[00:03:48] <SuckyNoob> Whats up today everybody
[00:15:26] <gerds0n> not much... stuck with iOS in app purchases
[00:15:28] <gerds0n> u=
[00:15:29] <gerds0n> ?
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[01:25:53] <Frotty> Tomski minimizing the winodw causes the issue in the example
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[01:28:18] <Frotty> building fbo with widht = ehight = 0 seems to cause incomplete attachment
[01:28:52] <Frotty> yea
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[03:26:30] <SuckyNoob> awesome
[03:34:47] <mutilator> woot
[03:34:58] <mutilator> just had a viewer make some new art for the claw machien stream!
[03:35:04] <TEttinger> claw!
[03:35:15] <TEttinger> you need a live hamster in there
[03:35:19] <mutilator> lol
[03:35:26] <TEttinger> or a ferret
[03:44:43] <SuckyNoob> lol
[03:46:45] <mutilator> yea the electric hamster didnt work out
[03:46:51] <mutilator> too heavy
[03:46:56] <mutilator> i imagine a live one is a bit lighter
[03:47:04] <mutilator> might get some mean viewers though
[03:47:17] <mutilator> probly a bit unethical
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[03:58:27] <TEttinger> I think a ferret could take it. very slippereh
[04:02:16] <mutilator> probly rip the claw right off
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[04:06:44] <TEttinger> hm, maybe a middle ground...fill it halfway with water and put a slipper lobster in it
[04:09:02] <TEttinger> these guys flick backward if threatened
[04:14:16] <SuckyNoob> Oh ya like crawfish, I used to catch them all the time as a kid
[04:14:32] <SuckyNoob> You can eat them but I've never tried
[04:18:10] <myke> fascinating, i have the tile gap issue on my 970 on both linux and windows, but apparently not on my macbook or nexus 7
[04:22:38] <mutilator> lol
[04:22:51] <mutilator> i'd need to waterproof the claw and camera a bit more..
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[05:11:59] <SuckyNoob> That's pretty cool, that's been your claw that whole time?
[05:12:06] <SuckyNoob> I remember clicking on that link before
[05:12:17] <SuckyNoob> @ mutilator
[05:13:09] <mutilator> i'm off to bed, ciao
[05:13:54] <Keeler> I am using an external Focusrite audio interface with Ubuntu 17.10. Everything works fine except when I run a libgdx app. With those I get little audio ticks and pops even when I run a simple app without sound. Any idea what could cause that?
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[05:56:04] <SuckyNoob> hmm I'm not sure, i haven't experimented with audio much. But I do remember playing a game where that was happening Keeler
[05:56:44] <SuckyNoob> I think it had something to do with the sample rateand bit depth
[05:56:55] <SuckyNoob> in the game you could open the console and change it I remember
[05:57:19] <SuckyNoob> it wasn't matching up to the vsync I believe, or the update frequency of the game or something
[05:59:51] <SuckyNoob> not sure if that's your same issue though. But it sounds the same, there was popping and ticking etc
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[06:30:23] <Keeler> thanks sn ... weirdest thing it's been doing it all day and then it just stopped doing ... ahh the joys of Linux
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[06:44:25] <SuckyNoob> what are u using to make the sounds Keeler?
[06:44:47] <SuckyNoob> I grabbed LMMS for windows cause it looked full of features and is open source
[06:44:58] <SuckyNoob> only played with it a bit
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[07:08:23] <Keeler> that looks nice ... I am just using some creative commons music for what I'm prototyping. I have a nice Presonus Studio One setup for Windows. Lately I've been doing most of my quick recordings in this online DAW at soundtrap.com. It's like GarageBand in the cloud.
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[07:09:18] <SuckyNoob> oh ya sounds cool
[07:09:31] <Keeler> I'm impressed with how nice the effects and mastering are in soundtrap.com. The mastering is automatic and the effects sound great but have very simple controls
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[08:06:48] <Agnel> Hey Guys!
[08:07:52] <myke> hi
[08:08:13] <Agnel> I am trying to implement Limit - (controls the maximum number of times a task can be run, which could be used to make sure that a character doesn't keep trying to perform a task when itmeaningless to do so.) in Behavior tree.
[08:10:22] <Agnel> But I don't know how to account for the number of times the task runs. and how do I stop it. I checked in the entire package of Behavior tree. They use listeners but I'm not sure how that works.
