[00:00:36] <baseball435> What did you make?
[00:00:40] <Xoppa> great wulax! keep in mind though that the effort you put in OSS will never pay out what you´ve put into it (if any).
[00:01:41] <wulax> Xoppa: Thanks for the advice
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[00:03:17] <Xoppa> wulax, but if you like we can look into adding it to libgdx as test/demo/whatever. keep me updated
[00:03:26] <wulax> sure
[00:04:28] <baseball435> That's pretty cool man, nice work. Is it an efficient/optimized system?
[00:04:54] <wulax> baseball435: Not particularly, which is why I will polish the code a bit before I release it
[00:05:12] <baseball435> Yeah that's definitely a must. Especially with most games being targeted to mobile now-a-days
[00:05:33] <baseball435> Would be interesting to look at the source though
[00:06:08] <wulax> It does some unnecessary matrix multiplications each frame which I can make more efficient. It also needs better handling of disposables
[00:06:25] <baseball435> You should post the code to github, maybe I can contribute a bit and see what I can do
[00:07:40] <Xoppa> if you like you can write a blog post about it and spam the url all over the place in the code, that will get you some traffic if you like
[00:08:25] <wulax> baseball435: Sure, I'll be happy to accept contributors, not immediately though
[00:08:38] <baseball435> Sure, just trying to help out! :)
[00:08:50] <baseball435> I have no intentions of taking credit for your work haha
[00:08:55] <wulax> Xoppa: :)
[00:09:06] <wulax> Yeah, I understand
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[00:09:35] <wulax> I have some exams coming up though, which will have to take priority
[00:10:19] <wulax> baseball435: I'll bookmark it
[00:10:40] <wulax> Right now I have to go to sleep however, It's midnight here
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[00:11:52] <baseball435> Goodnight!
[00:12:57] <wulax> see ya
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[00:43:40] <Lecherito> wulax: exams does not contribute to open source
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[00:51:37] <lapinozz> Lecherito: you'r right, exams should be open source
[00:52:30] <Lecherito> New era
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[01:23:46] <baseball435> Anyone here familiar with terraria? How do they render the "sun's light" onto the top level of the world? You can't assume that the top chunk is where the top level is because it might be empty (no blocks) and the chunk below it has blocks. So how do they calculate the light?
[01:28:22] <aspic_> baseball435: you have an example picture?
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[01:28:40] <baseball435> That's my game now
[01:28:52] <baseball435> one sec ill provide a pic of what i want
[01:30:30] <baseball435> that the world's sun lights the ground
[01:30:40] <baseball435> My lighting is just coming from a single light source located where the player is
[01:30:57] <baseball435> So on the top of the world, what would be the best way to handle the light
[01:31:12] <TEttinger> link broken, baseball435
[01:31:19] <baseball435> so that it lights the rest of the world efficiently
[01:31:42] <baseball435> see if that works for you
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[01:33:48] <TEttinger> I guess they store some information when they generate it, like "isCave"
[01:34:14] <TEttinger> if it isn't a cave or building they probably just light it automatically.
[01:34:31] <TEttinger> not doing some massive floodfill or anything
[01:34:54] <baseball435> Sure but now say you're at the top of the world
[01:35:04] <baseball435> It's generating the light down and lighting up a few tiles
[01:35:09] <baseball435> on the top of the ground
[01:35:20] <baseball435> Now say you build a 5x5 brick wall
[01:35:30] <baseball435> It stops lighting where the ground is and lights down the brick wall
[01:35:34] <baseball435> That's the issue
[01:35:44] <baseball435> It has to account for modifications of the world
[01:35:45] <TEttinger> is that an issue?
[01:35:51] <baseball435> No no
[01:35:56] <baseball435> that's how it should work
[01:36:03] <TEttinger> ah
[01:36:25] <baseball435> but if you say they light it automatically that wouldn't work because the light would change
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[01:36:36] <TEttinger> one way would be to treat all open air tiles outdoors as producing light
[01:36:48] <baseball435> but now say you're in a cave with an open tile
[01:36:51] <baseball435> then what :p
[01:36:57] <TEttinger> only outdoors
[01:37:00] <baseball435> Or say you're in a man-made tunnel
[01:37:10] <baseball435> How would you define "outdoors"?
[01:37:17] <baseball435> We could say "at the top of the world" but
[01:37:26] <TEttinger> "not having the cave background"
[01:37:27] <baseball435> what if the player deletes the top chunk of the world
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[01:37:37] <Tomski> Update the top most tile
[01:37:51] <baseball435> hmm
[01:37:54] <baseball435> That's a good idea
[01:37:55] <TEttinger> they clearly store some info on whether a tile is a tunnel or not, that's why tunnels have a dirt background and outdoor tiles have the sky
[01:38:03] <baseball435> that'd be too much information to hold
[01:38:05] <baseball435> But tom,
[01:38:19] <baseball435> that would mean that you'd have to do that for every top tile in the chunk/world
[01:38:27] <baseball435> which I would believe to be pretty inefficient
[01:38:53] <TEttinger> how many tiles are we talking about for a boolean to be inefficient
[01:39:09] <baseball435> I have 1,600,000 tiles currently in the world
[01:39:22] <TEttinger> 200kb
[01:39:31] <TEttinger> anything you do will be tricky
[01:39:32] <Tomski> you dont need to store all that at once
[01:39:40] <Tomski> When a chunk is loaded, query
[01:39:41] <TEttinger> yeah
[01:39:50] <baseball435> What im trying to do is keep it as efficient and optimized as possible because I want to be able to run it on mobile. Currently I have it running at 30 fps smoothly on mobile with all of those tiles
[01:40:15] <TEttinger> storing 1.6 million of anything in RAM actively seems troubling
[01:40:26] <baseball435> It loads and unloads chunks. Not all are stored
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[01:40:30] <TEttinger> oh good.
[01:40:38] <baseball435> haha i optimized it a lot
[01:40:59] <baseball435> Here's another problem
[01:41:05] <TEttinger> you could also store the outline
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[01:41:21] <baseball435> Say there is a hill on the top of the world. And this hill is in the shape of a square
[01:41:26] <baseball435> The sides should be lit up
[01:41:34] <baseball435> but they aren't the top most block so they wouldnt get lit
[01:41:52] <baseball435> How would i handle that?
[01:42:29] <baseball435> One of my idea is to create a light at the top of the world that doesnt decay on empty blocks, only on actual blocks. Problem with that is it is super inefficient considering there is 2500 tiles per chunk (50x50.
