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[00:08:13] <intrigus> There is nothing like "FloatMap", similar to IntMap ?
[00:08:46] <Ghandhikus> HashMap<Float, Object>
[00:09:08] <Ghandhikus> it will never work though
[00:09:16] <Ghandhikus> as you can't compare floats precisely
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[00:09:45] <intrigus> I meant Map<Object, Float> ^^
[00:10:03] <Ghandhikus> HashMap<AnyType, Float>
[00:10:22] <intrigus> Yeah, but I don't like unboxing
[00:10:29] <Ghandhikus> unboxing?
[00:10:58] <Ghandhikus> you do for(Entry<AnyType, Float> entry : hashmap)
[00:11:05] <intrigus> Boxing/Unboxing
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[00:11:09] <Ghandhikus> and you can access entry.value and entry.key
[00:11:20] <intrigus> Automatic conversion from Float to float
[00:11:27] <Ghandhikus> ah
[00:11:39] <mobidevelop> ObjectFloatMap?
[00:11:40] <Ghandhikus> you can just write your own though
[00:12:05] <Ghandhikus> ^
[00:12:06] <intrigus> ....
[00:12:14] <intrigus> Only searched the wiki ^^
[00:12:29] <Ghandhikus> please add it to wiki if you have time
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[00:16:37] <intrigus> Done
[00:16:48] <Ghandhikus> thanks
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[00:32:18] <cris2000> a storm happened
[00:32:23] <cris2000> so,
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[00:32:39] <cris2000> why the main class doesn't have a dispose method now?
[00:32:41] <Ghandhikus> i heard there was a stream of it
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[00:34:19] <cris2000> so where do I put the dispose now?
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[00:36:23] <Ghandhikus> does libgdx still have problems with intel graphic cards?
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[00:37:28] <scellow> TEttinger: what argument for fbx-conv do you use to convert your magicavoxel models ? My exported g3dj doesn't seems to work
[00:37:36] <davebaol> cris2000: what's the main class ?
[00:37:46] <cris2000> mygdxgame or something
[00:37:59] <cris2000> the one that holds the loop
[00:38:05] <scellow> cris2000: @Override it
[00:38:25] <scellow> @Override public void dispose(){};
[00:38:38] <cris2000> but why batch doesn't have it now like the old version?
[00:38:42] <TEttinger> scellow: I just generate PNGs with my homebrew renderer, scellow
[00:38:44] <cris2000> batch.dispose
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[00:38:56] <TEttinger> my 3d stuff never goes in a game
[00:39:06] <scellow> TEttinger: oh you don't render them using libgdx
[00:39:17] <TEttinger> no
[00:39:29] <TEttinger> but I could
[00:40:04] <TEttinger> the format isn't that complex, I use .vox but you also could use xraw
[00:40:40] <TEttinger> my renderer takes in magicavoxel's type of .vox file and spits out various rotated PNGs
[00:41:21] <davebaol> cris2000: Batch implements Disposable
[00:41:22] <scellow> I'm complete noob, how could i render a .vox model ?
[00:42:34] <davebaol> cris2000: maybe you imported the wrong Batch class
[00:43:34] <TEttinger> scellow: so I still know rather little about actual 3D rendering. BUT, I didn't need to to make those isometric and other pixel-art-style renders from 3d models
[00:45:22] <scellow> i didn't it was such a pain to use magicavoxel models in libgdx
[00:45:39] <scellow> i already did 100+ assets using it ...
[00:45:46] <TEttinger> the way .vox stores information is very simple. it has a size, in x, y, and z dimensions (these are different from what libgdx calls those axes). it has a palette of colors, usually 256. and then it has a big unordered list of voxels, where each voxel is an x, y, z position and a color (by a number index into the 256 color palette)
[00:45:58] <TEttinger> you should do one big batch convert then
[00:46:07] <TEttinger> you can make obj and convert those
[00:46:31] <scellow> TEttinger: idid tried to convert an exported obj, but libgdx doesnt seems to render it
[00:46:45] <TEttinger> that may be a different problem.
[00:47:02] <TEttinger> it may be much smaller than you thought it would be>
[00:47:03] <TEttinger> ?
[00:47:24] <scellow> i zoomed in/out, can't see it
[00:47:55] <TEttinger> use a debugger, make sure it's where you think it is
[00:48:03] <cris2000> davelbao: It's the example code generated by the gui setup, and I'm using the latest version, it's so clean compared to 0.99 and it lacks the disposable method, so I was confused.
[00:50:06] <TEttinger> scellow: what I do with the vox models is render them offline as PNGs. the method I use is slower than how libgdx would do it, but I kinda wrote a lot of code to handle cleaning up the renders really tightly, and it doesn't really matter that it takes a minute to render like 100 images
[00:50:55] <TEttinger> you could render them at runtime too, and that's a decent option. All I do is spray down lots of roughly-square sprites where voxels are, in back to front order
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[00:51:10] <TEttinger> if you save the result of that, it helps
[00:52:04] <scellow> codi^r: this is chinese to me haha
[00:52:28] <codi^r> I could upload my loader class, question is if thats of any help
[00:52:42] <codi^r> because that doesnt produce a model
[00:52:59] <TEttinger> codi^r: I could probably use it actually
[00:53:01] <codi^r> or mesh
[00:54:09] <scellow> codi^r: what does it produce ?
[00:54:34] <codi^r> ok waitaminute, let me put it online
[00:54:35] <TEttinger> I'd guess a list or array of voxels, each with a color?
[00:54:41] <TEttinger> or a 3d array of colors
[00:55:08] <codi^r> actually not quite - it parses the file and calls a bunch of interface functions for what it finds
[00:55:15] <codi^r> so the loader itself doesnt cache any data
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[00:58:07] <codi^r> GameRuntimeException is just like GdxRuntimeException with some custom output
[00:58:22] <codi^r> so could just be replaced
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[00:58:38] <scellow> codi^r: how do you render a model out of that ?
[00:58:49] <codi^r> well, that depends on your needs
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[00:59:50] <codi^r> for our project I put that stuff into a 3D array, then create a more suitable data structure out of that, then use a "greedy mesh algorithm" to create the mesh data
[01:00:42] <scellow> Damn, i still have load of stuff to learn
[01:00:46] <codi^r> a very basic, and possibly very slow approach would be to create one cube for each voxel
[01:01:05] <Ghandhikus> you actually could do that to make things just work
[01:01:11] <Ghandhikus> and then optimize it further
[01:01:28] <codi^r> yeah
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[01:02:01] <scellow> well at this state i should just stick with 2d haha
[01:02:18] <Ghandhikus> you won't learn if you don't struggle
[01:03:03] <scellow> Ghandhikus: true, but i dont know where to start
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[01:03:10] <Ghandhikus> just ask
[01:03:24] <scellow> I don't know what to ask
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[01:03:34] <Ghandhikus> ask about what you want to ask
[01:04:10] <scellow> well my original request was to render the obj made out of magicavoxel
[01:04:52] <scellow> when i load it i get an outofbound exeption
[01:05:02] <Ghandhikus> how do you load it?
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[01:07:09] <cris2000> ok so I add a stage
[01:07:15] <cris2000> and now my sprite doesn't render
[01:07:21] <cris2000> what happened?
[01:07:31] <Ghandhikus> did you added the sprite to stage?
[01:07:44] <cris2000> no
[01:07:48] <cris2000> does stage overrides the render calls?
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[01:08:17] <davebaol> what's the problem with demo-cuboc build? the repo didn't change since May
[01:09:23] <cris2000> how do I add a textureregion to a stage?
[01:09:45] <Ghandhikus> you actually need to render the sprite cris
[01:10:04] <Ghandhikus> either by adding it as an actor or using the stage batch
[01:10:10] <cris2000> it's an animation from a textureatlas
[01:10:58] <mobidevelop> davebaol: can't find the GWT and Android Gradle plugins
[01:11:16] <Ghandhikus> scellow please show me the full exception
[01:12:05] <Ghandhikus> mobidevelop how can "java.lang.IndexOutOfBoundsException: index can't be >= size: 789 >= 468" be thrown during model loading?
[01:15:05] <Ghandhikus> you use objloader
[01:15:06] <mobidevelop> Ghandhikus: it thinks that there is more vertices (789) than there are (468)
[01:15:13] <Ghandhikus> which only supports simple models
[01:15:16] <Ghandhikus> use G3dModelLoader
[01:15:45] <Ghandhikus> "be used to load very basic models without having to convert them to a more suitable format. * Therefore it can be used for educational purposes and to quickly test a basic model, but should not be used in production. * Instead use {@link G3dModelLoader}."
