[00:01:51] <Guest79024> I appreciate any help from native english speaker
[00:02:21] <TEttinger> Guest79024: sure, how would you describe your game in a sentence?
[00:03:04] <Guest79024> ... Escape evil. Try to run, but you will not success. :D
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[00:03:06] <TEttinger> oh there's uh some problems with grammar
[00:03:41] <Guest79024> I'm not quite sure that this document is editable for you guys
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[00:04:55] <intrigus> Lol, live edit wtf.#
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[00:05:06] <Guest79024> Woah
[00:05:10] <Guest79024> I see
[00:05:12] <Guest79024> cool
[00:08:55] <Guest79024> Creative.. thanks so much!
[00:10:22] <TEttinger> it's always fun to do creative writing, especially after I just had to undo all the work I did in my own project for today
[00:10:53] <Guest79024> Why so?
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[00:31:22] <Xoppa> intrigus, that method requires api level 11
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[02:55:05] <lapinozz> thx
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[05:43:46] <Yxven0> I have a button that creates a dialog in its change listener. I want my dialog to call a method on my screen when the dialog's ok button is clicked. What's the best way to get my screen in scope in java?
[05:44:24] <Yxven0> I feel like I have to extend both dialog and changelistener
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[05:55:30] <Yxven0> nevermind, didn't realize java had closures
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[06:59:38] <Sadale> fml. "No class in libgdx is thread-safe unless explicitely marked as thread-safe in the class documentation."
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[08:02:19] <bazingaa> anyone ever seen fps drop when you draw LESS objects? (sprites in my case)
[08:02:32] <bazingaa> on desktop.
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[08:48:02] <racoonfox12> test
[08:48:42] <racoonfox12> can anyone help me how to join ##Java?
[08:49:05] <Ashiren> you need to be registered in irc
[08:49:19] <racoonfox12> how?
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[08:51:26] <racoonfox12> thanks arshiren
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[10:51:16] <simoon> Hi! Anyone know hot to use the sphericalHarmonics class? Can't find anything about it.
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[13:09:14] <Logende> hey
[13:10:30] <Logende> what do I have to enter as rotation value, in order to not have any rotation at all? "batcher.draw(region, x, y, originX, originY, width, height, scaleX, scaleY, rotation, clockwise);" somehow my image always is rotated in weird ways. I tried 0, 90, 180, 270 and 360 but all include a rotation
[13:11:26] <Logende> I later want to rotate my image a little bit with this method, but first I need to find out how to draw the default "position"
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[14:02:42] <Bernzel> Could anyone help me run the gdx-setup file on ubuntu? All the files comes up as .class files. Not sure how I will run that?
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[14:37:14] <Tomski> Bernzel, eh?
[14:37:19] <Tomski> What files?
[14:41:27] <[twisti]> Bernzel: it sounds like you may need to do a java beginners tutorial or two before you start attempting a game
[14:41:49] <[twisti]> for starters, jar files are not something you extract, they are something you run with java
[14:41:55] <[twisti]> which you will also need to install
[14:42:04] <[twisti]> JDK, not JRE
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[15:06:59] <Bernzel> Tomski nvm. Somehow my OS decided to extract the JAR file when it was done downloading.. So I was very confused by that.
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[15:17:41] <noone__> does anybody have experience with the "Saved Games" API in GPGS?
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[15:20:49] <odston> Where in build.gradle would an SDK such as Parse's SDK go? Should I just compile it under project("android"){} and likewise with the IOS section?
[15:23:17] <noone__> if it's a mavenized dependency, then yes
[15:25:45] <odston> ok good. Thanks noone__
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[16:44:00] <cobolfoo> what is the inpact of having 60 shape renderer calls per render ? (let say for rendering 240 triangleS)
[16:51:16] <Tomski> What ShapeRenderer call? What sort of impact do you mean?