[01:44:06]
<baseball435> Btw, that link i posted that I said is my game isnt. I posted the wrong link.. http://prntscr.com/8jryu4
[01:44:10] <baseball435> That is it right now
[01:44:42] <baseball435> The lighting is super basic. Doesn't update when blocks are broken or anything, it's kind of static right now
[01:45:14] <baseball435> static but dynamic at the same time lol. I also have to think of an efficient way to update lighting when a block is placed or destroyed
[01:45:57] <baseball435> I dont want to be updating the light every frame because that's ridiculous. I'll most likely just update it when a block is placed or destroyed within its radius
[01:46:16] <Tomski> lol
[01:46:36] <Tomski> You could draw all occluders as just black baseball435
[01:46:49] <Tomski> blur it, and overlay it over the scene
[01:47:39] <baseball435> so you mean any blocks that block out the light/aren't lit should just have a black texture drawn over it? Currently I tint the texture's a black color dependent on the light value they have. This keeps the drawing to only one pass which is what I'd like to do
[01:48:22] <baseball435> Entities work the same way but they get there light values from the tile they're on. That way I dont have to do any calculations each frame they move
[01:48:28] <baseball435> their*
[01:50:35] <baseball435> If i can efficiently calculate the light position a single tile is getting lit from, then i can easy recalculate the lighting of the light whenever a block is placed/broken. The only problem is how should i find the light? If there are two lights right next to eachother how can i determine which is giving off the highest value without processing to
[01:50:35] <baseball435> o much
[01:51:05] <baseball435> Sorry for the rant, im brainstorming lol
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[01:52:20] <LiquidNitro> are you going to use colored lights?
[01:53:16] <baseball435> As of right now, no that's not a priority
[01:53:38] <baseball435> Of course I could see it added later on but I'd like to get the fundamentals in before worrying about the cosmetics
[01:55:36] <baseball435> Ill be back in about 45 minutes though
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[03:16:58] <del_sol> anyone familiar with the isometric tiled map renderer?
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[03:26:00] <TEttinger> del_sol: I should probably learn it one of these days
[03:26:06] <TEttinger> what's up?
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[03:29:44] <del_sol> hi, thanks. i was wondering how to properly align an iso map with tiles having different lengths and width so that loading it in LibGDX will have it centered. I looked at the git repo and an issue mentioned the same, and mobidevelop said there was to use tile offsets. he didn't expound so I came here. nice sample btw :)
[03:31:14] <del_sol> i need the tiles to be properly aligned to coincide with the backing graph I use for pathfinding, screen to world coords etc.
[03:32:03] <TEttinger> so if you have a 32x16 diamond for the bounds of a normal object on the grid, what you're saying is that you have some tiles that are bounded by larger or smaller sizes?
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[03:33:03] <del_sol> when the tiles are uniform, the map renders centered at default camera settings but when they're not, the map is off center.
[03:33:30] <del_sol> hmm, I'll pull up the map properties on Tiled.
[03:34:47] <TEttinger> so the offsets are a setting in Tiled it seems. libgdx does support offsets when loading a Tiled map, but didn't when that issue was first posted
[03:35:00] <TEttinger> (which is why he had that issue originally)
[03:35:07] <KC-45> TEttinger: u make those urself?
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[03:35:16] <KC-45> the character models
[03:35:17] <TEttinger> KC-45: yep, they're free too
[03:35:31] <cris1989> hi guys :)
[03:35:48] <TEttinger> hello cris1989
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[03:36:14] <KC-45> what u make em with?
[03:36:36] <cris1989> hi
[03:36:42] <cris1989> wanna make a fighting game
[03:36:43] <TEttinger> magicavoxel to make the 3d models, a C# renderer I wrote myself to render them as pixel-art-like style
[03:36:51] <cris1989> so I was downloading an open source mugen
[03:36:53] <cris1989> in c++
[03:37:07] <KC-45> ok
[03:37:21] <cris1989> so I was surprised to see the code
[03:37:30] <cris1989> it wasn't so hard to understand
[03:37:41] <cris1989> I though it was gonna be some complex stuff
[03:38:01] <cris1989> but it seems the mugen pseudocode is even harder to code with
[03:38:07] <del_sol> well the tiles are 64x32 and on a 25x25 cell grid. from what I understand about how the tiled map renderer works, the value for unitScale helps snap things properly, but I don't know what unit scale to apply when tile length and width are different.
[03:38:24] <TEttinger> C++ that's written in a C-like style tends to be simpler than C++ that's written in an enterprise-code style.
[03:38:26] <del_sol> oh, where can I apply the offsets you mentioned?
[03:38:36] <cris1989> yeah
[03:38:42] <cris1989> but the physics are just one line of code
[03:38:51] <cris1989> like y += yvel
[03:39:01] <cris1989> I though it was gonna be some complex 2D stuff
[03:39:30] <TEttinger> del_sol: I would check the Tiled help or docs real fast to see if they mention offset anywhere
[03:40:14] <del_sol> ah. thanks. I did look, and unfortunately, no mention anywhere.
[03:41:44] <TEttinger> del_sol: the tileset can have a tileoffset and an objectgroup can too
[03:42:23] <del_sol> good info. so it has to be applied in Tile, correct?
[03:42:30] <del_sol> Tiled*
[03:43:16] <TEttinger> well you can also do it by altering whatever libgdx parses from the tiled map. I think all the stuff you can do in tiled can also be done in libgdx code
[03:43:47] <del_sol> ah I see. thanks! i'll play around with it and see if it'll solve the issue. if not, you think, should I open a ticket on git for unitScaleX and unitScaleY?
[03:43:55] <del_sol> ok. good advice. will do.
[03:44:02] <TEttinger> del_sol: I'm not sure how the tiles with different sizes are being stored before you load them
[03:44:23] <TEttinger> are they in one spritesheet with no uniform grid?
[03:44:31] <del_sol> i understand.
[03:44:32] <del_sol> yes.
[03:44:45] <cris1989> one question guys
[03:44:46] <TEttinger> that might be it, not sure how tiled works
[03:44:56] <cris1989> are there any gui tool for colission boxes?
[03:45:20] <TEttinger> cris1989: spine maybe? check what features it has
[03:45:33] <TEttinger> spine is made by some of the libgdx devs I think
[03:45:35] <del_sol> okay. thanks TEttinger. I appreciate it :)
[03:45:52] <cris1989> isn't spine for making the animations?
[03:46:03] <TEttinger> del_sol: try making multiple tilesets, each with only the same size of tile
[03:46:20] <TEttinger> then offset so they fit appropriately in 64x32
[03:46:48] <TEttinger> so like one tileset with 128x64 tiles, another with 32x16
[03:46:58] <TEttinger> it might not look great if they have to resize too much
[03:48:34] <del_sol> oh, I tried that. I forgot to mention it, sorry. I really think the solution would be to have unit scales for both X and Y, but barring that, I'm hoping using an offset would be adequate for now.
[03:50:27] <TEttinger> does tiled have separate unit scales?
[03:50:58] <del_sol> yeah. i did a quick test right now, matching unitScale to 64 (width) and it's not centered horizontally, but not vertically.
[03:51:16] <del_sol> i'm not sure, but I believe no. It works in pixels
[03:51:28] <del_sol> libgdx' the one asking for unit scale
[03:52:05] <del_sol> I'll probably do as you say and modify the tiled renderer for iso, and apply the unit scale for X and Y, if it works I 'll submit it on a pull request :)
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[03:52:47] <del_sol> oops sorry for the typo. it's now centered horizontally I mean
[03:57:47] <del_sol> looking at the source, yup, the one value for unit scale is applied to both tile height and width. well, I'm going to work on this now, thanks again :)
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[04:01:58] <cris1989> so I just checked spine
[04:02:03] <cris1989> but It's not what I want
[04:02:11] <cobolfoo> spriter then ?
