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[00:13:16] <grim001> high quality walking and movement is something that requires a lot of work and tweaking to get right
[00:16:38] <grim001> acceleration helps
[00:23:40] <myke> AsukaLSoryu: is it because your camera moves with each step as well?
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[01:30:51] <TEttinger> wo AsukaLSoryu
[01:30:53] <TEttinger> woooo
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[02:27:24] <AsukaLSoryu> myke: the first webm I posted was independent camera interpolation
[02:27:44] <AsukaLSoryu> it was close to a bounce function I guess
[02:27:51] <AsukaLSoryu> the second webm was following the sprite directly
[02:28:04] <AsukaLSoryu> TEttinger: I know right
[02:28:09] <AsukaLSoryu> it only took forever
[02:29:16] <AsukaLSoryu> I can't put my finger on it, but it feels like something is wrong with the better interpolation (https://sr.ht/ovdH.webm) any ideas?
[02:45:54] <AsukaLSoryu> wait I lied, the interpolation isn't fully working. It's ignoring my collision detection :(
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[03:18:14] <AsukaLSoryu> hey, I fixed it! It was around this time last year that I was asking how to draw textures. I've come a long way :')
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[12:13:25] <bomb> Tomski: ahem. this one gives me 404: https://libgdx.badlogicgames.com/packr/packr.jar
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[14:05:47] <blahblah> hola!
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[14:34:51] <blahblah> is there some kind debug facility implemented in libgdx that would allow me for example to print the size of every actor on my stage?
[14:42:24] <cackling_ladies> what? you mean like, ram size?
[14:42:32] <cackling_ladies> try the default java profiler.
[14:42:53] <blahblah> no i mean the size from a scene2d point of view
[14:43:18] <blahblah> like something iterating over all the objects on the stage and printing getWidth() + "x" + getHeight() for example
[14:44:37] <cackling_ladies> can you make the actors to draw their outlines themselves and uh maybe respond to click and with print out their dimensions and name when clicked
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[14:55:47] <blahblah> the thing is some actors are hidden behind others
[14:56:35] <blahblah> like a table contains a label which takes the full size of the table, so with your approach I would not be able to get the size of the table
[14:57:01] <blahblah> I'm thinking about using reflection maybe
[14:57:28] <bomb> blahblah: https://libgdx.badlogicgames.com/ci/nightlies/dist/docs/api/com/badlogic/gdx/scenes/scene2d/Stage.html#setDebugAll-boolean-
[14:58:34] <blahblah> bomb: but debug line is drawing, isn't it?
[14:58:45] <blahblah> I want to get the size of the components
[14:58:51] <blahblah> not draw their outline
[14:59:53] <cackling_ladies> you'll be greatly confused if they dump a large amount of printf
[14:59:59] <cackling_ladies> without some sorts of visual cues
[15:01:13] <bomb> yeah. still can be achieved in like 3 lines of code
[15:01:44] <blahblah> bomb: how?
[15:04:27] <bomb> loop through all your actors
[15:06:29] <blahblah> oh, like with getStage().getActors()?
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[18:09:30] <blahblah> mmh about distance field fonts, in this post: https://github.com/libgdx/libgdx/wiki/Distance-field-fonts, we can see the code is using a PNG image to generate the font, but none of my fonts come with a .png file, only .ttf
[18:10:21] <blahblah> does the .png comes out of the process of using Hiero?
[18:10:33] <Tomski> yes
[18:10:55] <blahblah> thx!
[18:11:36] <blahblah> and about using distance field for just symbols (arrows in my case), I just have to load the texture of the image and apply a filter like so: texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
[18:11:41] <blahblah> then the arrows should scale nicely?
[18:13:08] <blahblah> or I have no other choise than using a shader?
[18:13:16] <blahblah> s/choise/choice/
[18:22:30] <blahblah> mmm how come the effects panel in hiero is completely empty? I just downloaded the tool from https://libgdx.badlogicgames.com/nightlies/runnables/runnable-hiero.jar
[18:22:44] <blahblah> v5
[18:23:04] <blahblah> ah, nevermind, I just had to select Java rendering
[18:26:44] <blahblah> how do you find the width of the thickest lines in your font?
