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[00:00:26] <Xoppa> but libgdx doesnt really support such packing in an easy way
[00:00:32] <Uraz> @Xoppa, thx, looked it up and found that Anroid has a built in profiler which is very neat. And yes I know that its probably a little complicated and I've already spent a lot of time getting everything to work but It helps me getting deeper into libgdx and OpenGL in general so I'll take it as a lesson^^
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[00:04:08] <Xoppa> it seems to be a common approach to spend many hours doing a random thing and call it ¨optimisation¨ without actually profiling and measuring whether it makes sense to do that.
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[00:09:03] <Uraz> If I had known better I wouldn't have started but now I'm so deep in it that I just want to finish it. One last question to the indices. I've created a derives version of the .obj file. It seems that there are much fewer normals than position vertices (because the normal index in .obj stats with 1 and is independent from the position index). If I u
[00:09:03] <Uraz> nderstand you correctly you mean that have to assign each vertex the corresponding normal (which generates redundancy) to refer to them per index?
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[00:10:18] <Xoppa> like i said: there is no easy way to pack the normals in in libgdx. don´t do it, unless you are willing to practically rewrite parts of the mesh class et al
[00:10:32] <intrigus> @Tomski https://github.com/libgdx/libgdx/pull/3406
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[00:12:23] <Xoppa> Uraz, yes, every vertex has a normal, even if it is the same as the normal of another vertex
[00:12:52] <Xoppa> dont use .obj
[00:12:55] <Xoppa> never ever
[00:13:00] <Uraz> I already got it working with changing two lines of the ObjLoader but currently I'm writing my own loader (which should output a Node instead of a Model)
[00:13:02] <Xoppa> it is evil and will hunt you
[00:13:05] <Uraz> why is it bad?
[00:13:06] <Tomski> intrigus, whats with the StringBuilder garbage?
[00:13:07] <Uraz> ^^
[00:14:28] <intrigus> @Tomski sorry, but I don't understand what you mean? Why is StringBuilder garbage?
[00:14:48] <Tomski> intrigus, why is it that you bother creating it in the ctor?
[00:15:08] <Xoppa> the obj loader of libgdx is not fully implemented and only intended for basic educational use (so i can use it in my tutorials :D), but dont expect it to work for anything other than very basic assets. But, the obj file format itself is too basic on it self as well, it does not support nothing and no-one uses the ¨spec¨ but has his own interpretation anyway
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[00:15:20] <Xoppa> there´s a reason we have a g3dx file format
[00:15:29] <intrigus> @Tomski should I do it in setSystemCursor() ?
[00:16:42] <Tomski> intrigus, nop. I mean why are you using it?
[00:17:36] <Uraz> @Xoppa yes I know about g3dx and I've already tried it, but I'm building a kind of Building-Block based Game (each building block type is represented as .obj file and because its lowpoly it should be sufficient), the complete Models are than generated on runtime (therefore is each .obj file in my game a Node)
[00:18:30] <Xoppa> execute this: fbx-conv-win32 -f yourfile.obj
[00:18:41] <Xoppa> and use the resulting file instead
[00:18:51] <intrigus> Almost all toString() methods in libgdx use a StringBuilder, that's why I use it ^^
[00:19:45] <Xoppa> intrigus, toString is potentially called a lot, constructors not (and if they would, they would trigger the gc anyway)
[00:19:57] <EvilEntity_> Its pointless to use sb for 1 time things
[00:20:38] <Uraz> @Xoppa okay you convinced me, trashing the old loader right now...
[00:20:42] <Uraz> :)
[00:20:47] <Xoppa> yay!
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[00:21:16] <intrigus> Ok :)
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[00:23:17] <Uraz> Still one question^^, I have only a few (around 10) of these basic building-blocks which ideally should be Nodes (or ModelNodes) not Models, if I'm creating Models from ModelNodes do I send the same meshes of the building-blocks to the gpu multiple times or just once? (per render call)
[00:23:31] <Tomski> intrigus, those methods wont be creating a new instance of SB every time
[00:23:47] <Xoppa> what´s with the ¨^^¨? Is that something new?
[00:24:09] <intrigus> You don't know "^^" ?
[00:24:20] <Uraz> no sorry just a really bad habit of mine (^^) ;)
[00:24:39] <intrigus> @Tomski is it better now?
[00:25:57] <Xoppa> Uraz, no clue what you are actually asking. You never should have to care about the ModelNode class and it certainly has nothing to do with the gpu (its only used for loading).
[00:29:26] <Uraz> Yes, I know that ModelNode is only loaded and then parsed into a Node by Model with the use of the OpenGL Context, but the idea was that I have only around 10 unique "basic blocks" which are loaded from files. Afterwards in the game the real models are created procedually with these 10 "basic blocks" (think minecraft), the thing is I only want to s
[00:29:26] <Uraz> end these 10 Blocks to the GPU once and only refer to them later, is that understandable/possible?
[00:30:24] <Xoppa> why do you even care about that all?
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[00:30:43] <Xoppa> libgdx already does all of that for you, you dont have to care about what it send to the gpu when
[00:30:47] <nexsoftware> Care not
[00:31:03] <Uraz> But I really want to
[00:32:03] <Xoppa> ok, it depends on the driver implementation and ultimately on your gpu vendor, but as far as libgdx is concerned it is only send to the gpu once, which is when the mesh is created.
[00:32:54] <Xoppa> of course it depends on how much video memory you have, your driver might swap out meshes when they arent used
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[00:33:59] <Uraz> So it is possible to created Meshes (I would use Nodes because I can apply Materials) of these 10 building blocks at first and then only refer to them multiple times in Models?
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[00:35:02] <Xoppa> if you use fbx-conv then you only have one Mesh (not Meshes)
[00:35:56] <Xoppa> whether you use nodes, models, modelinstances is not relevant to the gpu, thats how you create your application (it is a layer higher)
[00:36:30] <Xoppa> eventually ModelBatch just gets the parts you want to render (which doesnt care you provide those) and renders them
[00:36:56] <Xoppa> you might want to start here: https://xoppa.github.io/blog/basic-3d-using-libgdx/ and work you way up in the tutorials
[00:37:07] <Xoppa> especially https://xoppa.github.io/blog/behind-the-3d-scenes-part2/
[00:37:21] <wulax> I am trying to implement ragdoll physics with Bullet on a character model. While the model is animated I set the world transforms of the ragdoll parts (without constraints) to the world transform of the whole model (actually a btCapsuleShape) multiplied by the global transform of the Node the part is connected to, and translate it by half the distance to the child node. This puts the ragdoll part at the
[00:37:23] <wulax> middle of the bone. When the model is not animated I want to do the reverse, have the nodes be controlled by the ragdoll parts. Not sure how to calculate the local transforms of the nodes from global transforms of the ragdoll parts, does anyone have an example?
[00:37:32] <wulax> Hmm, that was a lot of text, sorry
[00:38:36] <Xoppa> words...