[04:02:16] <cris1989> it makes animations
[04:02:17] <cobolfoo> or pyxel edit ?
[04:02:25] <cobolfoo> I just joined :)
[04:02:28] <cris1989> but I'm looking for a colission box editor
[04:02:45] <cobolfoo> yeah there is a big one
[04:02:51] <Tomski> Use Spine
[04:02:53] <cobolfoo> Overlap2D do that
[04:03:35] <cris1989> I'm looking something like mugen has
[04:03:42] <cris1989> a colission editor for fighting games
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[04:06:45] <cris1989> I guess I'll need to make my own tools then
[04:07:11] <cobolfoo> yup
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[04:07:18] <cris1989> sure
[04:07:23] <cris1989> I don't think is that hard
[04:07:31] <cobolfoo> I like to do editors, I think it's not that hard
[04:07:38] <cris1989> it's just that I've never done that before
[04:07:42] <cobolfoo> It's for box2d ?
[04:07:47] <cris1989> nope
[04:07:49] <cris1989> my own stuff
[04:07:54] <cris1989> a fighting game
[04:07:58] <cris1989> so no box2D
[04:08:02] <cobolfoo> Ok, you don't need to break the polygons into tris or stuff like that ?
[04:08:09] <cris1989> because realistic physics don't work
[04:08:40] <cobolfoo> yeah I guess you end up adding unrealistic impulses to counter the gravity and forces
[04:09:10] <cris1989> what I need to know is how to mimic a certain fighter feel
[04:09:25] <cris1989> I still don't get what's the diference between the physics in kof and marvel
[04:09:28] <cris1989> or sf
[04:09:31] <cris1989> or arcana heart
[04:09:36] <cris1989> why their physics feel diferent
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[04:16:24] <TEttinger> cris1989: maybe ask on some fighting game subreddit?
[04:16:45] <TEttinger> people who are big-time fans of the genre might have a good idea of the specific differences
[04:17:01] <cris1989> oh I guess so
[04:17:04] <cris1989> never used reddit
[04:17:09] <cris1989> how fast it is?
[04:17:14] <cris1989> compared to 4chan
[04:17:28] <TEttinger> or a message board, I dunno where fighting game pros gather
[04:17:49] <TEttinger> I don't use reddit or 4chan
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[04:18:22] <cris1989> the biggest forum is SRK
[04:18:28] <cris1989> I guess I'll try there
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[05:12:40] <KC-45> baseball435: how did u go about getting ur Undetected game sold?
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[05:16:20] <baseball435> Sold it through Apptopia, now called Fliptopia
[05:16:38] <baseball435> Streaming development of my terraria clone btw, just fixed the dynamic lighting system!
[05:17:02] <KC-45> okie dokes
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[06:35:23] <Symatix> baseball435, good job.
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[06:42:42] <KC-45> agreed
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[07:16:46] <baseball435> Thanks, Symatix
[07:16:49] <baseball435> and KC
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[09:52:42] <jgg> I was thinking about adding two textures, where the light texture should be masked so it only affects to the character texture, not the background
[09:52:51] <jgg> but I don't know how this could be achieved
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[09:58:15] <jgg> so, any idea?
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[10:01:46] <De5car7es> Hi all
[10:02:33] <De5car7es> I have a scrollpane with a table inside of it. The table has rows where each row is an item. I want to scroll to a specific item on the table (I store the items on a separate ObjectMap). How can I do that ?
[10:03:00] <De5car7es> I'm trying to use setScrollY but find it hard to get the right coordinates of the item inside the table
[10:03:03] <De5car7es> the actor
[10:03:24] <Sablier> jgg: ambiant + diffuse texture, and an illum shader ?
[10:03:25] <De5car7es> For example, I expect the first row Y will be 0, buts its 2135 (or something)
[10:04:57] <jgg> Sablier: so, shader is a must? I'd like to avoid them if possible
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[10:11:11] <Sablier> jgg: mmmh you can achieve that without shaders too (for my part, I use them everywhere :o)...
[10:11:55] <jgg> hahaha
[10:11:58] <Sablier> drawing the 2 halfes of the 2 textures depending of the light position
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[10:13:14] <jgg> but there would be virtually infinite texture halves as the character can be at different distances (virtually infinite values)
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[10:15:16] <Sablier> jgg: yes, but you just need 2 full textures, and only render the half you want
[10:15:37] <Sablier> (like 1/4 of the first, and 3/4 of the second), calculated at runtime
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[10:16:59] <jgg> you are talking about halves of 2 character textures, one with light and one without, right?
[10:18:26] <jgg> this would work if the light effect would affect "vertically", I mean the "seam" between the two textures will be vertical
[10:18:39] <Sablier> yes, it could probably be a tint, too, but I never used them...
[10:18:43] <jgg> being that a constraint
[10:20:51] <Sablier> first, batch.setColor(null), then draw the enlighted part, then batch.setColor(something grey), then draw the dark part...
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[10:23:35] <jgg> yes, but this will render "vertical" light effects, right?
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[10:24:41] <jgg> well, vertical or ohrizontal, but not "shaped" light effects
[10:25:07] <Sablier> jgg: yes, hum...
[10:27:36] <Sablier> shader are so powerfull ;)
[10:27:57] <jgg> hahaha ok
[10:28:18] <jgg> I'll take a look then on how to achieve it using shaders
[10:30:09] <jgg> any related example with shaders I could take a look at?
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[10:47:37] <Sablier> jgg: take a look at cel-shading (or toon shading)
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[10:51:22] <Sablier> the difficulty is that you don't have any bump information... so for the shaped effect, you'll need a gradient texture
[10:52:24] <jgg> hm
[10:53:24] <Sablier> calculate the illum give you a threshold for the gradient
[10:54:34] <Sablier> and depending of the gradient value at a given pos, the shader will draw the illuminated or the dark part
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[10:57:45] <jgg> ok
[10:58:29] <jgg> i'll take a look at this approach
[10:58:35] <jgg> thanks Sablier!
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[10:59:08] <Sablier> jgg: for the gradients I have an example
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[10:59:21] <jgg> show it to me xD
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[11:01:26] <Sablier> (I used here 1 gradient texture and 2 different colors)
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[11:04:19] <mk1> this is bad
[11:04:21] <mk1> bad bad bad
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[11:05:32] <mk1> should be gl_FragColor = mix(vec4(u_firstColor.rgb, tex.a),vec4(u_secondColor.rgb, tex.a), step(u_ratio, intensity));
[11:08:47] <jgg> tex is the character texture?
[11:09:06] <Sablier> tex is the gradient texture in my case
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[11:09:31] <Sablier> you'll need a 2nd texture for the character
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[11:09:44] <racoonfox12> yeah!!!
[11:09:56] <racoonfox12> test
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[11:10:10] <racoonfox12> can anyone help me?
