <Trinity> i've learned that they all just want a pat on the back. He used be an asshole to me but started acting nicer ever since I gave him karma lol
[00:19:17] <rgr> nope. cheeser and tjsnell.
[00:19:26] <rgr> in fact cheeser is referenced in that reddit link.
[00:20:17] <Trinity> eh, whatever. #java is almost like a cult anyways. I usually just ask my question phrased the best way I can phrase it and leave
[00:20:26] <rgr> "Actually I can tell you what to chat" : he's a gobshite with power and uses it frequently. If you suck up to him then maybe he's ok. I dont.
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[00:20:40] <rgr> anyway. night!
[00:20:45] <Trinity> peace have good one!
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[00:21:55] <TEttinger> gah, this IRC client has some issues
[00:22:41] <TEttinger> if anyone asked me a question in the last hour I can't see the log
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[02:04:35] <TEttinger> Is there any way to detect whether caps lock is on without using platform-specific code?
[02:04:54] <TEttinger> there's no method in Input that corresponds to the awt getLockingKeys method
[02:06:11] <TEttinger> https://docs.oracle.com/javase/8/docs/api/java/awt/Toolkit.html#getLockingKeyState-int-
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[02:10:30] <TEttinger> I'm starting a big refactor of a java roguelike/general-grid-based-game library, splitting the display code (which used AWT originally, like a lot of the lib...) away from the generally-usable grid logic stuff like field of vision, pathfinding, etc.
[02:11:20] <TEttinger> I'm trying to remove any references to AWT stuff in the GDX display code and especially in the grid logic section, so at least the logic can be used on android
[02:12:11] <TEttinger> caps lock is the one thing I haven't found a parallel for in pure libgdx
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[02:16:13] <Trinity> TEttinger, seems they commented it out
[02:16:19] <TEttinger> oh?
[02:16:20] <Trinity> public static int isStateKeySet()
[02:16:23] <Trinity> in Keyboard
[02:17:09] <TEttinger> oh in lwjgl
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[02:18:08] <Trinity> TEttinger, http://forum.lwjgl.org/index.php?topic=1646.15
[02:18:10] <Trinity> last post
[02:19:49] <TEttinger> Trinity: the reason for it is just... https://github.com/LWJGL/lwjgl/commit/9f41ecaedbb378de5cabd21a9e88b81beca8ef41
[02:22:35] <TEttinger> so I'd need a way to call desktop-specific code on desktop only and avoid it on android... in a library...
[02:24:36] <Trinity> TEttinger, well you can find out easily enough what platform you're running on
[02:24:46] <Trinity> not sure if you can use Toolkit though
[02:24:50] <TEttinger> yeah...
[02:25:23] <TEttinger> I've never had to deal with this kind of system-specific stuff in LibGDX, which says something about its good design
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[03:55:48] <bhldev_2> hey guyz
[03:56:07] <bhldev_2> so I am getting sick of linux (lol) and I am thinking of doing all my libgdx dev in windows... does that make me evil ;p
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[07:05:03] <wulax> noob question: how do I iterate over the entries in an ArrayMap? it does not work like a java hashmap it seems. do I have to explicitly create an iterator and use next()?
[07:06:44] <Trinity> wulax, yes use an iterator
[07:06:47] <Trinity> it implements Iterable
[07:06:57] <wulax> alright, thanks Trinity
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[07:15:56] <superradish> well
[07:16:02] <superradish> if anyone wants to see an updated demo of my game
[07:16:22] <superradish> https://t.co/KLsQ1H3fVl
[07:17:05] <superradish> also on twitter at @labyrinthslayer
[07:29:12] <Trinity> superradish, want to provide a screenshot?
[07:29:23] <Trinity> i dont want to exe. a random jar
[07:34:07] <wulax> judging by your twitter it looks nice superradish
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[07:47:04] <Trinity> superradish, did you make your own sprites?
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[07:50:59] <superradish> yes
[07:51:21] <superradish> well i have a few artists
[07:51:30] <superradish> but some of that is indeed my own work
[07:51:38] <superradish> we tend to pass shit back and frth a lot
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[07:52:03] <wulax> sounds unsanitary
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[07:58:07] <superradish> i'm not really gonna distribute jars that are unsafe
[07:58:15] <superradish> kidna defeats the purpose of developing a game
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[07:59:29] <Trinity> superradish, well its the internet :D
[07:59:42] <Trinity> but it seems legit so ill give it a go
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[08:00:40] <superradish> j attacks
[08:00:42] <superradish> wasd moves
[08:00:45] <superradish> that should be obvious but
[08:05:43] <superradish> i'd like to think we're legit
[08:09:40] <Trinity> hahaha the music
[08:09:55] <superradish> i legit composed that myself
[08:10:23] <Trinity> superradish, how long did it take you/
[08:10:26] <superradish> more of a 'can we make music work?' thing than anything else
[08:10:29] <superradish> did what
[08:10:33] <Trinity> the game
[08:10:47] <superradish> uh... that's hard to answer
[08:11:14] <superradish> i myself have been working on it for a year and a half but had been designing it for 3 years prior to that
[08:11:29] <Trinity> woah
[08:11:41] <superradish> my team started to form 13 months ago, and we've had programmers come and go
[08:12:07] <superradish> art has been in full production for about 16 months
[08:12:20] <Trinity> hmm
[08:12:22] <Trinity> did you pay for any of this?
[08:12:38] <superradish> no
[08:13:03] <Trinity> do you mind me asking how you got your team members?
[08:13:05] <superradish> technically i traded my art assets and did some work for another studio in exchange for some programming but i sorta ended up assimilating that studio instead
[08:13:13] <Trinity> ive been thinking of starting a massive collab
[08:13:19] <superradish> i started with art
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[08:13:40] <superradish> had a programmer friend put that into a demo to show that you know, our art does stuff
[08:13:55] <Trinity> ah i see
[08:14:00] <Trinity> so are you more of an artist or programmer?
[08:14:00] <superradish> then i recruited more artists and programmers on reddit - slowly. long ass process
[08:14:09] <superradish> at the time i was refusing to code
[08:14:14] <Trinity> reddit! ahh
[08:14:24] <superradish> but we had a lead programmer leave the group a second time
[08:14:34] <superradish> and i said 'fuck it' and dove in to keep the work going forward
[08:14:44] <Trinity> are you planning to make money off of this game?
[08:14:54] <superradish> so now i program and do art both. art is more valuable to the project so i spend most of my time on that
[08:14:57] <superradish> yeah
[08:15:10] <Trinity> are expecting a lot or are you open for crazy ideas haha
[08:15:20] <superradish> that's why we have a twitter going and we're working on building a following before we launch a kickstarter
[08:15:44] <superradish> the release and development cycle is divided into 4 phases
[08:16:03] <superradish> proof of concept exists to make us money in phases 1 and 2.... beyond that, it's all crazy ideas
[08:16:25] <Trinity> could we move this to query?