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[19:58:26] <aurelius> Hi, i have created tiledmap in Editor Map Tiled. I load it and render in libgdx. OK. I wonder if is posible to programmicaly create the TiledMap (define width and height) and use resources from loaded tiledmap ?
[19:58:51] <myke> yes but i haven't found a spectacular way
[19:59:08] <myke> i've done what you're asking by creating a new Cell and manually setting its tileid to the correct one
[19:59:11] <myke> which works but is not elegant
[19:59:26] <myke> and i load a scratch map just to get the spritesheet and structure
[19:59:29] <myke> you can do it all yourself ofc
[19:59:42] <myke> just read the code for the tiled implementation of the tilemap
[19:59:44] <myke> it's not a lot
[20:00:19] <aurelius> tiledmap extends map which extends disposable
[20:00:56] <aurelius> and there is not too much code in map neither tiledmap
[20:01:35] <aurelius> i already change the tiles by the CELL object
[20:02:26] <aurelius> i I would like to change the size... in my primitive game i would like the player has possitility to select map size
[20:23:27] <aurelius> i looked into TmxMapLoader extends BaseTmxMapLoader<TmxMapLoader.Parameters>... it doesnt seem so simple to create the map manually
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[20:42:10] <myke> yep that's the conclusion i reached that's why i load a scratch map
[20:42:40] <myke> this is terrible but you could write out your own tmx file of the rigth size after user request, then load that in
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[21:00:54] <blahblah> geez, having a hard time making distance field fonts to work
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[21:37:44] <TEttinger> ohoho that's my area of expertise maybe!
[21:38:02] <TEttinger> hi blahblah
[21:38:58] <TEttinger> personally I don't use gdx's DistanceFieldFont class, but I think I can recommend it for most usage
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[21:41:45] <TEttinger> "whee"
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[22:00:07] <grim001> spent all day grappling with a fairly serious bug I found in glfw related to vsync
[22:01:36] <TEttinger> oh!
[22:03:13] <TEttinger> does lwjgl use glfw? you mentioned using a custom engine, does it use both?
[22:04:59] <grim001> yes, lwjgl's integrated windowing system is glfw
[22:05:11] <grim001> so by extension libgdx uses it as well
[22:05:28] <grim001> and my engine as well, since it uses lwjgl
[22:05:30] <TEttinger> :O
[22:05:38] <TEttinger> lwjgl3 ?
[22:05:52] <grim001> did libgdx actually migrate to lwjgl3?
[22:06:01] <TEttinger> not fully, it's an option
[22:06:08] <TEttinger> I use lwjgl3
[22:06:11] <grim001> yeah, lwjgl3 uses glfw
[22:06:39] <grim001> lwjgl 2.x used some custom display thing
[22:07:28] <TEttinger> what's the bug?
[22:07:29] <Tomski> lwjgl3 backend is pretty much done. Only issues there are things that require reworking
[22:07:42] <Tomski> non vital, and are mostly problems with lwjgl3/glfw
[22:08:00] <TEttinger> thx Tomski
[22:08:33] <Tomski> Most annoying one I have found is MacOSX vsync, but that's apples problem
[22:09:01] <TEttinger> I'm curious if grim001's vsync issue is related
[22:09:04] <grim001> glfw explicitly disallows applying vsync to non-fullscreen windows under Windows if desktop compositing is enabled, there is a hack written into their vsync function to do this
[22:09:35] <TEttinger> I don't remember what desktop compositing is
[22:09:46] <grim001> this is under the assumption that non-fullscreen windows will be composited by the DWM which provides free vsync, and if both were to attempt vsync severe stuttering can occur
[22:10:01] <grim001> desktop compositing is basically if aero is enabled
[22:10:06] <TEttinger> oh, mine is
[22:10:42] <grim001> turns out that fullscreen windows that cover the entire screen don't get composited, and therefore don't get free vsync, but GLFW also ignores the request to turn on vsync in that case
[22:10:51] <grim001> *non-fullscreen windows
[22:10:54] <TEttinger> ohhhh
[22:11:09] <TEttinger> that's just bad for users though
[22:11:18] <TEttinger> it has an x button you can't click
[22:11:47] <grim001> I'm talking about undecorated non-exclusive-mode windows that cover the entire screen
[22:12:01] <grim001> as opposed to exclusive mode fullscreen windows
[22:12:02] <TEttinger> but not fullscreen?