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[11:10:34] <Sablier> mk1: yes
[11:10:41] <racoonfox12> i'm new to libgdx but i have a problem from generate this app :V
[11:11:05] <racoonfox12> this is an error
[11:11:08] <racoonfox12> Execution failed for task ':core:compileJava'.
[11:11:09] <racoonfox12> > Could not find tools.jar
[11:11:34] <racoonfox12> i have already copy paste tools.jar from jdk to android sdk/tools but
[11:11:43] <racoonfox12> nothing happened and still fail
[11:12:13] <racoonfox12> and i'm installing tools from SDK manager but still failed :V can anyone help me?
[11:12:56] <[twisti]> what is your JAVA_HOME set to
[11:13:08] <racoonfox12> how to set this JAVA_HOME??
[11:13:42] <[twisti]> what OS do you use
[11:14:10] <racoonfox12> i'm using Windows 8.0 profesional 64Bit
[11:14:20] <mk1> seems legit
[11:14:41] <[twisti]> do you know how to open a command promp/shell ?
[11:16:09] <racoonfox12> thanks i'm already open the System properties but how i'm setting this libgdx on JAVA_HOME?
[11:18:04] <racoonfox12> yes i know how to open command promp :V
[11:18:12] <racoonfox12> and then??
[11:18:22] <[twisti]> type set
[11:18:34] <[twisti]> and see if JAVA_HOME shows up in that list
[11:18:40] <[twisti]> and if it does, tell us what it points to
[11:20:12] <racoonfox12> there is not java_home, there is JDK_HOME, is that different??
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[11:20:24] <Sablier> yes
[11:20:52] <[twisti]> if it doesnt show up, right click My Computer, select properties, click advanced, then environment variables, new, and name it JAVA_HOME
[11:21:15] <[twisti]> and it should be set to something like "C:\Program Files\Java\jdk1.8.0_31"
[11:21:27] <[twisti]> only without the "" and set to where your jdk is actually installed
[11:21:44] <[twisti]> make it a system variable, not a user variable
[11:21:50] <[twisti]> and after, you may have to reboot
[11:22:16] <racoonfox12> there is none JAVA_HOME there is JDK_HOME, should i make it?
[11:22:27] <racoonfox12> or change this JDK_HOME?
[11:22:34] <[twisti]> no, make a new one
[11:23:02] <[twisti]> i need to step away for a few minutes but i should be back in ten
[11:23:31] <racoonfox12> thanks, :V i tell you if i'm already success
[11:23:42] <racoonfox12> :V
[11:23:47] <racoonfox12> its still FAILED :V
[11:24:21] <jgg> try rebooting
[11:24:27] <racoonfox12> oke wait
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[11:39:04] <[twisti]> back
[11:39:10] <racoonfox12> thanks :V
[11:39:48] <[twisti]> so is it working now ?
[11:40:36] <racoonfox12> yes yes and yes :D its working thanks you very much Twisti :D
[11:40:48] <[twisti]> awesome, youre welcome
[11:41:09] <racoonfox12> can i have your personal contact :D maybe i can learning something from you :D haha
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[11:43:11] <racoonfox12> and maybe not :D
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[11:47:27] <TEttinger> twisti's email is usersignup at bigblackbros dot net
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[11:47:48] <[twisti]> sorry, i dont do free support
[11:47:58] <[twisti]> other than in public, where i can bathe in peer recognition
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[11:48:13] <racoonfox12> hahaha :D
[11:48:39] <racoonfox12> but really i'm very thankful for that :V
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[12:44:04] <stream_in_space> Xoppa , saw it, but that change not in master branch
[12:44:30] <Xoppa> that´s correct
[12:44:37] <stream_in_space> and not included to last build libgdx
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[12:46:15] <Xoppa> how is that a problem? it looks like you could basically copy paste it into your android project
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[12:53:12] <stream_in_space> Xoppa, thx, did not think that this can be done, I'll try
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[13:38:34] <MunkeeBonez> any math guys here that are more awake than I am
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[13:38:50] <MunkeeBonez> I am dividing a number by 0.2 x / 0.2
[13:39:07] <MunkeeBonez> what if I wanted the same result by multiplication
[13:39:14] <MunkeeBonez> x * ????
[13:40:27] <MunkeeBonez> brain wants to say 5
[13:41:34] <MunkeeBonez> actually that seems pretty solid
[13:42:05] <Sablier> ^^
[13:42:11] <Sablier> yes :p
[13:42:17] <MunkeeBonez> nice
[13:42:25] <MunkeeBonez> apparently I can still math before coffee
[13:43:03] <MunkeeBonez> 3 less divides per texel per frame yay
[13:44:40] <MunkeeBonez> now if only I could chop down the noise function
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[13:46:33] <MunkeeBonez> lol scratch being able to math before coffee
[13:46:49] <MunkeeBonez> the 0.2 was not the divisor haha
[13:47:11] <MunkeeBonez> and duh...
[13:47:28] <MunkeeBonez> sadly the divisor is a sin function
[13:47:43] <MunkeeBonez> tricky to convert this to multiplication now
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[13:49:18] <MunkeeBonez> ok any super duper math guys up LOL
[13:49:27] <Xoppa> x / y = x * (1 / y)
[13:49:46] <MunkeeBonez> hmmmmm
[13:49:53] <blotunga> 0.2 *x / 0.2 is 0.2
[13:49:53] <MunkeeBonez> oh my
[13:50:12] <blotunga> i mean x
[13:50:18] <MunkeeBonez> right but its 0.2 / (sin(2.82 + 0.5 * uv.x + fbm( uv +time , (b1offsets * 0.25) )) * 40.0)
[13:50:22] <blotunga> ah, you want to divide by 0.2
[13:50:24] <MunkeeBonez> I backwards it
[13:50:30] <blotunga> ah
[13:50:30] <blotunga> :D
[13:50:41] <MunkeeBonez> but since its a sin function it should be returning a range
[13:50:49] <MunkeeBonez> so xoppa may have provided the solution right there
[13:51:05] <blotunga> yeah
[13:51:06] <Xoppa> (1 / 5) / x = x / 5
[13:51:28] <Xoppa> euhm, wait
[13:51:34] <MunkeeBonez> 0.2 / (sin(2.82 + 0.5 * uv.x + fbm( uv +time , (b1offsets * 0.25) )) * 40.0)
[13:51:39] <MunkeeBonez> this but multiplication
[13:51:43] <MunkeeBonez> instead of that division
[13:52:22] <Xoppa> you cant
[13:52:26] <Xoppa> but why care?
[13:52:26] <MunkeeBonez> yeah
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[13:52:40] <MunkeeBonez> trying to find ways to optimize a pesky shader
[13:52:56] <MunkeeBonez> which, because of what I am doing, I should probably just accept reality
[13:53:20] <MunkeeBonez> testing on 1.1 million pixels that way is not going to be super fast
[13:53:40] <MunkeeBonez> unless I can dumb down my noise routine without it looking crappy
[13:53:45] <Xoppa> o.O and you thoughts that of the line, the division was the one think you start optimising?