[00:38:37] <Uraz> Okay thanks for the detailed description & answers (I already finished the basics and was looking at behind the scenes-part2 while writing the new .obj loader, but yes I'll reread it more detailed and I'm going to include your answers in my considerations) :)
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[00:41:40] <Xoppa> make sure to read part1 first, it explains the meshes and nodes part and how they relate
[00:41:49] <Xoppa> *etc.
[00:42:12] <Uraz> I will, thank you!!
[00:43:38] <Xoppa> also check the wiki, e.g. https://github.com/libgdx/libgdx/wiki/ModelBatch
[00:43:44] <EvilEntity> anyone got anippet how to allow user to download some data in html backend?
[00:44:30] <Uraz> thx
[00:45:32] <Xoppa> wulax, so you want to get the transformation relative to another transformation?
[00:45:51] <intrigus> @EvilEntity you should be able to create a native JS function in gwt to donwload data
[00:46:04] <wulax> Xoppa: Yes, that would work I suppose
[00:46:53] <Tomski> intrigus, yup
[00:46:58] <Tomski> EvilEntity, use Gwtnet?
[00:48:07] <wulax> Actually, that should't be too difficult to figure out, nevermind my question Xoppa, and thanks for the suggestion :-)
[00:48:33] <Xoppa> wulax, not sure, but perhaps something like node.globalTransform.set(transform).mul(tmp.set(instance.transform).inv());
[00:48:58] <wulax> Yeah, multiplying by the inverse should work, thanks!
[00:49:16] <EvilEntity> such pain, will endure it when it comes to that
[00:49:17] <Xoppa> if you dont have scaling (which you shouldnt) then you could take some shortcuts btw
[00:49:43] <wulax> Xoppa: shortcuts?
[00:50:11] <wulax> Just calculate the difference in rotation and translation?
[00:50:22] <Xoppa> yeah
[00:50:32] <wulax> Cool, that's a good idea
[00:50:47] <Xoppa> but for starters you might want to use matrix multiplication first
[00:53:37] <EvilEntity> tomski openuri looks promising
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[01:01:16] <wulax> Xoppa: Oh, by the way, I don't think you can set the globalTransform of the nodes directly, since it is derived from the parent node transform
[01:01:37] <wulax> If I am not mistaken
[01:02:27] <Xoppa> if you set isAnimated to true and set inheritTransform to false then you can use localTransform as well
[01:02:50] <Xoppa> globalTransform is indeed overwritten if you call calculateTransforms()
[01:02:56] <wulax> Oh, ok
[01:04:06] <Xoppa> https://github.com/libgdx/libgdx/wiki/Models#node-transformation
[01:05:31] <wulax> alright
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[03:18:48] <nemmonszzz> hey all. I'm trying to get started with libgdx using eclipse. importing the gradle project generated from gdx-setup.rar. Unfortunately, it doesn't seem to be working. The import seems to be failing without giving any sort of error message or anything
[03:19:11] <Tomski> Where do you get to?
[03:19:18] <nemmonszzz> To the best of my knowledge i'm following the instructions in the documentation exactly. does anyone have any thoughts on what i could do to try and further investigate my issue?
[03:20:21] <nemmonszzz> umm i hit the 'finish' button at the 'import gradle project' menu, and it looks like it's starting to import the projects and then then everything just closes and i'm looking at the eclipse start screen with no projects open
[03:20:38] <Tomski> can you build model without error?
[03:20:52] <nemmonszzz> yes
[03:21:02] <Tomski> And what projects are shown there?
[03:22:31] <nemmonszzz> core, desktop, and html. I didn't generate the ios or android projects
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[03:23:05] <Tomski> So you have them all selected, including the parent, and build model, and everything is good at that point yeah?
[03:23:30] <nemmonszzz> yes, correct. then when i click finish it looks like it's starting the import and then the window just vanishes.
[03:23:41] <Tomski> Sure its not doing something in the background?
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[03:24:22] <nemmonszzz> reasonably sure. the first time i left it running for 15 minutes just in case. no status mesages or anything in the main eclipse window. i've tried a few other times after rebooting just in case, gettingthe same results
[03:24:47] <nemmonszzz> i looked in the eclipse folder to see if perhaps it was dumping an error to a log or something but i didn't see anything
[03:24:51] <Tomski> Have you tried running your project from command line?
[03:25:52] <nemmonszzz> no, that's a good idea. i'll try that now
[03:26:53] <nemmonszzz> did you mean running the libgdx generator from the command line or the gradle import from the command line
[03:27:06] <Tomski> Running the generated project from command line
[03:27:31] <Tomski> cd to the project directory, and just run gradlew desktop:run
[03:29:04] <nemmonszzz> thanks, that ran fine
[03:29:20] <Tomski> Strange
[03:29:27] <Tomski> Nothing in the eclipse error log at all?
[03:29:32] <Tomski> What version of eclipse is this?
[03:32:28] <nemmonszzz> it's 4.5
[03:32:53] <nemmonszzz> okay i finally found the error log. that took longer than it probably should have. i do see an error now. "org.eclipse.wst.common.componentcore.ComponentCore cannot be found by org.springsource.ide.eclipse.gradle.core_3.7.1.201507271623-CI-B46". googling.
[03:34:03] <nemmonszzz> oh, actually, i guess this is just at the severity level of 'info' so maybe it's not a big deal
[03:37:36] <nemmonszzz> okay well all of the sudden it's working. i have no idea why.
[03:37:42] <nemmonszzz> thanks for your time and your help! have a great night.
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[03:47:11] <KC-45> lol
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[09:21:00] <Uraz> How can I avoid the flickering lines between my cubes? http://i.imgur.com/CzGE3pd.png The common solution on the internet seems to be adjusting the Far/Near clipping space of the camera but in my case (near 0.1, far 300) it should not be a problem.
[09:21:54] <Uraz> I also tried setting "Gdx.gl.glEnable(GL20.GL_DEPTH_TEST); Gdx.gl20.glDepthFunc(GL20.GL_LESS);" before modelbatch.begin but it also doesn't solve the problem
[09:22:31] <nooone> 0,1 and 300 is already pretty much though
[09:23:45] <nooone> the keyword here is z-fighting
[09:23:50] <nooone> using glPolygonOffset might help
[09:24:56] <Uraz> okay I'll try that, I've encountert a pattern, if the camera distance is increased the flickering increases (http://i.imgur.com/hoZ1p35.png)
[09:25:55] <nooone> maybe try with near 1 and far 100 as well
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[09:27:52] <Uraz> thx tried that and it helps a lot ( the flickering at the distance of the 2nd picture is only like in the first one, but its still there)
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[09:54:01] <kdarknight1> nooone, have you implemented box2d world step interpolation before?
[09:55:03] <kdarknight1> Tomski, awake?
