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   September 23, 2015  
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[00:03:14] <cobolfoo> davebaol, if you have time, could you tell me if the AI move correctly? I tried to lock the steering to my tile based level. https://youtu.be/ruZsyRcG_e0
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[00:28:48] <that1guy232> hey I want to align a string to a sprite but i am no sure how to get the width of the BitmapFont
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[00:32:46] <wulax> that1guy232: you can use GlyphLayout
[00:33:29] <wulax> something like: GlyphLayout layout = bitmapfont.draw(spritebatch, string, x, y);
[00:33:37] <wulax> then use layout.width
[00:34:32] <that1guy232> thanks wulax i seem a stackoverflow on glyphlayout but was not sure on how to use it
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[00:35:48] <wulax> no problem
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[03:00:21] <FullOfNothing> hello
[03:00:35] <LiquidNitro> hi
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[03:22:08] <ex0_o> Hello, I implemented in-app purchasing (IAP) in my game. I tested it with two accounts (let's say A & B) in the same device, A bought IAP (ads free product), it's successful. then when I tried with account B to buy the same product, Google Play says "the item you requested is not available for purchase". Any idea why this happens?
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[04:39:18] <TEttinger> ex0_o: is it already purchased on the same device?
[04:39:40] <TEttinger> I suspect it says it isn't available for purchase because you can't reasonably install it over itself
[04:40:49] <ex0_o> TEttinger: yes it is already purchased with account A but account B not purchased it yet.
[04:41:12] <TEttinger> downladed with account A?
[04:41:17] <TEttinger> *downloaded
[04:41:54] <ex0_o> Yes with account A.
[04:42:26] <ex0_o> but I already uninstalled it and reinstalled with apk that i transfered from my computer.
[04:44:13] <ex0_o> TEttinger: should account B download it from Playstore too? I havent tried that
[04:46:21] <TEttinger> hmm
[04:47:14] <TEttinger> I suspect there's something lingering from the previous install on the hardware, something that isn't related to the account and because the second installer sees something already there, it refuses to install
[04:47:34] <TEttinger> (possibly google play store knows this before you download)
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[04:49:35] <ex0_o> I guess so, seems like Google Play thinks that I still using account A even though in fact I'm using account B.
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[04:50:27] <ex0_o> but maybe I should try download the app from Play Store with account B too.
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[05:12:19] <mobidevelop> That Google Play in-app billing. Doesn't ever handle multiple accounts right.
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[05:18:41] <ex0_o> hmmm, maybe only the primary account allowed to purchase? if so, the solution is I have to factory reset my phone.. because I just read this from Android dev. website:
[05:18:56] <ex0_o> Note: The only way to change the primary account on a device is to do a factory reset, making sure you log on with your primary account first.
[05:19:26] <ex0_o> http://developer.android.com/google/play/billing/billing_testing.html#billing-testing-test
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[05:20:22] <ex0_o> thats really 'a hard work' :D
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[05:33:36] <ex0_o> yea, I think Google Play keeps thinking that I'm using account A which is the primary account hence I can't purchase anymore
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[05:45:35] <mobidevelop> On one game I have I can only purchase on my non-primary account (unless I remove that one - then I can purchase on my primary)
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[05:49:51] <ex0_o> mobidevelop: what if you want to buy again with non-primary account?
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[05:49:59] <ex0_o> factory reset?
[05:50:21] <mobidevelop> No, then I just add the non-primary account again
[05:51:14] <ex0_o> hmm okay
[05:51:47] <mobidevelop> Only one game has this problem for me
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[05:56:08] <ex0_o> okay. the way Google Play handling multiple accounts really confusing me, I guess I have to read more from their website..
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[08:52:32] <nooone> http://stackoverflow.com/questions/32692242/libgdx-bitmapfont-does-not-wrap-to-next-line could this be a bug?
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[09:21:36] <davebaol> cobolfoo: looks good to me
[09:21:48] <davebaol> cobolfoo: what's the problem?
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[09:38:39] <mk1> kdarknight1: did you have a chance to test 0.7.3?
[09:45:56] <Chilley-> is it possible to draw a square filled like this http://pasteboard.co/QIm5I79.png would I have to use shaders to do it and how efficient would it be?