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[16:52:53] <Toasted> Hey guys
[16:53:21] <cobolfoo> I do lot of batch.end() .. shape rendering .. batch.begin()
[16:53:31] <cobolfoo> like 60 times per render, no impact on desktop
[16:53:39] <Tomski> Well it does have an impact
[16:53:40] <cobolfoo> but I wonder if it might have one on mobile
[16:53:56] <Toasted> Anyone mind me running some stuff by them? Ran into a bit of an issue with the contact listener.
[16:54:01] <cobolfoo> I could batch all my shapes but does it make sense to spend time doing this
[16:54:04] <Tomski> Sure Toasted
[16:54:13] <Tomski> cobolfoo, it does make sense to batch
[16:54:20] <Toasted> Cool. So can you only use one contact listener with Box2D?
[16:54:56] <Tomski> Only one at a time
[16:55:10] <Toasted> If so, how should I go about making a contact listener than can modify the state of my game objects without coupling it to the game objects?
[16:55:40] <Tomski> Why would you need to couple the contact listener to your game objects?
[16:55:58] <Toasted> Exactly, I think I'm going about this all wrong.
[16:56:04] <Tomski> Are you talking about non-physics states?
[16:56:09] <Toasted> Yes
[16:56:21] <cobolfoo> Tomski, I also need to sort the render order, sometimes I have to render a sprite before a shape, other time the reverse
[16:56:33] <cobolfoo> I added parallax to walls in my tile game
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[16:56:58] <Tomski> It would depend on how you manage your game objects Toasted, but you can do a lookup for a gameobject given the physics Body
[16:56:58] <Toasted> Hmmm...
[16:57:11] <Toasted> I guess, thinking about it, I don't need to couple them.
[16:57:16] <Toasted> Interesting.
[16:57:26] <Toasted> How would I go about doing that lookup?
[16:57:28] <Tomski> cobolfoo, so sort it before you batch?
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[16:57:29] <Toasted> HashMap?
[16:57:49] <Toasted> Like a global Map<Body, GameObject> ?
[16:58:09] <Tomski> I'd use LibGDX ObjectMap
[16:58:22] <Toasted> Isn't that going to make my contact listener pretty bloated?
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[16:58:52] <Tomski> It really is up to you how you design it
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[16:58:56] <Toasted> Like every collision layer I add required new logic in those two methods.
[16:59:01] <Toasted> requires*
[16:59:02] <Tomski> What kind of logic are you doing?
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[16:59:12] <Tomski> Are your game objects polymorphic?
[16:59:34] <Toasted> Making breakout. I have GameObject. Extending this class are three other classes, Block, Ball, Paddle.
[16:59:53] <Toasted> I have a static physics manager that is essentially a wrapper for the world.
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[17:00:16] <Toasted> So for the ball I have something like:
[17:00:19] <Tomski> What objects need to do what with collision?
[17:00:46] <Toasted> / Collision methods
[17:00:46] <Toasted> @Override
[17:00:46] <Toasted> public void beginContact(Contact contact) {
[17:00:46] <Toasted> Fixture a = contact.getFixtureA();
[17:00:46] <Toasted> Fixture b = contact.getFixtureB();
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[17:00:52] <Tomski> rip
[17:01:05] <EvilEntity> lol
[17:01:07] <cobolfoo> I think I could render all in shapes (the top and two sides)
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[17:01:15] <Tomski> Least he has a good client
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[17:01:59] <Ashiren> pastebin plx
[17:02:00] <Toasted> Did not think that one through
[17:02:03] <Toasted> Sorry
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[17:02:36] <Tomski> Toasted, dont ever create new objects in your contact listener like that
[17:03:04] <Toasted> new Vector2()?
[17:03:25] <Tomski> Yes
[17:03:32] <Toasted> Any particular reason?
[17:03:36] <rgr> use a static "tmp" in your class
[17:03:39] <Tomski> A shit tonne of garbage
[17:03:56] <rgr> because its created then "decreated" clicking in garbage collection.
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[17:04:20] <Tomski> Avoid tmp
[17:04:25] <Tomski> you can just use two floats
[17:04:26] <mobidevelop> Avoid all
[17:04:31] <Toasted> So how would I modify the vector there?