[08:16:32] <Trinity> if you dont mind
[08:16:42] <superradish> query?
[08:16:45] <superradish> oh
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[08:50:19] <Hourglass> Is there a way to get text, using BitmapFont, to move around when the window is resized like a Rectangle from ShapeRenderer?
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[08:50:46] <Hourglass> the problem is, when resized, the rectangle and the text move in different ways.
[08:51:12] <Hourglass> https://github.com/HourGlss/libgdx.Raiden
[08:51:14] <Hourglass> for source
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[08:56:12] <ariejan> Hey, I have a simple box2d game (just a "player" in zero gravity). The game runs at 30-40fps on my MBP, which is capable of much more. Any clues why that might happen? (foregroundFPS is set to 0, vSync to false).
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[08:59:13] <Sadale> ariejan, Probably not enough info for us to help you. try using a profiler to figure out which part of code takes the most resources. It will be easy for you to fix it then.
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[09:06:23] <nooone> ariejan: and probably show some code...
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[09:39:54] <nooone> still no news about libgdx being sold
[09:42:15] <davebaol> nooone: not that I know of
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[09:47:49] <ravenlord> sold to whom?
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[09:52:26] <ariejan> apparently my background texture is to blame for the low FPS. Disabling that (just the Box2dDebugRenderer) gives 300+ fps. Neat :-)
[09:53:29] <Nangi> anyone has thoughts about "gdx++"? Seams like a fine project for those who want to use c++.
[09:54:25] <ravenlord> do we want to use C++
[09:54:26] <ravenlord> ?
[09:54:45] <ravenlord> besides there is Qt for that, it's cross platform enough for me.
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[09:56:58] <Nangi> ravenlord: Not sure. I juse java, but I am in a pretty early experience phase in programming development. I was thinking on looking into c++ for game dev. I tried Unreal Engine, but I dont like it as much as libGDX.
[09:57:11] <Nangi> Qt?
[09:57:32] <ravenlord> Qt is not really a games framework, but has everything you need for cross platform development
[09:57:53] <ravenlord> http://www.qt.io/
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[09:58:45] <ravenlord> For games I haven't really looked into the C++ based engines. I work in C++ all day, so writing in some garbage collected language like Java was a godsend :))
[09:59:21] <wulax> Nangi: try the OGRE engine maybe. it is programmed in c++ and is cross-platform.
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[10:00:07] <Nangi> The reason why I look into c++ is that there is a big job market out there for c++, so game dev would be a fun way to learn. Also its hard to focus on two languages at the same time. I use java at work though :P
[10:00:20] <Nangi> wulax: I'll check it out
[10:01:34] <ravenlord> eh, it's not that hard to focus on both. They are not that dissimilar... And except memory management C++ isn't that bad, and for memory management you can use smart pointers to reduce the issue.
[10:04:28] <Nangi> ravenlord: for me it is, but it will maybe become easier with time. Im not that experienced yet.
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[10:56:25] <Gliese> any1 knows how to generate mipmaps loading texture atlas? AssetManager.load("Atlas", TextureAtlas.class);
[11:00:26] <ravenlord> I just set: filter: MipMapLinearLinear,Linear in my atlas
[11:02:52] <Gliese> AH nice, asset manager will use it?
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[11:08:43] <ravenlord> yupp
[11:09:32] <ravenlord> the only thing that I don't like about Texture atlases is the wasted space... half of the image is blank
[11:09:46] <ravenlord> I wonder why
[11:10:57] <Gliese> because u are setting "force PoT"
[11:12:24] <Gliese> so it will force power of two
[11:12:33] <Gliese> if your image is 2048x1536 it will force 2048x2048
[11:12:35] <Gliese> etc
[11:12:47] <Gliese> its recommended to use it
[11:13:03] <Gliese> graphic card friendly textures
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[11:35:15] <ravenlord> Gliese: yea, but look at this: - it could've been a 512x512 imho
[11:35:16] <ravenlord> https://bitbucket.org/sarkanyi/bote-libgdx/src/3ce92e1b266ffa70ca0fddc9d110b4a22313602e/android/assets/graphics/star/StarMaps.png?at=master
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[11:45:07] <Gliese> ravenlord, strange for me normally works
[11:45:21] <Gliese> I think mipmap filter doesn't work for iOS, anyone knows if this is true?
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[12:13:17] <ariejan> Maybe I'm doing it wrong, but I can't find any clear tutorial on how to create a 'shoot a gun' in box2d. There's all kinds of tank/turrent examples, but this is just a player. Also, it's top-down.
[12:13:28] <ariejan> Does anyone know of any resources that have info on this?
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[12:32:00] <EvilEntity> ariejan: how is that any different?
[12:32:17] <Gliese> airman the concept is using "bullets" with re-use of objects
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[12:32:21] <Gliese> the example doesn't matter just adapt?
[12:32:24] <ariejan> EvilEntity: ;-) I just figured out it isn't. Just a matter of giving the bullet the proper direction.
[12:32:28] <Gliese> ariejan, *
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[12:45:23] <EvilEntity> anyone got a clue why fresh project with visui fail on gwt? https://gist.github.com/piotr-j/75be46edad92aeecb8a5
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[13:45:09] <ravenlord> mobidevelop: here?
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[14:09:44] <pleitsi> hellolol
[14:09:45] <pleitsi> http://www.norakomi.com/tutorial_admob_part1.php
[14:09:57] <pleitsi> is that a valid tutorial?
[14:15:09] <pleitsi> https://github.com/libgdx/libgdx/wiki/Admob-in-libgdx
[14:15:18] <pleitsi> If your ad View is invisible, but still fetching ads in the background, then you're wasting ad impressions, and that will negatively impact your ad revenue. I'm not going to talk about the best way to control the AdMob view - that varies from application to application. Also, there are things you can do on the website, and things you can do in your app. So look through the AdMob documentation
[14:15:18] <pleitsi> for more information on that.
[14:15:41] <pleitsi> so is there any newer/better tutorials how to make that work the best way?
[14:16:23] <pleitsi> or is it just about reading admob docs and figuring it out?
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[14:36:47] <pleitsi> oh i see. so that's the current one? -> https://github.com/libgdx/libgdx/wiki/Google-Mobile-Ads-in-Libgdx-(replaces-deprecated-AdMob)
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[14:58:57] <Threiy> I'm writing my own building-block based model generation system and I'm not sure as which object I should save every of these building-block (a model will consist of multiple instances of a few basic building-blocks). I wanted to use NodePart at first, but the doc says NodePart implies a render call and because I develop on mobile I want to reduce that number as much as possible. What should I go with, Mesh, MeshPart, Node?
