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[00:08:21] <TEttinger> Winter_: that's a sawtooth, not a triangle wave
[00:08:34] <Winter_> I was kidding
[00:08:58] <TEttinger> multiple assignment for line has some performance help on frequently called numerical methods
[00:09:09] <TEttinger> not much though
[00:09:18] <TEttinger> the old one looks like
[00:09:19] <TEttinger> public static float swayOld(float a) { a = Math.abs(Math.abs(a - 1f) % 2f - 1f); return a * a * a * (a * (a * 6f - 15f) + 10f); }
[00:09:27] <Winter_> Pretty JVM handles that for you on all platforms
[00:09:30] <Winter_> pretty sure *
[00:09:53] <Winter_> You should keep that one in documentation
[00:09:58] <Winter_> At least you can plot it
[00:10:01] <TEttinger> "a - 1f" can be a if you don't need the same results as the other
[00:10:03] <Winter_> It does the same thing right?
[00:10:09] <TEttinger> almost yes
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[00:10:40] <TEttinger> this one can return 0 and 1 exactly as well as the floats between, the other won't return 1 exactly but will have the same other results
[00:11:27] <TEttinger> with only one Math.abs call this one produces really bad results on negative numbers, so it needs both :(
[00:12:25] <Bluestormy> That thing is above my compreension :D
[00:12:52] <Bluestormy> i suppose it returns the points of a curvy grapg
[00:12:55] <Bluestormy> graph
[00:12:59] <TEttinger> the second part with a * a  * a... is just a quintic interpolation, that's the curvy part
[00:13:29] <TEttinger> all the quintic means is that it has a curve like that of "y = x to the 5th power)
[00:13:41] <TEttinger> (similar shape, IIRC)
[00:14:01] <TEttinger> there's also cubic and quartic for 3rd power and 4th power
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[00:14:51] <TEttinger> the rest just makes it go from 0 to 1 to 0 in a triangle wave, this one https://en.wikipedia.org/wiki/Triangle_wave
[00:15:22] <TEttinger> that even has some formulas for triangle waves, though most involve trigonometry. they don't need trigonometry.
[00:15:48] <TEttinger> so if you look at https://en.wikipedia.org/wiki/Triangle_wave#/media/File:Waveforms.svg
[00:16:35] <TEttinger> then the blue line is what this generates to start with, before the interpolation stuff. just a simple 0 to 1 line that then "reflects" to go from 1 to 0, then repeats
[00:17:13] <TEttinger> what this results in is like the orange line, but with more of a flattened line at the extremes
[00:17:41] <Bluestormy> thats the line i imagined myself
[00:18:37] <TEttinger> there's ways to tweak the shape of this line, to make it calculate it faster and be a little oddly-shaped, or to try for less results that are close to 0 or close to 1
[00:19:56] <Bluestormy> i cant even find the parameter to make it pulse faster
[00:20:06] <TEttinger> multiply the input yay
[00:20:10] <TEttinger> that's all it needs
[00:21:51] <TEttinger> try using sway(deltaCounter * 5f)
[00:22:19] <TEttinger> ^ Bluestormy
[00:22:37] <Bluestormy> ummm
[00:22:51] <Bluestormy> i just saw that my deltacounter never resets
[00:22:57] <TEttinger> oh!
[00:23:05] <TEttinger> maybe reset it when you pause
[00:23:08] <TEttinger> or resume
[00:23:19] <Bluestormy> i wonder how many 0
[00:23:36] <Bluestormy> seconds
[00:23:38] <Bluestormy> will it last
[00:23:40] <Bluestormy> to fill
[00:23:43] <Bluestormy> the long value
[00:23:50] <Bluestormy> at 1 every second
[00:24:11] <TEttinger> millions, which I mean isn't that long
[00:24:20] <TEttinger> it will lose precision after 8 millon seconds
[00:24:33] <TEttinger> maybe 16 million
[00:24:35] <Bluestormy> oh its a float
[00:25:02] <Bluestormy> so thats 4000 hours in pause
[00:25:03] <TEttinger> about 7 months
[00:25:07] <Bluestormy> for the game to crash
[00:25:11] <TEttinger> nope
[00:25:15] <TEttinger> won't crash :D
[00:25:48] <Bluestormy> wouldnt throw a overflow exception on that float or something like that ?
[00:26:00] <TEttinger> some functions will act weird, in this case the alpha might blink half as often, then not at all, or whatever
[00:26:04] <TEttinger> I can check
[00:26:58] <Bluestormy> so a primitive stays at max? i thought they crashed...