[17:04:48] <Toasted> I see
[17:05:05] <Toasted> Gotcha, okay thanks for the tip
[17:05:34] <Toasted> So, if I'm not mistaken, looking at this switch, I would essentially have to add a case to BOTH switches each time I add an object that hte ball can collide with
[17:05:57] <Toasted> And eventually, if I can only have one listener, I have to turn the if/else into ANOTHER outer switch?
[17:07:36] <Toasted> Am I crazy?
[17:08:01] <Tomski> You could do that
[17:08:10] <Tomski> Why are you manually setting the velocity like that though?
[17:08:14] <Toasted> What would you do?
[17:08:23] <Toasted> Well, what else would I do?
[17:08:32] <Tomski> Leave it to box2d to handle the collision response?
[17:08:47] <Toasted> Hmmm, seems obvious now...
[17:09:22] <Toasted> Okay, interesting. I think I have enough to go on to continue now. Much appreciated. I'll check into the docs to see howt o handle collisions.
[17:09:23] <Tomski> And just use the contactlistener to remove blocks that have been hit, do events on interacts
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[17:09:35] <Toasted> Duh, wtf is wrong with me haha
[17:09:38] <Toasted> Alright, cool.
[17:09:50] <Toasted> I'm assuming theres a way to handle what type of collision somehting will create?
[17:09:53] <Tomski> Which will still be your switches :P
[17:10:03] <Tomski> What do you mean?
[17:10:25] <Toasted> I can't remember the term for it atm. Give me one sec.
[17:10:33] <Toasted> The world elastic comes to mind
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[17:11:23] <Tomski> You can mess with the definitions, restitution etc
[17:11:35] <Toasted> Gotcha.
[17:11:53] <Toasted> Thanks again. I imagine I will be back at some point haha
[17:11:56] <Tomski> But you can still what you are doing in that listener, if for example you want to give more force on contact with ball/paddle
[17:12:17] <Toasted> like body.applyForce()?
[17:12:46] <Tomski> Yes, although impulse is probably a better fit for that specific example
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[17:21:08] <Toasted> FixtureDef property to disallow rotation?
[17:22:02] <Tomski> You can use Body#setFixedRotation
[17:22:17] <Toasted> Ah I just found it
[17:22:17] <Toasted> Thanks
[17:23:07] <Toasted> Oh man, using Box2D to handle the collision (should have been obvious) is a thousand times easier/better.
[17:23:10] <Toasted> Thanks a ton
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[17:24:37] <cobolfoo> I use triangles in shape renderer, howI can pass UV ?
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[17:27:08] <cobolfoo> Humm, Mesh can be used with a normal batch right ?
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[17:27:56] <nikoliazekter> Quick question: can I use ScalingViewport with Scaling.none with virtual world units?
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[17:38:06] <noone__> Error:failed to find Build Tools revision 23.0.1
[17:38:31] <noone__> I have definetively installed it
[17:38:43] <noone__> manually and via the intellij quick fix
[17:38:49] <noone__> what's wrong??
[17:39:53] <cobolfoo> you have run ./android and installed it manually ?
[17:40:24] <kdarknight> best way to make bodies disappear from game to avoid world is locked thing?
[17:40:43] <kdarknight> box2d world
[17:41:19] <noone__> cobolfoo: I have installed it "manually" via the android sdk UI
[17:41:38] <noone__> kdarknight: what?
[17:42:09] <cobolfoo> kdarknight, world is locked thing happen when you use multiple threads, it is what you are doing ?
[17:42:50] <kdarknight> noone__, i have a gun with bullets, when bullet collide with enemy body, i set transform to off screen both of bodies(bullet and enemy)
[17:42:58] <Tomski> Win win win
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[17:43:02] <kdarknight> cobolfoo, no multiple threads
[17:43:12] <Tomski> kdarknight, Array of objects to remove
[17:43:17] <Tomski> remove them outside of the step
[17:43:22] <Tomski> clear the removal array
[17:43:41] <kdarknight> i am calling this after world step
[17:44:04] <Tomski> Whats the actual error?