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[15:44:28] <Kotcrab> EvilEntity: pushed fix, try 0.8.2-SNAPSHOT
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[15:44:43] <EvilEntity> will do
[15:45:05] <Kotcrab> there was wrong path in visui.gwt.xml though error message here is super vague https://github.com/libgdx/libgdx/blob/master/backends/gdx-backends-gwt/src/com/badlogic/gdx/backends/gwt/preloader/FileWrapper.java#L290-L292
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[15:45:35] <Kotcrab> i need some simple way to verify that gwt builds works...
[15:47:00] <bhldev_2> morning gents
[15:47:23] <EvilEntity> yeah pretty generic error
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[15:51:46] <EvilEntity> gotta wait till new snapshot shows up i guess
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[15:52:51] <Kotcrab> should be up already
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[15:58:25] <Hourglass> https://github.com/HourGlss/libgdx.Raiden Is there a way to get text, using BitmapFont, to move around when the window is resized like a Rectangle from ShapeRenderer? The problem is, when resized, the rectangle and the text move in different ways.
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[16:08:35] <eric___> Is this the right place to ask questions about Spine2D + Box2d?
[16:09:38] <eric___> Does anyone have any experience with applying gravity to all the box2D attachments? Because right now i have all my Box2D bodies attached to the bones, but everything is static
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[17:16:56] <EvilEntity> Kotcrab: lloks like Sizes is not in gwt cache
[17:19:26] <Kotcrab> damn gwt
[17:19:30] <Kotcrab> yeah you're right
[17:20:40] <Kotcrab> deploying new snapshot
[17:22:18] <EvilEntity> l)
[17:22:29] <EvilEntity> now to get it onto github pages somehow... http://i.imgur.com/uMLJOhd.png
[17:23:35] <Kotcrab> i saw it on gitter, looks nice :D
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[17:25:09] <kdarknight> I am trying to generate new libgdx project offline in a pc who has no gradle libs downloaded in advance. What I am trying is, copying wrapper and caches folder from .gradle to the target pc
[17:25:56] <kdarknight> When I run the setup, it stucks at gwt gradle plugin
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[17:26:23] <Tomski> kdarknight, impossibru
[17:26:25] <kdarknight> When I check the caches folder, I already have that jar
[17:26:34] <kdarknight> Really? :/
[17:27:10] <kdarknight> Is there another way of doing this?
[17:27:22] <kdarknight> Because I really need to do this
[17:27:25] <Tomski> Why?
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[17:27:48] <kdarknight> I am organizing a workshop on libGDX in my college on this 26.
[17:28:05] <kdarknight> And pcs are connected with lan
[17:28:11] <kdarknight> But no Internet
[17:28:13] <Tomski> I have a version of the setup built for a school
[17:28:33] <Tomski> But you are better off just skipping the setup all together and just making something rebuilt
[17:28:52] <Tomski> What IDE are they using?
[17:28:58] <kdarknight> Eclipse
[17:28:59] <Tomski> prebuilt*
[17:29:41] <kdarknight> I am going to give the talk and conduct everything, so it's on me what ide to use :P
[17:30:05] <kdarknight> I just need to get the libgdx project running somehow with net
[17:30:14] <kdarknight> Without
[17:30:28] <bhldev_2> you copy over the workspace and project folder and eclipse folder and it doesn't work?
[17:30:32] <Tomski> Dont do that
[17:30:49] <kdarknight> Nope, when I click on build, same error
[17:30:52] <bhldev_2> you have to prepare the demo before, it takes awhile to build and compile
[17:30:52] <Tomski> Why do you want to use the setup?
[17:31:04] <bhldev_2> there's no point downloading during the demo
[17:31:29] <kdarknight> I don't need to use setup, I just need to run the project
[17:31:47] <Tomski> Ok well use this branch https://github.com/Tom-Ski/libgdx/tree/relativegradle
[17:31:50] <kdarknight> I can download everything that is required from home
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[17:32:01] <Tomski> Generate a project once, and then just give them all a copy of the generated project
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[17:38:01] <kdarknight> Tomski, what's the difference between this and ordinary gdx setup?
[17:38:30] <Tomski> It puts all the artifacts in the project directory and generates a eclipse project from those
[17:39:25] <kdarknight> Oh, okay. Thanks!
[17:40:47] <ravenlord> Tomski: when can we merge the APK extensions? Did you have a chance to test it?
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[17:42:13] <Tomski> Nop, I was away this weekend. Might be able to test it this evening
[17:45:45] <ravenlord> cool, thanks
[17:46:14] <ravenlord> if you test with the emulator, don't forget to set it to emulate an SD card
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[17:46:53] <ravenlord> as the file is expected to be on mount point of the SD card, that's how the standard demands
[17:48:17] <kdarknight> SD card? Are you copying apk files to memory card?
[17:50:28] <kdarknight> What exactly is the extension for? ravenlord
[17:51:07] <ravenlord> kdarknight: http://developer.android.com/google/play/expansion-files.html
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[17:51:52] <ravenlord> the idea is that Gdx.files.internal() should handle them transparently, and with my changes hopefully it does
[17:52:17] <ravenlord> I mean, in my tests it does :)
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[18:07:39] <Madmenyo> Hi, I'm dynamicaly generating TextButtons and some buttons have multiline text because I set it's label to wrap. However the buttons do not resize with it. Neither can I grab the label size, a single line TextButton Label has the same height of a multiline TextButton Label.
[18:10:33] <ravenlord> Madmenyo: I think you have to use GlyphLayout.height for that
[18:12:11] <Madmenyo> Great, thanks! Used that in the past. Going to look it up again.
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[18:32:48] <pleitsi> https://github.com/libgdx/libgdx/wiki/Google-Mobile-Ads-in-Libgdx-(replaces-deprecated-AdMob)
[18:32:59] <pleitsi> "File > Import > Android > Existing Android Code, Next, Browse, navigate to the local copy of google-play-services_lib in your working directory, Ok, Finish."
[18:33:04] <pleitsi> produces an error
[18:34:22] <pleitsi> "Invalid project description - Reason: Invalid project description.
[18:34:22] <pleitsi> C:\Files\programming\google-play-services_lib overlaps the location of another project: 'google-play-services_lib'
[18:34:30] <pleitsi> :D
[18:34:39] <pleitsi> i dont have any other project called like that
[18:34:46] <Madmenyo> GlyphLayout didn't really do the job. But I got good results using just the default cell height and setting the padding. Anyway, why can't I get the true height of a button or label after I generate it? I have 4 buttons now and one consists of two lines but all the buttons are 83 high with button.getHeight() and all Labels 39.
