[00:01:34] <mobidevelop> purgified: the vast majority of the time decompiled source cannot then be compiled, this is especially true of Android.
[00:02:04] <purgified> Yeah. found out the hard way
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[00:07:10] <mobidevelop> Did you accidentally delete your source project? :P
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[00:08:35] <Tomski> Are you trying to steal mobidevelop's sawce
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[00:08:48] <mobidevelop> Probably
[00:08:49] <purgified> nope, was just curious
[00:10:50] <mobidevelop> Uh huh
[00:11:28] <purgified> ^_^
[00:13:14] <Lecherito> I'm still impressed with mobi's skill to write in mobile
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[00:13:44] <purgified> Apparently lots of people here write in mobile as well
[00:13:55] <purgified> Heard lots of stories from other users a while ago
[00:14:41] <Lecherito> Tomski: still uses irssi
[00:15:29] <Tomski> I use microsoft paint 98
[00:16:05] <Lecherito> old paint is best paint
[00:18:22] <wulax> Dunno if anyone cares, but I would not rely on "!EXPERIMENTAL! Apply Transform" like hmmmm123 did. If you ever want to use armatures or animations you are screwed since it does no support it. I "solved" the btConvexHullShape problem by manually flipping the vertices in the mesh float buffer.
[00:18:51] <wulax> Probably not the best solution, but it works
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[03:45:43] <Yomic> Would it be good practice for my atlas to be global if I switch between Screens often?
[03:45:54] <Yomic> For long term memory management
[03:46:05] <Yomic> (ie an arcade machine)
[03:48:54] <mobidevelop> Global how?
[03:49:22] <mobidevelop> Like "public static" global?
[03:49:32] <mobidevelop> If so, no.
[03:50:03] <Yomic> Alright, thanks
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[04:10:36] <cobolfoo> Yomic, Do you mean having the atlas allocated at start and keeping it allocated across screens ? This is what I do
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[04:11:15] <cobolfoo> My Game object hold all the atlases, I have one for ingame elements, one for particles and one for UI, I make sure that everything is rendered in order (ingame lements first, particles second then UI) to prevent texture switch
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[04:33:23] <Whiskee> I will never understand the routing we have in europe
[04:33:32] <Whiskee> pinging my server in London, from Italy = 70 ms
[04:33:41] <Whiskee> pinging MYSELF from the server, via ssh = 20 ms
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[04:34:33] <cobolfoo> you should try something else
[04:34:39] <cobolfoo> like real TCP connection instead of ICMP ping
[04:34:43] <cobolfoo> maybe you get tricked by a router
[04:39:45] <Whiskee> still 70-80 if I have a few bytes bounce back through a socket
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[04:39:58] <Whiskee> but the server doesn't have tcpNoDelay=true on the socket
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[06:00:02] <isdera> if I use the Java class DecimalFormat in my libgdx game, will i possibly have problems running it on other platforms since its not a native libgdx class?
[06:00:34] <isdera> (im just trying to round to the nearest tenth)
[06:01:36] <TEttinger> possibly on GWT. formatting in general is something that takes a lot of code.
[06:02:20] <TEttinger> DecimalFormat should be fine on android/iOS, unless it's in a package like java.awt or javax.(anything)
[06:02:48] <isdera> is there a simple way to do this that im overlooking? i just want 10.499999 to become 10.5
[06:04:37] <Tomski> * 10, cast to int, divide 10
[06:05:05] <isdera> given that i declared 'new Slider(0.05f, 5, 0.05f, false, skin);'... im not sure how i am geting strange values like 2.3500001 when i drag the slider
[06:05:17] <Tomski> floating point precision
[06:05:42] <isdera> but my increment is 0.05
[06:05:52] <isdera> so it should just be 2.35
[06:05:55] <Whiskee> that's just how floats work
[06:06:02] <Tomski> Thats floating point precision
[06:06:10] <isdera> well its not very precise!
[06:08:01] <Whiskee> you should stay away from floats whenever you need to compare values
[06:08:16] <Whiskee> ... well ok the entire libgdx abuses floats
[06:08:28] <Whiskee> using doubles prevents that
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[06:08:47] <Whiskee> 0.05d
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[06:09:28] <isdera> so it I just cast my float to a double.. then 2.3500001 will become 2.35?
[06:11:06] <Whiskee> think of it as "increasing precision" instead of "casting"
[06:11:10] <Tomski> No
[06:11:17] <Tomski> double is still a floating point type
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[06:15:51] <Sadale> How does tooltip of libgdx work? :<
[06:16:31] <Sadale> It seems bleeding-edge that even the class Tooltip is changed recently.
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[06:40:35] <cobolfoo> someone tried the pathfinding stuff of gdx-ai ?
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[10:05:32] <noone__> Tomski: ping
[10:05:39] <Tomski> noone__, pong
[10:07:17] <noone__> I have a small problem with my project setup... I made a little editor for my game, I want to run this editor on android (multitouch gestures for scaling/rotation make it actually easier)
[10:07:42] <noone__> that means I made a "editorcore" project, that depends on core
[10:07:59] <noone__> and an editordesktop and editorandroid as well
[10:08:29] <noone__> they are pretty much just copies of the original game projects
[10:08:52] <noone__> how do I configure the editorandroid project to use the assets folder of the standard android project?