[01:15:57] <scellow> Ghandhikus: g3d isn't for obj models
[01:16:15] <scellow> i tried to convert it using fbx-conv, but it's not rendered
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[01:17:42] <Ghandhikus> it's not rendered?
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[01:19:11] <wulax> scellow: why did you limit number of indices to 32?
[01:19:13] <cris2000> hey guys I wanna ask this
[01:19:21] <cris2000> how easy would be to implement ggpo in libgdx?
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[01:20:32] <scellow> i can't see it
[01:21:00] <Ghandhikus> maybe it is too small or too big?
[01:21:48] <scellow> Ghandhikus: i zoomed in/out still can't find it, and i have no idea how i can debug that
[01:22:11] <Ghandhikus> show us the rendering code
[01:23:42] <Ghandhikus> did you checked if it's null?
[01:24:16] <scellow> Ghandhikus: it's not null
[01:25:18] <mobidevelop> davebaol: cubic build works now, must have been a fluke last time
[01:25:24] <Ghandhikus> you are rendering it without shader?
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[01:26:10] <scellow> I tried with a cube obj, and it works fine, i can see it
[01:26:16] <scellow> i'm using only this code
[01:26:20] <scellow> nothing else
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[01:29:30] <cris2000> ok, how do I use Visui?
[01:29:34] <Ghandhikus> i think there should be something wrong with model then
[01:29:40] <Ghandhikus> like inverted faces
[01:31:29] <wulax> you can check if the model is too big by calculating its bounding box and printing its dimensions
[01:31:38] <wulax> modelInstance.calculateBoundingBox(boundingBox)
[01:32:19] <wulax> then print boundingBox.getDimensions(dimensionvector)
[01:32:37] <wulax> compare that to your camera's distance from where you put the model
[01:33:32] <cris2000> oh, fucking cool
[01:33:32] <cris2000> visui is really easy to use
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[01:34:00] <scellow> Ghandhikus: i imported the obj in blender, then export it as obj again, i loaded that obj and it works fine
[01:34:12] <scellow> so the problem is the obj generated by magicavoxel
[01:34:31] <scellow> fbx-conv convert it badly
[01:34:46] <scellow> since it works fine in blender
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[01:35:00] <Ghandhikus> you should trust obj
[01:35:01] <mobidevelop> Maybe magicavoxel outputs it badly and blender is forgiving
[01:35:06] <Ghandhikus> as it is not supported fully in libgdx
[01:35:21] <Ghandhikus> you shouldn't*
[01:41:16] <scellow> damn i wanted to avoid the use of a converted now i'm forced to convert them using blender then fbx-conv
[01:41:40] <Ghandhikus> i think blender can be used from command line
[01:41:45] <Ghandhikus> as well as fb-xconv
[01:42:04] <Ghandhikus> you can just write automated batch to do the work
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[01:43:36] <Ghandhikus> anybody has free spine key for me ( ͡° ͜ʖ ͡°) ?
[01:45:20] <scellow> Yeah but it's gonna be a pain, i ideally wanted to use models right after i modelise them
[01:45:52] <scellow> well
[01:45:54] <Ghandhikus> maybe write jar which hooks the folder and does things after it detects that file changed
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[01:47:03] <cris2000> oh well, time to use 720p :)
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[01:48:21] <scellow> it's almost 2am ive been stuck with this for the whole day, ill sleep a bit and think about that tomorow, i think its better
[01:48:28] <scellow> thanks for everyone who helped me
[01:48:31] <scellow> you rocks <3
[01:48:51] * Ghandhikus crumbles like a rock.
[01:49:07] <scellow> :p
[01:50:08] <scellow> oh and, mobidevelop, including fbx-conv in libgdx as an extension would be really usefull imo
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[01:52:40] <scellow> then no need to pre convert models, you design, you export in your asset folder, and the file is converted when you want to load it, easier
[01:53:09] <Ghandhikus> it will take long time
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[01:53:40] <Ghandhikus> it would be easier to just redo obj loader
[01:53:48] <Ghandhikus> and faster
[01:55:06] <wulax> scellow: If you use blender you can just write a script that exports to fbx (or obj) then calls fbx-conv with python's subprocess and deletes the fbx
[01:55:26] <wulax> you can then run the script directly from Blender with a button press
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[02:06:11] <cris2000> how do I render both a stage and a sprite that isn't on the stage?
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[02:06:58] <Ghandhikus> render stage before or after it
[02:08:01] <cris2000> does stage render goes inside the spritebach render call?
[02:08:28] <cris2000> oh gotcha
[02:08:30] <cris2000> now it works
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[02:20:19] <Delmadan> Hellooo
[02:20:26] <Delmadan> Hows everyone going?
[02:20:35] <cris2000> fine
[02:20:38] <cris2000> doing an editor
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[02:20:59] <Ghandhikus> on crash, tired and stuff
[02:21:09] <Delmadan> an editor?
[02:21:15] <Delmadan> for your game?
[02:21:26] <cris2000> sure, a 2D character editor
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[02:21:29] <cris2000> like mugen
[02:21:38] <Delmadan> awesome! never heard of mugen
[02:21:56] <cris2000> there's plenty of mugen videos on youtube
[02:22:01] <cris2000> such as tom hanks vs goku
[02:22:08] <cris2000> or akuma vs kyo
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[02:23:22] <Delmadan> so what does it do? for creating pixel art characters?
[02:23:52] <cris2000> it's a hitbox editor
[02:23:52] <cris2000> not a paint clone
[02:23:57] <cris2000> it's for setting up the hitboxes
[02:24:47] <Delmadan> ohh neat!
[02:28:15] <cris2000> that's a video of the older version
[02:28:29] <cris2000> I'm trying to remake it on the latest version and using VisUI
[02:32:35] <Delmadan> thats pretty cool :)
[02:33:09] <cris2000> thanks
[02:33:11] <cris2000> ok guys
[02:33:19] <cris2000> I'm following the visui wiki
[02:33:40] <cris2000> but I wonder how do I close the filechooser when picking up the cancel button
[02:33:42] <cris2000> ?
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[03:03:35] <cris2000> anyone here?
[03:03:43] <cris2000> how do I remove an actor from the scene?
[03:03:52] <Ghandhikus> actor.remove() ?
[03:05:55] <cris2000> cool, thanks
[03:06:09] <cris2000> now I need to figure out why there's a lag at the beggining
[03:06:18] <cris2000> I don't think is cause by loading VisUI
[03:06:22] <cris2000> caused
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[03:25:00] <Delmadan> guys I'm shamelessly trying to promote my new libgdx game. Please let me know if you're keen to try it out and give some feedback :D
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[03:42:25] <cris2000> ok guys
[03:42:39] <cris2000> I'm using the filechooser and when I choose a file
[03:42:42] <cris2000> nothing happens
[03:42:46] <cris2000> It's so dissapointing
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[03:55:26] <Ghandhikus> what do you mean?
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[04:01:46] <cris2000> Exception in thread "AWT-EventQueue-0" java.lang.RuntimeException: No OpenGL context found in the current thread.
[04:01:56] <Ghandhikus> lol
[04:02:10] <Ghandhikus> why do you want to load graphics with it?
[04:02:34] <cris2000> I'm sending a filehandle that contains an atlas
[04:02:51] <Ghandhikus> you use java file handler not libgdx one
[04:03:47] <cris2000> how do I do that?
[04:04:00] <Ghandhikus> you need to do your own window inside libgdx
[04:04:09] <Ghandhikus> if you want user to choose file
[04:04:20] <Ghandhikus> unless you just get the file name and load it with libgdx
[04:04:34] <cris2000> ok, will use a string of the path then
[04:05:16] <Ghandhikus> the java file chooser will probably not work on anything besides pc
[04:07:44] <cris2000> it gives me the same error
[04:07:47] <cris2000> if I try
[04:07:48] <cris2000> atlas = new TextureAtlas(Gdx.files.absolute(s));
[04:08:05] <Ghandhikus> is S a string?
[04:08:14] <cris2000> yes
[04:08:19] <Xpe> I think im in love with matrix4. my global and local coordinates are working now lol
[04:08:34] <Ghandhikus> give me the line that throws the exception
[04:09:29] <cris2000> atlas = new TextureAtlas(Gdx.files.absolute(s));
[04:13:14] <cris2000> what do they mean with no opengl context found?