[00:28:53] <TEttinger> floats are generally unusual. so I tried this with positive and negative infinity, the max and min values for floats that aren't infinite, and the min "normal" float, all return 0.0 with sway
[00:30:00] <TEttinger> NaN actually returns 0.0 as well with the really complicated method, which it won't for the version that uses "a = Math.abs(Math.abs(a - 1f) % 2f - 1f);"
[00:32:46] <TEttinger> if you call the method with all the Math.abs and % 2f "swayOld", the results of that are: swayOld(Float.POSITIVE_INFINITY) :  NaN, swayOld(Float.NEGATIVE_INFINITY) :  NaN, swayOld(Float.MIN_VALUE)         :  0.0, swayOld(Float.MAX_VALUE)         :  1.0, swayOld(Float.MIN_NORMAL)        :  0.0, swayOld(Float.NaN)               :  NaN
[00:33:07] <TEttinger> NaN is messy, not a huge fan of it
[00:33:17] <Winter_> wait, is your "triangle wave" actually a triangle wave?
[00:33:22] <Winter_> it is curvy right?
[00:33:32] <TEttinger> with the interpolation, it curves
[00:33:40] <Winter_> okok
[00:33:40] <TEttinger> without, it's a triangle wave
[00:34:08] <Winter_> how do you control the "interpolation"
[00:34:42] <TEttinger> that's actually just a pretty standard quintic hermite spline, there's code or formulas for a bunch
[00:34:54] <TEttinger> you can use any of libgdx's Interpolation classes too
[00:35:10] <Winter_> but your sway method always use interpolation
[00:35:23] <Winter_> for a moment I though you were saying all that is just a triangle wave
[00:35:25] <TEttinger> since it takes a float from 0 to 1, and returns a value from 0 to 1
[00:36:00] <TEttinger> you can take out the last part and just return a instead of returning a * a * a * a...
[00:36:20] <Winter_> do you really need all that to get a triangle wave?
[00:37:00] <Winter_> ah nvm, looking at your old version it is pretty straight forward
[00:37:01] <TEttinger> public static float triangleWave(float a) { return Math.abs(Math.abs(a - 1f) % 2f - 1f); }
[00:37:08] <TEttinger> actually,
[00:37:12] <TEttinger> public static float triangleWave(float a) { return Math.abs(Math.abs(a) % 2f - 1f); }
[00:37:34] <TEttinger> hm, it might need the first one depending on how it behaves around 0
[00:38:39] <TEttinger> the main issue is that float modulus is much slower than it would seem, and Math.abs will get inlined but still involves some kinda weird code IIRC
[00:39:08] <TEttinger> nvm, it's just a ternary conditional, fairly fast
[00:39:39] <TEttinger> what the code for Math.abs looks like: return (a <= 0.0F) ? 0.0F - a : a;
[00:40:06] <Winter_> https://www.desmos.com/calculator/t5xgywxref
[00:40:22] <TEttinger> it shouldd be a < 0.0F, if I were doing it, which would save one subtraction if a is 0
[00:40:25] <Winter_> by accident I switched the arguments of the mod
[00:40:30] <Winter_> and it was beautiful
[00:40:47] <TEttinger> looks like a nice design
[00:41:19] <Winter_> that's exactly your 2 implementations
[00:44:28] <Winter_> float floorA = (int)val; return floorA % 2 == 0 ? val - floorA : 1 - val + floorA;
[00:44:33] <Winter_> This does not call abs
[00:44:40] <Winter_> but I'm not sure if it works lol
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[00:47:17] <TEttinger> https://www.desmos.com/calculator/nvsyouiv5k
[00:47:53] <TEttinger> that's a fun graph
[00:48:04] <Winter_> >fun graph
[00:48:08] <TEttinger> that helps me understand some of this better actually
[00:48:17] <TEttinger> function graph yes :D
[00:48:18] <Winter_> https://www.desmos.com/calculator/8bxuevc2hl
[00:48:32] <Winter_> That's a fun graph :^)
[00:48:50] <TEttinger> woah
[00:49:46] <Winter_> but yeah, I think it's important to understand the math before running to implementation
[00:50:01] <TEttinger> so it's about twice as steep around where it outputs 0.3 to 0.7
[00:50:13] <TEttinger> I was testing this on noise as the output
[00:50:26] <TEttinger> so it certainly had some visual feedback
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[00:53:50] <Winter_> Is there anyone who would like to play/test/break my online multiplayer game?
[01:07:51] <TEttinger> pretty sure there are people yes!