[10:11:17] <Tomski> Just changed ze path in the build script
[10:11:38] <noone__> assets.srcDirs = ['assets'] to what?
[10:11:46] <Tomski> ../android/assets
[10:12:03] <Tomski> Thats if android folder is parallel to your editorandroid folder
[10:12:20] <noone__> oh, I forgot about "..", lol
[10:13:57] <noone__> okay, that would be a lot easier than expected... still have to change a few more things until I can try it, thanks :D
[10:14:08] <Tomski> :P
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[10:14:59] <noone__> how's your game going btw? when can I try it?
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[10:17:42] <Tomski> very soon! Just migrating my server backend then pushing a version to the alpha channel
[10:18:52] <noone__> cool, let me know :)
[10:21:32] <noone__> I'm actuall really surprise how well intellij handles project changes like that
[10:21:37] <noone__> *surprised
[10:22:03] <Tomski> Are you fully on intellij now?
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[10:23:44] <noone__> pretty much, yes... since my eclipse wasn't able to build my android project anymore, when I started using google play services
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[10:24:40] <Tomski> Yeah, that shit really sucks
[10:25:11] <noone__> I use Android Studio for native android, intellij for libgdx and eclipse for JavaEE
[10:25:26] <noone__> I have to find something for NetBeans as well
[10:25:48] <Tomski> I think mobi uses it for some web stuff
[10:27:22] <noone__> since I found out that I can just change the keymap to eclipse, it's actually pretty much the same, just more stable
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[11:06:41] <noone__> com.android.dex.DexIndexOverflowException: method ID not in [0, 0xffff]: 65536
[11:06:43] <noone__> o_O
[11:07:05] <noone__> every day some new, weird problems
[11:07:39] <[twisti]> is that from generated code ?
[11:07:57] <[twisti]> you cant have more than 64k methods in a class
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[11:10:48] <superradish> 64k methods huh
[11:11:01] <[twisti]> hence the question about generated code
[11:11:11] <[twisti]> that kind of thing doesnt really happen during normal programming ;)
[11:11:42] <[twisti]> another weird limit is 256 method parameters
[11:12:05] <[twisti]> ran into that when generating JPA class code from an old legacy SQL database that had like 500 fields
[11:12:06] <superradish> lol
[11:12:16] <superradish> 256 method parameters
[11:12:21] <superradish> that's what we called bad code
[11:12:34] <[twisti]> like i said, generated
[11:13:12] <[twisti]> hah, i still have it
[11:13:19] <superradish> i'm trying to convince people at work that it's stupid to do all of the data manipulation inside an sql server with the sql language
[11:14:13] <[twisti]> just makes you want to kill yourself doesnt it
[11:14:14] <superradish> like uh... you don't generate 5 temporary tables inside a stored procedure to run an insert onto 1 fucking table
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[11:14:31] <superradish> hahahahaha
[11:14:57] <[twisti]> i dread what my life would have looked like if that made it into the actual project
[11:15:09] <superradish> error in a parameter in the method
[11:15:15] <superradish> WE'RE NOT TELLING YOU WHICH ONE ASSHOLE
[11:15:26] <TEttinger> BigDecimal skillPoo
[11:15:28] <TEttinger> wat
[11:15:45] <[twisti]> luckily it turns out that you can use JPA in a way that lets you just have the fields you actually use in the java class
[11:15:50] <TEttinger> int achievePooSpeed
[11:16:10] <[twisti]> so we cut that one down to like 7 fields, and then deleted 95% of the generated junk code and replaced it with lomboks @Data
[11:16:22] <[twisti]> pooing is hard
[11:16:27] <TEttinger> String chang?
[11:16:37] <[twisti]> one has to train their bowels and sphincter
[11:16:44] <[twisti]> there are helpful magazines in our outhouses
[11:16:48] <[twisti]> dont judge
[11:17:08] <[twisti]> no idea what the hell that is
[11:17:25] <[twisti]> let me check if its even in use anywhere
[11:18:01] <TEttinger> this constructs what's basically a HashMap
[11:18:04] <[twisti]> oh, its CHang
[11:18:27] <[twisti]> no idea what exactly it is, but its something about our hang gliders
[11:18:31] <TEttinger> but it initializes it in the same step. the JVM can't have a single statement larger than the size that is
[11:18:54] <[twisti]> nice TEttinger
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[11:19:11] <TEttinger> generated from a spreadsheet of course
[11:20:53] <superradish> OH YEAH
[11:20:55] <superradish> YOYO
[11:20:59] <superradish> THAT'S IMPORTANT TO HAVE IN game
[11:21:04] <superradish> a game. sorry caps
[11:21:09] <superradish> lol wtf is that for
[11:22:14] <[twisti]> i must admit that it upsets me a little that you would do that in code and not in config files or a database
[11:22:29] <TEttinger> it is basically a config file
[11:22:36] <TEttinger> it can be loaded at runtime
[11:22:46] <superradish> yeah i was gonna say, that's pretty much what a config file is
[11:22:52] <superradish> so it's in a csv
[11:22:54] <superradish> big deal
[11:23:03] <[twisti]> its loaded and compiled at runtime ?