[17:44:12] <Tomski> noone__, you win!
[17:44:28] <noone__> Tomski: do I?
[17:44:37] <kdarknight> Expression: m_world->IsLocked() == false
[17:44:41] <noone__> what did I win?
[17:44:52] <Tomski> a brand new cat
[17:45:35] <Tomski> kdarknight, so have you figured out what line is causing it?
[17:45:48] <cobolfoo> kdarknight, are you updating bodies from a collision callback ?
[17:45:49] <noone__> can I exchange it for a working build environment?
[17:46:00] <Tomski> Stop breaking your build environment
[17:46:04] <kdarknight> cobolfoo, yeah, is it bad?
[17:46:06] <Tomski> Then you get to keep the cat
[17:46:08] <Tomski> kdarknight, you cant do that
[17:46:09] <kdarknight> oh
[17:46:11] <cobolfoo> kdarknight, yes since the world is locked :)
[17:46:13] <kdarknight> got it
[17:46:16] <kdarknight> :P
[17:46:40] <cobolfoo> You can use Gdx.app.postRunnable() to create a piece of code to run outside of the callback
[17:46:44] <cobolfoo> or your own mechanism
[17:46:48] <noone__> "i am calling this after world step" why did you say that then?
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[17:46:56] <Tomski> Lies!
[17:47:06] <Tomski> noone__, where are you getting that error?
[17:47:17] <noone__> gradle sync in intellij
[17:47:30] <Tomski> How did you check it exists?
[17:47:47] <kdarknight> noone__, lol, actually i though i am doing this after world.step, stupid me
[17:48:09] <kdarknight> cobolfoo, i guess, i would go with object array thing to clean up
[17:48:10] <noone__> collision callbacks are part of the world.step
[17:48:27] <cobolfoo> kdarknight, yeah might be better this way (for garbage collection)
[17:48:27] <kdarknight> yeah, got it now
[17:48:50] <noone__> Tomski: I've just installed it and there's a checkmark next to it in the Android SDK UI thingy
[17:49:05] <Tomski> noone__, perhaps intellij is using a different sdk?
[17:49:30] <Tomski> check through Tool > Android > sdk manager
[17:49:40] <noone__> AFAIK I have only 1... and I even let intellij install it via its quick fix thingy
[17:49:43] <noone__> but I'll check
[17:50:29] <noone__> it's installed....
[17:50:30] <Tomski> If thats good, check it manually on file, it may have a werid name
[17:50:57] <noone__> looks fine, there's a folder called "23.0.1"
[17:51:18] <Tomski> And it has all the magical stuff in it?
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[17:52:00] <noone__> slightly less magical stuff than in 22.0.1, but still a lot
[17:52:03] <Tomski> Are you using the local.properties file btw?
[17:52:35] <noone__> using, like how?
[17:52:59] <Tomski> Does it exist in your project directory?
[17:53:02] <noone__> it contains the path to that android sdk, nothing else
[17:53:07] <Tomski> Does it contain the correct path to your android sdk
[17:53:26] <Tomski> Ok, run a gradle android task from command line
[17:53:28] <noone__> yes :(
[17:54:35] <noone__> hmm, same problem
[17:55:03] <Tomski> Can ya pastebin the error from that
[17:55:05] <Tomski> use --debug too
[17:57:52] <noone__> I think... it works now... (???)
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[17:58:28] <noone__> looks like --stacktrace fixed it
[17:58:55] <noone__> I'll never understand this crap
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[18:13:19] <Tomski> good old google
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[19:19:12] <ficolas> Hello, im drawing a image using this code: batch.draw(images[0], body.getPosition().x, body.getPosition().y, 50/32f, 17/32f, images[0].getRegionWidth()/32f, images[0].getRegionHeight()/32f, 1, 1, body.getAngle()*MathUtils.radDeg);
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[19:19:56] <ficolas> The way I want the image to be drawn, is on the body position, with an offset of 50/32f, 17/32f world units (from the bottom left corner) and then be rotated arround that point
[19:20:07] <noone__> after many many hours... saving and loading games via Google Play Game Services works :D
[19:20:21] <ficolas> I thought changing the origin to 50/32f and 17/32f should do it, but it doesnt, how can I do it?