[08:11:14] <Agnel> Does anyone have any ideas?
[08:31:58] <SuckyNoob> hmm
[08:32:11] <SuckyNoob> you could get it to only "listen" every so often perhaps Agnel
[08:33:24] <SuckyNoob> or my create a counter that ticks up every time the signal is received, if it is signals. I haven't looked at the behaviour tree stuff yet
[08:33:43] <SuckyNoob> lots of looking at the nodegraph stuff and pathfinding tho :p
[08:33:50] <Tomski> Agnel: havent used it
[08:34:08] <Tomski> But are the tasks one instance per ai or are they shared?
[08:35:44] <Agnel> I'm using SingleRunningChildBranch as my root so i guess its one task
[08:41:58] <Tomski> Agnel: Repeat decorator seems to be implemented
[08:42:31] <Tomski> Can't you just use that?
[08:42:47] <Tomski> Or use teh UntilFail decorator and fail it after the task has been executed once with some count variable
[08:43:04] <Agnel> i'll try
[08:43:30] <Agnel> what happes once it fails?
[08:43:34] <Tomski> No idea
[08:43:46] <Tomski> I assume it never gets executed again until it gets reset
[08:43:53] <Tomski> But im just spitballing, ive never used gdx-ai
[08:44:06] <Agnel> ok i'll try
[08:46:36] <smelc> hey there
[08:47:54] <grim001> time to relax and get back to coding tonight
[08:49:22] <jayhost> Oh YEAH!
[08:50:06] <TEttinger> oh yah
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[08:59:37] <SuckyNoob> hey it's jayhost! sup man
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[09:26:56] <grim001> why did I not realize that mix and lerp are algebraically equivalent until recently
[09:29:16] <grim001> I just ran an interesting experiment about repeated application of mix/lerp at different time intervals
[09:30:21] <grim001> another form of averaging over time is to repeatedly mix/lerp toward the target value, but I was concerned that different framerates would produce significantly different results
[09:31:11] <TEttinger> are these the glsl methods?
[09:31:55] <grim001> I'm referring to mix as defined by the opengl spec vs lerp which you can write however you want
[09:32:23] <mk1> repeatedly mix? what does that mean?
[09:32:32] <Shockah> "however you want"?
[09:32:34] <Shockah> lerp is lerp
[09:32:56] <grim001> there are several ways you could write lerp, one of which is identical to mix, but not the most common way someone would choose to write it
[09:33:21] <Shockah> why would there be more ways, lerp = linear interpolation
[09:33:37] <Shockah> which is basically mix
[09:34:26] <grim001> mk1, by that I mean some interpolation rate of K by which the current average is lerped/mixed toward the target value at each time interval
[09:34:33] <mk1> yeah. lerp means (1-t)*a + t*b with 0 <= t <= 1
[09:35:13] <SuckyNoob> I was reading a blog post on that
[09:35:41] <mk1> still mix is identical to lerp
[09:35:53] <grim001> turns out that all time intervals above about 24 frames per second give very close to identical results, anything lower than that gets funky
[09:36:40] <SuckyNoob> can't find it tho
[09:37:02] <grim001> there are some methods by which you can weight the contribution of each sample according to the distance between time intervals but that complexity seems to be unnecessary here
[09:37:13] <NinjaRat> Hi, I'm having issues with the error: "com.badlogic.gdx.utils.GdxRuntimeException: Call end() first."
[09:37:27] <TEttinger> NinjaRat: sounds like Batch or FBO stuff
[09:37:43] <NinjaRat> It occurs when I change which model I want to render...
[09:38:05] <mk1> switching model means new draw call
[09:38:08] <NinjaRat> Is there a way to know when I might start rendering the new model?
[09:38:12] <mk1> you need to end the current draw call
[09:38:41] <NinjaRat> Hmm, how do I do that? :P
[09:39:20] <Tomski> NinjaRat: you are using modelbatch?
[09:39:44] <NinjaRat> Yup :)
[09:40:57] <Tomski> What is the full stracktrace
[09:41:02] <Tomski> use pastebin please
[09:41:05] <Tomski> or gist
[09:41:13] <NinjaRat> I can't just call .end() on the modelBatch every time, since that might break other stuff... ^^
[09:41:15] <NinjaRat> Sure...
