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[03:02:14] <AsukaLSoryu> https://github.com/TomokoK/libGDX-CorpseParty-Clone/blob/master/core/src/com/groupofseven/model/Player.java#L142-L190 am I going crazy or something
[03:02:44] <AsukaLSoryu> if you uncomment the changeSpriteLocation lines and comment the other lines, the door checks only work on the Class 1A map
[03:02:51] <AsukaLSoryu> if you leave it like it is, everything works
[03:03:03] <AsukaLSoryu> either I'm missing something really obvious or I'm going crazy
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[03:42:10] <AsukaLSoryu> nvm, one small typo just caused an hour of pain >_>
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[06:06:32] <bomb> QUESTION
[06:06:42] <bomb> this is a chess game made with Java: https://itunes.apple.com/us/app/snowflower-chess/id1251892089?mt=12
[06:07:03] <bomb> it says Size: 55.3 MB
[06:07:26] <bomb> is it even possible to fit JRE in 55 MB?
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[06:29:34] <myke> doesn't need a JRE if it's MOE, right?
[06:29:46] <myke> looks like robovm would be larger than that
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[08:03:45] <bomb> https://libgdx.badlogicgames.com/nightlies/dist/gdx-2019-PREMIUM-EDITION-setup.jar
[08:03:47] <bomb> 404 again...
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[08:22:13] <TEttinger> heh, premium
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[10:14:19] <bomb> dayum, Visual Studio is CRAP compared to IDEA
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[10:21:53] <grim001> did you just start using idea?
[10:26:49] <bomb> i've been using idea for 5 years
[10:27:54] <[twisti]> did you just start using visual studio?
[10:28:23] <bomb> yes
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[10:29:58] <bomb> and i really struggle to get used to i
[10:30:04] <bomb> t
[10:31:05] <bomb> first of all, it's slow as hell
[10:31:28] <bomb> intellisense doesn't work well
[10:32:10] <bomb> and it's claustrophobic. i hate the UI
[10:32:37] <smiley_> yeah.. I used VS for a few years too.. it didn't get acceptable until we bought https://www.jetbrains.com/resharper/?fromMenu to it :)
[10:33:22] <bomb> well i have resharper. it makes VS even worse even though intellisense gets better
[10:33:41] <grim001> at some point in the past year nvidia really improved shader program binaries
[10:34:08] <grim001> this directory I've been generating with hundreds of shader program binaries used to take 200-300MB and still cause slight jitter when loaded (probably from IO)
[10:34:24] <grim001> now the whole dir is like 15 MB and shader binaries load lightning fast
[10:34:31] <[twisti]> trying a new IDE after spending 5 years learning how to use a different one isnt really fair
[10:34:46] <[twisti]> other than speed, thats a legit comparison i guess
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[10:45:31] <bomb> i want muh java back :(
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[10:55:58] <grim001> horray, updating lwjgl exposed some obscure bug deep in the bowels of the low level audio handling code
[10:56:15] <grim001> which worked perfectly fine before for some reason
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[12:01:37] <oipoi> Hello, how can I simplify a mesh with libgdx ?
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[12:02:18] <blahblah> hello
[12:02:24] <Ashiren> yes
[12:02:59] <blahblah> how to draw clean shapes with libgdx? I tried using Pixmaps and ShapeRenderer but I always end up with pixelized forms, especially for circles and triangles
[12:15:02] <bomb> yes
[12:15:45] <bomb> blahblah: if we're on the same page, you want anti-aliasing
[12:16:03] <blahblah> i think so yes, but how to enable it?
[12:19:58] <blahblah> like config.numSamples=2 and Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT | (Gdx.graphics.getBufferFormat().coverageSampling?GL20.GL_COVERAGE_BUFFER_BIT_NV:0));
[12:20:03] <blahblah> ?
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[12:21:32] <grim001> guess it's finally time for me to switch to git
[12:21:44] <grim001> too tired of svn's slowness and buginess
[12:22:29] <blahblah> grim001: don't worry! it's a bit scary at first, but once you get the hang of it you can never do without it!
[12:22:46] <blahblah> and you want to use it for everywhere for many different things :P
[12:24:51] <blahblah> geez my GL20 doesn't have any of the flags mentioned
[12:25:14] <grim001> if you need multisampling, you need to render to a multisampled framebuffer
[12:25:31] <grim001> I'm not sure what libgdx's abstractions for this are
[12:25:43] <FattyOwl> https://john.albin.net/git/convert-subversion-to-git
[12:26:03] <grim001> already got that page open FattyOwl but thanks
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[12:40:01] <grim001> well that was fairly painless
[12:40:29] <grim001> at least as far as replicating what I was doing with svn
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[13:28:41] <SuckyNoob> hey grim001 hows the rpg going
[13:29:07] <grim001> I had screenshots prepared for you several days ago
[13:29:14] <[twisti]> grim001: you want to really fall in love with git, check out gitlab
[13:29:27] <[twisti]> its awesome, and you can even self host if you want with a convenient docker image
[13:30:21] <grim001> SuckyNoob, https://cubeupload.com/codes/90a544 (use direct links for best image quality)
[13:32:51] <grim001> [twisti], so far I've only utilized the basic features of version control, but I'm finding more uses for it as I go
[13:33:23] <[twisti]> grim001: gitlab is a web interface to your repository, making many things more visible and easily understandable
[13:33:32] <SuckyNoob> nice looks great. You wrote all the lighting for that from scratch?
