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[05:22:57] <guardianxxx> bok
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[05:54:28] <TEttinger> beak
[05:55:03] <TEttinger> nexsoftware are you excited about Tomski's mad scientist operations on the setup jar?
[05:55:12] <TEttinger> I am
[05:55:40] <nexsoftware> Don't know what you are referring to
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[06:40:00] <TEttinger> oh. well Tomski has been working hard on getting gradle 4.6 to work, and now it does but only in some IDEs. I think the plan is to have separate jars for separate IDEs?
[06:40:09] <TEttinger> not sure
[06:40:21] <TEttinger> android studio needs a recent gradle
[06:40:30] <TEttinger> it really fights you with lower versions
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[11:28:45] <blahblah> hello folks!
[11:29:15] <bomb> o/
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[11:29:42] <blahblah> any one has an example of drawing arrows with anti-aliasing?
[11:30:00] <blahblah> for now I use PNG images but it's really annoying with resizing etc
[11:30:05] <Tomski> generate via mesh
[11:30:22] <blahblah> ok I don't know about mesh, let me google that :)
[11:30:39] <blahblah> hello Tomski btw, how're you?
[11:30:53] <Tomski> there is another article too, let me find
[11:31:38] <Tomski> Hey! good thanks
[11:33:30] <blahblah> great! thanks for the links
[11:34:37] <Tomski> There was a talk on mini metro rendering somewhere, cant find it
[11:34:42] <Tomski> But that is also a good topic
[11:34:58] <Tomski> But yeah, mesh is way to go, or triangles through a batch
[11:35:05] <Tomski> All triangles at end of day
[11:36:50] <blahblah> what is a full screen quad?
[11:37:31] <Tomski> two triangles that fill the screen
[11:37:42] <blahblah> oh I see, nice
[11:37:45] <Tomski> They make a "quad"
[11:37:55] <blahblah> didn't know what a quad was
[11:38:43] <blahblah> hey since we're talking about geometry, I'm also wondering how to draw only part of a circle?
[11:39:12] <blahblah> like a half circle for example
[11:39:40] <Tomski> Make it out of many triangles
[11:39:51] <Ashiren> just like pizza?
[11:39:52] <blahblah> really?
[11:39:54] <Tomski> Or use a fragment shader and pure math
[11:39:55] <Tomski> Yes
[11:40:01] <Tomski> More pizza slices, the smoother the edge
[11:40:40] <blahblah> Ashiren: but the triangle in a pizza already have one round edge! :P
[11:41:17] <Tomski> Triangles straight edges, so you have to make do
[11:41:41] <blahblah> how come there is no primitives like ShapeRenderer but with anti-aliasing?
[11:41:44] <Tomski> As slices tend to infinity, your circle tends to tend to curve
[11:44:39] <blahblah> hehe
[11:47:00] <Tomski> You can use multisampled buffers, other antialiasing techniques
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[11:47:16] <Tomski> But generally GL_LINES doesn't give you much control over aliasing
[11:53:33] <blahblah> Tomski: I tried to use multisampling, but all the examples I could find seem to be really old and I don't have the same constants available in GL20
[11:54:00] <blahblah> couldn't find anything close
[11:54:02] <Tomski> LwjglApplicationConfiguration has flags for multi sampled back buffer
[11:54:13] <blahblah> config.samples=2 or so?
[11:54:37] <blahblah> I tried that but then you need some calls to GL API with specific constants, don't you?
[11:54:41] <Tomski> no
[11:55:07] <blahblah> just config.samples should be enough?
[11:57:54] <Tomski> yes
[11:59:15] <blahblah> mmmm I tried but couldn't see any improvment on the anti-aliasing part, let me try again
[11:59:25] <Tomski> thats for msaa on back buffer
[11:59:40] <Tomski> If you are rendering to another target you wont see it
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[12:01:57] <blahblah> what are the implications of using msaa? I mean will it still work on all platforms etc?