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[10:01:16] <TEttinger> he was awake 12 hours ago
[10:01:51] <TEttinger> the fixed time step thing definitely smooths things out
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[10:19:05] <kdarknight1> TEttinger, I have applied the fixed time step without interpolation
[10:19:19] <kdarknight1> Using stepaccumulator
[10:19:41] <kdarknight1> But it's not smooth
[10:19:51] <TEttinger> that's... what interpolation does
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[10:20:02] <kdarknight1> Bodies spikes and skips frames sometimes
[10:20:17] <TEttinger> that's... what interpolation fixes
[10:20:17] <kdarknight1> Do you have a working snippet?
[10:20:23] <TEttinger> in scala...
[10:21:18] <kdarknight1> Can you pastebin? Never used Scala before but I will try to port in java
[10:22:55] <TEttinger> there's no need or good reason to port this directly in terms of what the structure of it is... uh... how to explain. I used a lot of scala-specific features, but yours obviously won't nor will it need to
[10:22:57] <TEttinger> https://github.com/tommyettinger/CommandersUnite/blob/master/commanders-unite/core/src/main/scala/commanders/unite/Effects.scala#L42
[10:23:43] <TEttinger> that interpolates the camera smoothly, the same principles apply for other smooth movement
[10:23:59] <TEttinger> I would not try to use a function thing like that does with the +=
[10:24:30] <TEttinger> key here is:
[10:24:44] <TEttinger> you have a time when you start the animation, in milliseconds
[10:25:00] <TEttinger> you have a time when you end the animation, in milliseconds, after the start time.
[10:26:16] <TEttinger> (currentTime - start) / (end - start); // for any time when end and start are not equal
[10:26:29] <TEttinger> that's the float you give to lerp
[10:26:46] <TEttinger> all it is is how far as a percentage, basically, you have gotten from start to end
[10:27:48] <TEttinger> that's what lerp needs and it will change whatever you give it (I think it modifies its arg for vec2 args, not sure) to whatever midway point is that percentage along
[10:28:38] <TEttinger> lerp is linear interpolation, just so you know
[10:30:39] <kdarknight1> TEttinger, found this https://github.com/just4phil/bubblr3_00.010a/blob/master/bubblr3/src/de/philweb/bubblr3/GameObjectManager.java
[10:31:04] <kdarknight1> Here, when should I copy the state and when should I interpolate?
[10:31:22] <TEttinger> ahhh, yours needs an angle too?
[10:31:36] <kdarknight1> Nah, I will omit that
[10:31:42] <TEttinger> copying the state is an instant jump
[10:31:47] <TEttinger> you may want that sometimes?
[10:31:59] <kdarknight1> No!
[10:32:14] <kdarknight1> So you mean lerp is better?
[10:32:16] <TEttinger> interpolate is a smooth move, which if it is way too slow will slightly blur art
[10:32:40] <TEttinger> in most cases a lerp will be completely impossible to tell that it is actually taking discrete steps
[10:33:38] <TEttinger> java does have a garbage collection thing that can be uh problematic for smooth movement if you make a lot of objects with the "new" keyword every frame (as in, during render)
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[10:33:57] <TEttinger> so the advice as always is never use new during render
[10:34:20] <TEttinger> (if you absolutely must use it, limit it to a tiny handful of objects)
[10:34:28] <kdarknight1> Right now, I am using this http://pastebin.com/ueuhhhDv
[10:34:40] <TEttinger> (seriously, the more you create in each render the worse each GC will stutter)
[10:35:18] <TEttinger> oh yeah
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[10:35:38] <TEttinger> I did that once, it jittered like a crack addict going through day 2 withdrawal
[10:35:58] <kdarknight1> Lol
[10:36:44] <kdarknight1> So I will add a loop after while is closed and iterate over every body in world
[10:36:58] <TEttinger> I mean, my approach is meant for things that can be interpolated, like positions, and I don't know enough about box2d to know how the step works specifically
[10:37:02] <kdarknight1> And update the position vector
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[10:37:23] <kdarknight1> I only need the position to be smooth
[10:37:43] <kdarknight1> What should I update position to?
[10:37:43] <TEttinger> tbh I don't think my approach is the best way in this case. I think there might be a way to interpolate the step itself?
[10:37:53] <TEttinger> I'm going to read up on this
[10:38:09] <kdarknight1> There is blog post on saltares
[10:38:33] <kdarknight1> But I am having difficulty understanding it, looks incomplete
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[10:39:51] <TEttinger> ha! right next to step in the source!
[10:39:53] <TEttinger> https://github.com/libgdx/libgdx/blob/master/extensions/gdx-box2d/gdx-box2d/src/com/badlogic/gdx/physics/box2d/World.java#L700-L707
[10:40:12] <TEttinger> Sub-stepping is often used to maintain a fixed sized time step under a variable frame-rate.
[10:41:03] <kdarknight1> Here http://saltares.com/blog/games/fixing-your-timestep-in-libgdx-and-box2d/
[10:41:52] <kdarknight1> Let me try clearforces
[10:42:57] <kdarknight1> Nope, no improvement
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[10:49:46] <TEttinger> I'm looking at http://gafferongames.com/game-physics/fix-your-timestep/ , which talks about interpolation at the bottom
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[10:52:09] <kdarknight1> He is doing same as that github link I gave
[10:52:23] <kdarknight1> Saving current state then interpolate between previous
[10:52:26] <TEttinger> you linked to that bubbl3r github right?
[10:52:28] <TEttinger> https://github.com/just4phil/bubblr3_00.010a/blob/master/bubblr3/src/de/philweb/bubblr3/GameScreen.java#L165
[10:52:43] <TEttinger> this is what uses that and how he calls the interpolating code
[10:53:11] <TEttinger> he has a lot of flags that are meant for turning on and off for tests
[10:53:51] <kdarknight1> So I need to keep two array for world bodies
[10:54:01] <kdarknight1> One for previous and one for current
[10:54:35] <kdarknight1> And after accumulator, interpolate b/w them
[10:54:40] <TEttinger> not sure
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[10:55:15] <TEttinger> it looks like this is doing a number of box2d world steps potentially in a loop each render
[10:55:49] <TEttinger> (mainly because things could get very slow suddenly and render might be called only twice in 10 seconds)
[10:56:04] <TEttinger> (if you're playing the game on a potato with a screen)
[10:56:05] <kdarknight1> Have you seen that saltares ^ link
[10:56:11] <TEttinger> yeah
[10:56:25] <kdarknight1> Is that bad implementation?