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[11:25:23] <TEttinger> ...sure why not
[11:25:42] <[twisti]> thats just weird
[11:25:45] <TEttinger> clojure can do that, it isn't common except for config file stuff
[11:25:58] <[twisti]> i see
[11:26:08] <[twisti]> im probably not one to talk, with my gazillion field db
[11:26:23] <TEttinger> (read-string (slurp "weapons-map.clj")) would do it
[11:26:27] <[twisti]> to my shame i must admit that back in 2005 or so i may have added one or two of those myself
[11:26:33] <[twisti]> sluuuuurp
[11:26:55] <TEttinger> reads a URL, URI, filename, socket, whatever as a string
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[11:34:45] <superradish> that sounds useful
[11:35:03] <superradish> i'd show you guys my demo but i do enough shameless self promoting as it is
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[11:37:19] <Tomski> glob
[11:37:45] <superradish> glob?
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[11:39:13] <Blitzcow> Hi! Is there anyway to reduce a cubes vertices from 24 to 8?
[11:40:17] <[twisti]> Blitzcow: yes
[11:40:37] <[twisti]> thats what indices are for - so you can reuse vertices
[11:40:38] <noone__> [twisti]: no, it's not generated code, I have no idea why this error appeared now
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[11:41:36] <Blitzcow> [twisti]: The modelBuilder.createCube creates 24 vertices, but I'll check out indices :D Thanks pal
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[11:42:20] <[twisti]> thats because there are cases where you would want duplicate vertices, like when you depend on vertex colours or per vertex lighting
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[11:43:27] <Blitzcow> [twisti]: But if I want 1 color a la cube? I'll be fine with using indices right?
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[11:43:44] <noone__> each corner will still need three different normals
[11:43:53] <noone__> 8*3=24
[11:44:05] <[twisti]> i dont know, theres infinite ways of doing things
[11:44:28] <[twisti]> ive used 8 vertex cubes before, but ive also needed 24 vertex cubes
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[11:45:37] <FrietSauce> Hello
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[11:48:13] <noone__> FrietSauce: hi
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[11:51:30] <FrietSauce> I was wondering, when I would like to make it easier for myself to design a GUI for my game, would it be better to simply change the camera width and height to a specific value or to manually change positions and sizes of objects depending on the screen resolution? I'm sorry if it's unclear, I can try to explain it in more detail
[11:52:46] <[twisti]> FrietSauce: you probably want to look at ViewPortS
[11:52:58] <[twisti]> those basically do what you suggest doing yourself
[11:53:38] <Blitzcow> [twisti]: Blender said the cube had 8 vertices but then box.meshes.get(0).getNumIndices() reports 24
[11:54:05] <FrietSauce> [twisti]: Thanks, I know about viewports and have used them before, but I was just wondering if there's any difference between them and/or if one's specifically better
[11:54:05] <[twisti]> sorry, no idea about the libgdx loading process, i made my cubes myself
[11:54:28] <[twisti]> FrietSauce: that depends a bit on how you want your GUI to behave with different aspect ratios
[11:55:00] <noone__> FrietSauce: use scene2d.ui, a Stage with a ScreenViewport and use Table for the layouting
[11:55:03] <[twisti]> ie scale, stretch or reposition itself
[11:55:10] <[twisti]> what noone__ said
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[11:56:50] <FrietSauce> I would be looking at reposition/resize objects (but not text). The buttons would always be the width of the screen, but i.e. the icons on the button wouldn't change size or position (will stay in the middle)
[11:57:19] <FrietSauce> AFAIK it'd be better to take care of it myself.
[11:58:20] <FrietSauce> or maybe use an Extendviewport?
[11:58:27] <noone__> Better use Table with setFillParent and expand/fill on the cells
[11:59:21] <FrietSauce> noone_: Thanks, though gotta do some reasearch real quick on that
[12:00:25] <noone__> Table cells also support dynamic "Value"s... for example Value.percentWidth(0.5f, referenceActor)
[12:00:52] <noone__> far better than doing all this yourself
[12:06:16] <FrietSauce> noone_: ah thanks. Will have a look at it :)
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[12:25:07] <noone__> there's litereally nothing that makes me more angry than having the counter deck to my opponent in hearthstone and still lose because he is lucky as f*ck
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[12:37:15] <[twisti]> what about genocide
[12:38:39] <TEttinger> noone__: what about not having any toilet paper left after the biggest diarrhea-dump in history
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[12:43:40] <noone__> nah, losing in hearthstone is worse
[12:43:49] <noone__> especially if it ends a winstreak
[12:44:27] <noone__> then it's -1 instead of +2 and you need to win three games in a row to get back to where you were before
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[12:46:21] <noone__> I've just finished a game in round 5 with a 48/48 minion, onehitkill... that was fun
[12:46:45] <noone__> I'm surprised that nobody here plays it, it's even free to play
[12:47:12] <FrietSauce> I have played it, but I'm bad lol
[12:48:43] <noone__> me too, I'm currently playing rank 13 (ranges from 0 to 25), I'd like to challenge one of you guys :D
[12:50:16] <FrietSauce> I'd lose so maybe next time :P
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[12:57:45] <superradish> uh shit
[12:57:56] <superradish> i accidentally cleared all my programming milestones what should i do next
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[12:58:45] <noone__> superradish: give up
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[12:59:53] <superradish> no i need to think of something important to do damn it
[13:00:01] <FrietSauce> Hmm, is Label an Actor?