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[13:53:58] <Xoppa> *thing
[13:54:03] <Xoppa> start by profiling your shader
[13:54:07] <MunkeeBonez> it was the throw _____ at the wall method
[13:54:26] <Xoppa> some editors even provide the number of ops at real time as you type
[13:54:29] <MunkeeBonez> I know its actually falling down in the classic noise implimentation
[13:54:57] <MunkeeBonez> texure lookups + dot product functions
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[13:57:47] <MunkeeBonez> I only had to do the oldschool texture noise because of Mobile gpu's
[13:58:02] <MunkeeBonez> I wanted to do it purely on the gpu but couldn't make an implimentation that wouldn
[13:58:15] <MunkeeBonez> t completely fall apart on one gpu or the next due to float precision
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[14:01:53] <Xoppa> what kind of noise are you looking for MunkeeBonez
[14:02:16] <MunkeeBonez> what I am doing is classic noise with perlin style octaves
[14:02:22] <MunkeeBonez> classic noise + fbm
[14:03:19] <MunkeeBonez> and I am allowed to use this with your blessing in my wallpaper
[14:03:25] <Xoppa> sure
[14:03:39] <Xoppa> its still very expensive though, so personally i would look into a texture instead
[14:04:06] <MunkeeBonez> yeah thats part of it too
[14:04:17] <MunkeeBonez> mostly on mali & powerVr chipsets
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[14:04:38] <MunkeeBonez> ah the ashima research implimentation
[14:04:46] <MunkeeBonez> my texture noise is that swedish guy
[14:04:56] <MunkeeBonez> don't want to butcher his name super badly
[14:05:05] <MunkeeBonez> although that swedish guy is pretty offensive
[14:05:26] <MunkeeBonez> he may not even be swedish
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[14:06:36] <MunkeeBonez> Stefan Gustavson
[14:06:50] <MunkeeBonez> but still no matter how you slice it, its quite expensive
[14:07:02] <MunkeeBonez> probably because I pass through it 3x per pixel
[14:07:09] <MunkeeBonez> fbm
[14:08:07] <MunkeeBonez> v += noise(p*a.x)*.5; v += noise(p*a.y)*.25; v += noise(p*a.z)*.125;
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[14:09:04] <Xoppa> your noise operates on a scalar?
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[14:09:39] <Xoppa> dot(noise(p*a), vec3(0.5, 0.25, 0.125));
[14:10:08] <MunkeeBonez> oh... my god
[14:10:20] <MunkeeBonez> ....
[14:11:54]
<rgr> anyone recognise this error from recent snapshots? Code was all working last night. Nothing changed (I checked git). Started intellij today and get this exception : https://gist.github.com/rileyrg/feddbc2e90e4e18de87e . Invalidated the caches and restarted , the same thing.
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[14:12:10] <MunkeeBonez> spoke too soon
[14:12:14] <MunkeeBonez> heh
[14:12:25] <MunkeeBonez> but still yeah man you may have just unlocked something there
[14:12:26] <rgr> this causes it : continueText = hudTable.add(game.textStrings.get("continue")).top().center().height(hudCellSize).expandX().getActor();
[14:14:12] <Xoppa> np, MunkeeBonez
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[14:14:51] <MunkeeBonez> but yeah essentially the fbm routine takes in a vec2 (the uv coordinates) and an offset (a float)
[14:14:54] <Xoppa> rgr, assuming you arent using reflection, you might have outdated dependencies or something. try to refresh/clean/redownload and stuff
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[14:15:14] <MunkeeBonez> that is passed to the noise and diminished by multiplication.. but you are definitely right rather than run the noise 3x
[14:15:25] <MunkeeBonez> might be a better way to do that
[14:16:33] <codi^r> rgr: according to Git nathan did a change to Table yesterday
[14:17:09] <codi^r> I'd blame IntelliJ / gradle integration and updated dependencies again - try a Gradle refresh
[14:17:46] <MunkeeBonez> hmmm tricky
[14:20:17] <MunkeeBonez> I blame my crunked notion of fbm LOL
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[14:21:27] <MunkeeBonez> I had to go and throw 3 different offsets, life could have been so simple
[14:22:28] <MunkeeBonez> starting to think that what I am doing is actually pretty useless by doing that
[14:25:37] <MunkeeBonez> yeah actually it may just be dumb
[14:26:07] <De5car7es> Going to ask again here,
[14:26:09] <De5car7es> I have a scrollpane with a table inside of it. The table has rows where each row is an item. I want to scroll to a specific item on the table (I store the items on a separate ObjectMap). How can I do that ?
[14:26:12] <MunkeeBonez> I was using a different offset for each octave, meaning I was doing a noise call each octave for every test of the fragment... $$$$$ for little to no visual impacty
[14:26:32] <De5car7es> I tried using setScrollY which works, but I cant find the correct position of the item
[14:26:43] <De5car7es> The row actor, that is
[14:28:41] <rgr> best way to do a full gradle refresh? do I need to delete my .m2 dir?
[14:29:28] <Xoppa> De5car7es, float s; for(int i = 0; i < row; i++) {s+=table.getRowHeight(i);} panel.setScrollY(s);
[14:29:33] <Xoppa> something like that perhaps
[14:29:41] <MunkeeBonez> xoppa: indirectly thanks
[14:29:50] <De5car7es> I will try now, one minute
[14:29:59] <Xoppa> MunkeeBonez, indirectly you´re welcome
[14:30:02] <MunkeeBonez> having 3 mods per beam was dumb having to look into it made me realize it
[14:30:31] <MunkeeBonez> I was passing 3 different offsets, so each 0.5, .25, .125 of the scalar function had its own noise result
[14:30:44] <MunkeeBonez> which.. on the finer octaves isn't particularly visually usefull
[14:31:43] <rgr> codi^r: how to do a full gradle refresh? I really dont want to have to delete everything and reimport.
[14:32:24] <MunkeeBonez> taking out 2/3 offsets (that well didn't add anything visually sliced out 2 runs through the noise routine and its math therin and now super resolution better effect no lose of visual appeal
[14:33:33] <codi^r> I always try to first refresh in the gradle projects tab followed by a project rebuild. and/or a "./gradlew desktop:run" via terminal
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[14:35:12] <rgr> Ive just reverted to 1.7.0. that did it.
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[14:35:36] <codi^r> by the way, gradle has its own cache dir besides ~/.m2, ~/.gradle
[14:35:55] <rgr> yup
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[14:36:49] <codi^r> I would stay with release versions anyway as long as you don't need the latest fixes/features
[14:37:06] <MunkeeBonez> bahahhaah I am such a fool
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[14:38:01] <MunkeeBonez> I do this thing I am sure alot of us do, where in the course of debugging or experimenting I add 3+ layers of unneccesary complexity from f'n about and not thinking it over
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[14:45:29] <MunkeeBonez> well shoot I am going to laugh at myself for hours now
[14:47:00] <De5car7es> @Xoppa, this worked like a charm
[14:47:31] <De5car7es> Such a simple solution, and i'm busting my head around how to convert coordinates to ScrollPane location and stuff like that
[14:47:33] <De5car7es> Thanks dude
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[14:48:07] <MunkeeBonez> thank god for this channel
[14:48:26] <MunkeeBonez> between xoppa tomski and mobi every time I have been being thick they solve it in minutes
[14:48:34] <MunkeeBonez> or shake whats needed lose to fix it
[14:51:30] <[twisti]> yeah this channel is a great place
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[14:51:51] <[twisti]> and the tone is so orthogonal to ##java, with everyone being nice
[14:52:43] <MunkeeBonez> I resent that lets start an arguement
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[15:01:16] <pleitsi> so, i basically make an admob account, add my game the custom way, put the ad unit ID in my app and im done right?