[10:56:33] <TEttinger> I have never used box2d in a game, so I'm not sure how it Should Look
[10:56:40] <kdarknight1> Oh
[10:56:57] <TEttinger> I've done stuff that's relevant to this, but not physics itself
[10:57:18] <TEttinger> (I had just about every issue you described trying to smooth out rendering)
[10:58:49] <kdarknight1> I had no clue that my game lags because of world step that's why spent last whole week optimizing rest of the game and it still lags. So I was almost giving up, then found this time step problem
[10:59:10] <kdarknight1> And finally found a hopr
[10:59:12] <kdarknight1> Hope*
[10:59:15] <kdarknight1> :P
[10:59:23] <TEttinger> yeah this could definitely be a solution
[10:59:52] <TEttinger> (probably the simplest is to make timestep less than desired framerate)
[11:00:14] <TEttinger> err, kinda more. I mean 1/20 or 1/30 instead of 1/60
[11:00:21] <TEttinger> but only for box2d
[11:00:47] <TEttinger> once it's smooth you won't maybe need to do so much physics to make it seem like it's keeping up
[11:01:07] <kdarknight1> Is that good enough for low to high end devices?
[11:01:29] <TEttinger> depends a lot on the game
[11:02:06] <kdarknight1> Here https://play.google.com/store/apps/details?id=com.softnuke.jumper
[11:02:23] <TEttinger> really fast paced twitch stuff, especially with network involved, you need to react very very quickly. I'd guess even in that case 1/30 phys step would be hard to tell vs. 1/60
[11:02:30] <kdarknight1> It's a fast paced jumper
[11:03:26] <TEttinger> would the difference between 33 milliseconds and 16 milliseconds matter there?
[11:03:52] <TEttinger> (hint, a millisecond is a very short time)
[11:04:12] <TEttinger> (plus this is just physics, not rendering, which would still hopefully be 60fps)
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[11:06:31] <kdarknight1> I render the bodies based on there body position. So if physics lag, rendered elements will look lagging too
[11:08:49] <TEttinger> ah, but I think there's a way to interpolate the positions between steps. not sure
[11:09:06] <guardianL> interpolate all the things
[11:09:15] <TEttinger> yes
[11:10:51] <kdarknight1> Wait, let me pastebin updated loop
[11:13:08] <ex0o> kdarknight1: would you mind giving me a good reading/tutorial in how to implement "remove ads and get some points" like in slomo jumper?
[11:13:54] <kdarknight1> ex0o, in app purchase?
[11:14:17] <ex0o> yes in app purchase
[11:14:32] <ex0o> just like in your game
[11:16:20] <kdarknight1> It's easy, I have created a interface to call platform dependent code then added in app billing system on Android activity and calling it from core.
[11:16:29] <kdarknight1> TEttinger http://pastebin.com/L8dvbuzC
[11:17:10] <kdarknight1> Look for libgdx platform dependent code ex0o
[11:17:45] <ex0o> kdarknight1:do you have a tutorial that i can learn?
[11:18:04] <kdarknight1> Wait
[11:19:27] <kdarknight1> Google Super-Flying-Gentlemen github. It's a game by EvilEntity, and God bless people like him, it's open source. :D
[11:19:32] <TEttinger> kdarknight1: what's happening in this one?
[11:19:44] <TEttinger> your latest pastebin
[11:19:56] <TEttinger> does it work better or worse or what? stuttering?
[11:20:08] <kdarknight1> TEttinger still the same, no improvement
[11:20:36] <TEttinger> there should be some difference, are you sure you're running the most recent code?
[11:20:51] <ex0o> kdarknight1: okay, i'll take a look at that. thank very much you kdarknight1.
[11:21:15] <TEttinger> oh
[11:21:18] <TEttinger> that could be why
[11:21:52] <TEttinger> in the blog post, saltares or whatver, he updated the Position itself. you are getting x and y out of it and changing them
[11:22:47] <TEttinger> updates to the position will when you're changing the actual position (not a float you pulled out of it) will take effect to whatever references that object
[11:22:59] <TEttinger> changing x or y, which are floats, will not
[11:23:29] <TEttinger> i'm not being super clear I think, my words, it is late
[11:23:38] <kdarknight1> Hehe
[11:23:51] <kdarknight1> What should I change
[11:24:04] <kdarknight1> Really appreciate your help :D
[11:25:55] <TEttinger> so in this paste, http://pastebin.com/L8dvbuzC you do: float x = bodiesCurrent.get(i).getPosition().x;
[11:26:20] <TEttinger> instead, store the return of getPosition (I don't know what it is, ask eclipse or intellij or whatever you use)
[11:26:40] <kdarknight1> It's a vector
[11:26:47] <TEttinger> Vec2 ?
[11:27:00] <kdarknight1> Yeah
[11:28:27] <TEttinger> Vec2 pos = bodiesCurrent.get(i).getPosition(); pos.x = interX; pos.y = interY; // these two statements should be after you have the values for interX and interY as you do now
[11:28:37] <TEttinger> if you need x or y use pos.x and pos.y
[11:28:57] <TEttinger> I think that could be better
[11:29:04] <TEttinger> I'm getting very sleepy though
[11:29:30] <kdarknight1> Oh okay
[11:29:33] <kdarknight1> Thanks
[11:30:22] <TEttinger> Tomski should be awake at some point in the next 12 hours :)
[11:30:37] <TEttinger> I may be totally wrong on all this
[11:30:43] <TEttinger> I don't think so but maybe
[11:31:27] <kdarknight1> That's fine, the whole science is based on experimentation
[11:31:31] <kdarknight1> :P
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[13:25:38] <kdarknight_> Yelp!!
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[13:25:55] <kdarknight_> still stuck with box2d step interpolation
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[14:34:41] <kdarknight_> Anybody here up with box2d step interpolation?
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[14:58:54] <intrigus> @kdarknight http://saltares.com/blog/games/fixing-your-timestep-in-libgdx-and-box2d/
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[15:05:24] <kdarknight> Yeah, I have seen that but I am unable to implement that correctly.
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[15:32:38] <pleitsi> is this deprecated? https://github.com/libgdx/libgdx/wiki/Admob-in-libgdx
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[15:33:06] <pleitsi> its newer than this "deprecated fix" https://github.com/libgdx/libgdx/wiki/Google-Mobile-Ads-in-Libgdx-(replaces-deprecated-AdMob)
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[15:35:22] <nexsoftware> No clue
[15:35:43] <nexsoftware> I bet they are both deprecated
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[15:36:00] <pleitsi> :P
[15:36:10] <pleitsi> anything fresh?
[15:37:21] <mobidevelop> No
[15:37:22] <intrigus> What the fuck is that https://github.com/libgdx/libgdx/wiki/Service-Wika-Jakarta-Selatan-call-081288408887
[15:37:51] <mobidevelop> Ew wiki spam
[15:38:50] <intrigus> https://github.com/libgdx/libgdx/wiki/Google-Mobile-Ads-in-Libgdx-%28replaces-deprecated-AdMob%29 should be the newest
[15:40:18] <Lecherito> did you call him?
[15:42:19] <mobidevelop> Yes
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[15:48:54] <pleitsi> intrigus, r u sure?
[15:49:29] <pleitsi> intrigus, do yo uknow something about admob stuffs?