[01:08:15] <TEttinger> but I have not gotten enough done today so I better get down to work
[01:08:29] <Winter_> All good
[01:08:38] <jayhost> I'm gonna finish my lightmapper today
[01:08:49] <Winter_> IRL friends are getting kinda tired of playtesting
[01:10:16] <jayhost> IRL friends don't understand that it takes $100m and 20,000 developers to make a call of duty game
[01:10:54] <Winter_> Well my friends are also in computer science
[01:11:19] <Winter_> They also have their thing to do and they already know the game
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[02:06:34] <jayhost> I can probably test it out sometime
[02:07:41] <Winter_> It's an online multiplayer
[02:07:51] <Winter_> you can't test it if I'm not running my server on my machine
[02:08:08] <Winter_> The concept is you create your level in the level editor, then you can upload your level and play it with your friend
[02:08:41] <Winter_> I have a bunch of already made level so I'm not asking anyone to create his level
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[02:09:37] <jayhost> okay
[02:10:37] <Winter_> Well if you have no time now and want to test it later you will be able to make local levels and play them locally but that sucks
[02:10:38] <Winter_> https://uploadfiles.io/
[02:11:15] <jayhost> I don't think that's the link
[02:11:30] <Winter_> https://ufile.io/ni5vz
[02:11:34] <Winter_> Indeed lol sorry
[02:12:45] <Winter_> And also, I'm not a graphist so, all assets are shit and/or not mine
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[02:18:01] <jayhost> Okay nice concept
[02:18:06] <DB219> Winter_: do you have your game setup through the Google Play console?
[02:18:11] <DB219> for testing I mean
[02:18:27] <Winter_> Idk what is the Google Play console
[02:18:30] <Winter_> My game is desktop only for now
[02:18:48] <DB219> Winter_: That's for Android... nvm, just saw your link above.
[02:19:02] <Winter_> jayhost, do you want to join the servers and try my levels ? :^)
[02:19:33] <jayhost> Okay yeah
[02:19:42] <Winter_> First you must register
[02:20:11] <Winter_> Just enter a username and a password and click on the register button, then you will immediately be able to login
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[02:21:35] <jayhost> I have done that
[02:21:48] <Winter_> Then you can join my hub, Type "Winter" in the textfield to join a level by hub
[02:22:01] <Winter_> then click on Join his hub
[02:22:13] <Winter_> Press up to enter a door
[02:22:25] <Winter_> We are in rhino Parkour
[02:22:26] <jayhost> is the other player ai
[02:22:55] <Winter_> Nope
[02:22:59] <Winter_> DB joined lol
[02:23:13] <Winter_> I forgot to tell you need to press shift to sprint
[02:23:37] <DB219> fuck this is too hard
[02:23:50] <Winter_> haha
[02:23:54] <Winter_> we can go to an easier level
[02:24:12] <jayhost> Hehe
[02:24:19] <Winter_> <ESC> Quit to menu
[02:24:22] <jayhost> The physics feel a bit like ice
[02:24:23] <Winter_> Then join by level ID 29
[02:24:29] <DB219> should make it that space clicks respawn automatically
[02:24:30] <Winter_> Do you run it at 60 fps?
[02:24:46] <DB219> cuz I have to let go of keyboard and reach for mouse to click respawn.
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[02:24:57] <Winter_> you can do Escape to respawn
[02:26:38] <Winter_> LOL
[02:26:40] <jayhost> hehe it is broken in the most lovely way
[02:26:44] <Winter_> someone joined level boing boing
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[02:28:01] <Winter_> Mushroom is by far the best for anyone in terms of difficulty
[02:28:09] <Winter_> but you may not run it at 60 fps depending on your machine
[02:29:26] <Winter_> Anyway, I'm happy it did not break
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[02:29:38] <jayhost> :D
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[05:53:57] <DB219> I removed any dependency to "bullet" from my build.gradle file but the libs are still included in my final APK. What am I missing?
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[05:56:30] <jayhost> build.gradle in sub project. Libraries in project settings?
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[06:01:29] <DB219> jayhost: ah! under android/libs/arms64-v8a etc there was some bullet.so files...
[06:01:32] <DB219> thanks
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[06:02:29] <jayhost> Ahh
[06:02:53] <DB219> it doesn't remove those references when nuking the dependencies from the .gradle files it seems...
[06:03:11] <DB219> just saved 10MB off my old maze game APK...