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[19:23:17] <noone__> ficolas: you should use a Sprite for that
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[19:23:58] <ficolas> to set the origin and rotation before drawing?
[19:24:53] <ficolas> can I use a split method to get a sprite[]? or do I need to create a new array and do it by myself?
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[19:25:23] <ficolas> the split method always returns a TextureRegion[] even when splitting sprites
[19:25:47] <noone__> why do you want to split it?
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[19:26:09] <ficolas> because its a spritesheet
[19:26:14] <ficolas> with 5 frames
[19:27:05] <cobolfoo> you want to split the texture gions not the sprite
[19:27:25] <cobolfoo> region.split() returns at TextureRegion[][]
[19:27:41] <ficolas> sprite.split() returns a TextureRegion[][]
[19:28:30] <ficolas> can I somehow get a sprite[][]?
[19:28:37] <ficolas> or do I need to do it with a for loop?
[19:28:59] <cobolfoo> Sprite is just TextureRegion with rotation/scaling
[19:29:21] <ficolas> I need to rotate it
[19:29:32] <ficolas> and the batch.draw rotation doesnt seem to rotate it arround the origin
[19:29:38] <cobolfoo> I mean Sprite Extends TextureRegion
[19:29:39] <ficolas> and it doesnt seem to offset the origin either
[19:29:50] <ficolas> I know... noone said that I need to use a sprite for that
[19:30:00] <noone__> I said "should"
[19:30:16] <ficolas> why should?
[19:30:19] <cobolfoo> I guess you could do a region.split() and for all texture regions you could do a new Sprite(region...)
[19:30:28] <cobolfoo> in a for loop
[19:30:44] <cobolfoo> or re-use the same Sprite but changing it's UV coordinates
[19:31:47] <ficolas> but cant I do it with the batch.draw method and a texture region?
[19:32:11] <ficolas> the problem is that it doesnt seem to be offsetting the image by the origin
[19:32:42] <ficolas> and it doesnt rotate the image arround the origin, it rotates it arround the 0,0 point
[19:33:11] <cobolfoo> I suggest you take a look at Sprite.java and see how rotation is handled
[19:33:19] <cobolfoo> it allow rotation around non 0,0 origin
[19:34:02] <ficolas> the batch.draw method doesnt?
[19:34:08] <noone__> ficolas: I guess you have to adjust the position yourself if you use batch.draw
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[19:38:17] <rgr> ficolas: you use an atlas and use findRegions. or Atlas.createSprites() you dont need to be splitting anything.
[19:38:23] <Tomski> not much snkc
[19:38:39] <rgr> you use setOrigin to specify what it rotates around.
[19:39:07] <ficolas> but editing the images in 64 different files inst as combenine as editing them in 1 single sprite sheet
[19:39:30] <rgr> what?
[19:39:49] <mobidevelop> O.o
[19:39:49] <ficolas> convenient*
[19:39:50] <mobidevelop> o.O
[19:40:01] <rgr> you pack them using texture packer. There is a free one in libgdx or the better one is from codeandweb.
[19:40:04] <snkc> Tomski I've only done with the depth sorting part, but those dynamic lighting and shadow, how can I do it in an isometric tilemap like that
[19:40:21] <ficolas> but I still need to edit them in 64 png files to then pack them into one
[19:40:25] <Tomski> 'better'
[19:40:34] <rgr> so what?
[19:40:57] <rgr> and no you dont. for one animated image you would have one gimp file (example) with multiple layers.
[19:41:02] <ficolas> its a pain in the ass to have 64 files when you can just have a bigger file with 8*8 smaller ones inside
[19:41:06] <mobidevelop> Out of curiosity... What is better about it?