[09:42:44] <Tomski> you should only be doing begin(), end() once
[09:43:01] <Tomski> Or at least have them matching if you are doing multiple modelbatch render calls separately
[09:43:54] <TEttinger> I'm guessing you call modelbatch.begin() while the batch has already begun, which doesn't work
[09:46:29] <Tomski> You aren't matching end somewhere
[09:46:42] <NinjaRat> What happens if I force .dipsose(), will that break anything if in a middle state?
[09:46:55] <Tomski> it will break everything
[09:47:00] <Tomski> why are you doing that?
[09:48:08] <NinjaRat> Our model is located in the Application class in Android, so we can reuse the model in different activities and fragments.
[09:48:09] <TEttinger> I think you probably call begin() in RobotApplicationListener.java:176 , but MyAndroidGraphics.java:557 is probably where the begin() and end() calls should be. otherwise RobotApplicationListener should also end() when it's done
[09:48:38] <TEttinger> but you know what dispose() does right?
[09:48:51] <NinjaRat> It only happens when I end an activity, and start a new activity with a new model...
[09:49:14] <TEttinger> and that dispose() should never be called on something you're still using?
[09:49:23] <NinjaRat> Yes, the model should be ended already, but it seems like it haven't cleared everything just yet...
[09:51:04] <Tomski> if you are disposing, you need to stop doing anything with the application
[09:51:15] <TEttinger> where do you call end() on your modelbatch?
[09:52:48] <NinjaRat> modelBatch.begin(camera); modelBatch.render(getModelInstance()); modelBatch.end();
[09:53:04] <NinjaRat> At the end of each render()...
[09:53:40] <TEttinger> does getModelInstance() do any logic? are threads involved at all?
[09:54:13] <Tomski> if thats the only place you are using those methods
[09:54:15] <Tomski> its your dispose
[09:54:35] <TEttinger> what file had those three statements?
[09:54:43] <TEttinger> MyAndroidGraphics?
[09:55:04] <NinjaRat> getModelInstance only return the robots modelInstance...
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[09:55:08] <TEttinger> sorry for all the questions
[09:55:29] <NinjaRat> No problem, I need some assistance so :D
[09:55:52] <TEttinger> I'm wondering why the exception ends in RobotApplicationListenr
[09:56:26] <TEttinger> definitely be careful with dispose() and only use it when you won't call render() again
[09:57:11] <NinjaRat> Jupp, will try some things and see if I can manage this... :)
[09:59:54] <Agnel> Does anyone know what an IntegerDistribution is? Its there in the Repeat class in the behavior tree
[09:59:56] <Agnel> ?
[10:02:38] <NinjaRat> Hmm, never heard of... Will take a look... :)
[10:03:37] <TEttinger> Agnel: I'd guess it's like a probability distribution
[10:04:14] <Agnel> I just want to run the task once I thought I'd have to pass in an int but the complier got mad at me.
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[10:04:20] <blahblah_> hello all
[10:05:15] <TEttinger> there's also Uniform, for something like a dice roll, and Triangular, which is like two dice rolls added together
[10:06:03] <TEttinger> hey blahblah_
[10:06:37] <TEttinger> Agnel: you can click IntegerDistribution in that javados
[10:06:41] <TEttinger> javadocs
[10:06:59] <TEttinger> from there it shows what classes extend it, near the top
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[10:08:24] <Agnel> Thanks TEttinger! I'll try it out.
[10:08:39] <Agnel> My brains about to fry.
[10:09:15] <mk1> blahblah_: nothing wrong with it
[10:09:17] <TEttinger> nope, not at all blahblah_
[10:09:26] <TEttinger> that will be like a deck of cards, not dice
[10:09:29] <blahblah_> oh ok, thanks anyway
[10:09:32] <gerds0n> huhu
[10:09:42] <blahblah_> hey mk1
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[10:10:00] <TEttinger> it shouldn't ever produce a result twice while there are still results left, if I read correctly
[10:10:04] <blahblah_> mk1: btw thanks for the other day, you helped me see more clearly how I should design my code
[10:10:21] <mk1> you're welcome
[10:10:24] <blahblah_> not finished refactoring yet but I'm quite satisfying with the new code :)
[10:10:31] <TEttinger> Vector is a lousy class unless you need multiple threads
[10:10:35] <blahblah_> *satisfied
[10:10:45] <TEttinger> (java.util.Vector I mean)
[10:10:50] <blahblah_> TEttinger: yeah i never know what to use instead
[10:10:56] <TEttinger> ArrayList
[10:10:56] <blahblah_> ArrayList or so?