[15:01:40] <pleitsi> if that is up to date
[15:02:11] <MunkeeBonez> yup with a unit for each individual banner placement
[15:02:50] <MunkeeBonez> and then you wait for your appstore listing to be findable and link it
[15:04:20] <De5car7es> Anyone had a chance to work with a scrollpane inside a scrollpane ?
[15:04:35] <De5car7es> The outer scrollpane should scroll vertically, and the inner one horizontally.
[15:04:49] <De5car7es> However, only the inner one works, not the other one
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[15:34:31] <MunkeeBonez> lol what was I thinking, an extra 24 texture lookups and 12 dot products for every test on the fragment for no visual benefit
[15:34:38] <MunkeeBonez> <---- DERP!!!
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[15:47:40] <rgr> Xoppa: the other day you pstebinned a spritedrawable example. That paste has expired. You dont still have it do you? I think thats the way I need to go anyway : as it is I extended Sprite. The "has a" rather than "is a" seems a lot nicer now in retrospect.
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[15:52:09] <Xoppa> rgr, no sorry, dont have a copy of it, but it was pretty straightforward iirc
[15:52:26] <rgr> yeah it was.
[15:52:32] <rgr> (in retrospect)
[15:52:44] <Xoppa> it was just to explain the general idea, the actual implementation depends on your needs ofcourse
[15:53:34] <rgr> funny thing the next day I realised there was an issue : my sprites were rotating but animated sequences were screwed - jumping around. At the draw point the offsets were not accessible. Anyway long story short : I'd selected "crop" in the texturepacker as opposed to "trim"... doh. Then worked perfectly when I corrected it.
[15:54:42] <Xoppa> yay!
[15:56:32] <rgr> but Im glad you hilited the spritedrawable. Id "kind of" reinvented that myself. I think I should go and rewire my app now with the libgdx one.
[15:57:43] <MunkeeBonez> I reinvent stuff all the time only to find libgdx already has it..
[15:57:54] <MunkeeBonez> last one was the catmull
[15:58:06] <MunkeeBonez> and mine was NOT better
[15:58:59] <MunkeeBonez> amazing what removing 24 unneccesary texture lookups and 12 dot products per fragment test can do for your framerate
[15:59:21] <rgr> that said my base "gamesprite" has front and back rendering animations built in so maybe not quite so easy to use SpriteDrawable. hmm. also now I think about it it is also implemented on Tiled TileLayers so maybe not.
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[16:18:00] <kdarknight1> Which one's better for player movement, linear velocity or impulse in box2d?
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[16:19:20] <mk1> uhm, force?
[16:19:56] <kdarknight1> Force doesn't feel smooth, it's kinda slow
[16:20:01] <kdarknight1> For platformer
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[16:20:49] <mk1> then impulse
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[18:29:17]
<mrks> hi im trying to launch my app on ios and robovm throws a weird error. has anyone experience this? http://pastebin.com/ELYV87vS
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[20:11:39] <noone__> Tomski, Xoppa: Any idea why Dialog has a show(Stage) method, but Window doesn't? wouldn't it make sense to move them from Dialog to Window?
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[20:13:46] <Xoppa> I dont have a clue noone__, it sounds reasonable, but havent looked into it
[20:15:24] <noone__> okay, then I'll have a look at it and maybe make a PR to move them if it works out
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[20:36:30] <noone__> when trying to login into GPGS, I get this: java.lang.IllegalStateException: A fatal developer error has occurred. Check the logs for further information.
[20:36:36] <noone__> which logs do they mean?
[20:37:44] <Xoppa> of the developer perhaps?
[20:38:02] <Xoppa> they probably mean logcat
[20:38:15] <noone__> nothing there
[20:38:32] <noone__> just a very tiny, obfuscated stacktrace
[20:38:51] <Tomski> noone__, show it?
[20:39:00] <Xoppa> disable proguard?
[20:39:51] <noone__> I'm not using it, GPGS seems to be obfuscated by itself
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[20:40:17] <Tomski> nop
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[20:42:52] <noone__> ah lol, the real error IS in logcat...
[20:43:08] <noone__> it just got filtered because it happened in GPGS and not in my app
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[20:43:54] <NotTrulyEvil> Hey, does anyone know how dermetfan's Box2DSprite knows its scaling factor?
[20:44:31] <Tomski> Good job noone__
[20:44:41] <Tomski> You da real mvp
[20:47:11] <NotTrulyEvil> Like when I normally use box2d I have to multiply it's x and y with a value like 100. But how do I enter that value in the Box2dSprite?
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[20:50:27] <Xoppa> NotTrulyEvil, dont scale...
[20:50:37] <Xoppa> dont overcomlicate things
[20:50:54] <NotTrulyEvil> So I have to use a camera that is like 100x80
[20:51:11] <NotTrulyEvil> that complicates things quite a bit
[20:51:34] <Xoppa> how is not scaling complicating things?
[20:51:42] <lapinozz> Xoppa: it's a realy bad thing to do
[20:52:23] <Xoppa> what is lapinozz?
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[20:52:34] <lapinozz> not scalling box2d object
[20:52:40] <Xoppa> o.O
[20:52:45] <NotTrulyEvil> Well so you mean that if I use the box2dsprite on a 10 x 10 cm fixture with a sprite with like 100x100 px
[20:52:46] <Xoppa> why is not-scaling bad?
[20:52:53] <NotTrulyEvil> My only option is to use a camera
[20:53:04] <NotTrulyEvil> That is like 10x10 meters?
[20:53:09] <Xoppa> you are always using a camera
[20:53:22] <lapinozz> 1px shoulnt equal 1m
[20:53:29] <Xoppa> no it shouldnt
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[20:53:46] <lapinozz> well, if you dont scale it that's what it's doing
[20:53:46] <Xoppa> lapinozz, that would mean that the gameplay would be different on different devices
[20:53:46] <NotTrulyEvil> I've like never seen anyone use 1 px = 1 meter
[20:54:05] <Xoppa> please dont think in pixels
[20:54:13] <Xoppa> they only exist in your head!
[20:54:20] <pleitsi> and on the screen!