[09:46:49] <Chilley-> never touched shaders so im not sure what all they can be used for
[09:47:03] <kdarknight1> mk1, in college right now. Give me 1-2 hours
[09:49:24] <mk1> Chilley-: http://imgur.com/lYqJt1n <= stripes are rendered with a shader
[09:49:45] <mk1> http://i.imgur.com/lYqJt1n.png (img only)
[09:51:30] <Chilley-> yea thats it
[09:51:44] <Chilley-> is this https://github.com/libgdx/libgdx/wiki/Shaders a good spot to start learning them
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[09:53:06] <mk1> uhm, depends on what you want to do
[09:54:04] <mk1> the only thing you really need to know is that vertex shaders manipulate the vertices and the pixel shader manipulates the color of each pixel of the rendered triangles based on its vertices
[09:54:41] <mk1> in its simplest form the vertex shader just transforms your vertices to camera space, which is described by the projection matrix
[09:55:22] <mk1> you probably want to start with a custom shader for a spritebatch to get going
[09:55:46] <mk1> so you can still use sprite.draw(batch) but the used shader is a custom one
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[10:01:34] <ctepa> nooone:) Can you check a value of font.data.down where font is your BitmapFont object
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[10:07:40] <kdarknight> mk1, is shader pro
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[10:15:01] <TEttinger> mk1 taught me everything I know about shaders
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[10:16:28] <kdarknight> mk1, works fine now
[10:16:41] <kdarknight> And that tail looks good
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[10:20:20] <mk1> yeah, that's very good news :)
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[10:20:54] <mk1> I've already improved the tail and will add a few more effects. so it's almost done :P
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[12:22:54] <nooone> SILENCE!
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[12:28:33] <mk1> I KILL YOU
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[13:09:05] <rgr> cough
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[13:09:31] <wulax> sniffle
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[13:13:56] <rgr> It's going around.
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[13:40:39] <MunkeeBonez> morning fellows/girls/etc
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[13:49:35] <kdarknight1> Only monkeys here
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[13:56:57] <MunkeeBonez> so I guess I hit a milestone today
[13:57:06] <MunkeeBonez> my first random 1star no comment rating on google play
[13:57:46] <MunkeeBonez> love those, not much I can do, was it a bug? did it perform badly? can't fix that really
[13:58:34] <davebaol_> so typical
[13:59:14] <MunkeeBonez> I think its part of the deal honestly
[13:59:41] <MunkeeBonez> like if I was a betting man Id wager someone that they can't find an app that a) has downloads, and b) has no 1star ratings
[14:00:23] <MunkeeBonez> and the category these first apps fall into I swear there is a creator program being used... (live wallpapers)
[14:00:48] <MunkeeBonez> as research I downloaded a pile of them and kept seeing this crummy glowing balls over a still picture effect from multiple developers
[14:01:56] <wulax> there are plenty of people who will give 1 star just for the lulz, don't worry about it
[14:02:03] <MunkeeBonez> oh I am not
[14:02:11] <MunkeeBonez> I almost look at it like losing my virginity
[14:02:55] <MunkeeBonez> only part at all about it that bugs me is that its on the effect I had slight concerns over on performance for certain GPU's
[14:03:23] <ben255> wooohoo
[14:03:29] <MunkeeBonez> so if it was a valid 1star and his performance was the reason Id want to know the gpu type so I can profile it and figure out what makes said gpu so cranky
[14:03:44] <ben255> anyone know where kotcrab is up to?
[14:04:03] <MunkeeBonez> love that editor
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[14:12:21] <MunkeeBonez> well shoot I didn't know lenovo had smartphone products
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[14:14:14] <deniska> I had a brief experience with one
[14:14:24] <deniska> mtk processor, nothing to see here, move along =)
[14:15:40] <MunkeeBonez> hah
[14:15:58] <MunkeeBonez> I have started collecting people's old devices that I know
[14:16:18] <MunkeeBonez> every time they upgrade what I am definitely learning people look at price and have no ability to choose well
[14:17:44] <deniska> well, this device has freaking amazing feature
[14:17:51] <deniska> 4000 mAh battery =)
[14:18:44] <deniska> so it is one year used, but it still lasts one day and (sic!) the day after!
[14:19:21] <ben255> motorola got good phones
[14:19:56] <MunkeeBonez> not bad
[14:20:03] <MunkeeBonez> thats the thing about my sony I love so hard
[14:20:18] <ben255> 4 years and counting now :p
[14:20:22] <MunkeeBonez> 3-4 days for charge
[14:20:54] <MunkeeBonez> even with live wallpapers running and my tendancy to stare at my own work
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[14:34:20] <rgr> MunkeeBonez: Sony Z3?
[14:35:49] <MunkeeBonez> z1
[14:36:02] <MunkeeBonez> I am a cheap bastard I only get when my provider offers me free stuff
[14:37:34] <MunkeeBonez> only device I have ever purchased was the asus tablet, after researching what had the crummiest gpu in a widely retailed device
[14:37:55] <MunkeeBonez> I needed that particular powerVR chipset, good to have a rubbish device for testing
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[14:40:47] <blotunga> :D
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[14:43:07] <dermetfan> does somebody here use NixOS?