[12:02:22] <mk1> depending on the platform it can kill performance
[12:03:41] <LiquidNitrogen> It kills my laptop
[12:04:22] <blahblah> oh :/
[12:04:49] <mk1> blahblah: what type of game?
[12:05:15] <blahblah> no rock throwing please, I'm just making a cross-word puzzle game xD
[12:05:38] <mk1> then why would you need aa at all?
[12:05:45] <LiquidNitrogen> Wheres mt rock..
[12:06:09] <mk1> anyone here with experience in pcb layouting?
[12:06:24] <blahblah> mk1: why do I need anti-aliasing? Cause otherwise the arrows are really ugly unless I use PNGs which is annoying with resizing/zooming
[12:06:27] <Tomski> blahblah: got a screenshot?
[12:06:52] <Tomski> Lots of issues can be resolved with good texture sizes and correct texture filtering
[12:07:01] <blahblah> Tomski: a screenshot of a cross-word puzzle grid?
[12:07:12] <blahblah> or of my problem with anti-aliasing?
[12:07:14] <Tomski> If you want something to look nice in all cases, you can make a mesh for it and handle it there cheaply
[12:07:19] <Tomski> Both
[12:07:48] <blahblah> ok sure, give me a few minutes
[12:08:12] <mk1> yeah. signed distance fields is a plus here. and also just use pngs and mipmapping
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[12:09:17] <blahblah> generating a grid with english challenges ^^
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[12:09:24] <blahblah> (I'm french)
[12:09:40] <Ashiren> omelette du fromage
[12:09:53] <Tomski> enchante french
[12:09:56] <blahblah> s/du/au/
[12:09:57] <blahblah> :P
[12:14:09] <blahblah> damn, it seems i don't have enough english only challenges to generate a grid reliably, guess I'll generate a grid with mixed language challenges instead :P
[12:18:45]
<blahblah> here is for anti-aliasing problem (the round part of the progress bar (I'm using ShapeRenderer at the moment)): https://imgur.com/a/8HZkkq9
[12:19:39] <Tomski> ye. kill shape renderer or increase your circle counts for the edges
[12:21:07] <blahblah> guess I'll give meshes a try
[12:21:20] <Tomski> For something like a progress bar, decent textures are plenty fine
[12:22:43] <mk1> yes.... please use signed distance fields
[12:23:12] <blahblah> mk1: I'm not sure I understand what you mean
[12:23:39] <blahblah> geez so many ways to render things, I'm a bit lost
[12:23:54] <Tomski> You really dont need anything special for progres bar
[12:24:04] <LiquidNitrogen> Shape renderer is mainly only good for debug drawing
[12:24:06] <Tomski> keep it simple until there is actually a problem.
[12:24:15] <blahblah> about the progress bar you mean just a PNG and load a texture from it?
[12:24:35] <Tomski> Pack components for the progress bar into an atlas, and use those for the bar
[12:25:21] <blahblah> Tomski: ok I will try that, what about drawing the arrows on the grid? at the moment I load them from png, but it's really annoying with resizing etc
[12:25:32] <Tomski> Why is it annoying?
[12:26:19] <Tomski> If you want to to really zoom in tight, you can consider rendering techniques like generating it with geometry or shaders
[12:26:31] <Tomski> But they should be absolutely fine with a decent enough texture
[12:27:18] <blahblah> mk1: ah, thanks! I was looking for a way to improve font rendering!
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[12:29:08] <blahblah> Tomski: ok so you think mesh is a bit overkill for both the progress bar and the arrows, and just creating textures from PNGs and resizing the images on the fly is the way to go?
[12:29:39] <Tomski> Yes, simple sprites should be fine
[12:30:03] <blahblah> why sprites over simple Texture?