[10:10:59] <grim001> comparing these two formulas for the interpolation value: K * delta vs 1 - e^(delta*K), the average error is over 50% larger for the first method over the FPS ranges between 3 and 30
[10:11:02] <blahblah_> mmm ok I'll change that
[10:11:15] <TEttinger> almost always ArrayList if you need the same things as Vector. API should be close to the same
[10:11:33] <grim001> since the formula isn't quite as horrible as I expected perhaps it's worth the performance cost
[10:11:48] <TEttinger> Vector has most or all methods synchronized, which is important in multithreaded code but slows down single-threaded code
[10:12:18] <TEttinger> libgdx also has IntArray, which is the best choice here specifically
[10:12:42] <blahblah_> TEttinger: you seem to be right sir!
[10:12:55] <mk1> grim001: what performance cost?
[10:13:07] <TEttinger> IntArray doesn't implement List<>, but it does benefit from using much less memory on large collections
[10:13:34] <grim001> mk1, the performance cost of using a more complex calculation for the interpolation factor
[10:14:01] <mk1> for how many objects?
[10:14:22] <TEttinger> internally, ArrayList<Integer> will use an Integer[], while IntArray uses an int[] . because int doesn't need any steps to be done on it to do math, but Integer sure does, IntArray will be faster
[10:14:46] <TEttinger> int[] also uses between half and a quarter the memory
[10:16:54] <TEttinger> I think IntArray has a shuffle() method; if not I can provide one
[10:20:31] <blahblah_> TEttinger: what about getting an iterator out of it?
[10:21:47] <TEttinger> IntArray might have it? anything that works with primitive types like int won't be good with a java.util.Iterator<T>
[10:22:30] <blahblah_> mmmh I guess I'll stick to ArrayList then, anyway this class is really not so much critical about performances
[10:22:53] <blahblah_> it's just used to create a grid and dispatch word randomly on it
[10:22:57] <TEttinger> sure, it's mostly just good to know about the classes like IntArray for when you need em
[10:23:13] <blahblah_> TEttinger: yeah definitly, thanks for letting me know!
[10:23:31] <TEttinger> there's also IntMap and ObjectIntMap and such
[10:24:01] <TEttinger> which similarly are low on iterators but have the int thing which is nice
[10:25:17] <blahblah_> I'd like to see more handy stuff with Enum
[10:25:54] <TEttinger> well Enums are objects so you can use em like objects
[10:26:17] <TEttinger> my favorite thing with enums in Java is to have them implement a common interface
[10:26:28] <blahblah_> well yes and no, that's the problem
[10:26:50] <blahblah_> unless you write an Enum class but it's a bit overkill IMHO
[10:27:06] <TEttinger> there is an Enum<T> class enums extend
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[10:29:45] <TEttinger> some of the fun tricks with enums involve using them as proper singletonss
[10:29:51] <blahblah_> I have a question on an unrelated topic, let's say I have a PuzzleUI component which implements InputProcessor and I add this component to the stage. Then at a later time, I add other UI components (Actors) to the puzzle which call addListener(new ClickListener() { ... }) in their constructor, this should work right?
[10:30:42] <blahblah_> I mean when I click on the puzzle, the UI componements should get notified about the mouse clicks/finger taps?
[10:30:55] <TEttinger> I don't know how Actors that implement InputProcessor work
[10:30:57] <NinjaRat> Before I had the same issue, and all the resources where loaded into thos instances, but someone in this chat told me that using static resources was the problem.
[10:31:13] <TEttinger> NinjaRat: a ha, but enums aren't static
[10:31:28] <NinjaRat> So now all resides and loads inside the proper classes instead without any static reference...
[10:31:28] <TEttinger> there just can't exist more than one constant at a time
[10:31:53] <TEttinger> I haven't tried this on android so I would expect it will blow up when I try it
[10:32:08] <NinjaRat> hehe
[10:32:24] <blahblah_> hehe
[10:33:00] <TEttinger> from what I understand it's how kotlin handles "static-like" stuff
[10:33:13] <TEttinger> since kotlin doesn't allow declaring static variables
[10:34:02] <blahblah_> never played with kotlin yet
[10:37:45] <NinjaRat> I've only done some minor stuff atm. But the intention is to do more Kotlin... So much prettier code :D
[10:55:15] <NinjaRat> Is there a way to check if the modelBatch has called .begin(), so I know I can knock it down?