[15:50:12] <pleitsi> because if you do, maybe you know something about this "problem"
[15:50:20] <pleitsi> https://github.com/libgdx/libgdx/wiki/Admob-in-libgdx
[15:50:25] <intrigus> I implemented admob some time ago ^^
[15:50:29] <pleitsi> great!
[15:50:34] <pleitsi> in there it's said that:
[15:50:47] <pleitsi> This example will show you how to turn the AdMob View's visibility on and off from within your libgdx app. Note that this is probably not the best way to control AdMob. 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.
[15:51:15] <pleitsi> so, how do you control them right?
[15:51:33] <pleitsi> if i have, lets say "level complete window" and i need ad displayed there for 5-10 seconds or something
[15:51:48] <pleitsi> and all kinds of spots where i want to display them
[15:51:56] <pleitsi> so what's the right way to do that :P
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[15:53:06] <intrigus> :D
[15:53:18] <intrigus> I also didn't implement it right ^^
[15:53:20] <pleitsi> hiding the view is wrong :P
[15:53:26] <pleitsi> :Oooo
[15:53:33] <pleitsi> but you lose impressions / mony
[15:53:46] <intrigus> I never finished my app ^^
[15:53:51] <pleitsi> pffffft
[15:53:55] <pleitsi> and that wasn't a fart
[15:54:01] <pleitsi> even i hope it was
[15:54:05] <pleitsi> that*
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[15:56:38] <pleitsi> would love to hear ppl's correct implementations of admob about hiding/showing ads :P
[15:56:46] <pleitsi> hear/see
[15:56:49] <pleitsi> sniff even
[15:56:55] <pleitsi> i'll take everything
[15:57:17] <pleitsi> tutorials, printed papers, silverware
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[16:06:35] <pleitsi> Ad overlapping with app content (Not recommended - against policy)
[16:06:43] <pleitsi> how the hell can you avoid that in a game? :d
[16:06:57] <pleitsi> the ad is hovering over game view anyway xD
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[16:13:19] <mobidevelop> I don't overlap the content in my game
[16:14:52] <mobidevelop> Also, hiding the view is perfectly fine, you do t lose impressions
[16:14:58] <mobidevelop> Dontt
[16:15:03] <mobidevelop> Arg
[16:15:23] <mobidevelop> Silly phone keyboard
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[16:15:55] <cackling_ladies> someone called the cob
[16:15:57] <cackling_ladies> cop*
[16:16:05] <cackling_ladies> someone thugged mobidevelop and took his phone
[16:16:08] <cackling_ladies> I'm sure of it!
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[16:16:16] <mobidevelop> I mean, you don't waste impressions. Obviously not showing the ad loses the impressions.
[16:17:32] <pleitsi> mobidevelop, what does "overlap the content" mean?
[16:17:43] <pleitsi> the whole gameView is a content box right?
[16:17:58] <mobidevelop> I shift my game for the ads
[16:17:59] <pleitsi> or does the content mean like text/useful buttons/images etc. important?
[16:18:05] <pleitsi> what?
[16:18:27] <mobidevelop> I assume they mean don't cover up usable controls
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[16:19:01] <pleitsi> i have a fullscreen game (surprise surprise)
[16:19:15] <pleitsi> and i have reserved spots for ads
[16:19:25] <pleitsi> is that right?
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[16:21:05] <pleitsi> its exactly like in Angry Birds
[16:21:21] <pleitsi> a standard ad banner in lower right of the screen
[16:21:24] <pleitsi> except mine is middle top
[16:21:58] <mobidevelop> I'm sure that's fine
[16:22:52] <pleitsi> :)
[16:22:54] <pleitsi> btw
[16:23:06] <pleitsi> the android's "top bar" which you can pull down
[16:23:18] <pleitsi> it can be pulled down in my game, what's the flag to prevent that?
[16:23:26] <pleitsi> i think it comes in android:configChanges
[16:23:54] <pleitsi> is it "navigation"?
[16:24:37] <mobidevelop> You can't prevent the user from opening the status bar
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[16:27:00] <pleitsi> ah i can
[16:27:02] <pleitsi> this.getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
[16:27:10] <pleitsi> its in AndroidApplication
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[16:27:17] <pleitsi> in onCreate() method
[16:27:21] <pleitsi> just put that in :P
[16:27:27] <pleitsi> http://stackoverflow.com/questions/2591036/how-to-hide-the-title-bar-for-an-activity-in-xml-with-existing-custom-theme
[16:28:14] <pleitsi> at least i THINK so
[16:28:16] <pleitsi> gotta test that :D
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[16:28:35] <mobidevelop> Hiding the status bar and preventing the user from opening it are not the same
[16:29:06] <pleitsi> hmm
[16:29:10] <pleitsi> well its hidden by default
[16:29:11] <pleitsi> but..
[16:29:21] <pleitsi> if an ad is displayed, and user pulls the menu down
[16:29:24] <pleitsi> isn't that blocking? xD
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[16:29:32] <pleitsi> but i guess it's impossible to stop user to do that :d
[16:29:38] <mobidevelop> not within your control
[16:29:53] <pleitsi> yup
[16:29:58] <mobidevelop> It would also be blocked if a user got a call
[16:30:07] <pleitsi> :d
[16:30:19] <pleitsi> or a bird shat on that part of the screen
[16:30:20] <mobidevelop> So you'll have to prevent that too :)
[16:30:54] <pleitsi> wtf
[16:31:03] <pleitsi> some google security check came when launching the game :d
[16:31:06] <pleitsi> i clicked decline
[16:31:10] <pleitsi> game didn't start =D
[16:31:16] <mobidevelop> Good job
[16:31:34] <pleitsi> ah
[16:31:37] <pleitsi> its my certificate
[16:31:44] <pleitsi> its debug cert vs my release cert
[16:31:47] <pleitsi> thats the issue
[16:31:53] <pleitsi> just got to uninstall it :d
[16:31:57] <mobidevelop> Heh
[16:32:51] <pleitsi> yes it doesnt really block it
[16:32:57] <pleitsi> but the window title is gone
[16:32:59] <pleitsi> "yay"
[16:33:58] <pleitsi> i will use WYDYGA principle
[16:34:24] <pleitsi> the infamous When You Die You Get Ads principle
[16:34:34] <pleitsi> a punishment on its own
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[16:38:54] <pleitsi> is a "buy ads away" a popular thing in games?
[16:39:14] <pleitsi> or "buy anything and ads are removed" kinda thing?
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[16:41:08] <kdarknight> Http://pastebin.com/gQD8XMje what's wrong in this box2d fixed time step interpolation implementation?
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[18:02:35] <kdarknight> Nobody?
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[18:04:52] <joelt> Is there a way I could use FitViewport but only on a portion of the screen? (I want another viewport for the top "row" of the screen)
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[18:12:17] <Xpe> <kdarknight> whats happening ?