[04:14:44] <TEttinger> Xpe: just wait until you discover quaternions; libgdx has a nice implementation
[04:15:24] <TEttinger> cris2000: are you running that line in a create() body?
[04:15:43] <TEttinger> or are you calling it at the class level, before there is a game window up
[04:15:47] <cris2000> I don't think so
[04:15:57] <cris2000> is a button that loads the atlas
[04:16:06] <cris2000> after the window is created
[04:16:13] <TEttinger> huh
[04:16:25] <cris2000> dunno
[04:16:35] <cris2000> maybe I should go back to 0.99
[04:16:47] <cris2000> I don't want to lose that opengl 1.4
[04:16:55] <TEttinger> so there is a window present, and it can't find the GL context, somehow?
[04:17:03] <TEttinger> are you targeting a core 2 duo?
[04:17:13] <cris2000> let me show you a screenshot
[04:17:35] <TEttinger> oh.
[04:17:39] <TEttinger> I just saw the error
[04:17:55] <TEttinger> you're loading a window on a non-rendering thread, somehow
[04:18:15] <cris2000> Oh
[04:18:15] <cris2000> yes
[04:18:15] <cris2000> It's inside another class
[04:18:18] <cris2000> that is not rendering
[04:19:16] <Ghandhikus> where do you load this?
[04:19:22] <Ghandhikus> it should be in init
[04:19:30] <Ghandhikus> lol
[04:19:54] <cris2000> I want to set a variable that is an atlas inside a class
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[04:21:08] <Xpe> TEttinger yeah I use quaternions for some simple stuff.
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[04:23:04] <cris2000> maybe I should reformat all my old code
[04:23:15] <cris2000> instead of trying to make a new project
[04:24:21] <Ghandhikus> yeah
[04:24:25] <Ghandhikus> reafactor it
[04:24:26] <Ghandhikus> just like me
[04:24:30] <Xpe> I finished implementation the drag object transformation (global and local) where most game engine editors do when you click in the arrow and drag.
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[04:27:33] <Xpe> hahahah that cat is funny
[04:28:08] <Ghandhikus> it ideally shows that you can't stop after you start refactorign
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[04:36:26] <TEttinger> I can stop any time I want
[04:36:48] <Ghandhikus> yeah
[04:36:49] * TEttinger stuffs more immutable data in his crack pipe
[04:36:55] <Ghandhikus> but try to play it
[04:37:17] <TEttinger> I'm not currently making a game
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[06:45:59] <eadle> so i found and fixed a bug in the Bullet wrapper
[06:46:41] <eadle> i'm retarded with this swig stuff though and just manually edited some files
[06:47:04] <eadle> do you think i should post an issue now or try to get it working with the build system first?
[06:47:19] <Ghandhikus> does it work for you?
[06:47:31] <eadle> yeah, works on my machine lol
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[06:47:44] <Ghandhikus> post the update and attach comment that you have fixed it
[06:48:30] <eadle> okay, xoppa got kinda mad at me so let me try to gather my thoughts for this
[06:48:53] <Ghandhikus> xD
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[08:38:27] <eadle> ahh i can't take much more of the swig
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[08:44:58] <eadle> i just want to work on my game ;_; -- now i'm reading swig documentation
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[09:15:04] <Ghandhikus> just don't use it
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[09:32:42] <Ghandhikus> DON'T DO IT
[09:33:04] <eadle> NO
[09:33:10] <eadle> i'm getting there
[09:33:12] <Ghandhikus> LET YOUR MEMES BE DREAMS
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[09:40:56] <Ghandhikus> DON'T LET YOUR CODE BE OPTIMIZED
[09:41:01] <Ghandhikus> JUST MAKE IT WORK
[09:44:18] <Ghandhikus> whirlpool hashing in nutshell
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[09:57:58] <TEttinger> Ghandhikus: so whirlpool hashing is like fish porn?
[09:58:23] <Ghandhikus> more like sinking for 200ms and waiting for password to hash
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[11:10:21] <eadle> well i gave up with swig
[11:10:26] <eadle> sry devs
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[11:12:46] <Ghandhikus> i love the idea of connecting languages together <3
[11:12:55] <Ghandhikus> but they make it so painful...
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[11:15:37] <Ghandhikus> java>c++ (we have reflection)
[11:16:16] <eadle> hehe i like javascript
[11:16:35] <Ghandhikus> you know that you can use javascript in java?
[11:17:02] <eadle> hmm... 2 languages is my limit :)
[11:17:14] <Ghandhikus> like, for scripting in game
[11:17:32] <eadle> what madman came up with that
[11:17:37] <Ghandhikus> me
[11:17:40] <Ghandhikus> i send script to client from server
[11:17:44] <Ghandhikus> and do stuff
[11:18:08] <eadle> haha, well just as long as you're not forwarding the script over WebRTC
[11:18:48] <Ghandhikus> it actually works quite fast
[11:19:00] <Ghandhikus> only jitlua is faster than my results
[11:19:32] <Ghandhikus> and i don't really want to have anything to do with lua
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[11:19:56] <eadle> never tried lua before
[11:20:00] <eadle> probably never will
[11:20:17] <eadle> what kind of game needs scripting? :/
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[11:20:41] <Ghandhikus> modding
[11:20:59] <eadle> ahh i see
[11:21:07] <Ghandhikus> my game doesn't really have asset which can't be replaced with something else
[11:21:24] <Ghandhikus> like, everything from player to tile will be replacable
[11:22:14] <Lefanto> that looks like a headache
[11:22:42] <eadle> where are the semicolons
[11:22:42] <eadle> what is this
[11:22:42] <eadle> python? :^)
[11:22:44] <Ghandhikus> well if you'd replace local with var and add brackets it would look simmilar to javascript
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[11:23:11] <eadle> i guess, most javascript is terrible
[11:23:25] <eadle> nothing against you lua bros
[11:24:06] <eadle> i like it
[11:24:39] <eadle> you want a horrible language to work with? try x86
[11:24:43] <Lefanto> documentation really makes everything look nicer
[11:25:09] <Ghandhikus> ^
[11:26:16] <Ghandhikus> lua would look like this
[11:26:42] <Ghandhikus> i guess comments do not match lua syntax...
[11:28:01] <Ghandhikus> now that's more like it
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[11:29:08] <Ghandhikus> but well javascript is much more popular, so i think it would promote my game a lot more
[11:31:09] <Ghandhikus> the source file is broken?
[11:32:32] <Ghandhikus> add -v
[11:35:43] <Ghandhikus> before -o
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[11:36:40] <abs25> Ghandhikus, same error
[11:36:45] <abs25> completly the same
[11:36:57] <Ghandhikus> it should print more info but well
[11:37:04] <abs25> WAIT
[11:37:05] <abs25> it worked
[11:37:25] <abs25> ok so it works to json
[11:37:32] <abs25> now how do I make it work for g3db
[11:37:39] <abs25> I get this error when I try to load them in game
[11:37:44] <abs25> com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: fbx-conv
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[11:38:23] <abs25> oh I found the part where is searches for that dependencie
[11:38:33] <abs25> problem solved, thanks Ghandhikus
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[12:36:51] <Ghandhikus> is there file hash in libgdx somewhere?
[12:40:41] <wulax> object.hashCode()?
[12:40:51] <Ghandhikus> file checksum
[12:41:30] <wulax> oh
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[13:09:49] <noone__> I've just fixed my windows 7 bootloader with windows vista install disk, that's pretty cool
[13:10:15] <Ghandhikus> try with win 95 disc
[13:10:26] <noone__> it told me it can solely fix windows vista, but it still detected windows 7 and fixed it
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[13:11:53] <wulax> When traversing FollowPath from gdx-ai, is there an easy way to find out if the Steerable has passed one of the vectors I put in to generate the LinePath? Assuming an open path of course. I need to keep track of the Steerables position on the underlying navigation mesh.
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[13:36:18] <Bernzel> what effect does the .pressedOffsetX actually have on an image? Can it actually have any visual effect?
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[13:42:12] <abs25> guys, anyone did fbx to g3db converting?
[13:42:16] <abs25> I cant make textures to work
[13:43:23] <abs25> they aint black though
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[13:43:25] <abs25> just fucked up
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[13:45:02] <abs25> wulax, I just used -f and it worked ...