[13:00:21] <FrietSauce> Wut
[13:00:28] <FrietSauce> Wiki says it is, but Table gives me errors
[13:00:43] <FrietSauce> Nvm, wrong imports -_-
[13:00:48] <noone__> probalby you are using a wrong import
[13:01:02] <noone__> yeah...
[13:01:04] <FrietSauce> Sorry
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[13:01:55] <Blitzcow> Is there something wrong with the GLProfiler? Its reports: GLProfiler.vertexCount.min==36 when it should be 24
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[13:07:06] <noone__> Blitzcow: are you really only rendering a single cube and nothing else? (ui, or anything)?
[13:07:50] <Blitzcow> noone__: Nope, i reset the profiler before and after my 3d render. Also the min shouldnt be that high anyway
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[13:11:43] <FrietSauce> Hmm, how would I update the table when the screen is resized? Right now the width just stays the same.
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[13:14:21] <Nangi> My Z-endstop just broke. Is optical endstops any good?
[13:14:24] <noone__> didn't want finetuning, so I just shot it with everything I have
[13:14:29] <Nangi> sry wrong chat
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[13:17:09] <FrietSauce> noone_: Unfortunately, that doesn't seem to work. I'm using a ScreenViewport. Thanks though
[13:18:20] <noone__> are you doing stage.getViewport().update(width, height, true) on resize?
[13:19:01] <FrietSauce> I'm using the variable viewport which I used at new Stage(viewport);
[13:19:09] <FrietSauce> The resizing is working
[13:19:18] <FrietSauce> afaik
[13:19:32] <noone__> Blitzcow: I think 32 = 6 sides, 2 triangles each = 12 triangles with 3 vertices each = 36
[13:20:01] <noone__> FrietSauce: can't help without source
[13:20:11] <Blitzcow> noone__: Thanks mate
[13:20:16] <noone__> Blitzcow: so 36 is actually correct, as 36 vertices are processed
[13:20:53] <Blitzcow> Thats alot for a cube :3
[13:21:39] <noone__> Blitzcow: you could draw quads instead of triangles maybe
[13:22:00] <Blitzcow> noone__: Does that help performance?
[13:22:12] <noone__> do you actually have a performance problem?
[13:23:00] <noone__> [twisti], mobidevelop, Tomski: com.android.dex.DexIndexOverflowException: method ID not in [0, 0xffff]: 65536 this happens when I include google play services as dependencies in my project
[13:24:20] <noone__> I don't really understand the consequences though... did anyone experience this before? can I use this on android < 21 as well?
[13:26:24] <noone__> FrietSauce: notice the "true" in update(width, height, true)
[13:27:09] <FrietSauce> noone__: Oh, I'm sorry once again. I feel stupid. Thanks :D
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[13:31:30] <Blitzcow> noone__: Yes thats what I'm trying to solve. I render 334 boxes and some other entities. That gives me 44k of vertives per frame with 22fps on Nexus 5. :(
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[13:32:38] <noone__> are the boxes static? in this case it would make sense to render them in a single drawcall
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[13:33:03] <Blitzcow> All of the boxes are static yes. But the entities are not
[13:33:27] <Blitzcow> noone__: I though the Modelbatcher did that
[13:33:32] <noone__> you could put the boxes into a single model then
[13:33:54] <Blitzcow> noone__: And still use different colors on the boxes?
[13:34:27] <noone__> yes, you will still have 44k vertices, but only 1 drawcall instead of 334
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[13:35:03] <noone__> probably still gotta split it up though, I think only 16k indices are supported
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[13:35:15] <noone__> I don't have much experience with 3D though
[13:35:39] <Blitzcow> noone__: Awesome :D Can I batch togheter modelInstances
[13:35:58] <Blitzcow> Or do I have to get my hands dirty with Mesh.class
[13:37:35] <noone__> Blitzcow: maybe using ModelBuilder?
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[13:39:53] <noone__> Blitzcow: you are lucky Xoppa just joined, he will be able to help you better than I can :D
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[13:40:47] <Xoppa> o.O if noone can help then everything is lost
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[13:40:54] <Xoppa> :D
[13:41:25] <noone__> noone can't help :)
[13:41:33] <noone__> so, someone can, I guess?
[13:43:08] <Xoppa> noone knows
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[13:43:56] <Blitzcow> Xoppa: I render around 300 cubes on the screen with a FPS of 25. Do you think it would be better to batch them togheter to a 10K mesh ish?
[13:44:40] <Xoppa> yes
[13:45:00] <Blitzcow> With the modelbuilder?
[13:47:03] <Xoppa> yeah, you could use that
[13:47:24] <bhldev_2> good morning
[13:50:33] <FrietSauce> Lol me again, is there any way to fix unwanted spaces between rows of a table? I sometimes get a black row of 1 pixel between rows.
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[14:04:59] <Blitzcow> god damn it Xoppa:! You're a genious!! It broke my cam culling but even though I disabled it I get 59 FPS :D
[14:05:13] <Xoppa> yay!