[20:54:21] <Xoppa> blog.xoppa.com/pixels
[20:54:29] <NotTrulyEvil> and Im doing a game for a screen
[20:54:29] <lapinozz> yeah i know
[20:54:34] <NotTrulyEvil> so pixels are quite important
[20:54:37] <pleitsi> can't click link :/
[20:54:42] <pleitsi> information unaccessible
[20:55:21] <NotTrulyEvil> Most tutorials and examples I've read use a scaling factor of like 100 for the rendering
[20:55:30] <Xoppa> NotTrulyEvil, if your imaginary pixels are that important then you´ll have to use imagine them in another scale
[20:56:03] <noone__> guys.... of course you have to scale, but you let camera do the work
[20:56:17] <Xoppa> most tutorials and examples are unfortunately still over complicating things
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[20:56:42] <NotTrulyEvil> Yes, but is it wrong to use a camera that is say 800x600 with my box2d world?
[20:57:09] <Xoppa> NotTrulyEvil, box2d (or rather floating point operations) like numbers around 1f
[20:57:16] <noone__> NotTrulyEvil: yes it is, unless you want to display 800m x 600m
[20:57:37] <Xoppa> using a world which is 800 meters by 600 meters is likely going to cause calculations which are not around 1f
[20:57:47] <Xoppa> *visible world
[20:57:50] <NotTrulyEvil> Well I thought the good thing with doing a game for say 800x600 is that it's easy to work with the assets then
[20:58:04] <Xoppa> never rely on asset size
[20:58:07] <NotTrulyEvil> Like I do not have to translate them to the cameras scale
[20:58:26] <Xoppa> yes you always have to do that
[20:58:28] <noone__> you can draw a sprite of 1000px x 1000px as 1.2m x 1.2m
[20:59:00] <NotTrulyEvil> @Xoppa I do not use a world that is 800x600m, the world is maybe 80x60 meter
[20:59:26] <Xoppa> NotTrulyEvil, then why are you asking why it is wrong to use a camera viewport which is 800 by 600 meter?
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[20:59:42] <tktktk> hello guys
[21:00:04] <noone__> hello guy
[21:00:08] <NotTrulyEvil> I'm sorry that I was unclear, when I wrote 800x600 I meant in pixels
[21:00:12] <tktktk> how much money do you make in mobile game dev?
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[21:00:34] <NotTrulyEvil> 0.0 $
[21:00:37] <Xoppa> NotTrulyEvil, no you meant your imaginary pixels. please keep in mind that it arent actual pixels
[21:00:43] <[twisti]> tktktk: thats not really something most people would tell a random stranger on irc
[21:01:05] <noone__> I made about -300$ so far
[21:01:16] <tktktk> noone__: really?
[21:01:24] <tktktk> noone__: per day?
[21:01:36] <tktktk> noone__: how much do you make per day?
[21:01:47] <tktktk> [twisti]: oops sorry :)
[21:01:53] <noone__> please not the "-"
[21:01:55] <noone__> *note
[21:02:11] <tktktk> oops i didn't see that haha
[21:02:28] <tktktk> so why still developing game?
[21:02:32] <tktktk> for fun?
[21:02:38] <tktktk> why not build apps?
[21:03:01] <noone__> I wasn't able to come up with an app that didn't exist yet
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[21:04:03] <Guest80965> Hello, Is there a way to cap width of font characters or something?
[21:04:11] <NotTrulyEvil> @Xoppa :O But like most books and tutorials create a camera that is relative to the pixels of the assets. So if the plane asset is like 50x50 px (real pixel size) they make a camera that is 800x600 ("imaginary pixels")
[21:04:23] <Guest80965> My text is getting out of textarea bounds
[21:04:24] <NotTrulyEvil> You're telling me they all do wrong?
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[21:04:46] <Guest80965> When I'm using ciryllic characters
[21:04:55] <Guest80965> When english only - fine
[21:05:37] <Xoppa> NotTrulyEvil, yes
[21:06:43] <Xoppa> think about is NotTrulyEvil: why would you overcomplicate things at absolutely no gain? Did you read that link I provided?
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[21:07:40] <NotTrulyEvil> What is even the method to translate a texture's size to the cameras "imaginary pixels"
[21:08:01] <NotTrulyEvil> Well I've never thought about it as overcomplicating
[21:08:06] <Xoppa> why would you want to do that?
[21:08:09] <NotTrulyEvil> Just thought it was the way to do it
[21:08:23] <NotTrulyEvil> as I've seen everyone else do it that way
[21:08:28] <NotTrulyEvil> No i'll read it now
[21:08:31] <NotTrulyEvil> Thanks btw
[21:09:03] <Xoppa> as said, unfortunately a lot of people still overcomplicate there code that way, probably because they come from canvas based pixel editors or something
[21:09:11] <NotTrulyEvil> @Xoppa If I have a 500x500 px asset that is going to be used in my 10x10 world I have to scale it?
[21:09:31] <Xoppa> NotTrulyEvil, there is nothing to scale
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[21:10:05] <Xoppa> if your game world is 10 by 10 meters and your player is 1.8 meter in height then it is 1.8 meter.
[21:10:28] <Xoppa> so you just make your sprite the size of the player
[21:10:44] <NotTrulyEvil> yeah I asked if there was a method for that
[21:10:48] <noone__> you don't have to draw a texture as texture.width x texture.height, you can draw it in any size you want
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[21:11:49] <Xoppa> sprite.setSize(1, 2);
[21:13:21] <xrash> Guys, I was loading my assets individually with Gdx.files.internal and it was working fine. Then I built a wrapper around the AssetManager just to centralize the assets loading, but I am getting a runtime exception on Android: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: png/box.png
[21:13:27] <xrash> Does anybody has a clue on that?
[21:14:31] <Xoppa> xrash, check the inner exception
[21:14:45] <Xoppa> a few lines below it: Caused by ....
[21:14:57] <xrash> com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: png/box.png
[21:15:12] <Xoppa> xrash, check the inner exception
[21:15:14] <Xoppa> a few lines below it: Caused by ....
[21:15:42] <xrash> Well, it's finding the file, but it is saying in the wiki that InternalFileHandleResolver works the same as Gdx.files.internal
[21:15:58] <Xoppa> so... what is the inner exception?
[21:16:11] <xrash> Hereis the root: java.io.FileNotFoundException: png/box.png
[21:16:22] <xrash> Oh, i ommited the "not"
[21:16:29] <Xoppa> ah
[21:16:35] <xrash> I meant, it's *not* finding the file
[21:16:41] <xrash> but It was finding in the old method
[21:16:46] <Xoppa> perhaps you forgot the path, like data/png/box.png
[21:16:47] <xrash> Which should be the same, I guess
[21:17:22] <xrash> Well, I didn't use it before but Im going to try to fiddle with the path then
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[21:17:43] <Xoppa> there´s no magic there
[21:17:47] <NotTrulyEvil> @Xoppa using a camera with a size like you suggested makes rendering a Texture completely worthless, right? (I have to use Sprite or something similar)
[21:17:59] <xrash> Yes, thats why is strange
[21:18:48] <Xoppa> NotTrulyEvil, using a Texture directly is always completely worthless, regardless which units you use (always pack your images)
[21:18:53] <Keniyal> have you linked your assets folder to the desktop project
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[21:19:42] <Xoppa> btw NotTrulyEvil, you are always using a camera, even if you are using your imaginary pixels
[21:20:10] <NotTrulyEvil> Yeah : )
[21:20:49] <NotTrulyEvil> Btw is there any reason to have batch.setProjectionMatrix(cam.combined); in the render method
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[21:20:53] <NotTrulyEvil> if you only use 1 camera?