[12:30:11] <Tomski> you should always be using sprites
[12:30:26] <blahblah> woops, ok ^^'
[12:30:41] <Tomski> Sprites reference areas of a Texture
[12:31:42] <blahblah> guess I should get a book about proper usage of libgdx :/
[12:32:08] <LiquidNitrogen> Someone should write a tutorial
[12:32:20] <blahblah> that too! :)
[12:38:10] <LiquidNitrogen> Must be nearly a month since I used the computer. Getting pretty annoying having no power
[12:38:44] <blahblah> actually what would be nice is to have lxr on all the public libgdx projects, snippets etc so you can easily find code example about a specific subsystem etc
[12:38:47] <Tomski> Wheres your power gone?
[12:43:50] <blahblah> yes, what happened LiquidNitrogen?
[12:46:54] <LiquidNitrogen> Its winter and the solar panel isn't charging the batteries enough
[12:57:32] <blahblah> may I ask where you are?
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[12:59:45] <LiquidNitrogen> Nz, in a forest
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[13:09:20] <codi^r> what does one do in Nz, in winter, in a forest, without power, for one month?
[13:09:54] <LiquidNitrogen> Cook food
[13:11:31] <LiquidNitrogen> Sometimes look out the window
[13:12:04] <blahblah> only cooking with fire? ^^
[13:12:25] * codi^r imagines Craster's Keep, just w/o the many women
[13:13:03] <LiquidNitrogen> Nah, gas. The fire isn't so good for cooking, only for heating water
[13:15:25] <LiquidNitrogen> Theres many women in the cellar
[13:24:10] <LiquidNitrogen> Don't worry, none of them are still alive
[13:29:13] <blahblah> ah, I feel reassured then...
[13:38:15] <LiquidNitrogen> I think if i tried to dig a cellar it would just end up filling with water. Too bad cos itd be really useful to have one
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[13:43:11] <cackling_ladies> depends on where you live I guess
[13:44:27] <LiquidNitrogen> The ground is very rocky, its hard to even dig post holes
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[13:44:44] <codi^r> it's winter, just dig a hole in the forest. beware of wolves, though.
[13:44:53] <codi^r> oh ok
[13:45:01] <codi^r> dynamite then
[13:45:32] <cackling_ladies> can you reinforce the wall with nylon and cement to prevent dampening/flooding
[13:46:31] <LiquidNitrogen> Neighbor dug some 6 meter deep holes last summer and water seeped in over a few days
[13:46:58] <cackling_ladies> maybe it's oil
[13:47:02] <cackling_ladies> and they're bluffing
[13:47:46] <LiquidNitrogen> No they dug on my land and i looked in
[13:48:06] <cackling_ladies> sue them for vandalism and dirt thief
[13:48:18] <cackling_ladies> charge them 1 bag of gold for each of your dirt
[13:48:56] <LiquidNitrogen> He has digging out some gravel for my driveway for me lol
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[13:51:26] <cackling_ladies> your driveway... is 6m deep underground?
[13:51:28] <LiquidNitrogen> Quite impressive actually, he dug out 600 cubic meters, which would have cost thousands to buy from a quarry
[13:51:31] <cackling_ladies> are you batman?
[13:52:23] <cackling_ladies> 6m deep and yielded 600 cubic meter? that's 10m wide and long!
[13:52:35] <cackling_ladies> it's more like a pool...
[13:53:25] <LiquidNitrogen> He dug 5 holes, then filled them with tree branches
[13:54:40] <cackling_ladies> those're bear traps!
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[13:55:36] <LiquidNitrogen> I have some photos of it, but not on this phone
[13:56:42] <cackling_ladies> and I dont think i wanna cross path with your neighbor
[13:56:48] <cackling_ladies> he'd break me like twigs
[13:57:23] <LiquidNitrogen> He turns tree trunks into wood chips
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[14:00:04] <LiquidNitrogen> I don't know why but all week hes been using the 20 ton digger to put whole logs into a large chipper
[14:00:49] <cackling_ladies> ask him?
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[14:03:29] <LiquidNitrogen> Its too loud for him to hear me shouting
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[18:17:14] <bomb> burninghand: burning hand? :P
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[18:30:40] <grim001> anyone been using hdr, bloom or tone mapping in their game?