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[18:38:29] <Madmenyo> Pleitsi: I cannot remember doing it that way when I used play services. Why don't you use gradle to add it to your project? What IDE are you using?
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[18:40:48] <Madmenyo> Add this in your gradle.build in project(":android"): compile 'com.google.android.gms:play-services:7.5.0'
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[18:42:15] <Madmenyo> Then create "libs" folder at the base of your project and paste in basegame utils. and add "compile project(":lib/BaseGameUtils")" also to those android dependencies.
[18:42:35] <Madmenyo> That should really be all iirc
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[18:44:01] <pleitsi> Madmenyo, an old eclipse
[18:44:39] <pleitsi> i don't even know what gradle is :D
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[18:45:12] <kenjiro> Hi
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[18:48:11] <Ashiren> soshy
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[18:54:25] <pleitsi> Madmenyo hehe i found a solution
[18:54:33] <pleitsi> http://stackoverflow.com/questions/4054216/opening-existing-project-from-source-control
[18:54:35] <pleitsi> works :d
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[18:59:17] <pleitsi> i changed target=android-10 -----> target=android-13
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[18:59:27] <pleitsi> and now got an error: Unable to resolve target 'android-13'
[18:59:37] <pleitsi> i guess i need some sdk's?
[18:59:44] <bhldev_2> a gradle is a thing which is mysterious and scary... until it is not
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[19:03:08] <pleitsi> Ensure that the target in android project's project.properties file is at least 13, and the android:minSdkVersion in your AndroidManifest.xml is at least 9
[19:03:19] <pleitsi> i can't find api level 13 in the SDK listing
[19:03:27] <pleitsi> there's 12 and next is 15
[19:04:49] <pleitsi> http://developer.android.com/about/versions/android-3.2.html
[19:04:53] <pleitsi> why it's not on the list
[19:05:39] <pleitsi> HAH
[19:05:41] <pleitsi> "Obsolete"
[19:05:44] <pleitsi> there it is. :D
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[19:08:40] <pleitsi> obsolete SDK's are the smoothest ride
[19:09:01] <mobidevelop> O.o
[19:09:15] <pleitsi> have to switch to api lvl 13
[19:09:21] <pleitsi> for the new admob to work :p
[19:09:35] <pleitsi> without losing too many possible players :d
[19:10:00] <mobidevelop> 13?
[19:11:17] <mobidevelop> If you are going to drop 2.x, might as well go 14
[19:11:37] <mobidevelop> Maybe even 15
[19:11:42] <pleitsi> how much do i lose userbase?
[19:11:54] <pleitsi> funnyeh
[19:12:04] <pleitsi> the API 13 isn't showing in the list now
[19:12:10] <pleitsi> even that it's installed
[19:13:13] <mobidevelop> Show the obsolete stuff in the manager
[19:13:47] <pleitsi> yes
[19:13:50] <pleitsi> but i mean the other list
[19:14:01] <pleitsi> project properties -> android -> choose API lsit
[19:14:02] <pleitsi> list
[19:14:09] <pleitsi> its not there :O
[19:14:25] <pleitsi> what the tit.
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[19:14:30] <pleitsi> suddently, it found it
[19:14:44] <pleitsi> eclipse is magical
[19:14:59] <Ashiren> princess luna is magical
[19:15:01] <pleitsi> it even automatically chose it, as it is defined in the project.properties file
[19:15:02] <mobidevelop> Anyway, use 14 or 15
[19:15:15] <pleitsi> mobidevelop, no. Lucky Number 13.
[19:15:50] <pleitsi> is ther ea list of API level of phones used commonly
[19:15:53] <mobidevelop> You use less than 5% if users by making 15 your minimum
[19:16:02] <mobidevelop> https://developer.android.com/about/dashboards/index.html#Platform
[19:16:09] <mobidevelop> *lose less than. 5%
[19:16:27] <pleitsi> well.. 4% is ALOT of ppl
[19:16:57] <mobidevelop> They aren't the people you want
[19:18:12] <mobidevelop> That said, admob shouldn't have any requirement to bump above 10
[19:18:13] <pleitsi> but they are the people i need
[19:18:17] <pleitsi> my dark knights
[19:18:49] <pleitsi> well under 13 is deprecated now :P
[19:18:55] <pleitsi> https://github.com/libgdx/libgdx/wiki/Google-Mobile-Ads-in-Libgdx-(replaces-deprecated-AdMob)
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[19:19:21] <mobidevelop> Says random guy on the Internet
[19:20:00] <mobidevelop> That says you can use down to 9
[19:20:28] <mobidevelop> That compile SDK has to be at least 13
[19:20:47] <mobidevelop> Those are very different things
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[19:22:53] <mobidevelop> Pretty sure libgdx needs at least 19 as compile sdk
[19:23:13] <pleitsi> oh god im shitty with xml
[19:23:26] <pleitsi> Add these two lines as children of the 'application' element:
[19:23:26] <pleitsi> <meta-data android:name="com.google.android.gms.version" android:value="@integer/google_play_services_version"/>
[19:23:26] <pleitsi> <activity android:name="com.google.android.gms.ads.AdActivity" android:configChanges="keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize|smallestScreenSize"/>
[19:24:02] <pleitsi> currently the name is my project name, why should i chance it :d
[19:25:01] <mobidevelop> Say what?
[19:25:11] <pleitsi> or does that mean the google play services lib project
[19:25:22] <pleitsi> https://github.com/libgdx/libgdx/wiki/Google-Mobile-Ads-in-Libgdx-(replaces-deprecated-AdMob)
[19:25:27] <pleitsi> look it's in there :P
[19:25:33] <mobidevelop> Those are required as they are
[19:26:02] <pleitsi> yeah but does that mean my project or that lib i just added, the lib folder also has androidmanifest.xml
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[19:26:30] <cobolfoo> hi everyone
[19:26:33] <mobidevelop> Your manifest
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[19:26:53] <pleitsi> my android project's androidmanifest.xml?
[19:27:02] <mobidevelop> Yes
[19:27:09] <pleitsi> but... i cant just replace them?
[19:27:39] <mobidevelop> Replace what?