[13:33:49] <[twisti]> it doesnt really add more features, but it makes many features a lot nicer to use
[13:34:16] <grim001> yes, everything is from scratch, just utilizing LWJGL for opengl access
[13:34:18] <SuckyNoob> is he wearing a backpack?
[13:35:29] <grim001> the graphics are easier to understand in motion. the knight is wearing a tunic with a leather belt and cowl
[13:35:52] <SuckyNoob> oh ok
[13:36:14] <SuckyNoob> I'm guessing the circle of spheres is for testing purposes
[13:36:34] <grim001> everything there is simply a test area
[13:37:56] <SuckyNoob> did you ever play Everquest?
[13:38:15] <grim001> [twisti], right now I use helix teamhub with intellij's integration features, and it's pretty easy
[13:38:30] <grim001> SuckyNoob, yeah, I did for about a year back in the day
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[13:42:59] <SuckyNoob> grim001 your lighting reminds me a bit of this. https://www.youtube.com/watch?v=l1M45qbwm_o#t=12m05s
[13:43:11] <SuckyNoob> I'm not sure why but Everquest has some of my favourite spell particles
[13:43:30] <grim001> except that those particles aren't emitting light haha
[13:43:44] <SuckyNoob> ya :P
[13:43:54] <SuckyNoob> yours look better
[13:43:55] <grim001> it's not enabled right now, but with deferred lighting I can place hundreds of light sources attached to particles in the scene without slowdown
[13:44:45] <SuckyNoob> It's the colour of the light blue in the healing spells I always liked, and the sounds mixed in that makes a huge difference too
[13:44:49] <SuckyNoob> sounds of the spells
[13:44:52] <grim001> the unlimited-influence large light sources can only do about 8 to 16 at once before things slow down
[13:44:58] <SuckyNoob> Skyrims spell sounds for instance I'm not a fan of
[13:45:06] <SuckyNoob> especially the heal lol
[13:45:24] <SuckyNoob> unlimited influence/
[13:45:38] <SuckyNoob> you mean like a "sun" passing over the sky right?
[13:45:52] <SuckyNoob> over the world
[13:45:58] <grim001> there are quite a few different types of lighting
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[13:47:31] <grim001> ambient lighting (brightens entire screen uniformly), global lighting (simulates a sun), forward light sources (can effect every pixel on the screen) and deferred light sources (only influence a specific radius, far less peformance cost)
[13:47:43] <SuckyNoob> Is it going to be diabloesque or like an infinity engine game?
[13:48:09] <SuckyNoob> where does the "unlimited influence" fit in that list?
[13:48:31] <grim001> unlimited influence as in, they can effect any pixel on the screen or even offscreen
[13:49:29] <grim001> going for more of an Ultima feel as opposed to diablo or infinity engine games
[13:49:43] <SuckyNoob> ah okay, which you'd need to have it offscreen for when the player moves the camera
[13:49:48] <SuckyNoob> loaded in already I mean
[13:49:58] <SuckyNoob> do u do map chunking and all that?
[13:50:09] <grim001> if you shoot a fireball off the edge of the screen, the light source won't abruptly halt when the fireball reaches the edge
[13:50:10] <SuckyNoob> that's right you said Ultima before I just forgot :p
[13:50:40] <SuckyNoob> ah good point I will keep that in mind as well
[13:50:41] <grim001> I haven't implemented map chunking yet, but it will be needed
[13:50:57] <SuckyNoob> I'm not sure I'll be able to do lighting, I don't know much about doing shaders
[13:51:13] <SuckyNoob> besides the opengl tutorial I did filling a triangle and making a fragment andddd
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[13:51:17] <SuckyNoob> vertex shader I think
[13:51:41] <grim001> shaders are great, you can have a lot of fun in a 2d game utilizing them for effects
[13:51:58] <grim001> not just for lighting
[13:52:07] <SuckyNoob> I imagine it's a ton of work
[13:52:14] <SuckyNoob> what else would u use them for?