[14:05:40] <Xoppa> yeah culling cant rely on the matrix if you use that anymore
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[14:07:07] <Xoppa> use chunks where appropriate
[14:07:13] <Blitzcow> Xoppa: Before I did if (visible) render(cubes[i]). Because I cached it I can only draw everything or nothing :)
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[14:07:48] <Zammalad> hi all, new to libGDX and I'm wondering if there are any up to date tutorial series around?
[14:09:41] <Zammalad> great thanks Xoppa
[14:10:04] <Zammalad> I've got it all set up on OSX and Windows in IntelliJ
[14:10:34] <Zammalad> Blitzcow - thanks as well
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[14:38:23] <ledr> Hi! When i scale down images to match the box2D World size it loses its original quality noticeably. Any pointers on how to maintain quality when scaling down?
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[14:39:43] <Xoppa> ledr, dont scale anything
[14:40:07] <ledr> What can i do instead?
[14:41:44] <Xoppa> just use the same units throught your game
[14:41:51] <Xoppa> *throughout
[14:42:00] <Xoppa> blog.xoppa.com/pixels
[14:42:01] <Blitzcow> ledr: Do you use the right TextureFilter
[14:42:34] <ledr> I will check out that post and i tried using a Linear texture filter but it didn't do anything
[14:43:15] <Blitzcow> Are you using the sprite class?
[14:43:33] <ledr> No sprite class is used
[14:44:36] <Blitzcow> How do you scale them?
[14:46:10] <ledr> for the level i do: tiledMapRenderer = new OrthogonalTiledMapRenderer(tiledMap, 1 / PPM);
[14:47:55] <ledr> and when i draw the textures, i just use a smaller width and height
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[14:50:44] <Blitzcow> ledr: Probably because your target device has a low res screen :)
[14:51:33] <Blitzcow> Xoppa: ModelCache is awesome! How come it is not in the Standard Lib?
[14:52:04] <Xoppa> its experimental at this stagew
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[14:52:58] <Blitzcow> Well I like living dangerously, * publishes a game with it *
[14:53:40] <Ashiren> breaks google play
[14:53:49] <Xoppa> that´s okay, it´s mostly about the api, it needs more finetuning for edge cases
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[14:55:00] <Blitzcow> Haha yes, Google is crying at the moment looking at what I have done
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[15:06:26] <mobidevelop> noone__: you should favor using fewer modules of Google Play services over multi-dex
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[16:07:36] <noone__> mobidevelop: I'm already doing this, I have only 4 parts of it included
[16:09:46] <mobidevelop> I see, then you should write less code :)
[16:10:12] <matthewt> anyone using the functional stuff in java 8 with libgdx?
[16:10:20] <mobidevelop> No
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[16:15:52] <matthewt> k.
[16:16:09] <mobidevelop> Nobody who wants to support anything other than desktop that is.
[16:16:46] <kdarknight> noone__, are you sure those 4 parts does not contain the whole play service?
[16:17:00] <noone__> base, ads, games and gcm
[16:17:39] <kdarknight> I had the same, except gcm mine was something invite related
[16:17:55] <kdarknight> Refresh gradle maybe?
[16:18:25] <noone__> I actually still have a lot of gdx extensions included that I'm not using, I dunno why they are still there, I'll remove them and hope it's enough to be <65k methods
[16:18:50] <noone__> (like... every single extension there is)
[16:20:40] <noone__> that seems to be a better solution than going multidex :D
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[16:23:02] <noone__> no... still too much :(
[16:25:39] <mobidevelop> Proguard it
[16:26:05] <mobidevelop> How many y .ethods do you actually have?
[16:26:13] <mobidevelop> *methods
[16:26:36] <noone__> no idea, where do I see that?
[16:28:00] <mobidevelop> use the dexdump tool in Android sdk
[16:28:15] <mobidevelop> dexdump -f
[16:29:16] <mobidevelop> Well, I guess you can't do that if it won't compile :)
[16:30:04] <noone__> exactly :D
[16:30:20] <noone__> I can do it with multidex and then check those maybe
[16:30:33] <mobidevelop> I think libgdx contributes the vast majority of the methods
[16:30:39] <noone__> really?
[16:30:43] <mobidevelop> Yeah
[16:31:14] <mobidevelop> We should consider breaking libgdx up into more extensions
[16:31:38] <noone__> I have only gdx, gdx-ai and gdx-freetype now
[16:31:49] <noone__> even got rid of play services GCM
[16:32:01] <noone__> still too much...
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[16:32:58] <mobidevelop> Compile just a plain gdx project and do the dexdump thing
[16:33:37] <mobidevelop> Like just the initial project from setup
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[16:35:10] <noone__> I'll try that
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[16:39:51] <noone__> it takes quite a while, lol
[16:41:42] <noone__> I get dizzy watching the logs
[16:43:43] <mobidevelop> It actually isn't as high as I expected
[16:43:52] <noone__> wth is dexdump -f doing? the apk is 1.2MB
[16:44:31] <mobidevelop> It is printing out all the details about all the methods and fields
[16:45:16] <noone__> about proguard... doesn'T proguard run after the dex was built?
[16:45:30] <mobidevelop> No, it runs before dexing
[16:45:51] <noone__> on what? the .class files?