[10:55:22] <NinjaRat> Is there a way to check if the modelBatch has called .begin(), so I know I can end it?
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[11:15:33] <blahblah_> hah, about my problem, it was a stupid mistake. Basically my elements were added to a table without specifying a size, and they ended up too small to be clickable :P
[11:25:25]
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[11:32:07] <TEttinger> NinjaRat: I think there's a method on ModelBatch
[11:32:15] <TEttinger> hasBegun maybe?
[11:33:22] <Frotty> NinjaRat: yes
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[11:55:39] <Tomski> are youc alling dispose frmo another thread or something NinjaRat ?
[11:56:37] <Frotty> Tomski: btw did u see my fix?
[11:56:41] <Tomski> no
[11:56:59] <Frotty> resize gets called with width = height = 0
[11:57:07] <Tomski> oh nice
[11:57:13] <Frotty> and 0,0 fbo has errorstate incomplete attachment
[11:57:25] <Frotty> 10/10
[11:57:46] <Tomski> ezpz
[12:00:13] <Tomski> what os?
[12:00:34] <Frotty> reactOS
[12:15:56] <Frotty> Tomski win10
[12:16:01] <Frotty> it's weird tho
[12:16:06] <Frotty> this didnt happen some time ago
[12:16:18] <Frotty> and I'm pretty sure the 0/0 thing wasnt an issue before
[12:16:20] <Frotty> mhm
[12:18:15] <Tomski> Ive seen that issue before
[12:18:39] <Tomski> I wonder if we should handle this 0,0 event somewhere
[12:22:17] <Frotty> Couldn't hurt I suppose
[12:22:44]
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[12:22:46] <Frotty> maybe at least a warning print or so
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[12:23:03] <Frotty> because I was focusing on the incomplete attachment so much I lost view of the big picture
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[12:25:51] <root__> I am trying to move a Starship - sprite with touchpad in a project that also uses socket.io ... app works in desktop and I can get it working in android but no still not working when I touch the touchpad to move the Starship
[12:26:00] <root__> desktop moves fine
[12:26:41] <Frotty> cool
[12:26:52] <root__> player.setPosition(player.getX() + touchpad.getKnobPercentX() * 5.0f, player.getY() + touchpad.getKnobPercentY() * 5.0f);} <--- that line for some reason is messing it up
[12:26:55] <root__> lol
[12:28:04] <root__> with if(player != null) then the position code the android starts but like I said now it closes when I touch the touchpad
[12:28:39] <Tomski> Frotty: yea
[12:29:09] <Tomski> root__: if you are doing networking, make sure you arent calling methods on the render thread frmo another thread
[12:29:42] <root__> thanks seems to be exactly the problem ... actually I called it in the render method
[12:29:45] <Tomski> gerds0n: you can just pull that down
[12:30:58] <root__> not sure what direction to take on this one
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[12:31:10] <Tomski> make your application thread safe
[12:31:17] <Tomski> Dont call methods from socket directly
[12:31:26] <Tomski> Wrap in Gdx.app.postRunnabes or use locks
[12:31:50] <root__> thank you. I have read about Gdx.app.postRunnable before I will implement it now
[12:32:46] <gerds0n> so for getting it working with iOS in app purchases only, I just need robopods-billing-ios?
[12:33:54] <Tomski> you dont need any of them
[12:34:03] <Tomski> All billing stuff is already bound in robovm sdk
[12:34:10] <Tomski> these are just helper utilities and wrappers
[12:35:32] <gerds0n> okay, thanks
[12:35:34] <gerds0n> ;)
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[14:32:21] <Frotty> why is github pages such a bitch
[14:32:33] <Frotty> and randomly things my html code should be wrapped in <pre><code>
[14:32:38] <Frotty> from 1 day to the other
[14:32:43] <Frotty> yesterday page worked, today not
[14:32:46] <Frotty> what the fkin hell
[14:32:55] <bomb> i'd blame caches
[14:32:58] <Frotty> thinks*
[14:33:38] <Frotty> and no useful google results
[14:33:46] <Frotty> no way to prevent this garbage from happening
[14:33:54] <Frotty> no clear indication why it even is happening
[14:33:59] <Frotty> gawd
[14:34:03] <Frotty> this bring my piss to a boil
[14:34:10] <bomb> they're modifying your HTML?