[13:45:07] <abs25> weird it didnt work first time
[13:46:00] <wulax> Yeah, textures are flipped when you export from blender to libgdx
[13:46:44] <scellow> wulax: why editors do like they want and don't follow al the same thing to make universal models that work everywhere ?
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[13:47:31] <scellow> one is fliping texture, other is fliping axis
[13:47:41] <scellow> im lost
[13:47:55] <wulax> I don't think there are any international standards for 3d model texture coordinate systems :)
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[14:33:44] <lignux> guys in my gamescreen class i should render my player assets and stuff and in the gamerenderer class i should render the world correct?
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[14:40:25] <lignux> no one?
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[14:44:26] <wulax> lignux: It's up to you as a game programmer to decide in what class to render your stuff
[14:45:28] <lignux> so there is no best way? In terms of my code and optimization and stuff? Basically i can do whatever i want and render what i want i what class i want?
[14:47:16] <wulax> Best way to do what? Render any assets in any type of game? I have no idea.
[14:48:46] <lignux> i had all my asset rendering in a gamerender class. The camera and the viewport are there in the same class and in the game screen class i just make a gamerenderer object and in the render method i call the rendering from the gamerender class
[14:49:09] <lignux> im just wondering if this is good or something thats gonna bite me in the ass later
[14:51:23] <wulax> It sounds fine to me. I usually render all game world objects in one class, then render the gui in a Stage.
[14:51:55] <lignux> thank you
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[15:11:49] <davebaol> hopefully xamarin won't buy libgdx too :)
[15:13:26] <wulax> davebaol: Do you have time to answer question about Steering?
[15:13:57] <davebaol> wulax: I think so
[15:14:29] <wulax> When traversing FollowPath from gdx-ai, is there an easy way to find out if the Steerable has passed one of the vectors I put in to generate the LinePath? Assuming an open path of course. I need to keep track of the Steerables position on the underlying navigation mesh.
[15:15:34] <wulax> I could calculate it separately in each update but I wonder if there is an easier way?
[15:16:10] <wulax> Ideally I would want a callback when the target vector has changed I guess
[15:19:01] <davebaol> nope, there's no callback support
[15:19:17] <wulax> Alright, I'll just hack it on then
[15:19:20] <wulax> Thanks
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[15:19:52] <davebaol> wulax: or you can send a PR :)
[15:20:24] <wulax> Sure! If I find a nice solution I will
[15:20:35] <davebaol> great
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[15:30:43] <lignux> why do i get "cannot resolve symbol" in Label.LabelStyle?
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[15:32:47] <Voltasalt> Are there any equivalents of Unity's Rigidbody.MovePosition in gdx? Something that moves a body to a position with respect to the physics engine
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[15:39:41] <wulax> Voltasalt: Yes, in Bullet you can do rigidBody.getWorldTransform().setTranslation(positionVector)
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[15:39:54] <Voltasalt> wulax, anything for box2d?
[15:40:07] <Voltasalt> (should have specified)
[15:40:14] <wulax> Probably, I don't know much about box2d
[15:41:01] <Voltasalt> right now i'm setting the velocity to whatever will make it reach that pos in a single frame, but obviously the velocity persists the next frames and sends my object flying in some cases
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[15:45:26] <wulax> Voltasalt: Body#setTransform(Vector2 position, float angle) will probably do it
[15:45:29] <lignux> LabelStyle is not working properly i get cannot resolve symbol why is that?
[15:45:36] <Voltasalt> wulax, yeah, but that just teleports it
[15:45:50] <Voltasalt> i'm looking for something that still incorporates collision, etc
[15:45:54] <Voltasalt> like said method in Unity
[15:45:59] <wulax> Oh, I see
[15:46:03] <Voltasalt> (if only unity was open source...)
[15:46:36] <Voltasalt> maybe I can apply an inverse correction force next frame
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[16:19:28] <noone__> do any of you also have the problem in intellij that the core:assemble task runs endlessly on every ~10th time it's invoked?
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[16:20:12] <noone__> I have to kill the IDE process and restart it, otherwise I can't work anymore
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[16:32:21] <mobidevelop> Nope
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[16:35:53] <MadMenyo> Hey, I have a basic ParticleEffect without emitters set up. I have loaded in a continues effect and now I'm looking for a way to stop the effect from emitting more particles.
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[16:40:26] <MadMenyo> Isn't there a particle.end() or something similar?
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[16:43:05] <MadMenyo> There is a allowCompletion effect but what does that do if it just continues the particle loop.
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[16:45:35] <sandm4n> Been having some issue with the freetype plugin.
[16:45:57] <scellow> Finaly, cleaned all my obj's
[16:46:17] <scellow> it'll batch convert all the obj from a directory
[16:46:52] <sandm4n> FreeTypeFontParameter parameter = new FreeTypeFontParameter(); doesnt seem to work
[16:47:09] <sandm4n> gives an "uresolved error"
[16:47:24] <sandm4n> FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter(); is accepted but doesn't work
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[16:48:20] <sandm4n> it says that it "cant resolve symbol freetypefontparameter "
[16:49:02] <sandm4n> have appended the freetype dependency correctly via the gradle.build file
[16:49:39] <scellow> mobidevelop: why the ObjLoader replace the dot in the matname by '_' ?? blender renamed my material palette.243, so it wasn't loaded in libgdx, i had to remove that line in ObjLoader.java L-377
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[16:50:58] <mobidevelop> scellow: I don't really know anything about the objloader
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[16:51:20] <mobidevelop> Xoppa might
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[16:51:44] <scellow> Oh he joined right in time haha
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[16:52:31] <scellow> mobidevelop: awesome :D
[16:52:40] <Xoppa> o.O
[16:52:44] <mobidevelop> o
[16:52:47] <mobidevelop> .
[16:52:49] <mobidevelop> o
[16:53:00] <mobidevelop> Hi Xoppa
[16:53:09] <Xoppa> Hi mobidevelop
[16:53:44] <Xoppa> many indies were killed today?
[16:53:48] <MadMenyo> My fault BTW, ParticleEffect.allowCompletion() actually let's the effect run to it's end. I miss interpreted that i guess.
[16:54:12] <Xoppa> what´s a magicavoxel?
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[16:54:41] <scellow> voxel model editor
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[16:54:50] <Xoppa> fancy
[16:54:55] <scellow> it's awesome
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[16:55:13] <scellow> you can generate an iso view of your model, it's fuckign awesome
[16:55:39] <Xoppa> pics or it didnt happen
[16:57:24] <Xoppa> wow, that´s fuckign awesome!
[16:58:08] <scellow> Don't know if it's sarcasm but i love you anyways <3
[16:58:09] <Xoppa> perhaps post (a link to) your script on the forum, it might help others as well
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[17:00:19] <Xoppa> great!
[17:10:01] <mobidevelop> !
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[17:27:14] <absof25> how do I rotate models?
[17:27:25] <absof25> I dont understand what values should I give for quanterion to just rotate it
[17:27:54] <Xoppa> then why are you using quaternion?
[17:28:07] <absof25> what should I be using?
[17:28:15] <absof25> I want to rotate it around one axis only
[17:28:35] <Xoppa> in that case you could give euler angles a try
[17:29:10] <Xoppa> or a float value for the angle and a vector for the axis
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[17:29:25] <Xoppa> which is called the axis-angle representation
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[17:41:12] <absof25> Xoppa: how do I rotate it with euler and set transform in each frame?
[17:41:24] <absof25> model.transform.set this one resets euler rotation I set
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[17:41:48] <Xoppa> that´s correct, why would that be a problem?
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[17:55:43] <absof25> Xoppa: ok, I am using that from the post, I am aware all of those things need to be applied at the same time, but how do I use eluer on quanterion?
[17:55:54] <frite> I do this in onTouchDown in my actor: touchDownTime = TimeUtils.millis(); and in onTouchDragged if ((TimeUtils.millis() - touchDownTime) > 2000) , it takes 6 seconds and not 2 seconds before i print in onTouchDragged though
[17:56:00] <frite> what am i doing wrong?
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[18:05:03] <abs25> Xoppa: did you see PM ?