[06:03:34] <DB219> 15MB -> 5.4MB
[06:05:44] <jayhost> Woahh
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[06:08:36] <DB219> I had never analyzed the APK for that game and was wondering why it was so much larger than my new one. The bullet/freetype/controller libs were included for no reason. I must've selected those libs when using the libgdx project setup...
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[06:19:57] <DB219> later y'alls
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[06:29:26] <jayhost> cya
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[07:07:46] <TEttinger> hm. DB219's thing reminded me of what I found using minimizeJar with Maven Shade. I have no idea precisely what it will affect for end-users, but it brought the runnable jar to less than 5% of its original size
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[07:09:11] <jayhost> Nice. Tomsky was saying before about how Unreal is too big but there is a way to get that ex at 10mb I think. Maybe I had already mentioned
[07:09:27] <TEttinger> ex?
[07:09:35] <TEttinger> exe?
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[07:13:03] <jayhost> executable
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[09:44:53] <[AD]Turbo> hi there
[09:45:16] <jayhost> hi
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[10:32:28] <TEttinger> hello
[10:33:43] <[AD]Turbo> ciao TEttinger
[10:33:57] <TEttinger> oy oy
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[14:01:30] <deployed> hello
[14:08:42] <gerds0n> hey hey
[14:26:32] <monsieur_h> hey
[14:53:33] <FrottyZ> ho
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[16:49:56] <wheelerruss__> hi all
[16:50:03] <wheelerruss__> a question to do with testing in libgdx
[16:50:31] <wheelerruss__> so after TEttinger suggested I try to use Sikulix to run some tests on my game, I've finally gotten a chance to look into it
[16:50:53] <wheelerruss__> one of my ideas was in my jUnit @Before method, to start my game
[16:51:38] <wheelerruss__> https://pastebin.com/TwqGcwjg
[16:51:43] <wheelerruss__> So I've done it like that ^^
[16:52:43] <wheelerruss__> however I receive the following error
[16:53:10] <wheelerruss__> https://pastebin.com/ufgeEWYc
[16:53:43] <Tomski> you are using lwjgl3?
[16:53:45] <wheelerruss__> I have a feeling, I've almost definitely not setup my project correctly, and it's probably due to me launching the DesktopLauncher.main() from inside the test folder
[16:53:48] <wheelerruss__> Tomski: yes
[16:53:54] <Tomski> You are using it with gdx-tools
[16:53:56] <Tomski> You can't do that
[16:53:59] <Tomski> they aren't compatible
[16:54:05] <wheelerruss__> okay......
[16:54:07] <Tomski> also
[16:54:16] <wheelerruss__> (I can't remember what gdx-tools is for?)
[16:54:21] <Tomski> That isn't really a worthwhile way to add testing for your game
[16:54:35] <wheelerruss__> (I probably added it agggesss ago and don't use it)
[16:54:44] <wheelerruss__> Tomski: it's not?
[16:54:48] <wheelerruss__> how should I?
[16:54:55] <Tomski> What is it you are trying to test
[16:55:01] <wheelerruss__> My original problem is that I can't test on multiple diff Android configurations
[16:55:09] <Tomski> junit wont help you there
[16:55:21] <wheelerruss__> because no emulators realistically create devices
[16:55:30] <wheelerruss__> they always up/downscale them to a bucket DPI
[16:55:49] <wheelerruss__> however, with lwjgl3 I can throw specific resolutions to it (and use my own code to set the DPI)
[16:56:03] <wheelerruss__> and therefor with the desktop I can perfectly recreate any *real* device
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[16:56:51] <wheelerruss__> so, I want to be able to automatedly [sic] spin up my app, run some tests on it with Sikulix, and, then stop
[16:57:18] <wheelerruss__> as far as I've gleaned from Sikulix
[16:57:25] <wheelerruss__> I should be able to run it inside a jUnit test
[16:57:38] <Tomski> junit is for testing units
[16:57:41] <Tomski> not your whole app
[16:57:45] <wheelerruss__> so I *could* just start my app from cmd line with ./gradlew desktop:run
[16:57:49] <wheelerruss__> and then run the unit test
[16:58:01] <wheelerruss__> Tomski: ok, I hear you
[16:58:07] <wheelerruss__> theoretically that's sound
[16:58:14] <wheelerruss__> but how do I do automated tests then?
[16:58:32] <Tomski> what is it you are actually testing
[16:58:46] <wheelerruss__> I want to see all the screens of my app
[16:58:53] <wheelerruss__> to make sure they all look right on various diff setups
[16:59:17] <Tomski> Thats not really testing, you just want to boot into different setups
[16:59:22] <Tomski> You can do that via scripts
[16:59:46] <wheelerruss__> can I?