[14:34:59] <Frotty> I guess you don't know what github pages is
[14:35:10] <bomb> i do
[14:35:37] <Frotty> then question makes no sense
[14:35:58] <bomb> mmkay
[14:36:05] <Frotty> jekyll generates static html from my markdown and html sources
[14:36:17] <Frotty> yesterday the page worked fine
[14:36:28] <Frotty> I guess a "regeneration" happened and now it's borked
[14:36:58] <Frotty> nothing of my code is obviously modified (wtf?)
[14:37:01] <Frotty> but the generated html
[14:37:30] <bomb> i refuse to be interested in your problem
[14:37:32] <Frotty> for some reason this shit is wrapped in <code><pre>
[14:37:43] <Frotty> i know youre the most useless guy here
[14:37:47] <Frotty> but I need to vent
[14:39:03] <bomb> i'm sad that you can't use me
[14:42:15] <mk1> no you are not
[14:44:23] <Frotty> pushed random commit that modifies totally different file
[14:44:35] <Frotty> I love randomness
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[14:46:59] <mk1> nothing is random
[14:48:33] <Frotty> well that's just false
[14:49:51] <mk1> is it
[14:50:12] <mk1> you just don't know the rules
[14:52:35] <gerds0n> I am playing a lot of small SFX in my game + some background music. What audio format should I use on iOS, especially with a look at performance. .mp3? .wav? does .ogg work? (on android iam using .ogg)
[15:10:25] <Tomski> no ogg on ios
[15:10:34] <Tomski> you can use wav/mp3/m4a-aac
[15:12:11] <gerds0n> and which of the 3 would you recommend?
[15:12:20] <gerds0n> especially for a lot of short sfx effects
[15:12:34] <gerds0n> + background music
[15:16:15] <Tomski> background music something like m4a or mp3
[15:16:40] <Tomski> for short sound effects, up to you. Wav takes up more room on disk but doesnt need to be uncompressed
[15:18:27] <gerds0n> hmm. are .mp3 uncompressed each time one SFX is triggered? or is it done once and then held in memory being uncompressed?
[15:18:55] <gerds0n> so that subsequent calls of the SFX do not need to be uncompressed again
[15:19:28] <gerds0n> (using Sound.class)
[15:19:33] <Tomski> only when they are loaded
[15:19:39] <gerds0n> ahh okay that's fine
[15:19:40] <Tomski> You load them once into ram, then play
[15:19:46] <gerds0n> thank you!
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[15:43:31] <Oddmonger> when i've setup my project with gdx-setup.jar, i didn't checked "controllers"
[15:43:52] <Oddmonger> can i add them without reconfiguring an entire project ?
[15:45:56] <Tomski> yes
[15:46:34] <Oddmonger> ah, thank you!
[15:51:53] <Oddmonger> ok, so if i understand well:
[15:52:29] <Oddmonger> 1) add "controllers" in allprojects/ext entry
[15:53:15] <Oddmonger> 2) add dependancies for the controllers in :desktop and :core (i just want controllers for desktop)
[15:53:34] <Oddmonger> but still i have questions :)
[15:53:52] <Tomski> sure
[15:53:56] <Tomski> as long as you add the right dependencies
[15:54:02] <Oddmonger> 1) what version to put for controllers in allprojects/ext ?
[15:54:16] <Tomski> same version of libgdx
[15:54:20] <Oddmonger> ok
[15:54:21] <Tomski> just use gdxVersion
[15:54:47] <Oddmonger> and for project regenaration, i just have to launch gradle again ?