[19:01:41] <grim001> I do like the vividness of your lighting colors
[19:02:01] <grim001> most people make the mistake of keeping the game fairly bright, so colored lighting is hardly noticable even when it is there
[19:04:03] <grim001> and the technique you're using is very simple and performant, not much hassle
[19:06:12] <smiley_> yeah.. just an image with blending
[19:06:18] <smiley_> "just"
[19:06:21] <grim001> you might try using additive blending for those smoke effects if you aren't already
[19:06:30] <grim001> hard to tell in the video
[19:08:06] <grim001> of course you could add HDR and bloom and tone mapping if you want to make it all 100x more complicated
[19:08:17] <smiley_> :D yeah
[19:08:51] <smiley_> gonna focus on maybe actually finishing something this time
[19:09:43] <AsukaLSoryu> has anyone had a problem with their game crashing the java VM due to a problematic frame?
[19:09:54] <AsukaLSoryu> I don't know how to go about debugging this
[19:11:14] <grim001> what kind of error message are you getting?
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[19:14:19] <AsukaLSoryu> V [libjvm.so+0x2e3b83] Arena::destruct_contents()+0x93
[19:14:52] <AsukaLSoryu> It's really strange though, I can only repro it ~30% of the time
[19:15:56] <AsukaLSoryu> It only happens when I go through a "door" and switch to a new map, but I just attempted it 10 times and it didn't crash once
[19:19:06] <grim001> that error message is too cryptic
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[19:19:24] <grim001> you should get something a lot bigger when the JVM crashes
[19:19:54] <grim001> if the JVM crashes it's a sure bet that it was JNI or native memory nonsense
[19:20:04] <grim001> virtually impossible to crash the JVM doing anything "normal"
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[19:20:30] <grim001> so if you don't use native memory or JNI in your own game it can only be at a lower level within libgdx or lwjgl
[19:22:55] <grim001> like I said, it's probably libgdx or lwjgl internal
[19:23:16] <grim001> best you can do is try to replicate a minimal test case, then report the bug
[19:39:16]
<blahblah> hey do you see a problem with this code used to retrieve my arrows and stretch them to the correct size? https://pastebin.com/FXFVeYXd
[19:39:53] <blahblah> I'm having an issue where zooming in works fine, but when zooming out, it's like the arrows are going crazying and drawing over everthing
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[19:43:56] <blahblah> if I don't draw any arrows at all, then zooming in and out works as expected
[19:46:57] <blahblah> my arrows extends Actor and in draw I just call the super method and then batch.draw(sprite, getX() + offsetX, getY() - offsetY);
[19:47:14] <blahblah> where the sprite is what is returned by getArrowSprite in the code I showed earlier
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[19:48:44] <blahblah> and I just add the arrows to a stack which is already added to the stage
[19:49:05] <blahblah> a stack as in Libgdx Scene2d Stack
[19:49:31] * bomb <3 scene2d
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[19:57:16] <AsukaLSoryu> grim001: I have no idea how I could replicate it in a slimmed down program
[19:57:55] <AsukaLSoryu> There are two giant log files from the crash, I just uploaded a small section
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[20:28:40] <grim001> AsukaLSoryu, generally you start with a process of commenting out large sections of your own code while repeatedly testing whether the crash still happens
[20:28:57] <grim001> but that can be difficult if it doesn't happen consistently
[20:29:48] <myke> AsukaLSoryu: also consider adding a console, then you can wire it up to help debug during runtime
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[20:30:14] <grim001> blahblah, are you still having issues with that arrow drawing
[20:33:36] <TEttinger> AsukaLSoryu: from what I remember, that kind of error happens sometimes in box2d code when a body is removed during physics processing, instead of between rounds of processing. if you don't use box2d that probably isn't the issue, though it could be related to other native code
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[20:43:09] <TEttinger> only things I see so far in code may be Timer related? it seems like you're creating dozens of timer tasks a second, but that doesn't explain how doors cause the issue
[20:48:34] <AsukaLSoryu> TEttinger: yeah, I have no box2d code at all
[20:48:47] <AsukaLSoryu> but I am creating a timer for sprite movement
[20:49:12] <TEttinger> class1ascreen shares the SpriteBatch in its constructor, but secondfloorscreen doesn't
[20:49:13] <AsukaLSoryu> just so it doesn't move the sprite +/-24px n amount of times in a milisecond
[20:49:19] <TEttinger> that might be related, dunno
[20:49:42] <AsukaLSoryu> I didn't even notice that
[20:49:49] <TEttinger> does it crash entering a door to class 1a, or entering secondfloor, or both?