[16:59:51] <Tomski> How you do that depends on your game architecture
[17:00:00] <Tomski> You could easily do that in one instance if your game can adapt
[17:00:14] <Tomski> IF it cant, the easiest way would just be to create multiple instances one after another
[17:00:15] <wheelerruss__> well, I also wanted to run through things and take screenshots of various screens, after clicking
[17:00:40] <wheelerruss__> sorry not really following
[17:00:54] <wheelerruss__> create an instance of my game?
[17:01:01] <wheelerruss__> but what, that loads on a diff screen?
[17:01:12] <wheelerruss__> I'd have to refactor a lot to do that...
[17:01:23] <Tomski> Yes
[17:01:38] <Tomski> So if you dont want to do that, you need to fake it with that app
[17:01:51] <wheelerruss__> with, what app? my game?
[17:01:55] <wheelerruss__> or with the testing app?
[17:02:05] <Tomski> The fake input app
[17:02:10] <wheelerruss__> (sorry for being thick, but I'm grateful of any help)
[17:02:21] <Tomski> Since you want to navigate through your game, and you cant do that programmatically
[17:02:25] <wheelerruss__> ok, so I create an app, using Sikulix, that fires off clicks etc
[17:02:28] <Tomski> At least thats what I gather from you
[17:02:31] <wheelerruss__> yes
[17:02:32] <wheelerruss__> exactly
[17:03:02] <wheelerruss__> so I want a test app that clicks various parts/buttons on my game
[17:03:05] <Tomski> Sure, so boot an instance of your game with certain settings, do your routine of faking clicks with Sikulix, close the app and reboot into the next configuration
[17:03:09] <wheelerruss__> and then takes screenshots at that stage
[17:03:13] <wheelerruss__> so I can compare them later
[17:03:25] <wheelerruss__> YES EXACTLY THAT!!
[17:03:39] <wheelerruss__> so how do I boot?
[17:03:41] <wheelerruss__> manually?
[17:03:50] <wheelerruss__> I'm thinking I could do it via a bash script
[17:04:04] <Tomski> java -jar yourapp.java
[17:04:17] <Tomski> Pass in settings are command line arguments
[17:04:18] <wheelerruss__> ok
[17:04:21] <wheelerruss__> yep
[17:04:25] <wheelerruss__> that was my plan b
[17:04:27] <Tomski> Or do it via gradle
[17:04:40] <wheelerruss__> write my own gradle task?
[17:04:45] <Tomski> yes
[17:04:47] <wheelerruss__> that sounds even more complicated ;)
[17:04:55] <Tomski> There is already one for launching
[17:04:59] <Tomski> Its pretty trivial
[17:05:00] <wheelerruss__> ok, so my plan A was to do exactly this, but as part of the jUnit setup, launch my app
[17:05:04] <Tomski> but do whatever is easiest
[17:05:15] <wheelerruss__> but it seems like that's not going to work...
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[17:05:22] <Tomski> junit wont help you with that
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[17:05:34] <wheelerruss__> ok, so bash script, pass arguments through, BAM success
[17:05:44] <wheelerruss__> ok, one last thing, you said gdx-tools doesn't work with lwjgl3
[17:06:10] <wheelerruss__> as I said way up there ^^^ I can't remember why I have them in my project at all
[17:06:14] <wheelerruss__> what are they needed for?
[17:06:45] <Tomski> it contains runnable tools
[17:06:56] <Tomski> texture packer, hiero, particle edtiors
[17:07:04] <wheelerruss__> oh
[17:07:12] <wheelerruss__> I'd like to be able to use texture packer at run time
[17:07:33] <wheelerruss__> is this something that is not going to work indefinitely, or is being changed
[17:07:56] <wheelerruss__> i.e. being worked on in an upcoming release/fix
[17:09:35] <Tomski> Its not going to work
[17:11:43] <wheelerruss__> oh
[17:11:56] <wheelerruss__> so is there any way of using texturepacker with lwjgl3?
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[17:12:03] <wheelerruss__> or are there alternatives to texturepacker?
[17:12:36] <Tomski> Not at runtime
[17:12:42] <Tomski> You need to run it before launching
[17:12:51] <wheelerruss__> ok :(
[17:13:10] <Tomski> You can do it via gradle and have run depend on that if you want to run on launch
[17:13:12] <wheelerruss__> I was thinking of merging my fonts that I create at runtime, with my textures
[17:13:24] <Tomski> You can't do that with texture packer anyway
[17:13:30] <Tomski> You need to use PixmapPacker
[17:14:07] <wheelerruss__> so if I create a textureAtlas/pack with texture packer, before
[17:14:17] <wheelerruss__> I can then merge that with my fonts using PixmapPacker at run time?