[19:27:50] <pleitsi> android:name
[19:28:00] <pleitsi> i already have it, there's my projects name in there
[19:28:29] <mobidevelop> Many elements have that
[19:28:57] <pleitsi> what does that mean
[19:29:08] <pleitsi> i know nothing about xml elements or anything about it :D
[19:29:13] <mobidevelop> Copy and paste those lines directly as subelements of your application element
[19:29:44] <mobidevelop> Look at the example
[19:29:44] <pleitsi> but there are then android:name things times two
[19:29:51] <mobidevelop> Sigh
[19:30:10] <pleitsi> looking
[19:30:50] <pleitsi> xml syntax is horrible
[19:31:30] <pleitsi> why is it like <activity blablabla </activity>
[19:31:35] <pleitsi> where is the > ???
[19:31:44] <pleitsi> it makes no sense
[19:32:25] <mobidevelop> https://github.com/MobiDevelop/libgdx-ads-sample/blob/master/android/AndroidManifest.xml
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[19:33:38] <EvilEntity> you gusy bored? check it this works https://piotr-j.github.io/dungen/dungen/
[19:34:15] <pleitsi> mobidevelop, i did it!
[19:34:20] <pleitsi> i feel like master of the universe now
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[19:37:43] <pleitsi> mobidevelop, that example prog was a good tip
[19:37:53] <pleitsi> when you're tired, shits hard :D
[19:38:17] <davebaol> @mobidevelop @Xoppa: any chance you merge this PR?
[19:38:20] <davebaol> https://github.com/libgdx/libgdx/pull/3402
[19:38:32] <cobolfoo> EvilEntity: are you the one who wrote the article on gamasutra?
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[19:38:38] <EvilEntity> no
[19:38:49] <cobolfoo> You implemented the article idea?
[19:38:54] <EvilEntity> yes
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[19:39:12] <cobolfoo> haha I got him :)
[19:39:15] <pleitsi> hey mobidevelop, do you know about admob alot?
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[19:39:45] <cobolfoo> EvilEntity seems to work great
[19:39:48] <pleitsi> especially how to control ads precisely, like timing and stuff, so that i don't lose impressions etc
[19:39:51] <EvilEntity_> i guess i could add some links there, they are on repo page
[19:40:08] <pleitsi> i guess that interstitial thing in that tutorial works..
[19:40:15] <cobolfoo> Are you planning into dumping it in a format that can be used in a game?
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[19:45:38] <mobidevelop> pleitsi: I know a bit
[19:45:57] <kdarknight> Is there anything in libgdx that can be prototyped pretty fast to show off a bunch of crowd?
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[19:46:29] <pleitsi> mobidevelop, good. if i run in trouble, ill come here to pull your sleeve :]
[19:46:48] <cobolfoo> kdarknight: my game :)
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[19:47:54] <kdarknight> cobolfoo, I mean tricks or features or functionality maybe
[19:48:20] <kdarknight> Your game link btw?
[19:48:21] <cobolfoo> kdarknight: you might want to try examples in the libgdx source code
[19:48:25] <cobolfoo> www.infinitrap.com
[19:49:16] <kdarknight> Cool!
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[19:49:51] <EvilEntity_> cobolfoo, crossed my mind
[19:49:54] <kdarknight> Any key features/points I should include in a talk/workshop about libgdx?
[19:51:10] <EvilEntity_> fancy stuff
[19:51:12] <EvilEntity_> https://files.gitter.im/junkdog/artemis-odb/Ysoo/shoottt.gif
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[19:52:29] <cobolfoo> EvilEntity_: It could be nice to have a way to generate dungeons into XML / JSON files, you can add extra features such as loot / traps and NPC
[19:52:52] <EvilEntity_> sure i could :p
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[19:53:30] <cobolfoo> kdarknight: I guess you have to use it to feel what libgdx is really
[19:54:26] <kdarknight> Yeah, I have used it. I am not a pro but feels like home now :P
[19:54:30] <pleitsi> EvilEntity_, i tried to play your gif..
[19:54:45] <pleitsi> i think it's time for rest
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[19:54:53] <EvilEntity_> hehe
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[19:56:15] <EvilEntity_> kdarknight, crossplatform is one of major selling points i guess, a lot of stuff built in, not an engine that forces you to do stuff in a specific way
[19:57:29] <kdarknight> It's just, i am motivating my junior generation in college about game dev. That's why organizing a workshop, in which I will live code a flappy bird clone I guess. Also try to give a brief introduction to particles, Scene2d, and if time left, shaders.
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[19:58:30] <kdarknight> EvilEntity_, yeah that's the key point! That's why talk is on libGDX not unity. :)
[19:58:42] <kdarknight> Opensource
[19:59:08] <kdarknight> All of em are from computer science
[19:59:58] <Kotcrab> EvilEntity_: nice! bonus points for using visui ;p
[20:00:14] <kdarknight> Anything else to cover?
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[20:00:20] <kdarknight> Give me something
[20:00:28] <wulax> Unity is very cross platform afaik
[20:00:29] <kdarknight> I want this a success :P
[20:00:33] <wulax> Not open source though
[20:01:05] <kdarknight> wulax, yeah, I was talking about opensource
[20:01:48] <wulax> Good initiative kdarknight
[20:03:12] <wulax> You should definately demonstrate the AssetManager. It is fantastic :-)
[20:03:45] <kdarknight> Okay, I will add it to my ppt.
[20:03:52] <kdarknight> Give me more
[20:04:09] <kdarknight> I have 4-5 hours to consume
[20:04:37] <wulax> I would mention something about Box2D and/or Bullet support
[20:04:47] <wulax> Collisions are important
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[20:06:09] <kdarknight> Yeah, that's added already. I will create a flappy bird without box2d first then modify it for box2d. It's done.
[20:06:26] <kdarknight> I can't find use of bullet
[20:06:39] <Tomski> 3d flappy bird
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[20:07:00] <kdarknight> Lol, that's too much for me :P
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[20:09:58] <kdarknight> Also I will publish and host the project with html5 on lan/wifi. So that people can play the finished version before getting into it.
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[20:10:52] <wulax> I really like Ashley, so I would probably use and mention that. Don't know if you have tried it?
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[20:11:10] <davebaol> kdarknight: you might want to cover i18n
[20:11:19] <davebaol> see https://github.com/libgdx/libgdx/wiki/Internationalization-and-Localization
[20:13:07] <kdarknight> Nope, never tried Ashley. But I will, before the D-day. (26 of this month hopefully)
[20:13:33] <kdarknight> Okay, a slide for i18n too
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[20:19:53] <Kotcrab> you can also mention that we have 2 level editors :D
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[20:22:38] <kdarknight> Yeah, there is a slide for third party tools. Will add them there
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[20:43:54] <phy_game_lover> hello. I have been asking around for help on this one. help is really appreciated.
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[20:44:09] <phy_game_lover> how do I implement Circle pong's physics in my game?