[15:55:42] <Tomski> if you are running with gradle, you dont need to do anything
[15:55:49] <Tomski> if you are using your ide, you should run a gradle sync from your ide
[15:56:33] <Oddmonger> ok, so i will do a gradle sync from intellij, thank you
[16:08:10] <Frotty> mk1: yea I think we are pretty sure by now
[16:08:36] <Frotty> even if you knew every possible point of data, some things aren't predictable
[16:08:41] <Frotty> and that's what Id call random
[16:08:59] <mk1> predictable != random
[16:09:14] <mk1> *unpredictable
[16:10:29] <Oddmonger> hmm, i have imported gradle changes, and synchronized, but i still don't have access to controllers class in my project
[16:11:44] <Oddmonger> even with a simple "gradle desktop:run" in the shell, i have an error on importing controllers, so i've obviously missed something
[16:12:14] <Oddmonger> i'm goind to regenerate a "blank" project with controllers , and compare with my build.gradle…
[16:15:44] <Oddmonger> funny , it didn't added "controllers" in the ext section
[16:18:29] <Oddmonger> even with commenting "controllers" entry in "ext" section, it still doesn't work
[16:21:34] <Oddmonger> if i "grep -ri controllers *" in my blank project, i found two entries i don't have in the project i want to modify:
[16:21:40] <Oddmonger> html/src/com/mygdx/game/GdxDefinitionSuperdev.gwt.xml: <inherits name='com.badlogic.gdx.controllers.controllers-gwt' />
[16:21:42] <Oddmonger> html/src/com/mygdx/game/GdxDefinition.gwt.xml: <inherits name='com.badlogic.gdx.controllers.controllers-gwt' />
[16:22:02] <Oddmonger> ah sorry, it's for the html
[16:22:12] <Oddmonger> so everything is the same, in fact
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[16:27:05] <Oddmonger> just to be sure, is this correct ?
[16:27:06] <Oddmonger> import com.badlogic.gdx.controllers;
[16:32:00] <Oddmonger> holy sheet, i've forgotten Controllers after the controllers
[16:32:26] <Oddmonger> so it's okay
[17:11:27]
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[17:28:06] <Frotty> mk1: I think unpredictable is a subset of random
[17:28:38] <Frotty> fuk
[17:28:54] <Frotty> Oddmonger: " i've forgotten Controllers after the controllers" huh=
[17:29:19] <Frotty> you mean captial lettering?
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[18:14:58] <Oddmonger> Frotty: controllers.Controllers
[18:15:29] <Oddmonger> but even then, i get a java.lang.NullPointerException whatever i call from Controllers
[18:16:39] <Oddmonger> the classes are completed in the editor, but something is missing somewhere. With a blank new gdx project with "controllers" checked, that's ok though
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[19:07:43] <smelc> today is release day
[19:07:49] <smelc> first and likely last one of 2018
[19:12:22] <Oddmonger> your release day ? Congratz :)
[19:12:54] <smelc> well it's an update day, I've done other releases in the past
[19:13:02] <smelc> but they take longer and longer, almost one year for this one :-)
[19:13:56] <Oddmonger> i learn java, gradle, libgdx and i think than in one year, maybe i will have a lame platform implementation :/
[19:14:29] <smelc> you're on right track, and doing something much harder than me
[19:14:35] <Oddmonger> what is your project smelc ?
[19:14:36] <smelc> you're on *the* right track
[19:15:18] <smelc> a lot of text and (hopefully) interesting mechanics
[19:15:22] <smelc> for niche players
[19:15:33] <Oddmonger> i like roguelikes \o/
[19:15:44] <smelc> hehe nice
[19:15:56] <smelc> libgdx is a very nice framework, you did a right choice choosing it
[19:16:01] <smelc> you will learn a lot, and learn valuable stuff
[19:16:17] <Oddmonger> at least i will learn java :)
[19:16:20] <smelc> do you code for a living ?
[19:16:49] <Oddmonger> yes, but not with java
[19:17:35] <Oddmonger> and as time passes, more administration, less coding
[19:17:35] <smelc> I see, then it's good for learning
[19:17:45] <smelc> I learnt gradle thank to gamedev with libgdx
[19:18:08] <smelc> bigger paycheck too :-)
[19:18:15] <Oddmonger> yeah :)
[19:18:28] <smelc> I've got to go grab my pizza, brb
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[19:23:56] <Oddmonger> ok finally i have found the problem with the controllers class
[19:24:15] <Oddmonger> it works when i call it from my main project, with the bunch of import
[19:25:07] <Oddmonger> so something is missing in my dedicated controllers class (i have just imported gdx.Gdx, controllers.Controllers and controllers.Controller)
[19:26:14] <Oddmonger> when i call a Controller method from this class, i get an java.null exception: obviously, the function is not found in a map, so the call get a null pointer, and then *crash*
[19:27:34] <Oddmonger> humm… i was doing:
[19:28:19] <Oddmonger> private My_controller joystick = new My_controller(); // CRASH !