[21:21:16] <NotTrulyEvil> Or is it fine to put it in the create method or something equivalent?
[21:21:20] <xrash> Keniyal: I am not using the Desktop project, so no. This is on Android and I am only testing on Android.
[21:21:39] <xrash> But yes the Android directory has all stuff
[21:21:50] <noone__> can someone explain to me why I still need to import BaseGameUtils as a project these days? why is it not just a gradle dependency?
[21:22:18] <noone__> and why is it not included in the standard GPGS stuff?
[21:22:24] <Xoppa> NotTrulyEvil, sure, but it will cause issues when your game gets bigger and you need either to use multiple camera´s (e.g. for ui) or modify your camera (e.g. to follow the player)
[21:22:36] <Tomski> noone__, if you want to make your own system I guess
[21:23:44] <Guest80965> Xoppa, can you help?
[21:23:51] <Guest80965> please
[21:24:01] <rgr> NotTrulyEvil: in other words it shinted not to use multiple Batches. you just update its projection matrix to reflect that of the viewport/camera combo you are using at that stage in the rendering life cycle.
[21:24:08] <rgr> its hinted
[21:24:20] <Xoppa> Guest80965, perhaps
[21:24:23] <noone__> Tomski: so it is correct that I still have to do it this way? there is no easier way?
[21:25:44] <Tomski> noone__, thats correct
[21:25:47] <Tomski> Well
[21:25:49] <Tomski> Just copy the source
[21:25:52] <Tomski> dont make it a project
[21:26:00] <Guest80965> Xoppa, When I'm using textarea to dispay text with russian characters - the text is gettiong out of textarea bounds, but it's okay with english characters
[21:26:11] <Guest80965> getting*
[21:26:54] <Guest80965> out of bounds by width
[21:27:10] <Xoppa> ow, i know little about all the fancy scene2d widgets and stuff
[21:27:19] <Xoppa> perhaps someone else is of better help
[21:27:38] <Guest80965> okay, thanks
[21:27:56] <noone__> Tomski: I'll try that
[21:28:15] <Xoppa> Guest80965, you could try to make a sscce.org if you havent done so already, so it easy for someone to see what you mean
[21:28:18] <Tomski> noone__, Its kind of a pain, but nicer than a sep project imo
[21:29:20] <Guest80965> thanks
[21:30:53] <Xoppa> also make sure to use the latest version Guest80965, a lot has changed lately regarding font and textfield and stuff
[21:31:11] <Guest80965> I do, yeah
[21:32:55] <Guest80965> yay, thanks, never seen this page :D
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[21:41:58] <intrigus> @Xoppa can you add a link to the github repository to the topic-message (or how it's called)
[21:42:36] <Xoppa> why intrigus? it´s not like anyone reads that anyway
[21:43:16] <intrigus> Because I'm lazy ^^
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[21:45:09] <Xoppa> so, now it contains a link to everything
[21:45:17] <Tomski> Please link to my paypal
[21:45:17] <rgr> do an #emacs and put strong warnings about sexism and homphobia etc in the topic - nothing like a good old fashioned jobsworth admin flexing his muscles ;) Because #emacs is a hotbed of X-ism....
[21:45:21] <De5car7es> I have a scrollpane with a table inside of it. The table has rows where each row is an item. I want to scroll to a specific item on the table (I store the items on a separate ObjectMap). How can I do that ?
[21:45:41] <De5car7es> oups
[21:45:44] <De5car7es> ignore my last message :)
[21:45:52] <De5car7es> Already got an answer for that
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[21:49:19] <noone__> Tomski: did you successfully do something with GPGS?
[21:49:24] <Tomski> yup
[21:50:40] <noone__> and copied the BaseGameUtils code... the first time I got asked to accept or decline the sign in... I accepted
[21:51:06] <noone__> but GoogleApiClient.isConnected() still returns false
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[21:56:00] <Tomski> noone__, so onStart then connect?
[21:56:29] <Tomski> If you use onStart of Gamehelper i think it handles it all for you
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[21:58:17] <noone__> hmm, I deleted that one because it didn't compile and I didn't know what it does... will try that
[21:59:39] <noone__> the steps are actually like this googleApiClient.connect() -> fail -> BaseGameUtils.resolveConnectionFailure -> googleApiClient.connect() again?
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[22:09:34] <noone__> hmm, I see GameHelper is pretty powerful
[22:13:14] <Tomski> ye
[22:14:50] <noone__> where do I get com.google.android.gms.appstate.AppStateManager from?
[22:16:35] <noone__> ah whatever, since I've got the code, I can just comment that stuff out
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[22:30:34] <ben255> buu
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[22:32:30] <ben255> i have a question about ECS
[22:32:43] <ben255> when is to many components to much?
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[22:38:21] <ben255> also is it ok to have getters in a componentsystem?
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[22:44:03] <noone__> Tomski: works very well with GameHelper, thanks for that information... but now it complains that it's not correctly set up for testing
[22:44:14] <Tomski> how so?
[22:46:00] <noone__> I'm not sure, it seems I have to add my google account as a tester and provide authorization information to the app, like the package name and some SHA1 fingerprint.... do I really have to sign the app now every time?
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[22:51:15] <ben255> auth2 is annoying. rember when i made a youtube app
[22:52:35] <noone__> ah, actually the app is signed anyway, also in debug mode
[22:52:51] <noone__> now it crashes with an "unknown internal error", yay
[22:53:03] <Tomski> noone__, to be able to sign in you need to have testing enabled for that account
[22:53:33] <noone__> Tomski: yep, I just did enable that
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[22:55:44] <noone__> Google Drive API is not enabled for my project -.....-
[22:55:56] <Tomski> You are using that?
[22:56:33] <noone__> yes, for snapshots (at least I'm planning to use that)
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[22:57:13] <Tomski> then ya have to turn it on!
[22:57:59] <noone__> if only my developer console would be english
[22:58:06] <noone__> that would make things so much easier...
[22:59:21] <noone__> weeeeheeew!! I'm logged in! :D
[22:59:27] <ben255> woooohooo
[22:59:56] <ben255> hoes all around
[23:00:02] <noone__> displaying the achievements results only in a short black flicker, but I suppose that's enough success for one day
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[23:22:21] <noone__> startActivityForResult instead of startActivity solved that problem as well... weird
[23:23:10] <noone__> thanks again Mr. Tomski!
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[23:34:13] <jeffol> ios game center is such a POS
[23:34:55] <jeffol> counted like a steady 10 seconds before it pops up after calling it
[23:35:20] <jeffol> but finally it works after updating my ios operating system. It was just continually failing with cannot connect errors
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[23:41:35] <jeffol> i suppose it could be the sandbox servers that are slow... but.. still... sadness
[23:44:20] <Tomski> noone__, pix or didnt happen
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