[16:45:57] <mobidevelop> Yes
[16:46:03] <noone__> oh, okay
[16:46:26] <mobidevelop> I got a count of 13943 methods from a plain old gdx project (no extensions)
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[16:46:41] <noone__> it'S still running for me...
[16:46:56] <mobidevelop> That's actually a lot lower than I expected
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[16:47:57] <noone__> maybe it's because I'm using 4 different versions of gdx in my game
[16:48:18] <noone__> jk :P
[16:49:35] <noone__> I think it's time to get a new laptop
[16:50:09] <mobidevelop> Probably
[16:50:51] <noone__> you did also supply the .apk file, right? you didn't extract the classes.dex before?
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[16:51:51] <mobidevelop> Correct
[16:52:14] <noone__> weird, it just doesn't stop
[16:52:15] <mobidevelop> With box2d, the count is 14656
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[16:54:22] <noone__> um.... it finished, but didn't really print any results
[16:54:59] <mobidevelop> I am printing output to file... Method count is one if the first things it prints
[16:55:20] <noone__> great, lol
[16:55:22] <mobidevelop> With box2d, freetype, ai: 15939
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[16:55:53] <mobidevelop> pastebin your Google Play dependencies
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[16:57:41] <noone__> with googlePlayVersion = '7.5.0'
[17:00:42] <mobidevelop> That's a lot of commented dependencies
[17:01:44] <noone__> I know... I have one project setup that I copy for all my games and then just get rid of the things I don't need
[17:01:54] <noone__> commenting something out is faster than adding it ^^
[17:03:21] <noone__> weirdly enough, one of GPS base, ads or games has a transitive dependency on GPS drive and analytics as well
[17:03:34] <mobidevelop> With gdx, box2d, freetype, ai, ads, games, gcm I get a method count of 43793
[17:03:36] <noone__> I might understand ads -> analytics, but drive?
[17:05:10] <mobidevelop> games adds drive dependency
[17:05:19] <mobidevelop> Probably for cloud storagy
[17:05:24] <Whiskee> yep
[17:05:34] <noone__> aahhhhh, DRIVE
[17:05:40] <noone__> I thought about cars, lol
[17:06:06] <mobidevelop> Heh
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[17:06:25] <noone__> well, thanks mobi, then I figured out what my problem is
[17:06:48] <mobidevelop> You just have too many codes
[17:06:51] <mobidevelop> ?
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[17:08:13] <noone__> I've recently moved all my shared code from 10 different games to one project and use that as a core dependency...
[17:09:35] <noone__> that alone won't add 20k methods, but it uses all extensions and other stuff internally
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[17:10:37] <noone__> so, whether I have these explicitly listed or not, doesn't matter because it's all in this dependency anyway -.-'
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[17:12:03] <noone__> I'll try a release build with proguard and hopefully it will get rid of everything that's not used
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[17:13:47] <Whiskee> proguard is the only way I can push a build to android, my library project is well over 70k methods because of play services
[17:13:49] <noone__> gradlew android:assembleRelease will this, right?
[17:13:56] <Whiskee> and you can only compile it selectively with gradle, which I won't use
[17:14:14] <noone__> *will do this
[17:14:40] <mobidevelop> Will run proguard? Yes, if you set it up to do so.
[17:15:18] <noone__> I did not, I expected the gdx-setup already set it up that way
[17:15:37] <mobidevelop> gdx-setup doesn't know if you want proguard
[17:16:02] <noone__> but there's already a proguard-project.txt
[17:16:38] <noone__> is there any reason to NOT use proguard in a release build?
[17:16:47] <Xoppa> reflection
[17:17:16] <mobidevelop> You have to enable proguard in the android build.gradle
[17:17:16] <Blitzcow> Anyone know why FBO renders with jagged edges? Even though the filter is set to linear
[17:18:03] <Xoppa> Blitzcow, edges is not sampling (texture filter), use anti aliasing for that
[17:18:38] <Xoppa> or add a transparent border
[17:18:40] <Blitzcow> aha so numSamples is only for Screen Buffer?
[17:19:09] <Blitzcow> Xoppa: I meant jagged edges on 3D objects
[17:19:50] <Xoppa> yeah, then aa (or render everything to a fbo and then render that with bilinear filtering, which is practically the same)
[17:21:47] <noone__> mobidevelop: how? neither "runProguard true" nor "minifyEnabled true" works
[17:23:14] <mobidevelop> Where did you add it?
[17:24:06] <noone__> in the wrong place... defaultConfig... works in buildTypes, sorry
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[17:24:56] <mobidevelop> You probably will need to update the proguard-project.txt
[17:25:17] <noone__> update? like how?
[17:25:45] <Xoppa> nano ./proguard-project.txt
[17:25:49] <mobidevelop> Running with proguard got that ~43k methods down to ~9.8k
[17:26:36] <mobidevelop> For just a freshly setup project that pretty much does nothing
[17:26:48] <mobidevelop> So obviously not realistic
[17:27:12] <Xoppa> noone__, if you enable proguard then chances are that it won´t run anymore, e.g. because of the use of reflection
[17:27:25] <mobidevelop> Yay reflection
[17:27:43] <Xoppa> *it=your app
[17:28:13] <mobidevelop> You just have to configure proguard correctly (which can be a chore)
[17:28:41] <noone__> proguard fails because of the dependencies I've removed, that the core-base dependency thing uses... *sigh*
[17:29:08] <noone__> now I understand why it's not included by default :D
[17:29:13] <mobidevelop> :)
[17:29:19] <[twisti]> proguard is a bit opaque but once you figure out how it all works together its not really that hard to configure correctly
[17:30:10] <noone__> *considers using multidex instead of proguard*
[17:32:43] <noone__> oh god it was a stupid idea to have one shared dependency that has just everything included
[17:32:49] <mobidevelop> Yes
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[17:37:06] <noone__> how does proguard actually know what can be removed?