[13:54:44] <grim001> graphical effects like HDR, bloom, tone mapping, color correction, recoloring sprites, film grain/noise, drunk effects, etc
[13:55:17] <grim001> although you can do basic lighting without anything other than blend modes
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[13:59:54] <SuckyNoob> Cool, ya I just looked it up on the wikipedia too
[14:00:03] <SuckyNoob> I guess there is also a "compute" shader
[14:00:42] <grim001> yeah, that requires relatively newer graphics cards
[14:00:54] <SuckyNoob> which lead me to read about forward-plus rendering I guess
[14:00:56] <SuckyNoob> cool stuff
[14:01:09] <SuckyNoob> Well maybe I'll play with it eventually
[14:01:12] <grim001> I use transform feedback and geometry shaders to allow 1-2 million particles with no fps drop
[14:01:24] <SuckyNoob> that's crazy lol
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[15:04:36] <Shockah> so, quick question - i'm trying to support iPhone X, i added a proper splash screen image; now i'm trying to handle the safe area and move my UI elements a bit
[15:04:53] <Shockah> but the size i'm getting seems to be 3x too small, i assume that's the device scale factor
[15:05:04] <Shockah> how do i get that scale in code?
[15:05:32] <Shockah> i mean, currently only iPhone X has those weird safe areas i should handle, but they may introduce another device later on, with a different scale factor
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[15:06:20] <Shockah> nevermind, apparently it's just `UIScreen.getMainScreen().getScale()`
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[15:14:48] <blahblah> I'm trying to implement zooming in my game, like ctrl+mousewheel should either zoom in or out the whole screen. Here is my code: https://pastebin.com/rREZrV4D
[15:15:58] <blahblah> my problem is that zooming is kind of working, but the content is not layed out to use the new available space when I zoom out for example
[15:17:09] <blahblah> not sure how to explain that clearly
[15:20:55] <blahblah> for example my content is inside a scrollPane, and by default not all items are visible, so when I zoom out, I expect to see more items because they take less space to display, but in my case it's just the visible portion of the screen that gets smaller
[15:21:19] <blahblah> any clue what I'm doing wrong or missing?
[15:23:35] <Tomski> your layout needs to be dynamic
[15:24:25] <blahblah> Tomski: you mean a dynamic layout for the content inside the scroll pane?
[15:25:04] <blahblah> I was thinking the scroll pane would handle that for me
[15:27:04] <Tomski> If the scroll pane is positioned and sized in a fixed manner, it wont do anything
[15:27:19] <Tomski> can you show your setup?
[15:28:13] <blahblah> of course, give me a second
[15:30:41] <blahblah> Tomski: https://pastebin.com/f9pqTeXb
[15:31:32] <blahblah> oh
[15:31:49] <blahblah> I guess I just have to update the width and height of my BaseScreen?
[15:32:28] <Tomski> You wouldd need to manually change the size because youa ren't doing any relative layouts
[15:34:09] <blahblah> do you know where I could find a simple example of such layouts?
[15:35:17] <Tomski> https://github.com/libgdx/libgdx/wiki/Table#values
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[17:50:11] <blahblah> Tomski: I'm not sure how to apply your recommendation about Values in my case
[17:50:32] <blahblah> but I wrote a small testcase to reproduce my problem: https://pastebin.com/maCsTAR1
[17:50:51] <blahblah> it shows the same symtoms described earlier
[17:50:59] <Tomski> blahblah: dont call resize manually
[17:51:30] <blahblah> ok I remove the line
[17:51:34] <blahblah> *removed
[17:51:53] <Tomski> You will need to take zoom into consideration for your widgets
[17:52:05] <Tomski> What exactly do you want to happen to your scroll pane?
[17:52:38] <blahblah> I want the scroll pane to stay the same size, but the items getting smallers, so by zooming out I should see more items
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[17:54:30] <Tomski> Same size relative to the window? Or in units
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[17:56:16] <blahblah> I just want the zoom to affect the content inside the scrollpane
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[18:01:07] <Tomski> dont mess with zoom then, change a variable, and rebuild your content with size relative to the variable you are changing
[18:01:23] <blahblah> hah! I wasn't sure
[18:08:18] <blahblah> thx
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[18:16:40] <blahblah> Tomski: so now I can call resize() from scrolled()?
[18:16:59] <blahblah> hah no wait, I'm stupid, no need to
[18:19:53] <blahblah> yessss, not I can zoom in/out correctly with my testcase, now to the real stuff!
[18:19:57] <blahblah> s/
[18:20:03] <blahblah> s/not/now/
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[18:24:54] <blahblah> btw can I apply a zoom factor to geometric forms as well as font size?
[18:26:32] <blahblah> for example I will draw my shapes with SHAPE_SIZE * zoom, can I also do FONT_SIZE * zoom and the fonts will grow the same way as shapes?
[18:26:39] <blahblah> or should I use a different factor?
[18:26:53] <blahblah> does font size correspond to pixel?
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[19:42:21] <blahblah> woops: # C [libgdx64.so+0xc160] get_pixel_RGBA8888+0x0
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[20:30:31] <blahblah> aaah at last, finally managed to get zooming working! still a few things to fix there and there but I should be good pretty soon
[20:30:37] <blahblah> thanks Tomski
[20:32:00] <blahblah> I was trying to resize the cells of the table, but it seems it's not working, had to remove all items and add them back to make it work
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   May 10, 2018  
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