[18:05:21] <Xoppa> that´s fine abs25, everything on that server is in the github repo as well
[18:05:47] <abs25> oh, ok :)
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[18:06:03] <abs25> juts in case u dont know wanted to let you know :D
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[18:08:09] <frite> you receive onTouchDown, but if you dont drag you dont receive an event, so do you need a tasktimer if you want to do something after 2 seconds elapsed? What i want to implement is that if you touch a tile and hold it down 2seconds all connected tiles will also be selected and you can mvoe them as a group
[18:08:47] <abs25> Xoppa: thanks I am rotating scaling and moving my trees like crazy :D
[18:11:46] <Xoppa> pics or it didnt happen abs25
[18:13:19] <abs25> uhhh i am on linux
[18:13:24] <abs25> pics are not an easy thing
[18:13:32] <abs25> let me go imgur 1 sec
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[18:20:47] <Xoppa> nice!
[18:21:03] <abs25> thanks haha
[18:21:08] <Xoppa> you´re using my fragment lighting shader or just have very high poly models?
[18:21:35] <Xoppa> ow, it are rounded corners :D nvm
[18:21:38] <abs25> models are like 300 vertecies I think
[18:21:42] <abs25> it is indeed
[18:21:43] <Xoppa> looks great
[18:21:46] <abs25> and I am using envoirment thing
[18:21:49] <abs25> no custom shaders
[18:21:56] <abs25> I need to figure out that now
[18:22:03] <Xoppa> add some shadows
[18:22:23] <Xoppa> better add that from the start, it gives much better look
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[18:24:40] <cris> oh well
[18:24:58] <cris> it seems that I would need to remake my project
[18:25:00] <cris> again
[18:26:25] <mobidevelop> O.o
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[18:28:13] <cris> I guess this is what programmers mean when they say porting a codebase
[18:29:25] <mobidevelop> Why do you need to remake your project?
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[18:31:43] <Xoppa> fancy
[18:32:36] <mobidevelop> I like it
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[18:33:05] <abs25> drugs
[18:35:51] <abs25> Xoppa: it says those methods used are deprecated u got maybe more up to date version or?
[18:35:57] <abs25> I got it runing, but I dont see any shadows
[18:36:39] <Xoppa> its being worked on, but for now you can use those classes/methods. just keep in mind that they will be replaced some time
[18:37:02] <abs25> but they should work now as they are?
[18:38:03] <Xoppa> yep
[18:38:19] <abs25> hmmm
[18:38:27] <abs25> I am not using objects created with builder
[18:38:33] <abs25> but loaded from assets
[18:38:39] <abs25> maybe thats why shadows do not work?
[18:38:51] <abs25> is there anywhere pic of how those shadows should look like?
[18:39:02] <abs25> cuz I dont see anything
[18:40:19] <Xoppa> shadow is the absense of light, so if light works with your models then shadow can also work
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[18:41:09] <Xoppa> i´ll be afk for 30 minuts, after that i can look at your code if you like
[18:41:55] <Mister_Magister> INFO: FullScreen not working in openjdk. In oracle java working xD
[18:42:06] <abs25> so i shouldnt be expecting like shadows frmo one object casted on another?
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[18:42:47] <Xoppa> why not?
[18:44:22] <abs25> cuz I dont see them
[18:44:26] <abs25> and what video u sent
[18:44:30] <abs25> I think its wrong link
[18:44:35] <abs25> that is 2d sprite tutorial?
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[18:49:27] <intrigus> Xpe looks really nice
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[18:50:02] <Xpe> =D
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[18:51:01] <intrigus> When can we expect a beta release?
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[18:55:29] <xelth> Could someone help me out with pathfinding? My current implementation seems to give too much weight to the heuristic.
[18:56:09] <xelth> So the AI takes a less 'intuitive' path
[18:59:20] <Xoppa> abs25, which tutorial?
[18:59:53] <frite> you receive onTouchDown, but if you dont drag you dont receive an event, so do you need a tasktimer if you want to do something after 2 seconds elapsed? What i want to implement is that if you touch a tile and hold it down 2seconds all connected tiles will also be selected and you can mvoe them as a group
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[19:02:07] <xelth> setting the heuristic to zero helps a bit but doesn't seem to fix it, I think it may be a parenting issue
[19:02:30] <abs25> Xoppa: that video you sent
[19:02:34] <abs25> it wasnt libgdx shadows
[19:02:49] <abs25> I wanted to see example of those shadows cuz code for me doesnt work
[19:02:49] <Xoppa> are you sure you clicked on the right link?
[19:03:23] <abs25> yes
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[19:03:27] <abs25> that link for code
[19:03:29] <abs25> I implemented it
[19:03:32] <abs25> shadows things
[19:03:34] <abs25> but doesnt work
[19:03:40] <abs25> so you esnt youtube link?
[19:03:45] <abs25> was it the right video?
[19:03:52] <Xoppa> yes
[19:03:56] <Xoppa> and it does show shadows
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[19:09:15] <abs25> at what minute?
[19:09:19] <abs25> can u resend?
[19:09:29] <abs25> I cant scroll in terminal *facepaln
[19:10:19] <EvilEntity> dont you have back in your broswer, you have that
[19:10:23] <EvilEntity> right
[19:10:53] <abs25> Xoppa: lol video played to end in bacground and got carried away with youtube auto play
[19:10:56] <abs25> fucking youtube
[19:11:10] <abs25> no i dont have those shadows Xoppa i got identical code as far as I can see
[19:11:32] <Xoppa> well something must be different then :D
[19:11:40] <Xoppa> copy paste the code and check if that works
[19:11:56] <abs25> cant
[19:12:00] <abs25> Il need to make test project for it
[19:12:08] <abs25> or not
[19:12:10] <abs25> lets see
[19:12:50] <Xoppa> you should always have a test project
[19:14:49] <abs25> hmm
[19:14:52] <abs25> it works
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[19:14:56] <abs25> but
[19:14:59] <abs25> I got the same code
[19:15:02] <abs25> I dont understand this
[19:15:09] <frite> so what is a good way to do something after a certain period of time of you dont want to do it if something else happens?
[19:15:11] <frite> you receive onTouchDown, but if you dont drag you dont receive an event, so do you need a tasktimer if you want to do something after 2 seconds elapsed? What i want to implement is that if you touch a tile and hold it down 2seconds all connected tiles will also be selected and you can mvoe them as a group
[19:15:28] <abs25> I mean I am calling render inside my objects 1 by1 and not like that, Xoppa that shouldnt be issue right?
[19:15:44] <EvilEntity> frite: there is long press in gesture listener or somewhere
[19:16:02] <frite> ah
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[19:16:55] <Xpe> intrigus Dont have the date yet. Need to finish alot of basic stuff and write a good doc.
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[19:19:01] <Xoppa> abs25, what does calling render inside my objects 1 by 1 means?
[19:20:12] <abs25> I have more than 1 object,
[19:20:17] <abs25> its all the same
[19:20:23] <abs25> like I can give you pastebin
[19:20:28] <abs25> its completly the same
[19:20:57] <frite> EvilEntity, ActurgetsureListener doesnt have onTocuDragged though, do i need 2 listener for my actor then?
[19:21:37] <Xoppa> pastebin the code
[19:24:16] <EvilEntity> use pan
[19:24:23] <EvilEntity> or 2
[19:26:07] <Xoppa> you are using two directional lights?
[19:27:13] <abs25> Xoppa: where
[19:27:38] <Xoppa> ow, i see i did that in that test as well :D should fix that
[19:28:08] <abs25> so keep only the shadow one?
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[19:28:10] <abs25> but the test works
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[19:29:12] <Xoppa> you arent rendering the objects with the materal?
[19:29:30] <Xoppa> or what does object.render do?
[19:29:31] <abs25> ahmmm, they are dependencies?
[19:29:36] <abs25> like textures in png are dependecies
[19:29:41] <Xoppa> and why would an object know how to render itself?
[19:29:52] <abs25> object.render just does batch.render(modelInstance, envoirment)
[19:30:01] <abs25> and updates positionr otation and bla bla
[19:30:40] <Xoppa> separate that in object.update(delta) and batch.render(object, environment)
[19:30:43] <frite> EvilEntity, ok but the ActorGestureListener listens on all actors, isnt their one per actor?
[19:31:25] <abs25> how do you mean
[19:31:29] <abs25> seperate what
[19:31:49] <Xoppa> move the rendering out of the object
[19:32:09] <abs25> why
[19:32:13] <abs25> alot of people told me that
[19:32:13] <Xoppa> this would mean that the object is rendered with the shadow batch using a different transform than the modelbatch
[19:32:16] <abs25> but I dont see a reason?