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[17:37:41] <noone__> does it start at the activity and then search from there?
[17:38:26] <Xoppa> yeah, probably comparable to robovm treeshaking
[17:38:56] <Xoppa> although it might be ¨aggressive¨
[17:39:02] <Xoppa> *might not be
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[17:47:26] <noone__> interesting, thanks... has anyone used dexguard?
[17:51:35] <mobidevelop> Nope, costs money
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[18:16:25] <cobolfoo> gdx-ai is very very nice.
[18:16:33] <cobolfoo> I like to tell this just after davebaol quits
[18:16:50] <Yomic> I coded A* myself by mistake instead of using gdx-ai
[18:17:01] <Yomic> Didn't know it existed
[18:17:01] <cobolfoo> In all seriousness, I implemented patrolling units in my game
[18:17:06] <cobolfoo> In like 1-2 hours yesterday
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[18:17:54] <cobolfoo> hehe I developed my own engine before discovering about libgdx, I know the pain :)
[18:18:10] <Yomic> ouch
[18:18:37] <Yomic> I coded in slick2d before I knew its development stopped and libgdx already existed
[18:19:03] <Yomic> Not quite as bad as coding your own engine though
[18:20:49] <cobolfoo> at least I was only targetting PC with lwjgl
[18:21:53] <bhldev_2> gdx ai is cool
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[18:26:59] <cobolfoo> I just miss one feature right now, I have to work on it today, making two agents not colliding when crossing
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[20:04:35] <fng> Anyone here versed in Quaternion's getAxisAngle?
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[20:10:25] <fng> I am new to LibGDX and just starting to play around.
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[20:11:06] <fng> I am rotating a model around X axis by one degree each frame and then using Quaternion's getAxisAngle to check results
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[20:11:44] <fng> When the angle gets to 240 degrees, the X axis value switches to -1 and the angle switches to 119.
[20:11:58] <fng> My question is, why 240 and not 180?
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[20:22:12] <Guest35020> hi
[20:22:43] <Guest35020> is there anyone alive that uses libgdx wiht intellij
[20:22:51] <Guest35020> *with
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[20:24:18] <intrigus> Sure
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[20:25:47] <Guest35020> when i run the project i get a gradle execution failed for task error
[20:26:09] <noone__> Guest35020: just run it a second time
[20:26:11] <Guest35020> and it has my file path followed by ic_launcher.png
[20:27:08] <Guest35020> Is there a way to correct this error
[20:29:35] <noone__> which error...
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[20:31:29] <Guest35020> error: android build target org.gradleconnectionException could not execute build using gradle installation
[20:31:50] <Guest35020> then its a path to gradle-2.4
[20:32:25] <Guest35020> i just installed libgdx and imported my lib gdx file to intellij
[20:32:42] <Guest35020> this is one of te errors i get when i run the program
[20:33:04] <Zammalad> strange
[20:33:31] <Zammalad> I literally just set up a libGDX project with IntelliJ and everythign was ifine
[20:33:56] <Guest35020> did you import the libgdx project?
[20:34:17] <Zammalad> the gradle you mean?
[20:34:24] <Guest35020> yes
[20:34:28] <Zammalad> yes
[20:34:36] <Zammalad> and have created a basic app and run it
[20:35:36] <Guest35020> Error:Android Gradle Build Target: org.gradle.tooling.GradleConnectionException: Could not execute build using Gradle installation path/to/gradle-2.4-bin/1lebsnfoptv8qpa10w6kyy5mp/gradle-2.4'.
[20:36:59] <Zammalad> Check you JDK home setting in Field->Platform Settings
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[20:37:58] <Guest35020> thats theerror i get i have two option use prject jdk and just the plain jdk
[20:38:10] <Guest35020> should i select the project jdk ?
[20:39:24] <Guest35020> Error:Gradle: Execution failed for task ':android:mergeDebugResources'.
[20:39:25] <Guest35020> > /home/d/gdxprojects/alphat/android/res/drawable-xxhdpi/ic_launcher.png: Error: com.android.ide.common.process.ProcessException: org.gradle.process.internal.ExecException: Process 'command '/home/d/sdk/build-tools/20.0.0/aapt'' finished with non-zero exit value 127
[20:39:41] <Guest35020> thats the other error i am getting
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[20:41:51] <Guest35020> ahh mine is different i have the option for 1.8 and the android 1.8 in project sdk
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[20:42:10] <Guest35020> and my project level language is set to sdk default 8
[20:43:52] <Zammalad> sdk default should be fine as well if you set it to jdk 1.8
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[20:45:02] <Xoppa> fng, you probably want to avoid using rotations like that
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[20:48:10] <Guest35020> if any knows about a good link on how to setup your libgdx project with intellij let me know
[20:48:15] <fng> thx Xoppa!