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[14:56:17] <[twisti]> https://www.origin.com/en-ie/store/free-games/on-the-house
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[16:15:38] <DZ11> is htere a way to install libgdx in android studio?
[16:15:47] <DZ11> there
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[16:20:49] <that1guy232> DZ11 : http://lmgtfy.com/?q=installing+libgdx+android+studio
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[16:31:13] <Logende> hey!
[16:31:47] <Logende> I've got a small question about Libgdx and the ortographic camera system
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[16:32:30] <Logende> if I want to draw a 1920*1080 background, should I set the camera size to 1920*1080 or rather to something smaller and manually scale my big backgrounds down before I draw them?
[16:33:36] <Logende> the game itself has sprites made for a 1920*1080 resolution (can be scaled down of course)
[16:34:40] <Logende> I want my images to be instantly scaled down when being loaded on devices with few memory but the others shall see the high resolution
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[16:42:36] <DZ11> does anyone here use libgdx with android studio?
[16:42:50] <Sablier> yes
[16:43:04] <Sablier> but i'm a beginner...
[16:43:46] <blotunga> i do with eclipse
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[16:47:08] <blotunga> Logende: You can't. You probably need to have two versions of the image with lower and higher resolution. Because when a texture is loaded it already takes up all the necessary memory, in this case 1920x1080x4
[16:48:06] <Logende> blotunga: hm.. and is it possible to instantly load images with a specific scale, like it is in Android?
[16:48:46] <Logende> ah well I guess not I almost asked the same question
[16:48:53] <blotunga> Logende: you can probably use this: https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/assets/loaders/resolvers/ResolutionFileResolver.html
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[16:49:14] <Logende> blotunga: thanks I will check it out! :)
[16:49:41] <blotunga> but you will still need to ship your game with two versions of the texture
[16:50:03] <Logende> hm yeah
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[16:50:58] <blotunga> but it's the same in android for icons too for example, you have like 5 versions in your apk and depending on dpi one is selected
[16:51:32] <Logende> when I use that system for every single of my backgrounds it will need lots of space
[16:51:51] <Logende> I'll think about it and try inhowfar it works for my project
[16:52:33] <blotunga> you can have about 4GB of assets in total on the play store
[16:52:45] <blotunga> if you're really hardcore :P
[16:53:45] <[twisti]> could always download additional stuff after installation
[16:53:52] <[twisti]> if hardcore isnt enough for you
[16:54:05] <blotunga> true
[16:54:50] <blotunga> also it's probably a good idea to have textures power of two, but I also don't really abide to this rule since my game is turn based
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[16:56:46] <blotunga> btw I the largest android game that I played had around 2GB or so. Bard's Tale
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[16:57:11] <blotunga> but I've rarely seen games larger than a few hundred MB otherwise
[16:57:21] <Logende> thing is that players don't like to download large games
[16:57:32] <Logende> my biggest concern
[16:58:17] <blotunga> well 1920x1080 would only eliminate about 5% or your target audience, since it would mean that devices with MAX_TEXTURE_SIZE of 1024 wouldn't be able to run it
[16:58:26] <blotunga> they are getting fewer and fewer though
[16:58:40] <blotunga> and 100-200MB in today's world downloads in seconds
[16:58:42] <blotunga> for me at least
[16:58:43] <blotunga> :D
[17:00:03] <Logende> in my little town we have 2mb per minute :P That's real medieval
[17:00:20] <blotunga> grr :(
[17:00:28] <Logende> well it's rather a village than a town
[17:00:55] <Logende> getting a better connection next your though ;)
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[17:01:13] <Logende> Being away for a while, coding
[17:01:40] <blotunga> my game is about 180MB yet noone complained about size. Only about the lack of a tutorial :D
[17:01:46] <blotunga> I need to make time for that
[17:02:07] <blotunga> and besides on google play you can split up your APK
[17:02:17] <blotunga> actually you have to if it's larger than 50MB
[17:02:35] <blotunga> and I update assets rarely
[17:03:54] <blotunga> well, smells like rain so time to head home
[17:04:00] <blotunga> nite all
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[18:02:24] <jgg> hi there! any idea on what would be the easiest way to get this effect? http://s10.postimg.org/md6r976vt/light_effect.jpg
[18:03:14] <jgg> ignore the actual distance between the candle and the character
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[18:06:54] <kdarknight1> Any game idea based around the theme of milk? :P
[18:07:53] <kdarknight1> I am participating to a hackathon of a company who is commercialized around dairy products
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[18:11:17] <lapinozz> haha
[18:11:24] <lapinozz> milk, that's afunny one
[18:11:44] <kdarknight1> Yeah, but prize money is awesome
[18:12:07] <kdarknight1> I need ideas
[18:12:39] <lapinozz> firt idea that came to my mind is this game where you'r given pipe and you have to place them so the milk go to the end
[18:12:57] <lapinozz> or maybe something where you have to balance milk bottle
[18:13:22] <lapinozz> or a flappy bird with milk bottle
[18:13:33] <lapinozz> and diferent type of milk have diferent effect
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[18:15:41] <lapinozz> kdarknight1: or maybe a game where you are the milk deliverer
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[18:19:09] <kdarknight> Okay, I can use milk as power up in a platformer. But it's too common, I guess others might be doing same. Anything else?