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[19:32:36] <abs25> I dont understand
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[19:33:16] <Xoppa> you are calling model.transform.set(getPosition(), getRotation(), getSize()); after the call to shadowBatch.render(object.getModel());
[19:33:26] <abs25> ok?
[19:33:27] <Xoppa> **after**
[19:33:30] <abs25> that resets it?
[19:33:41] <Xoppa> why would you ever want to do that?
[19:33:41] <abs25> oooooh
[19:33:44] <abs25> true
[19:33:46] <abs25> true
[19:33:48] <abs25> true
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[19:36:48] <[twisti]> false
[19:36:49] <abs25> Xoppa: when I seperate them it doesnt work
[19:36:55] <abs25> like objects dont get rotation or posotion
[19:38:12] <Xoppa> sound like you either arent updating it correctly or are resetting the transform after that
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[19:39:26] <Xoppa> btw, having many *manager/*handler etc classes is usually a good indication of making things more complicated then needed
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[19:48:39] <frite> i find it illogical that there is a longpress that returns the actor, so that means that if all actors have a ActorGestureListener they will all receive the longpress event instead of just the actor that is longpressed....
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[19:54:10] <mobidevelop> Say what now?
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[19:56:53] <mobidevelop> Only the actor with that particular listener will receive the event
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[19:57:14] <mobidevelop> Or actors with that particular listener
[19:58:23] <mobidevelop> It is pretty common to include the target of an event as an argument to the handler method. That way you can share the listener across actors and still know which one was the target.
[19:59:27] <frite> mobidevelop, but all my actors have that listener
[19:59:41] <mobidevelop> OK
[19:59:56] <frite> which is necessary since the other events dont have the target...
[20:00:01] <mobidevelop> Then you look at which actor was passed in to see which was long pressed, what's the problem?
[20:00:17] <frite> that it will have to be processed by all actors...
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[20:00:24] <absof25> Xoppa, I dont see how I am not updating it correctly
[20:00:36] <absof25> like if I call that same method inside modebatch render, I get correct result
[20:00:37] <mobidevelop> frite: no other actors will know
[20:00:41] <absof25> without shadows again though
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[20:01:01] <Voltasalt> Why does my game feel choppy. It's running at 60fps, world/engine tick never dips over 2ms, wtf
[20:01:22] <mobidevelop> frite: it sounds like you are making up a problem that doesn't exist
[20:01:25] <absof25> u are high Voltasalt
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[20:01:51] <frite> mobidevelop, all actors (10-30 of them) will have an ActorGestureListener, and they all will receive the event o else what is the point of having the Actor as argument if only the Actor it is performed on will receive it?
[20:02:09] <mobidevelop> I already explained that
[20:02:32] <mobidevelop> So you know which actor was the one that triggered the event
[20:03:10] <frite> yes but that means that all actors will receive the event...
[20:03:11] <absof25> Xoppa, I cant be reseting it anywhere because I am not calling any of my functions in betwen
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[20:03:36] <absof25> Xoppa, can this clearColor be at begining or it must be after shadowBatch?
[20:03:49] <mobidevelop> frite: it doesn't mean that at all
[20:04:00] <mobidevelop> You are making up a problem that doesn't exist
[20:04:28] <frite> but there is no point in passing the actor if it is the actor itself that receives the event
[20:05:08] <mobidevelop> Sigh
[20:05:20] <mobidevelop> I'm done trying to help you
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[20:06:08] <Xoppa> absof25, calling glClearColor does nothing that could cause your transformation to be incorrect
[20:06:43] <mobidevelop> frite: ignore the actor then if you think there is no point
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[20:07:34] <absof25> Xoppa, I just tried it with one single object/ player and it works
[20:07:35] <absof25> lol
[20:07:37] <absof25> this is amazing
[20:07:40] <absof25> its a real shadow
[20:08:02] <Xoppa> perhaps you are using the same transform matrix for all objects
[20:08:24] <absof25> what do you mean?
[20:08:37] <Xoppa> e.g. if you call new ModelInstance(model, transform)
[20:08:47] <Xoppa> then you are telling it to use that Matrix4 instance
[20:08:55] <Xoppa> but thats just guessing
[20:09:19] <Xoppa> without seeing the code it is impossible to say for sure
[20:10:01] <Xoppa> or if you are calling modelinstance.transform = something
[20:10:05] <absof25> Xoppa, my new model instance only passes one parameter, model,
[20:10:08] <absof25> is that maybe issue?
[20:10:12] <Xoppa> then you are changing the reference instead of the value
[20:10:33] <Xoppa> show some code
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[20:11:34] <abs25> Xoppa:
[20:12:57] <Xoppa> o.O
[20:13:11] <Xoppa> you are using the same ModelInstance for every tree?
[20:13:14] <Xoppa> don´t do that
[20:13:25] <Xoppa> a ModelInstance is an instance of a Model
[20:13:46] <Xoppa> do this: public class Tree extends ModelInstance { implement whatever you like }
[20:15:00] <Xoppa> although it doesnt look like it contains any logic specific for a tree, so you might as well use a more generic name, like I did in that post
[20:15:32] <frite> mobidevelop, do you at least see my point? oneofmyactors.reveiceEvent(myself) - what's the point? if myself is always myself? i dont want the event if it is not myself
[20:15:40] <absof25> Xoppa, why not same model instance for all of them though? they are indeed all the same?
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[20:16:16] <Xoppa> absof25, yes, use the same model for each tree, but do not use the same ModelInstance for each tree
[20:16:26] <Xoppa> they are not the same (hence the problem you´re having)
[20:16:34] <absof25> omfg
[20:16:35] <absof25> I get it lol
[20:16:39] <absof25> thats why updat eisnt working indeed
[20:16:42] <absof25> its all the same instance
[20:16:44] <absof25> ok its working now
[20:16:45] <absof25> I got it
[20:16:48] <absof25> but still not shadows from trees
[20:16:50] <EvilEntity> :goldclap:
[20:16:51] <absof25> I got it from player
[20:16:54] <EvilEntity> fuck typo
[20:17:01] <absof25> I am not really sober EvilEntity :5
[20:17:04] <absof25> dont blame me
[20:17:17] <EvilEntity> clearly not drunk enough for good code!
[20:17:38] <absof25> >drunk
[20:17:41] <absof25> I dont drink alchocol
[20:19:00] <absof25> how is that even possibe lol
[20:19:20] <Xoppa> looks cool!
[20:19:24] <Xoppa> whats the size of the models
[20:20:01] <mobidevelop> frite: no, because you are not understanding how it works, the problem doesn't exist.
[20:20:46] <absof25> Xoppa, huh I dont really know the size, I can check from modelInstance right?
[20:20:57] <absof25> I think I just got a shadow on one tree or something
[20:21:15] <Xoppa> you dont know? how do you know how to place your camera then?
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[20:21:25] <davebaol> frite: if many actors share the same listener, that listener will be notified once when you press one of those actors. And the listener has the chance to know which actor has been pressed.
[20:21:35] <absof25> ahmm, Xoppa lol how do you mean
[20:21:46] <absof25> I place it at -40-10-40
[20:21:50] <absof25> and make it look at 0,0,0
[20:22:03] <absof25> and I export models from fbx format in 0.06 of original size in blender
[20:22:08] <absof25> I am not math person
[20:22:21] <absof25> I didint get to it yet
[20:22:25] <absof25> this are just placeholders anyway
[20:22:25] <Xoppa> a, there´s your problem
[20:22:31] <absof25> how do you mean?
[20:22:53] <abs25> how the hell I got it on one tree
[20:22:55] <Xoppa> change the 30f, 30f, 1f and 100f values in the constructor to something bigger
[20:22:56] <mobidevelop> thanks davebaol, maybe a second person saying it will help :)
[20:23:27] <Xoppa> well the 1f can stay 1f
[20:23:56] <Xoppa> dont make it to big though, the bigger the values, the worse the shadows will be
[20:24:03] <abs25> this is my camera constructor
[20:24:53] <Xoppa> change it to something like: shadowLight = new DirectionalShadowLight(1024, 1024, 300f, 300f, 1f, 1000f)
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[20:25:47] <absof25> OMG OMG
[20:25:47] <absof25> OMG
[20:25:47] <absof25> OMG
[20:26:01] <absof25> OMG
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[20:27:36] <absof25> Xoppa, thanks for that link about game making btw
[20:27:39] <absof25> that one is amazing
[20:27:41] <absof25> Il read it tonight
[20:27:48] <Xoppa> yw
[20:27:53] <Xoppa> shadows work now?