[20:49:18] <Guest35020> Error:Android Gradle Build Target: org.gradle.tooling.GradleConnectionException: Could not execute build using Gradle installation path/to/gradle-2.4-all/6r4uqcc6ovnq6ac6s0txzcpc0/gradle-2.4'.
[20:49:37] <Tomski> thats not the whole error
[20:49:40] <Tomski> pastebin it
[20:51:04] <Guest35020> k
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[20:57:38] <Guest35020> should i use the default gradel wrapper, 2 use customizable gradle wrapps, or 3 use local gradle distribution
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[21:07:18] <Tomski> Guest35020, see if you can run it from command line
[21:07:37] <Tomski> open up command prompt or terminal, cd to the project directory and run gradlew desktop:run
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[21:12:53] <Guest35020> k
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[21:14:33] <Guest35020> command not found
[21:14:55] <Ashiren> ./gradlew
[21:15:14] <Guest35020> k
[21:17:24] <Guest35020> command not found i dont have the desktop file just android and ios
[21:18:09] <Tomski> Then run ./gradlew assembleRelease
[21:18:19] <Tomski> ./gradlew android:assembleDebug *
[21:18:41] <Guest35020> k now its doing something
[21:20:47] <Ashiren> weee
[21:20:48] <Guest35020> k
[21:20:59] <Guest35020> this is the error i got with that
[21:21:57] <Guest35020> :( i followe dhte instructions directly on setting this up i dont know why im gettign so many erors
[21:23:45] <Guest35020> i forgot to add all of the errors look at this pastebin instead
[21:24:19] <Tomski> What OS are you using?
[21:24:24] <Guest35020> fedora
[21:24:25] <Guest35020> 22
[21:24:27] <bhldev_2> anyone use the gdx ai state machine? is it good?
[21:24:32] <mobidevelop> I can always count on Xoppa to close fake issues on the tracker
[21:24:54] <Xoppa> :)
[21:25:17] <Tomski> You should follow the google guide for installing the android sdk for your OS
[21:25:23] <bhldev_2> sorry bad question... my use case is, maybe making some tool to create state machines for my app, anyone use the gdx ai for that?
[21:25:55] <bhldev_2> I'm going to write some html tool (out of band) that will spit out json to be consumed by the app as a state machine
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[21:31:46] <Guest35020> k
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[21:37:53] <davebaol> bhldev_2: I don't get what you're trying to do
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[21:53:23] <CodeStuff> hi
[21:53:34] <CodeStuff> can some one help me with this :
[21:59:35] <superradish> windows mode?
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[22:07:40] <CodeStuff> you know, there is Full screen mode
[22:07:43] <CodeStuff> and windows mode
[22:07:51] <CodeStuff> sorry, window mode
[22:08:04] <CodeStuff> @superradish
[22:09:40] <[twisti]> thats windowed mode
[22:14:06] <superradish> you'll want to wait for xoppa codestuff
[22:14:18] <superradish> i believe he's on euro time
[22:14:30] <superradish> oh no he's on
[22:14:34] <superradish> or was 30 minutes ago
[22:14:59] <CodeStuff> sorry
[22:15:15] <superradish> he is like unto the libgdx god
[22:15:28] <superradish> it's probably somethign wrong with the way opengl is registered with windows or whatever
[22:15:39] <superradish> but i can't even begin to venture a guess on how to fix that
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[22:24:26] <Xoppa> o.O
[22:25:17] <Xoppa> CodeStuff, i use fraps, never had an issue with it
[22:25:44] <CodeStuff> I want to capture only the windowed game
[22:25:49] <CodeStuff> not all my desktop
[22:25:58] <Xoppa> yes, thats what i mean
[22:26:54] <CodeStuff> ok I will try fraps, by the way I would be glad if I knew what is the problem with overwolf
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[22:27:17] <Xoppa> doesnt youtube support cleaner urls?
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[22:28:32] <intrigus> Asfaik there is also youtu.be if that's a clean url
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[22:29:55] <Xoppa> i mean something like youtube.com/xoppabv (appareantly i have two youtube channels for one account, yay!)
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[22:50:22] <cristian_> hello guys
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[23:05:52] <cristian_> guys I have a problem
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[23:07:33] <bhldev_2> davebaol in one sentence I don't want to hardcode a state machine, I want the states in json
[23:10:23] <exo0> if it's libgdx related problem, just ask cristian_ you're in the right place
[23:12:16] <cristian_> it was rather a opengl one
[23:13:35] <Guest19322> figured out my issue from earlier. In order to use libgdx and intellij properly on linux you need to add the x86 x86 dependecies
[23:17:15] <davebaol> bhldev_2: state transitions are harcoded in the states themedelves
[23:17:24] <davebaol> themselves
[23:19:07] <davebaol> if you want to put them in json you can extend gdx-ai state machines or write your own implementation from scratch
[23:19:18] <davebaol> it's up to you
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[23:26:09] <bhldev_2> davebaol alright thx
[23:26:37] <Xoppa> cristian_, as the topic states: if you have a question, just ask!
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[23:31:28] <mobidevelop> I prefer if people ask to ask
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