[18:20:26] <lapinozz> you dint see what i writted?
[18:20:36] <lapinozz> firt idea that came to my mind is this game where you'r given pipe and you have to place them so the milk go to the end
[18:20:41] <lapinozz> or maybe something where you have to balance milk bottle
[18:20:46] <lapinozz> or a flappy bird with milk bottle
[18:20:49] <isdera> does it have to be about milk?
[18:20:50] <lapinozz> and diferent type of milk have diferent effect
[18:20:54] <lapinozz> or maybe a game where you are the milk deliverer
[18:21:09] <isdera> how about a game where you have to milk cows
[18:21:10] <Ashiren> well you could start with something where milk does come from
[18:21:23] <kdarknight> Balance a bottle?
[18:21:29] <Ashiren> not only cow milk*
[18:21:29] <isdera> its a race.. you have to milk them before their utters xplode >_<
[18:21:38] <kdarknight> Flappy milk is clearly too common
[18:21:45] <kdarknight> Hahah
[18:21:47] <isdera> how about Milky milk
[18:21:57] <kdarknight> isdera, target audience is below 18
[18:22:08] <that1guy232> Blah cant build my project says tools.jar not fount and suggestions?
[18:22:12] <kdarknight> And milk is theme of the hackathon
[18:22:23] <isdera> a 17 year old can't milk a cow?
[18:22:45] <davebaol> milk the cows before they blow up :)
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[18:22:55] <lapinozz> a game where you the milk dosnt actually come from cow, and you discover that and go in adventure to find out where it came from
[18:22:57] <kdarknight> I don't know if kids like to milk a cow :P
[18:23:15] <isdera> lapinozz .. like a milk conspiracy?
[18:23:22] <lapinozz> YEAH
[18:23:24] <kdarknight> lapinozz, nice story
[18:23:39] <isdera> and while youre milking them, you have to give them their rBGH injecttions too
[18:23:42] <kdarknight> Should I implement then on a platformer?
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[18:23:57] <kdarknight> I need serious suggestions guys
[18:24:07] <kdarknight> I have 10 days only
[18:24:24] <isdera> oh im sorry. i didnt realize this was a SERIOUS game.
[18:24:31] <kdarknight> Lol
[18:24:48] <kdarknight> Game is not but I am
[18:25:06] <lapinozz> kdarknight: make a platformer with 5 level, each level has a diferent (but simple) dynamic
[18:26:01] <kdarknight> If I go with platformer, I need some serious idea to make it look unique.
[18:26:20] <kdarknight> Because more then 5k people might be doing same
[18:26:48] <lapinozz> like the first level you go ee the thooth fairy becaue you think she make powder with theeth to make milk
[18:29:32] <kdarknight> Btw prize money is 13k us dollars
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[18:30:58] <lapinozz> im serious :p
[18:31:30] <lapinozz> so firt part is stealt game
[18:31:49] <lapinozz> you have to enter the theeth processing factory w/o bein caught
[18:32:22] <lapinozz> second part you fight a bunch of mob to get acces to the core of the factory
[18:32:46] <lapinozz> then you have to find the thooth fairy to confront her and know th thruth
[18:32:50] <lapinozz> that's the boss
[18:32:59] <lapinozz> and tada, you have 10 days
[18:33:33] <kdarknight> Well its not that bad
[18:34:29] <lapinozz> then start NOW
[18:34:35] <lapinozz> because, yes, it's that bad
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[18:37:53] <that1guy232> I created a new project with out the tools plugin and tried to build it. it fails and says could not find tools.jar
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[19:46:40] <Teyn> Hi, is there a way to make modelInstance always face camera? I've got a cylinder which is textured only on one half of the model and I want to make camera see only the textured side everytime. There's a setToLookAt function but I probably am using it wrong, because it's not doing what I want.