[20:28:10] <absof25> man
[20:28:13] <absof25> Il show ya
[20:28:21] <absof25> special showoff for xoppa the king
[20:28:30] <absof25> btw
[20:28:39] <absof25> which one of those parameters made quality of shadows terrible?
[20:29:04] <absof25> they are blocky now
[20:31:18] <Xoppa> the 300f specify the size of the ortho projected world that is used, the 1024 is the size of the fbo. Increasing the 1024 will make it better (at the cost of more memory usage and probably less support on devices), lowering the 300f also will make it better, at the cost of less things casting shadows
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[20:32:12] <mobidevelop> Go with 4096 and 600f
[20:32:20] <absof25> ok
[20:32:24] <absof25> I have 4gb of ram
[20:32:29] <absof25> rip
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[20:33:14] <Xoppa> its not the ram thats likely to be the problem :D
[20:33:23] <absof25> cpu?
[20:33:24] <Xoppa> a fbo is stored in vram
[20:33:35] <wulax> I wonder if there is a way to make some sort of dynamic shadow mapping, where the shadow camera only covers what the rendering camera sees?
[20:33:38] <absof25> omg my git does not work
[20:33:42] <absof25> fucking windows
[20:33:47] <absof25> I fucking hate this shit
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[20:33:55] <wulax> Probably pretty difficult to implement
[20:33:55] <absof25> 147ff37326ad\bin\ssh-agent.exe: *** Couldn't reserve space for cygwin's heap, Win32 error 0
[20:33:56] <Xoppa> wulax, yes
[20:35:01] <wulax> whoa, looks really cool!
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[20:37:32] <absof25> Xoppa, is that going to get implemented?
[20:37:35] <absof25> that looks amazing
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[20:51:46] <Voltasalt> Is it possible to override a box2d joint to add custom functionality?
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[20:55:23] <mobidevelop> No
[21:03:51] <cris> ok
[21:03:58] <cris> so I got somehow working
[21:04:03] <cris> but there's a problem
[21:04:09] <cris> when I click the next frame button
[21:04:28] <cris> The sprite only changes the frame until the second one
[21:04:41] <cris> wonder what's happening
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[21:16:59] <Xoppa> very cool absof25!
[21:17:41] <absof25> ahmm thanks
[21:17:44] <absof25> but not that cool !
[21:17:50] <absof25> I need shaders
[21:17:53] <absof25> like real one
[21:17:58] <absof25> to make my game 9/10
[21:18:02] <absof25> so I can put that special 1/10
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[21:21:00] <[twisti]> add tons of bloom
[21:21:12] <absof25> bloom?
[21:21:17] <absof25> teach me master
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[21:24:10] <Xoppa> but that wont help much unless you actually use the features it supports like normal mapping and reflection and such
[21:24:23] <Xoppa> which requires changes in the material/environment
[21:25:48] <Voltasalt> Any chance we're ever seeing integer vectors in .math?
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[21:29:03] <Xoppa> Voltasalt, vector math doesnt go well with integers ;) so probably not
[21:29:10] <Voltasalt> okay
[21:29:16] <Voltasalt> Maybe just an extended GridPoint?
[21:29:20] <Voltasalt> with .add and .sub
[21:29:20] <Xoppa> there´s GridPoint though if you need to specify a point of a grid
[21:29:33] <Voltasalt> I could make a PR for it if that helps
[21:29:42] <Xoppa> sounds like a plan
[21:29:46] <Xoppa> thanks!
[21:29:50] <Voltasalt> side note, libgdx is fucking awesome
[21:29:59] <Voltasalt> also, where does the name come from?
[21:30:05] <Voltasalt> gdx seems like three random letters
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[21:33:17] <wulax> game development crossplatform (x-plaform) or something I would guess
[21:34:47] <Xoppa> no abbr. just random letters
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[21:53:48] <cris> guys
[21:54:04] <cris> why shaperenderer.box takes now z position?
[21:56:21] <wulax> to use paint boxes in 3D
[21:56:34] <Xoppa> box != rectangle
[21:56:43] <cris> cool
[21:56:52] <cris> there's so much new stuff in the latest version
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[22:22:51] <WickedShell> I tried to use play-clj to do some work with libgdx last night, but ran into a prompt problem that libgdx couldn't find libgdxarm.so and would promptly crash. I was running this on debian wheezy on a arm chromebook, would I be correct in suspecting there isn't a target for arm desktop runs?
[22:25:36] <mobidevelop> There is not
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[22:30:21] <WickedShell> Alright, thats what I suspected, thanks for letting me know
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[22:49:48] <eadle> lol damn eclipse is ugly
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[22:52:56] <cris> ok guys
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[22:53:06] <cris> should I upgrade my editor to 3D?
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[22:53:16] <cris> like having 3D animations?
[22:53:37] <abs25> Xoppa: how can I make my models render sharply, like anti aliasing?
[22:53:56] <Xoppa> config.numSamples = 8;
[22:54:19] <cris> how easy is to use 3D animation in libgdx?
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[22:54:48] <Xoppa> aa is kinda the opposite of sharp btw
[22:55:32] <cris> I was planning on switching over 3D
[22:56:02] <Xoppa> works out of the box in most cases, just dont make it too complex because having 100 bones will impact the performance obviously :D
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[22:57:27] <abs25> Xoppa: I get, unresolved variable numSamples
[22:59:30] <abs25> Xoppa: android?, this is desktop game
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[23:00:02] <Xoppa> abs25, as said, lwjgl has the option as well
[23:00:23] <abs25> its samples :)
[23:00:26] <abs25> thanks
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[23:04:37] <abs25> Xoppa: can I use opengl 3.0?
[23:04:46] <abs25> its desktop only game
[23:05:10] <Xoppa> sure, in the lwjgl backend you have access to all lwjgl classes
[23:05:27] <Xoppa> but libgdx only exposes the cross platform (ES) methods
[23:06:55] <abs25> I set samples but results are the same
[23:07:00] <abs25> :7 hmmm
[23:08:37] <cris> Xoppa, how do I align a frame that contains a Rectangle with a 3D frame (if that makes sense) of a 3D animation?
[23:09:07] <Xoppa> abs25, perhaps you´re trying to solve the wrong problem
[23:09:13] <Xoppa> cris, no clue what you mean
[23:09:32] <WickedShell> libgdx doesn't pass gl 4+ core features if its not available in ES?
[23:10:37] <cris> I'm making a collision editor
[23:10:52] <cris> where I can assign a rectangle to a 2D frame
[23:10:57] <absof25> Xoppa, how do you mean wrong problem, I have bad looking edges
[23:11:03] <absof25> I want game to look smooth
[23:11:09] <cris> like a mugen character editor
[23:11:24] <cris> but I wonder how do I align the hitboxes with a 3D animation?
[23:12:21] <cris> oh well
[23:12:52] <Xoppa> absof25, perhaps increase the value or render to fbo and then render that using linear filtering
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[23:14:31] <cris> but with 3D animation
[23:14:44] <cris> how do I sync the boxes with the frames in a 3D animation?
[23:14:44] <Xoppa> yeah, me too
[23:14:47] <WickedShell> Xoppa, I'm not to concerned about it, but if I'm reading that correctly it means android 4.3 right? GL ES doesn't have all the stuff that GL proper does (unless I missed something major in the last 2 years)
[23:14:58] <Xoppa> read that post cris
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[23:15:36] <Xoppa> WickedShell, what means android 4.3?
[23:15:36] <cris> Sorry, I don't mean getting the position
[23:16:13] <cris> but rather to alygn a 2D frame with a 3D one.
[23:16:34] <cris> like getting the current keyframe of a 3D animation
[23:16:40] <WickedShell> Xoppa, the linked gles30ContextMajorVersion. I was wondering if you could acquire a GL 4.2 core profile via libgdx for example, which is different then gles30
[23:16:58] <Xoppa> OpenGL 4.3 is fully compatible with OpenGL ES 3.0 WickedShell, but libgdx doesnt restrict using OpenGL ES 3.0 on desktop to OpenGL 4.3, you can specify it
[23:17:35] <Xoppa> WickedShell, yes, if you set that version then libgdx will try to make that profile
[23:18:30] <Xoppa> cris, what is a ¨2D frame¨?