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[18:14:05] <kdarknight> No improvement what so ever. Same spikes and jumps in bodies
[18:15:35] <kdarknight> It's not able to interpolate b/w frames
[18:16:14] <Xpe> I think its because your getting interX and interY and putting it back to the body (setTransform) If I remember correctly, the x and y interpolation is only to draw (I may be wrong).
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[18:16:22] <kdarknight> One thing I am in doubt is, when I render bodies, should I keep a separate vector for position or just use body.getPosition
[18:17:10] <kdarknight> Yeah, Xpe. I have tried that too by keeping a separate variable for position
[18:17:37] <kdarknight> And commenting out that body.setTransform line
[18:17:54] <kdarknight> Still same issue
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[18:21:07] <Xpe> take a look http://www.unagames.com/blog/daniele/2010/06/fixed-time-step-implementation-box2d
[18:22:11] <Xpe> i think levelG.interpolateLoc(alpha); needs to be outside of while (stepAccumulator >= TIME_STEP
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[18:25:06] <ben255> anyone got a good comedy in mind?
[18:25:52] <kdarknight> Tried that too, same issue
[18:26:11] <Xoppa> yeah you only need to interpolate once per frame and interpolating should not modify the physics values, only the render values. See http://saltares.com/blog/games/fixing-your-timestep-in-libgdx-and-box2d/
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[18:27:34] <Tomski> Never settransform!
[18:28:33] <kdarknight> Done, still same issue. Wait let me pastebin updated one
[18:30:44] <EvilEntity> you are interpolating box2d with setTransform()? Now thats amusing
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[18:31:35] <EvilEntity> master xoppa, does that look reasonable? https://github.com/piotr-j/libgdxplayground/blob/master/core/src/io/piotrjastrzebski/playground/box2dtest/Box2dInterpolationTest.java
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[18:32:51] <Xoppa> its been years since i did something with box2d
[18:33:49] <Xoppa> but it looks like it could be reasonable
[18:34:10] <Tomski> Why are you clearing forces?
[18:35:09] <Xoppa> this looks like it might cause strange results: rot = Interpolation.linear.apply(src.rot, dst.rot, alpha);
[18:35:32] <Xoppa> e.g. when interpolating between -179 and +179 degrees
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[18:42:26] <EvilEntity> why am i clearingForces()? excellent question! no idea was in old code this was transplanted from with "why is this here" comment
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[18:43:32] <EvilEntity> rotation definitely an oversight
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[18:44:35] <kdarknight> Http://pastebin.com/KCMmY158
[18:44:35] <kdarknight> Updated
[18:44:35] <kdarknight> I have tried adding and removing clear forces too
[18:50:41] <kdarknight> I have read every single blog on this but still can't figure out the right way :/
[18:50:53] <kdarknight> Even Google gave up :P
[18:50:59] <Xoppa> create a sscce.org
[18:51:33] <Tomski> ^
[18:52:29] <kdarknight> Okay
[18:54:35] <Tomski> kdarknight, too many snippets of small sections of code to see
[18:55:03] <kdarknight> Got it, my bad. Creating sscce
[18:55:26] <Tomski> It looks like your previous positiions are one step too far in the past
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[18:58:15] <Xoppa> ^
[18:58:58] <Xoppa> euhm no he is inteporlating between the latest and one before that
[18:59:43] <Xoppa> still weird that box2d doesnt provide such basic functionality
[19:00:17] <Xoppa> e.g. bullet does have that built in, including interpolating based on velocity
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[19:01:17] <mobidevelop> We should all use Bullet always
[19:01:49] <Tomski> Xoppa, I think youre right. cba to look through that :P
[19:02:01] <Tomski> But you dont need to snap to the previous steps position
[19:02:06] <Tomski> You can use the interpolated value
[19:02:35] <EvilEntity> apply bullet to the brain
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[19:03:31] <EvilEntity> how do i quaterion
[19:03:46] <Xoppa> nah, bullet doesn´t work with PPM
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[19:10:36] <Xoppa> EvilEntity, for that you´d if angle > PI then angle -= PI2 where angle = angle < 0 ? PI2 - (-angle % PI2) : angle % PI2 and angle = target - source
[19:11:02] <Xoppa> no need for quaternion
[19:11:09] <oranjuice> is there a decently complex libgdx game that is open sourced? I just want to take a look at it to understand good practices.
[19:11:18] <oranjuice> or rather code organization.
[19:11:33] <oranjuice> my first game's code got pretty complicated though functional
[19:11:41] <oranjuice> I don't want that to happen again
[19:11:51] <intrigus> There is a complex minecraft like game, but it doesn't use libgdx
[19:11:58] <ravenlord> mobidevelop: please review the latest APK expansion code, it now is fully transparent
[19:12:34] <oranjuice> intrigus: well I use libgdx :)
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[19:24:05] <kdarknight> Tomski, Xoppa, here it is. Http://pastebin.com/g72hswue
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[19:25:47] <kdarknight> You can run it and notice those simulation skips
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[19:26:21] <kdarknight> Oh wait, lol
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[19:27:28] <kdarknight> Line 499 forgot to change
[19:27:33] <kdarknight> Still same issue
[19:27:43] <kdarknight> Let me repost
[19:28:04] <Xoppa> that´s quite some code for a sscce
[19:28:44] <kdarknight> Sorry for the mess, I needed those things to show stutter
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[19:29:41] <Xoppa> perhaps create a new project and add only the bare minimum. e.g. you dont need a Wall class
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[19:29:59] <EvilEntity> Xoppa: at what point do i stuck that in?
[19:30:34] <EvilEntity> cus i cant help myself but to make it worse no matter what i do
[19:30:45] <Xoppa> at the point where you interpolate it
[19:30:51] <Xoppa> perhaps show what you have
[19:32:06] <EvilEntity> https://gist.github.com/piotr-j/b30710ec6f73b002b2c0
[19:32:46] <Xoppa> you are never using the angle?
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[19:33:54] <Xoppa> if would be something like: rot = src.rot + angle * alpha;
[19:34:22] <EvilEntity> ive tried sticking it in various places and it didnt fit
[19:34:45] <Xoppa> remove the Interpolation.linear.apply for rot
[19:38:07] <EvilEntity> yeah that works i guess
[19:38:32] <Tomski> kdarknight, you should be able to see the same issue with just a ball bouncing
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[19:46:14] <kdarknight> Tomski, Xoppa, here is the stripped version. Http://pastebin.com/pBKka9s3
[19:46:30] <kdarknight> Its almost half the size
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[19:46:42] <EvilEntity_> and half of that is whitespace :p
[19:47:31] <kdarknight> Please hrlp this mortal soul. Stuck on this since 37 hours :/
[19:47:36] <kdarknight> Help*
[19:48:32] <EvilEntity_> just make a chainshape bounds and a bunch of boxes :P
[19:52:19] <Xoppa> kdarknight, did you actually tried as Tomski said, to reproduce with the most basic example just having a bouncing ball?