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[19:50:57] <isdera> i usually use the setLookAt function for Decals and Sprites.. to make them always face the camera
[19:50:58] <Xoppa> Teyn, instance.transform.getTranslation(tmp1).setToRotation(directionInRest, tmp2.set(tmp2).sub(cam.position).nor).trn(tmp1); where tmp1 and tmp2 is a Vector3 and directionInRest the direction where the model is looking at when unrotated, e.g. Vector3.Z
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[19:53:35] <Xoppa> setToLookAt is better, except that Z is inverted in the matrix4 implementation, so better use setToWorld in that case
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[19:56:51] <dermetfan> does anybody use libgdx on NixOS?
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[20:00:42] <[twisti]> what is nixos ?
[20:02:25] <Teyn> Xoppa, yay, this works thanks.
[20:02:43] <Xoppa> yay!
[20:03:00] <dermetfan> [twisti]: an OS i'm trying: http://nixos.org/
[20:03:06] <MunkeeBonez> nixos is a linux distro innit?
[20:03:22] <MunkeeBonez> I kinda miss my oldskool 90's xwindows box
[20:03:36] <[twisti]> whats your problem with it ?
[20:03:50] <dermetfan> i can't get libgdx games to run :D
[20:04:01] <isdera> try installing Windows
[20:04:05] <[twisti]> have you tried double clicking them ?
[20:04:10] <[twisti]> come on man, give some details
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[20:05:16] <dermetfan> [twisti]: it's missing shared libraries: http://pastebin.com/MaWAPMkR
[20:05:51] <[twisti]> that looks like a question for #nixos or #lwjgl
[20:06:48] <isdera> it would be cool if I could run my libgdx game a computer that doesn't have Java installed
[20:07:18] <Xoppa> dermetfan, it probably doesnt help, but it looks like at least someone got it to work (at least past the natives lib loading that is) https://github.com/libgdx/libgdx/issues/2971
[20:08:32] <dermetfan> [twisti]: probably #nixos because the way nixos works causes this. just thought I'd be faster if someone here already had this problem
[20:09:00] <dermetfan> Xoppa: Thanks, I may contact him
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[20:11:20] <[twisti]> dermetfan: i found generally its ones best bet to go for the lowest common denominator - in numbers, i would guess nixos > lwjgl > libgdx
[20:14:54] <kdarknight> dermetfan, the YouTube guy
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[20:17:24] <MunkeeBonez> I have realized I suck at store description copy..
[20:17:39] <MunkeeBonez> coder/artist not a marketing expert LOL
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[20:18:58] <kdarknight> Copy it from related games
[20:19:26] <MunkeeBonez> I have been looking these are live wallpaper effects atm
[20:19:36] <MunkeeBonez> my game I am being too picky and self critical at the moment
[20:19:37] <lapinozz> skill #1 of coder: copy/paste
[20:19:41] <MunkeeBonez> hah
[20:20:09] <MunkeeBonez> alot of the top searches for my category I am looking and going shoot these look like they are sooooo close to breaking google's content guidelines
[20:20:30] <MunkeeBonez> they may be in fact, just have yet to be seen by the bots
[20:22:33] <MunkeeBonez> thats a line I want to steer far in the clear from
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[20:31:01] <Tomski> echelog!
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[20:32:46] <[twisti]> http://i.imgur.com/g65xivE.png
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[20:36:58] <Tomski> [twisti], wats that?
[20:37:09] <Tomski> oh
[20:37:25] <[twisti]> i clever critique of DLC
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[20:52:01] <nikoliazekter> Quick question: does ScalingViewport with Scaling.none support virtual world units?
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[21:14:59] <that1guy232> I created a new project with out the tools plugin and tried to build it. it fails and says could not find tools.jar
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[21:19:12] <Xoppa> that1guy232, is that a question or you just want to inform us?
[21:19:12] <noone__> missing tools.jar sounds like a JRE instead of a JDK
[21:20:22] <that1guy232> Well i wanted to build my project and i cant becuase of it so :/ how would i go about fixing it
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[21:21:21] <Xoppa> what noone__ said sound like something you could check
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[21:24:47] <that1guy232> I dont understand sorry i dont have tools set up from libgdx tools the you selcet when you make the project but it still tries to build with it
[21:25:47] <noone__> libgdx tools extension is not what's causing the problem
[21:25:48] <Xoppa> why do you think that it still tries to build with the libgdx tools???
[21:25:55] <[twisti]> that1guy232: do you have the java JDK installed ? we dont mean the java JRE, we mean the JDK
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[21:26:16] <noone__> http://stackoverflow.com/questions/5730815/unable-to-locate-tools-jar
[21:27:09] <that1guy232> Yes i have the JDK installed and because it says tools.jar when it builds
[21:28:10] <[twisti]> what is your java_home set to ?