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[23:19:05] <cris> a single 2D frame, I'm using 2D atlas animations
[23:19:14] <WickedShell> Xoppa, you're right, I totally missed the GLES API compatibility. Last time I looked at GL ES was 2.0 (or at least 3.0 wasn't worth looking at at the time as the hardware support wasn't there). Intresting, thanks
[23:19:21] <Xoppa> define ¨frame¨ cris
[23:19:23] <cris> but I wonder if I can freeze a 3D animation
[23:19:27] <cris> a sprite
[23:19:30] <cris> a textureregion
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[23:20:41] <Xoppa> cris, thats kinda counter-productive if i understand correctly, but you can render to fbo if you want to take a ¨screenshot¨ of a 3d animation using a given perspective
[23:21:10] <cris> I need to set up every frame hitbox
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[23:21:18] <cris> like fighting games
[23:21:27] <Xoppa> whats a ¨frame hitbox¨
[23:21:49] <WickedShell> total side question: can I embed a libgdx window inside of a swing app? I have a program written in swing that I don't have enough time to completely refactor to libgdx without badly blowing the time budget, but I could afford to refactor the really slow GUI/custom rendering region to libgdx for the perfromance gain if I can embed it....
[23:22:21] <cris> fighting games uses rectangle as colision boxes, they are usually 2D animations that sync a hitbox colision with the animation
[23:22:42] <cris> so let's say you make a punch, there will be a damage colision box at frame 3 and so on
[23:23:12] <cris> did you seee my video?
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[23:23:25] <Xoppa> cris, why go through all that trouble to get something inaccurate as a bounding rect?
[23:23:36] <cris> it's for a fighting game
[23:23:42] <cris> it's central to the gameplay
[23:23:52] <cris> fighters use AABB colision
[23:24:01] <Xoppa> so?
[23:24:07] <Xoppa> the animation doesnt affect the aabb
[23:24:22] <cris> I need to sync the animation with the colision box
[23:24:26] <cris> both in the editor
[23:24:29] <cris> and while playing
[23:24:57] <WickedShell> Xoppa, hmmmm I actually didnt think that would be a possibility. Hmmm that could potentially save me a lot of headaches...
[23:25:32] <Xoppa> WickedShell, never assume, always verify :D
[23:25:41] <cris> It's not about calculate, but rather that I will be designing them
[23:25:44] <WickedShell> Well that's why I just asked :)
[23:26:04] <Xoppa> define ¨designing¨ cris
[23:26:07] <cris> have you played any fighter?
[23:26:24] <cris> like street fighter?
[23:26:56] <Xoppa> sure
[23:27:07] <WickedShell> Now I need to go find a libgdx benchamrk/test app and throw it on the target device and see how it performs.... (My low end target device can't do bettter then 38fps timedemo in quake 3 at 640x480 so I'm not hopeful, but my swing app is hitting ~50-80 ms render times in about half of a worse case scenario)
[23:27:07] <Xoppa> long time ago though, probably in the 90s
[23:27:14] <cris> they use colision boxes that are done by hand
[23:27:47] <cris> imagine a melee attack like a punch
[23:28:01] <cris> a computer can't think where it should go the attack hitbox
[23:28:12] <cris> or where should go the body hitbox
[23:28:18] <Xoppa> ow, you want to know the location of a node?
[23:28:22] <Xoppa> node.position
[23:28:40] <Xoppa> euhm, it might be called node.translation
[23:28:52] <cris> I want to design a frame by frame animation consisting of rectangles
[23:28:59] <WickedShell> Out of curiosity is there a decent exsisting 2d benchmark app of libgdx that I could simply download and throw at a target device?
[23:29:30] <cris> and then make sure it plays both the 2D/3D animation and my hitbox one and have both in synch
[23:29:47] <cris> I got the 2D version working
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[23:29:55] <cris> but I wonder if I can do the same with a 3D one
[23:30:26] <Xoppa> WickedShell, not that im aware of, but there are benchmarks (blog post and such) out there, so perhaps google will help
[23:30:51] <WickedShell> cris I'd be shocked if you couldn't simply attatch a 3d AABB and just always set the depth to a constant value
[23:31:11] <WickedShell> Xoppa, yeah that's what I'm in the midst of looking for. Early results were less promising then I hoped :D
[23:31:21] <cris> I know, it shouldn't be hard to make
[23:31:34] <cris> I just want to know how can I get the current keyframe on a 3D animation
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[23:31:44] <Xoppa> cris, i´m sorry, i´m afraid that i have a hard time understanding
[23:31:59] <Xoppa> what would a ¨keyframe¨ of a 3d animation look like?
[23:32:10] <cris> like a frame in blender.
[23:32:38] <Xoppa> what would a ¨frame¨ in blender look like?
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[23:32:57] <cris> press I in blender to set a keyframe
[23:33:12] <cris> or press left and right to change frames
[23:33:17] <cris> in blender
[23:33:28] <Xoppa> sorry, i dont have the time to install blender and test that for you
[23:33:42] <cris> I dunno how to explain
[23:33:49] <cris> an animation is made of static pictures
[23:33:54] <cris> every picture is a frame
[23:34:27] <Xoppa> 2d animation key frames are not even remotely comparable to 3d animation keyframes
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[23:35:16] <cris> oh well
[23:35:26] <cris> I could still render a 3D animation into sprites
[23:36:32] <Xoppa> it looks like you are set to some specific approach which might be good for 2d but perhaps not for 3d
[23:37:02] <cris> yeah
[23:37:03] <Xoppa> for 3d it would actually be quite easy to have a fighting game or alike
[23:37:10] <cris> it's a 2D games
[23:37:19] <cris> but I wonder how would a 3D could work
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[23:37:42] <cris> wait
[23:37:44] <cris> a second
[23:37:52] <Xoppa> like said, 3d api allows you to get the position of each node, so the actual punch would be easy to compute
[23:37:58] <cris> can I assign a lets say sphere to a limb?
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[23:38:29] <cris> a then turn on and turn off a colission check on certain keyframes?
[23:38:47] <eadle> cris: i had some success with attaching collision shapes to bones in Blender and then converted them into btCollisionObjects to be used with Bullet
[23:38:48] <Xoppa> forget about the keyframe thingy
[23:39:00] <eadle> so they followed the bone transform in the animation
[23:39:14] <cris> how would you make the collision in a 3D fighter then?
[23:39:26] <Xoppa> yeah using a physics engine like bullet is probably a good idea
[23:40:07] <Xoppa> you could even use box2d if you only care about 2d
[23:40:07] <eadle> well it wasn't easy and it sounds like you're doing 2D
[23:40:19] <cris> I dunno
[23:40:27] <cris> but 3D looks so nice
[23:40:49] <Xoppa> anyway, as said, the position of node can be easily fetched and it sounds like that is what you´re after
[23:41:09] <Xoppa> whether you´re syncing it with a physics engine or your own algorithm
[23:41:13] <cris> I guess my best bet would be to use 3D rendered sprites
[23:41:23] <cris> like Killer instict in SNES
[23:41:26] <Xoppa> why would that be your best bet?
[23:41:38] <cris> I have a current editor working
[23:41:49] <Xoppa> ow you mean the easy way
[23:42:09] <Xoppa> sounds like a good idea
[23:42:22] <cris> It's there a way to change colors in a sprite?
[23:42:25] <WickedShell> It's a poor suggestion really but you could move to 3d graphics and run you're physics/combat/ai/movement from your current 2d platform and just sink the 3d to it
[23:42:36] <WickedShell> and then effects etc can be free spawned in the 3d space
[23:45:13] <cris> I wonder if there's a way to color certain parts of a 3D rendered sprites, like changing colors to give new cloth colors, or changing the hair
[23:45:29] <eadle> you'll have to write a shader
[23:45:51] <cris> is there a name for such shader?
[23:45:59] <cris> I don't know what to google
[23:46:41] <eadle> try color replacement shader
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[23:47:25] <cris> ok
[23:47:26] <cris> thanks
[23:47:32] <eadle> np
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[23:55:52] <abs25> thanks Xoppa
[23:55:56] <abs25> I got anti aliasing
[23:55:58] <abs25> looks amazing
[23:56:09] <abs25> with just 4 samples
[23:58:13] <abs25> Xoppa: wait, u really did it for me, or u were working on it anyway
[23:58:50] <frite> why am i not receiving a pan event after longpress and then dragging?
[23:59:16] <frite> i want to recognize a longpress but then after i want to move it with dragging