[19:28:22] <Oddmonger> if i do:
[19:28:31] <Oddmonger> private My_controller joystick;
[19:28:54] <Oddmonger> and then instantiate «joystick» in the «create» method, it works
[19:29:20] <Oddmonger> some fx dictionnaries must be filled at this step :)
[19:30:13] <smelc> I bet that in the first case libgdx isn't initialized yet when your constructor executes
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[19:31:13] <smelc> what is your game about btw Oddmonger ?
[19:31:42] <Oddmonger> oh, just a simple platformer «à la Mario»
[19:32:02] <smelc> classic, nice
[19:32:09] <Oddmonger> for the moment, i'm using gfx from another game i made in the past :)
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[19:32:29] <Oddmonger> but it will have dedicated gfx of course, not Mario or Sonic sprite-rip :)
[19:32:43] <smelc> you better :-)
[19:36:27] <Tomski> Oddmonger: whats the log
[19:36:59] <Oddmonger> Tomski: excuse me ?
[19:37:36] <Oddmonger> ah the log when it crashed due to the missing function ?
[19:38:25] <Tomski> yes
[19:38:28] <Tomski> thr stacktrace
[19:42:45] <Oddmonger> but as said clems, its surely something that isn't instancied yet when the class is created
[19:44:16] <Oddmonger> anyway, i've spent some hours scratching my head and reading about build.gradle modifications/synchronization :)
[19:44:33] <Tomski> what version of libgdx are you using
[19:46:20] <Oddmonger> gdxVersion = '1.9.8'
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[19:48:31] <Tomski> you are trying to use getControllers before libgdx is loaded
[19:49:22] <Oddmonger> yes, i've made the wrong assumptions that when the main class were instancied, libgdx was already available
[19:49:47] <Oddmonger> i know that's it's my fault and i blame only my lack of java-fu :)
[19:51:12] <smelc> well now you know
[19:52:01] <smelc> and once you have a well sorted out initialization order, you won't have to modify it a lot later on
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[20:19:23] <blahblah_> # SIGSEGV (0xb) at pc=0x00007f113c0a7120, pid=422, tid=0x00007f10fc266700
[20:19:24] <blahblah_> # Problematic frame:
[20:19:25] <blahblah_> # C [libgdx64.so+0xc120] get_pixel_alpha+0x0
[20:19:28] <blahblah_> woops hehe
[20:19:29] <smelc> hey Tomski, I've got this bug when switching from my html5 frame and coming back
[20:19:42] <smelc> if ctrl was pressed beforehand, it is still considered pressed when coming back
[20:19:55] <smelc> and I need it to press it once to reset it
[20:20:18] <smelc> does this ring a bell to you ? I'm not doing anything fancy, just Gdx.input.isKeyPress(Keys.CONTROL_{LEFT,RIGHT})
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[20:21:36] <smelc> to be more specific, this happens if ctrl is not pressed, in the game; I switch tabs with ctrl arrows, and come back
[20:21:40] <blahblah_> smelc: maybe you need to consume the event about ctrl being pressed?
[20:23:10] <smelc> blahblah_> good point, but I'm not storing any no event; I'm just checking Gdx.input.isKeyPressed from within InputProcessor
[20:23:29] <smelc> you mean an event in libgdx own data ?
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[20:25:56] <blahblah_> well I had a similar issue and it was because of my own mess, like setting ctrlPressed=true in keyDown, but forgeting to set ctrlPressed=false in keyUp or so
[20:26:17] <blahblah_> or failing to return true from those functions
[20:29:03] <blahblah_> guess it's not related to your problem
[20:29:25] <smelc> there's no state in my case, and I'm unconditionnally returning true from the code checking isKeyPressed
[20:29:41] <smelc> maybe I'm observing a chrome bug, since it's working fine with firefox
[20:30:16] <blahblah_> interesting
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[20:57:53] <Tomski> smelc: yes there is an issue on tracker
[21:00:10] <smelc> thanks Tomski
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[23:38:55] <SuckyNoob> :O I have such a giant list of components now I think I should try and find a way to amalgamate them