[19:53:09] <kdarknight> Okay. Let's do that too. Wait
[19:53:33] <Xoppa> dont add any classes, just a few loc should be enough
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[20:01:07] <joelt_> IOS: where do i tell it not to have a splash screen, or be able to control it?
[20:01:56] <Tomski> joelt_, do you mean the launch image
[20:01:57] <Tomski> ?
[20:02:09] <Tomski> (which is by default the libgdx logo)
[20:02:10] <joelt_> yes(?)
[20:02:12] <joelt_> right
[20:02:18] <Xoppa> replace the images starting with default*
[20:02:40] <joelt_> but you have to have one? no way to go str8 into app? is that a Apple App store requirement?
[20:02:53] <joelt_> i guess i could make it black.
[20:03:12] <joelt_> any place to set the duration (ie. to zero)
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[20:03:39] <Xoppa> i dont think it shown longer than needed
[20:03:49] <Tomski> No, its required
[20:04:07] <joelt_> Tomski: thx, that explains that.
[20:04:18] <Xoppa> it kinda makes sense to have a launch screen to keep a responsive launcher
[20:04:31] <Xoppa> *launch image
[20:04:44] <joelt_> Xoppa: looks like no control over it... i suppose i should add to android to make the same.
[20:05:10] <Xoppa> just make it the same as your splash screen image
[20:06:04] <Xoppa> or whatever you show before your assets and stuff are loaded
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[20:07:13] <joelt_> k'
[20:08:07] <wulax> How do I add a btFixedConstraint to a btDynamicsWorld? addConstraint() only accepts btTypedConstraint. Sorry if I am missing something obvious.
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[20:12:53] <Xoppa> wulax, follow the arrows :D http://bulletphysics.org/Bullet/BulletFull/btFixedConstraint_8h.html
[20:13:06] <Xoppa> it is called inheritance and fundamental to OOP
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[20:14:03] <Xoppa> *sorry meant this link: http://bulletphysics.org/Bullet/BulletFull/classbtFixedConstraint.html
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[20:19:12] <wulax> Xoppa: Sorry, I don't understand, btFixedConstraint extends BulletBase and doesn't seem to have anything to do with btTypedConstraint?
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[20:20:46] <wulax> And BulletBase only implements Disposable, and does not seem to inherit anything from btTypedConstraint/btTypedObject
[20:21:39] <Xoppa> ow... how did that happen... let me see
[20:21:53] <wulax> Maybe I am using an older version of LibGDX...
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[20:25:25] <Xoppa> ow, heh, there are 2 btGeneric6DofSpring constraints and only one is included in the wrapper
[20:25:45] <Xoppa> someone should fix that
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[20:28:38] <wulax> I would help if I knew how, but I know nothing about writing wrapper things
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[20:29:32] <wulax> I'll just ghetto rig some other constraint to emulate a fixed constraint
[20:29:34] <Xoppa> i´ll have a look at it
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[20:34:34] <kdarknight> Finally, here is the ball version.
[20:34:57] <kdarknight> Http://pastebin.com/uxppw5qa
[20:35:22] <intrigus> Yeah, lwjgl3 + libgdx works :)
[20:35:55] <kdarknight> But I don't know if you can notice it. Because in the wall sample, bodies are moving fast
[20:35:57] <kdarknight> And it's very clear to notice skips
[20:35:58] <kdarknight> Btw code logic is same
[20:36:04] <kdarknight> Tomski, Xoppa
[20:36:44] <kdarknight> Please don't ask me to rewrite it again this time
[20:38:57] <Xoppa> wulax, https://github.com/libgdx/libgdx/commit/e816d9c180df7fd62d6d97a580d075a4df09457f
[20:39:19] <Xoppa> let´s see what jenkins think about it and then it should be available in snapshot within a couple of hours iirc
[20:40:01] <wulax> Xoppa: Wow, that was quick, great job!
[20:40:37] <Xoppa> kdarknight, why all the balls?
[20:41:13] <kdarknight> Does that effect simulation?
[20:41:41] <Xoppa> ?
[20:41:46] <kdarknight> Ignore balls, check the code for world step
[20:41:53] <Xoppa> then why did you include them?
[20:42:02] <Xoppa> did you click on the sscce.org link?
[20:42:09] <kdarknight> Yeah
[20:42:24] <kdarknight> To show visually that it stutter
[20:42:48] <Xoppa> so it doesnt stutter with one ball?
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[20:43:10] <kdarknight> Not noticeable
[20:43:41] <Xoppa> sounds like a GC issue
[20:43:50] <Xoppa> remove every occurence of the new keyword
[20:44:04] <Xoppa> except for the create method
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[20:44:20] <kdarknight> No, fast moving bodies can be visible for frame skips
[20:44:24] <kdarknight> No gc
[20:44:39] <kdarknight> :/ no optimization anywhere else
[20:44:42] <kdarknight> Trust me
[20:44:43] <Xoppa> you have the new keyword in your touchDown method
[20:44:54] <kdarknight> It's just for this sample
[20:45:19] <kdarknight> I only need fixed time step interpolation
[20:45:26] <kdarknight> To work nicely
[20:46:08] <Xoppa> you also didnt include the launcher (main method) or made it launchable like implement ApplicationAdapter
[20:46:49] <Xoppa> that and because it is quite some code, might cause you not to get much responses
[20:47:12] <kdarknight> That's okay, wait I will re write
[20:47:33] <Xoppa> you should just have one class in your sscce
[20:47:45] <Xoppa> which is the application adapter
[20:47:46] <kdarknight> But I won't sleep today before this god damn bug is fixed :P
[20:48:00] <kdarknight> Okay, one ball only this time
[20:48:02] <kdarknight> Just one
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[20:49:41] <Tomski> kdarknight, no need to make a wrapper class for it
[20:50:04] <Tomski> just use class variables for previous position and current interpolated value
[20:50:14] <kdarknight> Okay No wrapping this time.
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[20:50:27] <Tomski> And a formatter goes a long way with being able to read this stuff
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[21:27:40] <kdarknight> Tomski, Xoppa, here http://pastebin.com/1KmEVrTQ
[21:31:58] <Xoppa> kdarknight, looks good, just fyi you dont have to include methods that you dont need e.g. by extending the adapter instead of listener. And if you really must add them then make them as small as possible (1 loc instead of 6) that makes it much easier to read for anyone trying to help you
[21:33:10] <Xoppa> in this case you dont have to use input events, but can use polling (justTouched() etc) instead
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[21:35:20] <kdarknight> Xoppa, got your point on how to minify. Can you look for time step problem too
[21:35:43] <kdarknight> Because even with one ball, it is visible I guess
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[21:39:04] <Xoppa> i dont see an obvious issue
[21:39:35] <Xoppa> but as said, im not very familiar with box2d
[21:39:56] <Xoppa> someone else might know. consider posting this on the forum instead
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[21:40:04] <Xoppa> did you also try debug rendering?
