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   May 12, 2018  
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[00:01:51] <TEttinger> woah
[00:04:07] <grim001> I wonder if I can create an "anti-bloom" effect that spreads darkness around black particles...
[00:05:48] <myke> that looks cool grim001
[00:08:54] <grim001> maybe a gaussian blur with negative color values
[00:09:26] <grim001> thanks myke
[00:12:36] <myke> was gonna say that, instead of adding in the blur math you subtract
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[01:23:54] <myke> java noob question, since java singleton pattern is to be avoided in android because you may not get the class object that belongs to your current instantiation, what's a good way to make things like the asset loader available to all game objects?
[01:35:44] <SuckyNoob> I am not sure about mobile but I made a GameAssetManager class
[01:35:58] <SuckyNoob> that has an instance of gdx's AssetManager class
[01:36:30] <SuckyNoob> and then instantiate that in the main parent class for the app
[01:36:42] <SuckyNoob> so that anything that references the parent can use the assetmanager
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[01:38:41] <SuckyNoob> myke when I first found libgdx this is the first tutorial I did it's pretty good. But this is the part that does the Assetmanager class I was talking about
[01:38:46] <SuckyNoob> https://www.gamedevelopment.blog/full-libgdx-game-tutorial-rendering-asset-manager/
[01:40:19] <myke> that's the problem, how do i reference the parent without resorting to explicitly passing it around to other objects?
[01:42:48] <LiquidNitrogen> Make every object hold the reference to the main parent in a variable
[01:43:11] <myke> ok ty that's what i did back in the day but it felt very noobish
[01:43:34] <LiquidNitrogen> Then everything can find whatever it needs to know
[01:44:17] <myke> in desktop java i can just load a class and have that class init itself if it needs to
[01:44:30] <myke> was wondering if there was an alternate kind of singleton pattern for android
[01:45:02] <LiquidNitrogen> Idk its probably not the best way but it is surely practical for most cases
[01:45:20] <SuckyNoob> if I can find it here
[01:47:11] <SuckyNoob> hmm I must have changed it while I was changing something, this was a while ago
[01:49:09] <SuckyNoob> everything that needs it just has this
[01:49:10] <SuckyNoob> https://pastebin.com/dmr5bDWL
[01:49:20] <SuckyNoob> works fine imo
[01:49:27] <SuckyNoob> maybe that is noobish i dunno? :P
[01:49:58] <myke> yeah that's what i used to do
[01:50:10] <SuckyNoob> and then the parent class just
[01:50:11] <SuckyNoob> https://pastebin.com/KBqcEDsr
[01:50:14] <LiquidNitrogen> I do similar on my desktop game. Each game object keeps a reference of the map it is in so it can know whats up
[01:50:16] <myke> the java singleton pattern, you have a class method that returns a reference to an instance
[01:50:18] <SuckyNoob> and then I can just access the manager anywhere
[01:50:25] <myke> in that method if the class variable is null you instantiate it
[01:50:36] <SuckyNoob> o
[01:50:47] <myke> but apparently on android you may get a class object loaded for a different instance of your application so that doesn't work
[01:51:13] <SuckyNoob> I'm not sure I've never really used a singleton, maybe in godot
[01:51:46] <myke> iirc in android every app is spawed off an original process called zygote, sort of like how every unix process ultimately comes from init
[01:51:56] <myke> tl;dr: never use computers
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[01:52:55] <SuckyNoob> lol
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[01:58:44] <LiquidNitrogen> Delete android dev kit
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[02:01:36] <SuckyNoob> oops I instantiate it in create :P
[02:01:40] <SuckyNoob> forgot to post that part
[02:12:38] <bomb> that's pretty much what i did today LiquidNitrogen
[02:13:06] <bomb> i feel light like a feather now
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[02:18:13] <LiquidNitrogen> Nice move!
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[03:25:39] <TEttinger> myke: there totally is an alternate kind, but I don't know how it works in practice
[03:25:46] <TEttinger> I'll get to googlin'
[03:26:01] <TEttinger> it has to do with how enum constants exist exactly once, but may hold state
[03:27:58] <TEttinger> not sure what this does on android: https://stackoverflow.com/a/26292956
[03:31:08] <TEttinger> hm, may fail on android, according to this maybe-not-expert advice https://stackoverflow.com/a/8680105
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[04:18:32] <DB219> TEttinger: This SolarLune guy seems pretty competent. I've watched a few tuts from him. Solid!
[04:24:23] <TEttinger> hooray
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[04:57:47] <AsukaLSoryu> oh hey, I managed to reproduce that JVM crash again
[04:57:55] <AsukaLSoryu> this time with an unsigned int error though
[04:58:14] <AsukaLSoryu> as soon as I disabled vsync ?_?
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[07:50:34] <TEttinger> AsukaLSoryu: if you're still around, I'm definitely thinking that this is something related to the graphics and how switching screens is handled
[07:55:20] <TEttinger> AsukaLSoryu: I think the issue may be that Player.render() is called between batch begin and end, but render can change the current screen. this normally shouldn't cause JVM crashes, it should be an exception, though..
[07:56:06] <TEttinger> the simplest solution might be to check if there's a batch running before you call begin(). it would also help to see any of those big core dumps on a pastebin
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[09:53:36] <bomb> https://github.com/code-disaster/steamworks4j
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[12:14:04] <[twisti]> https://www.humblebundle.com/store/genital-jousting wat
[12:27:28] <[]J> surprised they let it on steam
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[12:49:40] <FattyOwl> why not
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[16:06:54] <grim001> games with adult themes and nudity are on steam... just not many of them
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[16:07:03] <grim001> just not sex games
[16:10:15] <cackling_grandma> err yes steam has allowed adult games for awhile
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[16:50:31] <bomb> well, we are all adults here
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[17:09:14] <cackling_maidens> the channel is sfw tho
[17:11:52] <AsukaLSoryu> TEttinger: I'll do that
[17:11:59] <AsukaLSoryu> (dunno if you're still around)
[17:12:13] <AsukaLSoryu> here's the hs_err log: http://ix.io/1a89
[17:12:31] <AsukaLSoryu> and the replay log: http://ix.io/1a8a
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[17:25:29] <Tomski> AsukaLSoryu: minimal case it happens?
[17:25:46] <AsukaLSoryu> I'm not sure what you mean by that
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[17:33:44] <Tomski> whats the smallest code you can run that reproduces your issue
[17:37:08] <AsukaLSoryu> that's going to take a while to figure out
[17:39:26] <AsukaLSoryu> I'll take a crack at it later today, I have to take my car in for an oil change in a little bit
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[19:18:32] <Oddmonger> is it conceivable to use box2d with tiled, just for detecting collisions on not rectangular tiles ?
[19:19:00] <Tomski> Its pretty obtuse
[19:19:06] <Oddmonger> just testing collisions between sprite hitbox and tiles, and leaving physics alone ?
[19:19:42] <Oddmonger> obtuse … ouch /o\ :)
[19:20:43] <Tomski> Just use Rectangle collisions
[19:21:45] <Oddmonger> ah … i was testing directly with computing on which tile the player is
[19:22:33] <Tomski> If you have good data structures you get that just by taking significant values of position
[19:22:49] <Tomski> and dont need to do any collision checking
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   May 12, 2018  
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