[17:14:24] <Tomski> No
[17:14:28] <wheelerruss__> and still retain all the things like...
[17:14:28] <wheelerruss__> oh
[17:14:50] <Tomski> You would need to desconstruct the atlas at runtime, then repack it altogether
[17:14:51] <wheelerruss__> so I'm destined to be running off two diff textures?
[17:14:59] <wheelerruss__> ah ok
[17:15:00] <Tomski> So its best to keep them raw, and pack at runtime with the fonts
[17:15:06] <wheelerruss__> ah ok, that's fine
[17:15:19] <wheelerruss__> and there is some way of grabbing the individual assets out?
[17:15:30] <Tomski> there is a texture unpacker, but its stupid
[17:15:32] <wheelerruss__> (I'm a little off on PixmapPacker)
[17:15:37] <Tomski> Its pointless to do
[17:15:51] <Tomski> You may as well just leave them as raw assets in the first place if you are only going to end up packing them
[17:15:58] <Tomski> no point packing -> unpacking > packing
[17:16:20] <wheelerruss__> ok, so my understanding is, you want to only load one big asset/graphic/texture (no idea what the correct term is) on to the GL/GPU
[17:16:34] <wheelerruss__> so it's best to 'pack' as many things onto that one graphic
[17:16:42] <wheelerruss__> so you don't have to keep loading diff graphics
[17:16:50] <Tomski> Kind of
[17:16:55] <Tomski> But it depends what the context is
[17:17:10] <Tomski> Using multiple textures is fine as long as you use them appropriately
[17:17:19] <wheelerruss__> ha define appropriately!!
[17:17:34] <wheelerruss__> currently I have one textureatlas for all graphics on each screen
[17:17:41] <wheelerruss__> and then my runtime created fonts
[17:17:49] <wheelerruss__> which means that for any screen with text and images
[17:17:55] <wheelerruss__> it keeps having to flick between the two
[17:18:06] <wheelerruss__> resulting in many draw calls (I think that's what it results in)
[17:18:15] <wheelerruss__> I was told/read that this is not a great way to go about it
[17:18:42] <wheelerruss__> but I never really understood how to do it differently, if I'm going to use fonts generated at run time
[17:19:38] <wheelerruss__> (I use FreeTypeFontGenerator btw - in case that makes any diff)
[17:29:02] <wheelerruss__> just testing the GLProfiler on my main game screen I have the following 'stats'
[17:29:07] <wheelerruss__> with 43 actors I have
[17:29:15] <wheelerruss__> drawCalls = 132
[17:29:24] <wheelerruss__> textureBindings = 132
[17:29:29] <wheelerruss__> calls = 1925
[17:29:36] <wheelerruss__> shaderSwitches = 6
[17:29:48] <wheelerruss__> vertexCount.count = 132, average = 11.5
[17:29:59] <wheelerruss__> (I'm sorry if that means nothing without more context)
[17:33:21] <Tomski> What does your main game screen look like
[17:33:36] <wheelerruss__> It's a card game with cards on it
[17:33:42] <wheelerruss__> and player names with scores
[17:33:50] <wheelerruss__> (or do you want an actual screenshot?)
[17:36:00] <wheelerruss__> checking my SpriteBatch my renderCalls gets to 132 as well (I assume that's linked to drawCalls)
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[17:39:34] <wheelerruss__> https://imgur.com/a/acjcx
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[18:07:01] <deployed> well, idk if "novato" is here with another name, i made a little project with mario movement relative to the camera: https://github.com/hllink/libgdx-mario-movement
[18:07:21] <deployed> W A S D to make player move and Q E to camera rotate
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[18:27:34] <Tomski> yeah wheelerruss__ that looks about right
[18:28:04] <Tomski> wheelerruss__: do the numbers have to be fonts?
[18:28:25] <Tomski> You could probably get away with baking them into your atlas
[18:31:36] <wheelerruss__> Um...never thought of that
[18:31:49] <wheelerruss__> is that standard practice?
[18:32:00] <wheelerruss__> I guess that would cur down on some of the draw calls...
[18:32:10] <wheelerruss__> at the moment, I just want to release the damn thing
[18:32:18] <wheelerruss__> it's been coming up to two years now since I started it
[18:32:25] <wheelerruss__> and I was supposed to release last Jan!