[20:44:20] <phy_game_lover> I basically want that paddle and a ball
[20:44:29] <phy_game_lover> I see no way to do that in box2d
[20:45:09] <phy_game_lover> many people suggested that I implement it myself because it's easy
[20:45:24] <phy_game_lover> but is really doesn't seem easy. it's realistic 2d physics
[20:46:55] <TEttinger> if it doesn't seem easy you should try making an easier game.
[20:47:13] <TEttinger> this is not usually advice I give.
[20:47:14] <Uraz> Hey there, one short question I can't get my had around: I'm loading a Model with the default ObjLoader class, my .obj file is not triangulated and has therefore 4 entries per face (consists only of quads). As seen in https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g3d/loader/ObjLoader.java#L262 the primitive type use
[20:47:14] <Uraz> d by objloader is GL.Triangles, why is the model displayed correctly nonetheless?
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[20:48:11] <phy_game_lover> TEttinger: I have studied 2D physics in school. Are you suggesting that I write the basics in code?
[20:48:26] <phy_game_lover> force, velocitycentrifugal force,
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[20:48:37] <TEttinger> none of those are actually used by circle pong
[20:48:42] <phy_game_lover> they are
[20:48:59] <TEttinger> centrifugal force is not a real thing btw, your school should have taught you that...
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[20:49:09] <aegamesi> centrifugal force is very much a long!
[20:49:10] <aegamesi> *thing
[20:49:11] <Tomski> centripetal
[20:49:18] <TEttinger> centripetal, yes
[20:49:18] <aegamesi> Just not in an inertial reference frame
[20:49:51] <TEttinger> and there's none of either in circle pong
[20:49:57] <aegamesi> Oh, well, yeah, that's true.
[20:50:05] <phy_game_lover> TEttinger: well it's the reference frame that couns
[20:50:11] <phy_game_lover> ok
[20:50:26] <phy_game_lover> I think you haven't seen some parts of the game.
[20:50:37] <phy_game_lover> if the paddle "slices" through the ball the ball goes sideways
[20:50:51] <phy_game_lover> are you considering this when you suggest that I implement this myself?
[20:51:32] <TEttinger> there's no paddle movement off of a rigid path that can be strictly defined in terms of cosine and sine on a unit circle
[20:51:42] <aegamesi> phy_game_lover: pretty sure that's just simulated spin
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[20:53:51] <phy_game_lover> TEttinger: can you please rephrase that?
[20:54:20] <phy_game_lover> aegamesi: should I special case that in the physics system I write?
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[20:55:02] <phy_game_lover> easy or not I will work hard and do this. But I just want to know if I am on the same page
[20:55:02] <aegamesi> When the ball touches the paddle, calculate the applied spin based on the speed of the paddle
[20:55:05] <TEttinger> ok so. there's no physics system to write here
[20:55:16] <TEttinger> it's a simpler task than that
[20:55:41] <TEttinger> the paddle can be given a position in degrees or radians, whatever angle, but it's just an angle.
[20:55:51] <KC-45> hey guys any of u ever did a trivia game?
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[20:56:45] <TEttinger> Math.sin(Math.toRadians(0.0)); will give you the y-coordinate for a 360-degree angle, ranging from -1 to 1.
[20:56:55] <TEttinger> Math.cos(Math.toRadians(0.0)); will give you the x-coordinate for a 360-degree angle, ranging from -1 to 1.
[20:57:33] <TEttinger> change 0.0 to anything from -360.0 to 360.0, try values in the middle
[20:57:55] <phy_game_lover> TEttinger: you are explaining how to take care of the paddle right?
[20:58:01] <TEttinger> yes
[20:58:11] <phy_game_lover> TEttinger: what about collision with the ball?
[20:59:00] <TEttinger> the ball is the more interesting part. you can mostly go by reflecting the angle and adding some change to angle based on which direction the paddle was moving
[20:59:54] <TEttinger> if the ball is extremely close to the unit circle (distance to center is extremely close to 1.0), then you're either about to lose, or the ball is going to be hit sideways by the paddle
[21:00:51] <phy_game_lover> TEttinger: makes sense.
[21:01:05] <phy_game_lover> but are you positive it will look "realistic" enough?
[21:01:40] <TEttinger> that is, reflecting the angle on an axis that is the angle you're using for the paddle
[21:02:18] <phy_game_lover> the axis perpendicular to the tangent at the point of collision?
[21:02:35] <TEttinger> correct
[21:02:48] <phy_game_lover> I'm just wary of writing something that mocks physics when there is a physics system already in place
[21:02:57] <phy_game_lover> performance is really a non-issue
[21:03:10] <phy_game_lover> it's either going to be fast or extremely fast :)
[21:03:18] <TEttinger> true. it's just that box2d is sometimes more trouble than it's worth for simple games
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[21:03:23] <Uraz> okay solved my question on my own, hoever did this is totally genius! https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g3d/loader/ObjLoader.java#L144
[21:03:35] <phy_game_lover> TEttinger: what trouble?
[21:03:36] <TEttinger> that would be Xoppa, Uraz :)
[21:04:13] <Uraz> thx TEttinger and thx alot Xoppa libgdx is awesome !
[21:04:14] <TEttinger> if you have an error in box2d, it isn't as easy to debug because box2d is a native-code library and so doesn't have the same debug info
[21:04:36] <phy_game_lover> TEttinger: I think that's extremely unlikely
[21:04:43] <TEttinger> there are multiple points where an error could happen, one is native code, one is java code
[21:04:55] <phy_game_lover> most of my errors are in my application
[21:04:56] <Tomski> pong would take you about 5 minutes to code with box2d
[21:05:09] <phy_game_lover> which is the reason why I want to use Box2d
[21:05:11] <TEttinger> this is circle pong
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[21:05:36] <Tomski> same
[21:05:51] <kdarknight1> Help! Best method to handle world.step in box2d
[21:05:53] <TEttinger> k, it just seems like overkill for the task
[21:06:05] <TEttinger> Tomski: ^
[21:06:08] <phy_game_lover> Tomski: isn't it hard to decide what to use in Box2d for it?
[21:06:17] <phy_game_lover> not to decide, to think of :D
[21:06:18] <Tomski> Not really no
[21:06:19] <kdarknight1> I have tried using step accumulator, really bad experience
[21:06:46] <Tomski> Fixed time step using accumulator
[21:06:47] <phy_game_lover> Tomski: I have thought hard about it. can you please tell me how you would implement the paddle?
[21:06:57] <Tomski> Use any left over time for alpha in interpolation of objects
[21:07:15] <Tomski> Probably just a kinetic body
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[21:07:19] <Tomski> kinematic
[21:07:21] <kdarknight1> Tomski, that's precisely I am doing, but lags a lot
[21:07:34] <Tomski> lag?