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[21:29:13] <Xoppa> that1guy232, create a new java hello-world project, not using libgdx at all, and make that build and run
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[21:33:46] <that1guy232> Xoppa Oh i see its saying it cant find the tools.jar in the JDK i'll just reinstall the JDK
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[21:35:01] <Xoppa> yay!
[21:35:30] <wulax> I have been considering writing a Bullet test program for animated ragdolls, where the collision shapes follow the animations when they are playing. Similarly, the animation armature/skinning follows the collision shapes when they are not playing, or the player shoots a cube at the character. Would this be useful, or is it too complicated/game specific to be among the tests?
[21:35:59] <wulax> I already have code in my game project that does this, but it will take a while to write still
[21:36:19] <wulax> So I thought I should ask before getting started
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[21:37:00] <Xoppa> wulax, you typically should not make a real simulation, instead it should only look realistic. e.g. just use a capsule for the body and kinematic bodies for the moving parts etc.
[21:37:34] <Xoppa> that said, if you have something we can add to the tests, i would happy to have a look at it
[21:38:12] <wulax> That is kind of what my code does, here is a video I made https://www.youtube.com/watch?v=jZq_rkI_C_4
[21:38:56] <wulax> I could donate the model too I guess
[21:39:04] <that1guy232> Xoppa my JAVA_HOME is C:\Program Files\Java\jdk1.8.0_60 its still not picking tools.jar :?
[21:39:35] <Xoppa> looks cool! but 3 minutes... dont have the patience :D which part am i looking for wulax?
[21:39:36] <that1guy232> i see tools.jar in there
[21:39:49] <Tomski> what are you actually running?
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[21:40:08] <wulax> Xoppa: yeah, sorry, you can look 30 seconds in
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[21:40:38] <dajos7> hi guys
[21:40:52] <dajos7> i have an issue wuth the controller libs
[21:41:27] <dajos7> i have an ipega classic bluetooth controller paired and working with my android in gamepad mode
[21:42:05] <dajos7> on windows my xbox controller wroks fine .. on android no key is registered
[21:42:06] <Xoppa> looks great wulax. if you like and are interested in expanding a bit, perhaps consider contributing the scene as some kind of demo
[21:42:38] <Xoppa> i´m pretty sure many people would love to have something like that to play with when starting with libgdx 3d
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[21:43:52] <dajos7> controller is recognized on android
[21:43:58] <wulax> Xoppa: The code for the entire project is kind of large, and I use Ashley to structure it, so I'm not sure how useful it would be, but maybe
[21:44:49] <wulax> I was thinking more about a simle scene, with animated ragdoll you can walk around with a bit, throw stuff at so it would fall down in mid-animation
[21:45:32] <wulax> I don't have anything against releasing the code as open source though if you think it would be useful
[21:46:05] <intrigus> dajos7, what's your problem?
[21:46:27] <dajos7> i guess my mapping is the problem
[21:46:39] <dajos7> i have a mapping for the xbox controller
[21:46:47] <dajos7> that wont work...
[21:47:12] <dajos7> so i try to recognize all buttons for the ipega controller
[21:47:22] <dajos7> but no key is recognized
[21:47:40] <dajos7> on android my app wont work with this new ipega controller
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[21:48:31] <dajos7> http://infectedbytes.com/de/node/30
[21:48:44] <dajos7> but this does not work
[21:49:19] <wulax> Xoppa: The part I was thinking would be of most interest is how to generate a ragdoll, create a data structure to store the kinematic body/armature node offsets, then manipulate the transforms for their positions and rotations in the two modes (physics control and animations control)
[21:49:21] <Xoppa> wulax, sounds cool, although that might be a bit much for a single bullet test, i´m sure we´ll find a way to fit it in there
[21:49:39] <wulax> alright
[21:49:46] <intrigus> Do you speak german dajos7 or did you only steal the mapping ^^ ?
[21:49:51] <dajos7> controller is recognized by libgdx .. getControllerList contains the ipega classic controller
[21:50:04] <dajos7> ja ich spreche deutsch
[21:50:14] <dajos7> ;-D
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[21:51:37] <intrigus> Ich nehme mal an, dass du den richtigen Betriebsmodi ausgewählt hast?
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[21:52:10] <arau88> Wow what a big channel
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[21:55:12] <dajos7> ich versuch gerade beide
[21:55:17] <dajos7> gamepad als auch tastatur
[21:55:22] <dajos7> nix will klappen
[21:55:28] <dajos7> ich hab eben auch ein anderes modell
[21:55:36] <intrigus> dajos7 du könntest dem Controller einen ControllerListener hinzufügen und schauen, welche Werte buttonDown() zurück gibt.