[21:40:09] <Tomski> I dont see any stutter in that test
[21:40:49] <kdarknight1> Look closely! Yes there is, its one ball and slow that's why hard to notice
[21:41:00] <Tomski> It should be easier to notice
[21:41:05] <kdarknight1> Yes I tried both
[21:41:05] <Tomski> I know what the stutter with box2d is
[21:41:07] <Tomski> and i see none
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[21:41:48] <kdarknight1> You mean my code implementation is fine?
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[21:42:30] <Tomski> Yes, and it looks fine when running
[21:42:36] <Tomski> What are you testing on?
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[21:43:12] <kdarknight1> It's visible on desktop too
[21:43:29] <kdarknight1> Tomski, take a look on code please, just for 1 min
[21:43:44] <kdarknight1> :P
[21:43:53] <Tomski> I have
[21:44:09] <kdarknight1> So the implementation is correct?
[21:44:45] <Xoppa> perhaps it is specific to your device? why not make a video of it to show us what you mean?
[21:47:13] <Tomski> It might be smoothing of the delta
[21:47:22] <Tomski> Try with getRawDeltaTime for physics sim
[21:48:51] <Xoppa> its only on android?
[21:49:24] <kdarknight1> Lag is visible on both. But on Android it is x5
[21:49:41] <Xoppa> both? you mean ios as well or gwt?
[21:49:53] <kdarknight1> Android, desktop
[21:50:22] <kdarknight1> It was easier to see with my early samples
[21:50:43] <kdarknight1> That's why I was adding those walls
[21:50:54] <Xoppa> how does that change it?
[21:50:56] <kdarknight1> Btw, if you are saying that code is fine
[21:51:06] <Xoppa> speed? then increase the speed of the ball
[21:51:10] <kdarknight1> Then I should look for something else
[21:51:25] <Tomski> kdarknight1, use raw delta
[21:51:37] <kdarknight1> Tomski, Yup no improvement
[21:52:56] <Tomski> kdarknight1 use fullscreen on lwjgl
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[21:56:06] <kdarknight1> Wtf, works Smoothly in full screen
[21:56:18] <kdarknight1> But what about android then
[21:56:20] <Tomski> lwjgl has issues windowed mode for some people
[21:56:30] <Tomski> use 1/30f for step
[21:56:32] <Tomski> you shouldnt have any issues
[21:58:43] <EvilEntity_> you sure its not just simple stuttering that you cant really do anything about, not box2d related?
[21:59:21] <Xoppa> btw, x / 1 / 60 == x * 60 and saves you two divides
[21:59:43] <Xoppa> *(x / (1 / 60))
[22:01:22] <kdarknight1> This is killing my game EvilEntity. Fps stays on 60, but this thing breaks all the fast paced bodies
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[22:08:58] <kdarknight1> Tomski, 1/30 did improve the quality
[22:09:08] <kdarknight1> But what's the catch here?
[22:09:26] <Tomski> You're more likely to only have 1 step in a 'frame'
[22:11:20] <Xoppa> shouldnt it be: while (stepAccumulator > 0) ?
[22:12:02] <Xoppa> ow no, it shouldnt
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[22:48:13] <quixotic42> Anyone using the vis runtime with libgdx? Getting a gradle build problem http://pastebin.com/7upb4HkW
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[22:50:33] <intrigus> @Kotcrab
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[22:52:00] <Kotcrab> oh looks like artemis odb gwt is separate lib
[22:52:35] <Kotcrab> https://github.com/junkdog/artemis-odb/wiki/GWT#general add those deps. to build.gradle
[22:52:56] <quixotic42> Thanks a ton :-)
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[22:53:49] <Kotcrab> quixotic42: but use version 0.10.2
[22:54:00] <jeffol> just finished first session of teaching unity3d, feels good to teach young minds who are so eager to create games
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[22:59:11] <kdarknight1> Kudos ^
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[23:08:08] <dimitrovskif> A trivial question: how do I calculate tangent direction at a circle point? http://i.imgur.com/J991Uaq.png
[23:08:35] <Xoppa> v.angle();
[23:09:14] <dimitrovskif> Xoppa: Circle origin is (0,0) and I have x,y,circle radius
[23:09:20] <Xoppa> or you mean v.rotate(a);?
[23:09:50] <dimitrovskif> Xoppa: Not sure... I have a point P(x,y) which lies on the circle and I need a vector that points in the tangent direction
[23:10:16] <Xoppa> ow, you want to swap x and y?
[23:10:24] <dimitrovskif> huh?
[23:10:36] <Xoppa> rotate 90 degrees
[23:10:52] <dimitrovskif> alpha + 90deg?
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[23:11:21] <Xoppa> ?
[23:11:49] <dimitrovskif> Xoppa: See the image http://i.imgur.com/RiEbrTZ.png
[23:12:53] <Xoppa> yeah, you already showed that. perhaps v.set(x,y).nor().rotate(90) is what you want?
[23:13:21] <dimitrovskif> I guess so
[23:13:43] <Xoppa> *-90
[23:13:54] <dimitrovskif> The vector should probably be (cos(alpha+90deg), sin(alpha+90deg))
[23:13:55] <Xoppa> euhm no 90
[23:14:13] <intrigus> http://stackoverflow.com/questions/1351746/find-a-tangent-point-on-circle
[23:14:14] <Xoppa> as said, rotating 90 degrees is swapping the values...
[23:15:26] <Xoppa> v.set(-v.y, v.x);
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[23:26:56] <dimitrovskif> Xoppa: I am actually not sure how the math works.. Basically I want an object laying on circle to continue moving to the circle's path.... Should I use the tangent to do that or what
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[23:28:07] <dimitrovskif> Xoppa: Let's say r=1, center=(0,0) and the object is at (0.7, 0.7); how do I make that object move in a circular path
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[23:30:26] <kdarknight1> After setting time step 1/30 with interpolation my collisions get ignored sometimes
[23:30:31] <kdarknight1> Any fix?
[23:31:30] <Xoppa> dimitrovskif, if you want to rotate a vector then call the rotate method, you dont need the tangent or anything for that
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[23:32:19] <Xoppa> kdarknight1, on fast moving objects set them to bullet, which enables ccd
[23:32:54] <Xoppa> body.setBullet(true);
[23:33:15] <kdarknight1> Okay, I need to update my gradle file too right?
[23:33:31] <Xoppa> o.O
[23:33:34] <Xoppa> say what?
[23:33:43] <intrigus> Lol
[23:33:47] <kdarknight1> Dependency
[23:33:56] <Xoppa> which dependency?
[23:34:01] <kdarknight1> Bullet
[23:34:14] <Xoppa> no, not Bullet physics
[23:34:20] <Xoppa> body.setBullet(true)
[23:34:24] <kdarknight1> Oh okay
[23:34:25] <Xoppa> its a method
[23:34:32] <kdarknight1> Got it
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   September 8, 2015  
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