[21:07:38] <kdarknight1> Should I pastebin a snippet
[21:07:40] <kdarknight1> Yeah
[21:07:43] <Tomski> What do you mean
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[21:08:11] <kdarknight1> If i remove accumulator, and just a fixed time step than works fine
[21:08:26] <kdarknight1> Wait, let me pastebin
[21:08:36] <kdarknight1> Maybe I am doing something wrong
[21:09:07] <phy_game_lover> Tomski: ah that's what I was looking for!
[21:09:36] <phy_game_lover> a distance joint with a central static body and a kinematic paddle
[21:09:51] <phy_game_lover> I just need to update the angle of the kinematic paddle myself
[21:10:32] <phy_game_lover> Tomski: do you have any idea how to implement two paddles that stay at a relative angle to each other?
[21:10:40] <phy_game_lover> like right opposite to each other
[21:10:48] <phy_game_lover> all the time
[21:11:05] <phy_game_lover> would I have to take care of moving them around together, myself>
[21:11:05] <phy_game_lover> ?
[21:12:17] <kdarknight1> http://pastebin.com/ueuhhhDv
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[21:12:39] <kdarknight1> Tomski ^
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[21:14:19] <Tomski> phy_game_lover, you could construct invisible bodies that hold the paddles
[21:14:26] <Tomski> Like arms on a wheel
[21:14:37] <Tomski> Add as many arms as you like
[21:15:14] <Tomski> kdarknight1, formatting? When are you calling doPhysicsStep?
[21:15:28] <Tomski> Why did you use 1/60 as your timestep
[21:15:52] <kdarknight1> Calling in render loop
[21:16:02] <kdarknight1> Then what should I use?
[21:16:11] <Tomski> Well what is your problem?
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[21:17:06] <kdarknight1> See it works fine most of the time, but things starts to lag a little. And if I remove all this with just a fixed time step, it looks a lot smooth
[21:17:17] <Tomski> What do you mean by lag...?
[21:17:24] <kdarknight1> But I know it will suck in a low end device
[21:17:33] <kdarknight1> Wait I will show you
[21:17:35] <Tomski> Are you running this on android?
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[21:18:15] <kdarknight1> Yeah
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[21:18:18] <kdarknight1> https://play.google.com/store/apps/details?id=com.softnuke.jumper
[21:18:18] <kdarknight1> Play this
[21:18:33] <kdarknight1> And you will encounter most probably in first 10 secs
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[21:23:50] <pleitsi> how do they select editor's choice games in play google?
[21:25:31] <kdarknight1> Editors select them
[21:26:20] <kdarknight1> Gameplay, graphics, creativity, addiction
[21:26:38] <kdarknight1> Music, story, a lot of factors maybe
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[21:27:07] <ficolas> Hello, how can I make a scroll pane start positioning the actors on the top, instead of the center?
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[21:28:29] <nexsoftware> ScrollPane does start at the top
[21:28:34] <Tomski> kdarknight1, are you talking about stuttering?
[21:28:36] <phy_game_lover> Tomski: thnank you very much!
[21:28:52] <kdarknight1> Tomski, yeah
[21:29:19] <Tomski> Try using a step of 1/30, and use interpolation
[21:29:20] <kdarknight1> Object when moves around, they skips a frame or two
[21:30:25] <kdarknight1> Interpolation?
[21:30:31] <kdarknight1> Wherr
[21:30:34] <kdarknight1> Where*
[21:30:42] <Tomski> When rendering
[21:30:59] <kdarknight1> Okay, let me Google
[21:31:21] <Tomski> kdarknight1, accumulator may have 0.5 of a timestep left
[21:31:36] <Tomski> So you interpolate the previous state to the current state by 0.5
[21:31:44] <ficolas> it doesnt seem to start from the top for me http://imgur.com/xL38AWY
[21:32:20] <nexsoftware> Show code
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[21:33:39] <ficolas> http://pastebin.com/1YRqd7ZV
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[21:34:26] <ficolas> then I add actors with this line savesTable.add(stack).width(320).height(80);
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[21:36:35] <kdarknight1> 1/30 speeds things up, lol
[21:37:07] <kdarknight1> Should I update my rest of the game constants accordingly? Tomski
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[21:41:12] <Tomski> kdarknight1, sure thing, although you might want to try just adding interp first
[21:41:32] <kdarknight1> Okay, thanks!
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[21:45:41] <KC-45> hey i found some of u dudes on twitter :D
[21:45:45] <KC-45> lol
[21:47:03] * KC-45 pats self on back
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[21:49:17] * [twisti] *coughstalkercough*
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[21:52:17] <KC-45> LMAO
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[21:56:35] <tnelsond> Found KC-45's twitter https://twitter.com/Lamonicakc45
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[22:16:48] <KC-45> lmao
[22:16:49] <KC-45> naw
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[22:17:29] <KC-45> im https://twitter.com/S_RStudios
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[22:17:50] <KC-45> actually.....................im batman
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[22:21:11] <mtsr> VisUI skin is failing to load on iOS. I specify a uiskin.json (`VisUI.load(Gdx.files.internal("x1/uiskin.json"));`) that's in android/assets, that's working on the other platforms. It's also in the robovm.tmp/IOSLauncher.app directory, so it looks like it's correctly packaged. Any ideas?
[22:22:05] <intrigus> @mtsr full stacktrace?
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[22:22:47] <mtsr> intrigus: https://gist.github.com/mtsr/df6a37dc660cae852b03
[22:23:20] <intrigus> Do you use tree-shaking in roboVM ?
[22:23:58] <mtsr> tree-shaking? AFAIK I haven't changed anything from the default roboVM setup for libgdx, although I did add some libraries, including VisUI
[22:24:48] <mtsr> Btw, I'm on VisUI 0.8.1
[22:25:37] <Xoppa> add <pattern>com.kotcrab.vis.ui.widget.**</pattern> to the forceLinkClasses section of your robovm.xml
[22:26:19] <intrigus> ^ Should fix that
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[22:29:46] <mtsr> Ahhh, thanks
[22:30:15] <mtsr> Is this always needed? If so I'll open an issue on github, maybe kotcrab can add it to the readme
[22:30:39] <Tomski> Kotcrab, should be able to add his own robovm.xml that will get merged
[22:30:59] <Tomski> Unless the lib doesnt actually use reflection, and thats you doing that
[22:31:04] <Tomski> In which case it should be your responsibility
[22:31:09] <Xoppa> Skin does
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[22:37:21] <EvilEntity_> pretty much same thing was broken on gwt
[22:38:33] <mtsr> Thanks for the help!