[21:55:55] <dajos7> ok muss ich mal versuchen
[21:56:58] <dajos7> oh je bin ich doof :D
[21:57:07] <dajos7> falsche methode zur abfrage benutzt ^^
[21:57:21] <dajos7> shame on me
[21:57:47] <arau88> I need google translate
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[21:58:28] <dajos7> jetzt gehts :D
[21:58:35] <dajos7> Herrlich.. oh da freu ich mich
[21:58:45] <intrigus> +1
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[21:58:52] <Xoppa> yeah, let´s keep it english in here please
[21:58:55] <dajos7> thx
[21:59:00] <dajos7> yes
[21:59:02] <dajos7> we do
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[22:01:57] <Teyn> Xoppa, if you remember me wanted to make modelInstance face a camera, modelInstance.transform.setToRotation(Vector3.Y, direction) doesn't do anything, however, it works when using Vector3.Z or X. Do I have to do it in a different way in order to make the instance face a something with Y face?
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[22:05:18] <Xoppa> Teyn, use the setToWorld method instead. the setToRotation method is a shortcut which ¨guesses¨ the rotation (not really, but to keep it simple lets pretend it does). but an actual orientation needs at least two of the three vectors: forward, up and right (if you have two of those you can derive the third). Since Y is typically used for up it causes issues when you want to use it for forward as well
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[22:11:10] <abs25> how do I move model?W
[22:12:02] <Teyn> Xoppa, so in my case both the up and forward vectors should be Vector3.Y and the position vector is supposed to be camera position?
[22:12:13] <dajos7> abs25: new collection of celvin klein ;-D
[22:12:21] <Xoppa> no Teyn the up and forward vector cannot be the same
[22:13:41] <Xoppa> think about it, when you look through the window then the top of your head is not in the same direction as your eyes are
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[22:17:28] <abs25> dajos7, whta
[22:18:54] <dajos7> abs25 just kiddin
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[22:21:07] <abs25> >mfw I will for the first time code loading loop so I can load models before starting game
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[22:31:47] <Xpe_> Xoppa when I create a Bullet#rigidbody when the world gravity is 0,0,0 and change the gravity to 0,-10,0 the rigid body dont go down. I have to recreate it to go down. What I
[22:31:53] <Xpe_> Im doing wrong here *
[22:32:55] <Xoppa> Xpe_, the gravity is a something which you can specify per rigidbody, when you add it to the world it is simply set to the gravity of that world
[22:33:09] <Xoppa> im sure it has something like body.setGravity or alike
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[22:33:38] <Xpe_> oh so I have to loop all bodies and change it?
[22:34:05] <Xoppa> https://github.com/libgdx/libgdx/blob/master/extensions/gdx-bullet/jni/swig-src/dynamics/com/badlogic/gdx/physics/bullet/dynamics/btRigidBody.java#L398
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[22:35:19] <harha_> Since the lwjgl channel is dead; I can't get my lwjgl3 game engine to work in debian linux... I've built it under windows, with x64 jdk8, when I try to run it under debian with opengjdk8 x64 and the native windows lwjgl libraries swapped to native linux libraries, the program just classes with some weird class error, whining about the native libs. Anyone know what could cause this? I'll try to
[22:35:19] <harha_> run it soon to see exactly what the error message is.
[22:35:23] <Xoppa> Xpe_, the call to world.setGravity should do that as well https://github.com/libgdx/libgdx/blob/master/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp#L524
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[22:36:06] <harha_> * the program just crashes, is what I meant to type, wtf.
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[22:37:22] <harha_> https://i.gyazo.com/55610b86587aae6bdf17c0d90cb65ee8.png <-- There's the error I get. Anyeone has had similar problems with lwjgl3?
[22:37:22] <Xoppa> harha_, why did you think that posting that question in #libgdx would be a good idea?
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[22:38:10] <harha_> Well, I'm sorry if it can't be asked here. I just think that many lwjgl users may also be using libgdx, so I thought that maybe try asking here.
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[22:39:49] <Xoppa> i´m sorry to disappoint you but your question is probably is more suited in #lwjgl or their forum or alike, this channel is about libgdx (which doesn´t even use lwjgl3)
[22:39:59] <Tomski> Yet
[22:40:13] <Tomski> I think there is an experiemental libgdx backend though
[22:40:15] <Xoppa> is that a commitment Tomski
[22:40:20] <Xoppa> ow
[22:40:28] <Xpe_> Xoppa I see, but if the rigid body is sleeping isActive return false. So thats why is not working then, I have to wake everyone up before changing gravity?