[22:12:09] <TEttinger> huh
[22:12:33] <TEttinger> still sounds like something malware uses to make itself un-close-able
[22:13:12] <grim001> it's probably the best display mode for many games
[22:13:52] <grim001> vsync works, full performance, quick alt-tabbing, no black flickering, can display other windows on top of it
[22:14:13] <[twisti]> which mode, 13h ?
[22:14:23] <grim001> as opposed to exclusive fullscreen mode which feels a little more jarring to alt-tab into and out of
[22:14:42] <grim001> even without changing the display mode, it's a little bit slower
[22:14:44] <TEttinger> fullscreen doesn't have full performance?
[22:15:03] <[twisti]> yeah lots of modern games run the way grim describes, its super nice
[22:15:08] <[twisti]> because of the seamless alt-tab
[22:15:09] <grim001> full performance as opposed to a windowed application
[22:15:15] <TEttinger> ohh
[22:15:19] <Tomski> Apart from vsync, yea
[22:15:45] <grim001> in any case, I found two different workarounds that allow me to enable vsync in this situation
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[22:16:12] <TEttinger> if you can find a way to make it work with lwjgl, I'd be interested
[22:16:29] <grim001> the first one was to leave a 1px gap at the bottom of the window which forces windows to actually composite and provide vsync... but that's a little ugly
[22:17:02] <grim001> the second workaround is to make the glfw call to enable vsync before making the context current, because it apparently can't figure out whether you have desktop compositing enabled at that point, so it doesn't block it
[22:17:40] <grim001> which also would allow you to enable it for a windowed display, potentially causing the severe stuttering issue with vsync + DWM
[22:19:54] <grim001> so basically, by calling vsync earlier than expected, you can bypass their hack to keep it disabled for windowed displays if desktop compositing is enabled
[22:20:18] <TEttinger> head explosion, but OK
[22:20:19] <grim001> but then you also have the extra responsibility of avoiding that if you aren't really covering the entire screen
[22:20:34] <TEttinger> and this is windows only right?
[22:20:39] <grim001> right
[22:20:53] <TEttinger> all windows versions?
[22:20:57] <grim001> I can't confirm that it works the same way on windows 8+ as there are apparently differences between how windows 7 and later versions handle this
[22:21:37] <TEttinger> esp. since windows 10 is changing things on users in unannounced updates, like the pen in photoshop
[22:22:24] <grim001> my game looks horrible without vsync enabled
[22:22:46] <grim001> the smooth scrolling turns the ground into jelly and it will give you a headache within 10 seconds to watch it
[22:23:04] <grim001> so it's rather important that I find ways to make it work
[22:23:48] <grim001> with my luck they'll only fix the workaround and not the original bug
[22:29:40] <grim001> I believe that with windows 8 and 10, borderless windowed mode (even if it covers the entire screen) has forced triple buffering, so this issue wouldn't occur
[22:30:38] <grim001> google searches show a lot of gamers pissed at windows 8/10 for messing up their no-vsync low-latency setup and forcing them into fullscreen exclusive mode
[22:44:53] <myke> the recommended way to use animated sprites seems to be to not, and instead just draw the texture directly. is there a reason i can't use the setRegion(TextureRegion) method that sprite inherits and set it from animation's getKeyFrame()?
[22:45:56] <FattyOwl> i'm doing the latter
[22:48:17] <TEttinger> I don't see that being a problem, myke
[22:48:34] <myke> ty
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[22:49:09] <TEttinger> Animation changed to Animation<T> which had some weirdness
[22:49:15] <TEttinger> it's more flexible though
[23:07:13] <myke> ,urb bovver
[23:07:18] <myke> .urb bovver
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   May 14, 2018  
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