[19:41:12] <rgr> no it isn't.
[19:41:28] <rgr> let the texture packer do the packing : its much cleverer at it than you.
[19:41:31] <Tomski> In your opinion
[19:41:41] <Tomski> Some people like to work with their assets in certain ways
[19:41:46] <Tomski> there isn't any harm in doing that
[19:41:50] <rgr> including rotating and trimming to better utilitse your spritesheet space.
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[19:42:45] <noone__> I have a spritesheet with everything in 1 file for editing, then I have a tool that splits that in single images and uses texture packer to pack it afterwards for use in libgdx
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[19:42:50] <rgr> Of course its an opinion. Ive done a fair bit of gfx in my time and having all your images in one file is, well, silly. Especially when it comes to frame by frame application of filters.
[19:42:57] <noone__> Achievement unlocked: most complicated asset handling.
[19:43:12] <rgr> of course "one file" in layers is grand too.
[19:43:55] <rgr> but with apps with layers you can auto export each layer to a single png which is then food for the texture packer to chomp on. Seems much simpler that way IMO.
[19:44:07] <rgr> (obviously IMO ;))
[19:45:41] <Tomski> snkc, looks like simple shadow casting in 2d plane for floor, not sure how they extend up the walls
[19:46:02] <Tomski> But its probably not worth trying to do it all 2D, just going 3D would make everything easier
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[19:46:42] <Tomski> But godot is open source, so you can always just check there if you really want to do it
[19:46:42] <noone__> coding yes, getting the necessary assets, probably not so much
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[19:47:59] <Lecherito> go for 4d
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[19:53:12] <Xoppa> yeah, although 4d rotations are relatively difficult to work with
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[19:55:39] <Tomski> mmm
[19:55:41] <Tomski> I dont know about that
[19:55:52] <Tomski> In my personal frame of reference, its not too bad
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[20:08:49] <Tr4iToR> Hey! I created a Shader class and it all works fine, but the shaderProgram seems to ignore renderContext of modelBatch. Is there any way to let the shaderProgram now about renderContext?
[20:11:05] <orthos> I have a question regarding the Orthographic camera. Quite some time ago I learned that the values you put in the camera(dimensions) should be non unit. What would be a good dimension to work with? 480x640?
[20:13:02] <orthos> Or does it not matter? Can I go 1000x2000 just as well?
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[20:17:02] <Tr4iToR> Xoppa, so in every begin() of the shader I have to manually set all the things like depth test and blending? Doesn't that ruin the purpose of renderContext? It's just the same as calling GlEnable then.
[20:19:55] <Xoppa> Tr4iToR, no, why would you think that?
[20:20:10] <orthos> Tr4iToR: Thanks! Good post Xoppa
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[20:24:09] <Tr4iToR> the purpose of render context is to reduce state changes. however, why does it disable everything when switching shader? I have to enable everything again.
[20:25:15] <Xoppa> it doesnt disable anything when switching shader, why would you think that?
[20:25:50] <Xoppa> you just tell the contact in your shader what you want the context to be and the context will decide whether or not it actually needs to make the gl call
[20:26:14] <Xoppa> that doesnt have to be in begin() it can be in render() as well
[20:26:41] <Xoppa> *contact = context
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[20:45:50]
<Bernzel> For some reason , this code http://pastebin.com/fgcZZatd creates a stack of yellow buzzing bars on the screen. The file is legit. What've I missed?
[20:46:34] <Bernzel> wops, wrong
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[21:00:41] <Toasted> Are there any large projects that are known to be really well done out there that I can browse through?
[21:00:58] <Toasted> Just to see how things can/should be done at a larger scale than what I'm currently working with.
[21:01:23] <Toasted> I've already noticed that I'm doing a few things that would probably not work once more complexity is introduced.
[21:07:42] <kdarkni25> Toasted, Google for Super Flying Gentlemen
[21:08:11] <kdarkni25> Should be available on github
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[23:38:55] <ben255> yo devels
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