[18:32:46] <wheelerruss__> my only remaining issues are how things look on the odd tablet/phone that I can't test against, because I don't own it
[18:33:27] <wheelerruss__> hence the need to try them out on all the diff sizes/resolutions with my new test setup :D
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[18:34:02] <Tomski> It would cut all of them down
[18:34:21] <Tomski> Most of your calls will be due to the font->card switching
[18:34:31] <Tomski> The rest of the labels you can batch together too
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[18:51:31] <[twisti]> https://xkcd.com/1908/ me, basically
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[19:56:07] <deployed> hey novato
[19:56:16] <deployed> do you still need help with your mario movement?
[19:57:25] <novato> sup  deployed
[19:57:35] <novato> yeah im stuck ñol
[19:58:01] <deployed> https://github.com/hllink/libgdx-mario-movement/
[19:58:11] <deployed> i made a little project with the movement
[19:58:21] <deployed> so you could see the principle how it's made
[19:58:31] <deployed> WASD to move and Q E to rotate the camera
[19:59:27] <novato> wau thanks man
[19:59:48] <novato> ill check out
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[20:22:51] <novato> deployed man u are my hero!!!!
[20:23:52] <deployed> try to study the code to understand what's happening
[20:24:34] <deployed> the code isn't complete, can handle only one input at time, you should do some slerp for camera smoothiness and a lot of work
[20:25:19] <novato> i noticed that, but is all what i need for learn
[20:25:52] <novato> what program did u use for create mario model?
[20:29:02] <deployed> google
[20:29:03] <deployed> lol
[20:29:25] <deployed> got a mario with 77k verts, decimated it to 600 verts
[20:29:28] <novato> oh xD
[20:29:47] <deployed> "novato" in my language means newbie, lol
[20:30:06] <deployed> no offense
[20:30:27] <novato> im a noob. just look my questions jaja
[20:30:54] <novato> in my too
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[20:34:30] <Lestat> so we all speak spanish here niggas?
[20:34:43] <deployed> i speak portuguese
[20:35:00] <deployed> and very little english
[20:35:08] <novato> i speak chinese
[20:35:13] <deployed> but mostly in google translate
[20:35:21] <deployed> im fluent ;)
[20:36:00] <Lestat> portuguese and spanish are very similar
[20:36:23] <deployed> well they are two languages that came from latim, so yes
[20:36:36] <deployed> latin*
[20:38:18] <deployed> novato: chinese only for writing or you speak cantonese, mandarin or such?
[20:39:43] <novato> that was a joke, i speak spanish xD
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[20:40:01] <deployed> haha
[20:41:39] <Lestat> hablemos español hasta que nos baneen
[20:42:07] <novato> lol negro
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[20:52:28] <novato> deployed do u have a game done?
[20:52:41] <deployed> no, im making a liars dice game atm
[20:53:06] <deployed> just need to finish the shadows / in-game menus and sounds
[20:53:13] <deployed> and ads for sure
[20:53:19] <deployed> no multiplayer
[20:53:35] <novato> for Android right?
[20:54:04] <deployed> android / ios
[20:54:19] <novato> nice
[20:54:43] <deployed> my next project gonna be something like the old war3 map mod "warlock"
[20:54:50] <novato> i have a 2d game ready, i just waiting my google play acount
[20:54:55] <deployed> but im still deciding if i going to use libgdx or unreal
[20:55:00] <deployed> cool
[20:55:16] <deployed> post the game here as soon it got on the gplay
[20:55:20] <deployed> so i can download it ^-^
[20:56:20] <novato> yeah i will
[20:56:28] <novato> and you too
[20:57:02] <novato> wau unreal :0
[20:57:31] <deployed> what is the game about?
[20:57:53] <novato> is like a 2d mario
[20:58:02] <novato> plataformer
[20:58:10] <deployed> nice, you made your own physics? box2d?
[20:58:23] <novato> own
[20:58:31] <deployed> nice
[20:58:45] <deployed> how many time you took to make it?
[20:59:25] <novato> i used box 2d firts,  but i remade the game
[20:59:27] <deployed> how long*
[20:59:29] <novato> mmm
[20:59:38] <deployed> yea, really hard make a platformer in box2
[20:59:40] <novato> 3 moths
[20:59:50] <deployed> wow, that's very nice
[20:59:53] <novato> actually is too easy
[20:59:56] <novato> jajaja
[21:00:08] <novato> i dont like that, is boring to me
[21:00:17] <deployed> haha
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[21:04:44] <novato> How long do you think your unreal game will be ready?