[20:50:24] <TEttinger> it's possible a spritebatch is being started but never ending? sharing it should help
[20:51:41] <AsukaLSoryu> it was only crashing when I entered the secondfloor map from the bottom door in class1a
[20:51:50] <AsukaLSoryu> the top door didn't seem to crash it, interestingly enough
[20:52:34] <TEttinger> that may make more sense than it seems, if the transition between rooms happened while something was currently drawing
[20:53:02] <TEttinger> upper right didn't crash?
[20:53:07] <AsukaLSoryu> no
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[20:55:17] <AsukaLSoryu> Eventually I plan on creating a method that stops the player, stops taking player input, and fades out the screen and music
[20:55:28] <AsukaLSoryu> that would probably solve the drawing while transitioning issue
[20:57:41] <TEttinger> oh! your Player.render() method isn't calling SpriteBatch.begin() or .end(), so it needs the SpriteBatch to already be handled by some other class, from what I can tell
[20:58:31] <AsukaLSoryu> like the screen class?
[20:58:33] <TEttinger> so if it's a different SpriteBatch, it may be calling batch.draw where batch hasn't started
[20:58:38] <TEttinger> not sure yet
[20:58:53] <AsukaLSoryu> shouldn't it just not be working?
[21:01:00] <TEttinger> I am wondering if this is intermittent because the code that calls screen change does so in between batch.begin() and batch.end()
[21:01:38] <TEttinger> so that batch might keep going on a previous screen? not sure
[21:01:51] <TEttinger> definitely try sharing the batch like you do in Class1AScreen
[21:03:41] <AsukaLSoryu> I added the line to the constructor, there is no noticable difference
[21:04:34] <AsukaLSoryu> It didn't crash all that often in the first place though, it's possible I just haven't triggered it yet
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[21:12:59] <grim001> passing around sprite batches like that in such an indeterminate manner sounds dangerous
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[21:20:20] <TEttinger> grim001: in this case it is sharing a direct reference, so it might be, I dunno. the begin/end status probably should be tracked at a level above the screens?
[21:22:39] <TEttinger> hm, no, Tiled renderers start and end their batch themselves
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[23:22:34] <TEttinger> grim001: the 4-pointed shadow?
[23:22:44] <TEttinger> next to green light?
[23:23:40] <grim001> if you look carefully, there are 3 "comets" of dark blobs arcing through the air above each of the 3 light sources
[23:24:01] <grim001> they look very interesting in motion... almost invisible in a screenshot haha
[23:26:18] <TEttinger> yeah, I don't see them
[23:26:45] <TEttinger> I see what look like lit cobblestones above each light source
[23:27:16] <TEttinger> or bubbles
[23:27:38] <grim001> they are bubbles, basically
[23:27:54] <grim001> it's a single larger orb emitting many smaller orbs as it arcs through the air, forming a trail
[23:28:23] <TEttinger> neat
[23:28:38] <grim001> same as the colorful light emitting meteors in the other screenshots... just black and opaque
[23:29:00] <grim001> tends to look like a blob of flying ink in motion
[23:29:17] <grim001> would be a lot more visible if the screen weren't already dark
[23:29:43] <grim001> but I never know if people see the screenshots on their end the same way they appear to me, gamma issues and all
[23:35:35] <TEttinger> it looks very dark to me
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[23:49:41] <AsukaLSoryu> neat looking game
[23:49:50] <AsukaLSoryu> very abstract