[22:39:12] <Kotcrab> where do i need to add that xml? never used robovm
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[22:46:08] <mtsr> Kotcrab: No idea
[22:46:33] <Kotcrab> Tomski: do you mean adding it to this file? https://github.com/libgdx/libgdx/blob/master/extensions/gdx-setup/src/com/badlogic/gdx/setup/resources/ios/robovm.xml
[22:47:08] <Tomski> Kotcrab, no
[22:47:09] <Tomski> yours
[22:47:57] <Uraz> Is there a shortcut to getting exactly the file I want searching Github?, I hate it that when I search "Array.java" hundreds of files are displayed...
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[22:50:35] <TEttinger> Uraz: you want libgdx's Array class?
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[22:51:19] <TEttinger> I usually either a) know the package approximately and just navigate to that, or b) don't know the package so I search for the name and find what imports it, and what package it uses for the import
[22:51:45] <Kotcrab> press 't' in repo, type array
[22:53:09] <Kotcrab> Tomski: where do i need to place it? libgdx has few robovm.xml files but they are inside /jni/maven/ dirs
[22:53:29] <Tomski> Kotcrab, not in libgdx repo
[22:53:46] <Kotcrab> yes i know but i'm searching for examples
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[22:54:05] <Tomski> You can check the robopods
[22:54:08] <Tomski> or the old bindings
[22:54:37] <Uraz> @Kotcrab thx!
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[23:00:27] <Kotcrab> src/META-INF/robovm/ios/robovm.xml?
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[23:02:35] <mtsr> I have this in my build.gradle html section `compile "com.badlogicgames.gdx:gdx:$gdxVersion:sources"`, but I still get org.gradle.internal.resolve.ArtifactNotFoundException: Could not find gdx-sources.jar (com.badlogicgames.gdx:gdx:1.6.5).
[23:02:58] <mtsr> What am I doing wrong?
[23:05:07] <Tomski> mtsr, pastebin the full erroro
[23:05:24] <Tomski> Kotcrab, should be good
[23:08:23] <mtsr> https://gist.github.com/mtsr/05d4f439a0320669a524
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[23:13:00] <Tomski> mtsr, it exists in that dir?
[23:13:04] <Tomski> And its not corrupt?
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[23:15:47] <mtsr> nope, doesn't exist, but for all the other dependencies they get downloaded and cached there
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[23:18:45] <Uraz> Why is there a java.nio.BufferOverflowException when I'm adding indices to a Mesh? (the amount is exactly the same as specified in the Mesh constructor)
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[23:23:41] <Uraz> here is the snippet that throws the exception http://pastebin.com/CrJ5NRcw I have really no idea why (tries setVertices() & setIndices() before)
[23:24:39] <Uraz> (Exception in Line: 7)
[23:25:34] <Uraz> *tried
[23:25:37] <mtsr> Unfortunately I need to go. If someone still has an answer to my question, please mention me and I'll get it tomorrow. Thanks!
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[23:38:49] <Xoppa> Uraz, that´s not how you do that
[23:38:56] <Xoppa> use the setVertices method instead
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[23:41:37] <TEttinger> mtsr: I'm having some issues with maven central (where libgdx jars are hosted) today too
[23:41:57] <Uraz> @Xoppa I tried that before and the same error occurs (the code from the snipped is copied from the Model class), I somehow solved it now by using "BufferUtils.copy(indices.items, 0, mesh.getIndicesBuffer(), indices.size);". It now renders, but the result is very off
[23:43:56] <Xoppa> ok
[23:44:06] <Uraz> Or in other words it resulted in a next question, if I have Position and Normals as Vertex Data (first all Position floats than all Normal floats) do indices work (does OpenGL know that every 3rd vertex is one index?)
[23:44:26] <Xoppa> no
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[23:45:12] <Uraz> So how do I point at the vertex attributes than? (I use 3 floats for the position and merged the Normals in one float)
[23:45:14] <Uraz> ?
[23:45:41] <Xoppa> one vertex = position and normal, so 6 floats, 24 bytes.
[23:45:52] <Xoppa> not first all positions and then all normals
[23:46:10] <Xoppa> position1 normal1 position2 normal2 position3 normal3 etc
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[23:46:47] <Uraz> yeah but with your tutorial I've wrote my own shader using only one float as "packed" normal (the shader unpacks it), how do I have to build the indices then?
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[23:47:09] <Xoppa> why would you want to do that?
[23:47:36] <Xoppa> sounds like you´re over complicating your code
[23:47:37] <Uraz> Performance on mobile
[23:47:44] <Xoppa> performance?
[23:47:48] <Xoppa> really?
[23:47:52] <Xoppa> how did you profile that?
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[23:49:11] <Uraz> Its an adapted version of the voxeltest from libgdx's test folder. I profiled it placing up to 100^3 renderables that way
[23:49:39] <Xoppa> how did you profile that packing your normal gains any performance?
[23:49:56] <Uraz> (I want to keep the vertex data low because I want to add a kind of fake ambient occlusion per vertex afterwards) but I don't know to what Vertex position my indices should point to
[23:50:30] <Uraz> Placing the same amount of renderables using 3 floats for the normals
[23:51:28] <Uraz> (and comparing the fps of course)
[23:51:31] <Xoppa> it sounds like you´re doing premature optimisations, and probably not will gain anything from that. But anyways, indices are always for vertices, thus the stride of the vertex in bytes
[23:51:45] <Xoppa> position = index * stride
[23:52:05] <Xoppa> never ever ever compare fps
[23:52:41] <Xoppa> *for profiling optimisations
[23:52:49] <Uraz> oh okay thx!, do you know another way to profile on mobile?
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[23:54:03] <Uraz> edit: to be more detailed I compared the nanoTime between the start & end of render calls, is that better or would you suggest an even different way? (Sorry first mobile game or game in general and never done profilng on mobile before)
[23:54:18] <Uraz> * as well as the FPS
[23:55:06] <intrigus> Can sombedoy with the Opera Browser try https://jsbin.com/dacexihixa/edit?output ?
[23:55:17] <intrigus> *somebody
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[23:55:47] <Xoppa> measuring the time your render call takes says absolutely nothing about an optimisation, gpu operates in parallel and ultimately has to sync at swapping the back buffer which happens not in your render method.
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[23:56:16] <intrigus> It takes only 20sec to test https://jsbin.com/dacexihixa/edit?output
[23:56:44] <Xoppa> optimising only makes sense if there´s something to optimise. first you find the culprit, then you optimise it.
[23:57:02] <Xoppa> if you are certain that the gpu is actually and issue then use a gpu profiler
[23:58:57] <Xoppa> packing the normal is, btw, and easy way to safe some bandwith, but that will only help if that´s actually an issue.
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   September 7, 2015  
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