[22:40:56] <harha_> Oh, I assumed libgdx would be using it. D: Thought no hurt in asking about a sublibrary focused thing, well, whatever then. I'll try their forums, since their irc channel is literally dead, which is sad.
[22:40:59] <harha_> Sorry, again. D:
[22:41:41] <Xoppa> Xpe_, good point, probably easier to just iterate over the bodies then. looks a bit like a bullet issue, sort of, wonder if anyone else has noticed that. perhaps google may help
[22:43:33] <wulax> Yes, gravity is not working while the body is deactivated
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[22:44:33] <wulax> If it is something that should always be affected by gravity you can disable deactivation with a flag
[22:44:51] <wulax> But that is probably a waste of resources
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[22:45:40] <wulax> Or rather, Bullet deactivates the body when its velocity is close to zero
[22:46:10] <wulax> So if you have gravity switched off at the start, then the body will be deactivated immediately
[22:46:13] <Teyn> Xoppa, I don't seem to be figuring this out. I guess the up vector cannot be static so I guess something like up.set(Y rotation of instance).crs( -(Y rotation of instance) )).nor(); should return the up vector?
[22:46:46] <Xoppa> wulax, that´s not exactly the issue, it is that changing the gravity of the world should (or not) change the gravity of the bodies as well, regardless it is active at the point of changing. E.g. gravity = 2 => body is not active => change gravity to 3 => body gets actived => body still has gravity of 2
[22:48:17] <wulax> Oh, I see, sorry. No idea if that functionality makes sense or not.
[22:48:19] <Xoppa> Teyn, you only specified where you want your instance to look at, there are infinite rotations (orientations actually) that can achieve that, you will have to decide which one of the possibilities you want to use
[22:49:39] <Xpe_> Thanks Xoppa. One more question. In box2d when I have a stack of squares (like a tower) and they are sleeping. If I remove the last bottom of the square, all the other squares go down (wake up) In bullet, doing this the cube wont wake up and float. I have to loop all bodies too to wake them up so they go down or there is another method?
[22:49:42] <Xoppa> Teyn, if you want it to look up, where do want it to have its feet pointing towards? that can´t be in the same (or opposite) direction, but you still have to define it
[22:51:27] <Xoppa> Xpe_, sounds like you did something wrong, bullet does have islands (bodies which are attached to each other), if one of those bodies are activated then the other will (might) be activated as well.
[22:51:50] <Xoppa> did you read my blog on that? i think i dedicated a paragraph on that
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[22:53:38] <Xoppa> https://xoppa.github.io/blog/using-the-libgdx-3d-physics-bullet-wrapper-part2/#kinematic-bodies
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[22:54:25] <arau88> Where do I ask my Bs4 questions on web scraping?
[22:54:32] <Xoppa> that´s probably what you mean Xpe_
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[22:55:23] <Xpe_> Interesting. going to take a look. The thing is that when all the cubes is sleeping and call removeRigidBody in the first bottom cube, its not activating the others to make them fall down. Going to read your blog again. I may have missed something.
[22:55:57] <arau88> Wrong chat sorry
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[22:59:56] <Xoppa> ow, i´m not sure if that applies when removing a body as well
[23:00:17] <Xoppa> you are doing quite some interesting things Xpe_
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[23:08:19] <Xpe_> looping all bodies in the world I dont think its a good solution. Maybe getting all contact bodies that was touching the removed body and wake them may be a better approach (I think its what box2d does).
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[23:13:03] <Xpe_> Yes Xoppa, Im trying to get bullet to work fine in my editor so I keep playing and testing any small details I find.
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[23:15:34] <Xoppa> nice Xpe_, perhaps dig a bit through the source of bullet, i´m sure it sound not be too difficult to active an island, but never looked into it.
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[23:19:43] <Xpe_> Okay. Thanks.
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[23:54:24] <KC-45> baseball435: ive watched some of ur vids, man
[23:55:15] <baseball435> Haha no way! How'd you like them??
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[23:55:34] <KC-45> pretty decent
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[23:55:38] <KC-45> even played undetected
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[23:56:58] <baseball435> Thanks man! I actually sold that game about a year ago to a separate company! ;)
[23:57:32] <wulax> Xoppa: I have decided to release the entire demo project as you suggested, for people to play around with. After I polish up the code, and maybe add some interactive tutorial bits on how the code works. I will also include some simple code for navmesh pathfinding. It will be fun, and look good on my CV. :D
[23:59:02] <wulax> It makes more sense than just create the ragdoll demo I was thinking about
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   September 23, 2015  
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