[21:04:58] <deployed> 1-2 years
[21:05:26] <novato> only you will do it?
[21:05:30] <deployed> arena multiplayer game, infrastructure on cloud using docker
[21:05:36] <deployed> yes
[21:05:55] <deployed> models, code, website, everything >.<
[21:06:16] <novato> yeah, too much thinks
[21:06:32] <novato> 1 yaer will be so fast
[21:06:42] <deployed> i want to make a poc with all things i need for the game, such deffered lights, particles and do a benchmark for libgdx and unreal
[21:06:46] <deployed> then start the project dev
[21:07:18] <deployed> on android
[21:07:53] <deployed> i know libgdx perform well, idk about unreal
[21:08:12] <novato> unreal n Android?
[21:09:30] <deployed> yep
[21:09:58] <deployed> other thing is to test it on linux
[21:10:11] <deployed> libgdx runned perfect on all platforms without any configuration
[21:10:32] <deployed> almost any game i have on steam that's made with unity there's problem when i try to run on debian
[21:10:40] <deployed> graphical and sound
[21:10:48] <novato> i was thinking n unity to export my games to consoles like ps4,
[21:11:06] <deployed> kerbal doesn't have sound, rust have graphical issues
[21:11:12] <deployed> on my system
[21:11:36] <deployed> sure i could configure it and make some workarrounds, but i think it's good for the player just run the game
[21:11:43] <novato> i dont new that
[21:12:23] <deployed> i don't think i had any problems with unreal on my debian as far as i remember, but i need to do that poc, run it and see for myself
[21:12:54] <novato> yeah
[21:13:17] <novato> anyway Debian is not a big marker
[21:13:28] <novato> market
[21:13:42] <novato> like windows
[21:13:51] <novato> or android
[21:13:53] <deployed> yeah
[21:13:57] <Tomski> v
[21:14:06] <deployed> mostly because games does not support it
[21:14:24] <deployed> so people usually don't use it
[21:14:26] <novato> yeah, that is the problem
[21:15:15] <deployed> but as i told you, havn't a issue with libgdx yet on linux
[21:15:38] <deployed> the unreal engine is about 40gb to download >.<
[21:15:46] <novato> jajaja
[21:16:06] <novato> is a engine
[21:17:28] <deployed> i like libgdx becuase mostly of people here are very receptive and help you
[21:17:39] <novato> i think libgdx would size the same in a few years if it were an engine,
[21:17:47] <Tomski> nop
[21:17:57] <deployed> i don't think it would be good for gdx to turn into a engine
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[21:18:19] <novato> same here
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[21:19:12] <deployed> novato, are you planning to make a 3d game?
[21:19:50] <deployed> with gdx?
[21:20:14] <novato> ligdx does not need that. too easy. It's the first time in 6 months that I need help
[21:20:25] <novato> yes
[21:20:38] <novato> if i can do, i will
[21:20:41] <deployed> so, try to make some deffered or forward+ rendering
[21:20:55] <deployed> it was the biggest issue for me in my project >.<
[21:21:39] <deployed> im trying to understand it's concepts and applying it's shaders
[21:21:42] <novato> jaja i dont know yet, i just starting
[21:23:09] <novato> mmm why is so important the shaders?
[21:25:54] <deployed> you need 'em for shadows
[21:26:31] <deployed> novato: https://www.youtube.com/watch?v=o6zDfDkOFIc&t=1s
[21:26:40] <Tomski> you need them for anything
[21:27:24] <deployed> yea, for every render pass
[21:28:47] <novato> yeah but i is only a visual think right?
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[21:30:42] <deployed> depends, if your game have anything like know if a enemy or player is inside a shadow, no
[21:30:57] <Tomski> anything that ends up on the screen uses a shader to get there
[21:31:32] <novato> oh ok
[21:32:10] <deployed> @Tomski, does rendering a texture or model uses shaders behind the scenes?
[21:32:23] <Tomski> yes
[21:32:26] <novato> that is why mi nick is novato xD
[21:32:27] <deployed> oh
[21:33:38] <deployed> well gtg home now, cya
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[21:34:02] <novato> bye deployed , thanks again
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[21:56:27] <Lestat> unity all the way
[21:56:33] <Lestat> *gang signs*
[21:59:29] <jayhost> screenshot?
[22:01:42] <jayhost> I still think you can Rep Unity and also withdraw from using the N word
[22:03:26] <Lestat> rep?
[22:04:22] <jayhost> It's ebonic for Represent
top

   November 20, 2017
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