[00:51:58] *** codi^r <codi^r!~CoDi@ip4d179dca.dynamic.kabel-deutschland.de> has quit IRC (Quit: Gone to sleep. ZZZzzz…)
[00:57:05] *** bhldev <bhldev!~bhldev@69-165-248-89.cable.teksavvy.com> has quit IRC (Ping timeout: 248 seconds)
[00:57:50] *** SuckyNoob <SuckyNoob!~SuckyNoob@2607:fea8:7d1f:fd54:b4e7:6260:7536:e9d2> has joined #libgdx
[00:58:56] *** bomb <bomb!bomb@gateway/vpn/privateinternetaccess/bomb> has quit IRC (Ping timeout: 276 seconds)
[01:25:06] *** DB219 <DB219!4344a212@gateway/web/freenode/ip.67.68.162.18> has joined #libgdx
[01:26:26] *** SuckyNoob <SuckyNoob!~SuckyNoob@2607:fea8:7d1f:fd54:b4e7:6260:7536:e9d2> has quit IRC (Quit: Leaving)
[02:04:37] *** Zta <Zta!~stephan@static-5-186-52-63.ip.fibianet.dk> has quit IRC (Quit: Leaving.)
[02:05:08] *** mujjingun <mujjingun!uid228218@gateway/web/irccloud.com/x-ttyblgiolclddhoi> has joined #libgdx
[02:09:00] *** LiquidNitrogen <LiquidNitrogen!~AndChat30@115-189-85-79.mobile.spark.co.nz> has joined #libgdx
[02:10:07] *** intrigus <intrigus!uid114902@gateway/web/irccloud.com/x-wfmghztzskfmnsoy> has quit IRC (Quit: Connection closed for inactivity)
[02:30:39] *** guardianxxx <guardianxxx!~guardian@b4FFD.static.pacific.net.au> has joined #libgdx
[02:31:50] *** bomb <bomb!bomb@gateway/vpn/privateinternetaccess/bomb> has joined #libgdx
[02:36:02] *** LiquidNitrogen <LiquidNitrogen!~AndChat30@115-189-85-79.mobile.spark.co.nz> has quit IRC (Quit: Bye)
[03:12:08] *** bhldev <bhldev!~bhldev@69-165-248-89.cable.teksavvy.com> has joined #libgdx
[03:29:24] *** samort7 <samort7!~samort7@cam-att-fw-ext.camsys.com> has quit IRC ()
[04:02:46] *** []J <[]J!~Z@115.63.174.62> has quit IRC (Ping timeout: 264 seconds)
[04:31:00] *** []J <[]J!~Z@115.63.172.133> has joined #libgdx
[04:37:54] *** SuckyNoob <SuckyNoob!~SuckyNoob@2607:fea8:7d1f:fd54:b4e7:6260:7536:e9d2> has joined #libgdx
[05:11:12] *** guardianxxx <guardianxxx!~guardian@b4FFD.static.pacific.net.au> has quit IRC ()
[05:20:18] *** SuckyNoob <SuckyNoob!~SuckyNoob@2607:fea8:7d1f:fd54:b4e7:6260:7536:e9d2> has quit IRC (Quit: Leaving)
[05:42:58] *** DB219 <DB219!4344a212@gateway/web/freenode/ip.67.68.162.18> has quit IRC ()
[06:17:09] *** guardianxxx <guardianxxx!~guardian@120.17.187.207> has joined #libgdx
[06:36:04] *** LiquidNitrogen <LiquidNitrogen!~AndChat30@115-189-85-79.mobile.spark.co.nz> has joined #libgdx
[06:50:26] *** LiquidNitrogen <LiquidNitrogen!~AndChat30@115-189-85-79.mobile.spark.co.nz> has quit IRC (Quit: Bye)
[06:52:40] *** guardianxxx <guardianxxx!~guardian@120.17.187.207> has quit IRC ()
[07:01:02] <megasoft78> Hi Tomski
[07:01:06] <megasoft78> are you there?
[07:01:27] <megasoft78> I upgraded to gradle 4.6 and I can't run desktop anymore
[07:01:36] <megasoft78> Did I miss something?
[07:11:43] *** bhldev_ <bhldev_!~bhldev@69-165-248-89.cable.teksavvy.com> has joined #libgdx
[07:11:54] <bhldev_> evening
[07:12:01] <bhldev_> erm... morning
[07:13:56] <megasoft78> goodmorning :)
[07:19:14] *** grim001 <grim001!~grim001@ip70-173-209-228.lv.lv.cox.net> has quit IRC (Quit: Leaving)
[07:36:48] *** OtakuSenpai <OtakuSenpai!~OtakuSenp@117.194.194.77> has joined #libgdx
[07:45:50] *** OtakuSenpai is now known as Neel
[08:52:54] <TEttinger> megasoft78: are you using some new setup jar?
[08:53:10] <TEttinger> not sure what happened with the most recent setup
[08:53:17] <TEttinger> if it's different or what
[08:56:50] <TEttinger> megasoft78: is the desktop module not shown in the project at all? if it's shown, does running with the gradle task desktop:run work ?
[09:12:10] *** ariejan <ariejan!~ariejan@static-106-221-78-212.thenetworkfactory.nl> has joined #libgdx
[09:14:55] <smiley_> yay.. place 173 in LD41 \o/
[09:29:47] <TEttinger> it's a place!
[09:33:22] *** Neel <Neel!~OtakuSenp@117.194.194.77> has quit IRC (Ping timeout: 264 seconds)
[09:33:39] *** OtakuSenpai <OtakuSenpai!~OtakuSenp@117.194.194.77> has joined #libgdx
[09:38:53] *** mk1 <mk1!5098fe1b@gateway/web/cgi-irc/kiwiirc.com/ip.80.152.254.27> has joined #libgdx
[09:39:18] *** [AD]Turbo <[AD]Turbo!~ADTurbo@93-40-209-27.ip40.fastwebnet.it> has joined #libgdx
[09:58:45] *** blahblah <blahblah!~bigtest@78.192.105.72> has joined #libgdx
[09:58:59] <blahblah> morning folks!
[10:00:45]
<blahblah> from what I understand, distance field font is a rendering technique, therefore, I cannot use a distance field font to render for example a scene2d Label text? And that is the reason why I'm getting this gross text: https://imgur.com/a/6qkoxwT
[10:01:00] <blahblah> correct?
[10:03:39] <blahblah> and I assume I should only use distance field font from the draw() method of an actor in order to render text correctly?
[10:03:52] <blahblah> with the supplied batch
[10:07:34] <megasoft78> TEttinger, Yes because I'm trying to run libgdx games on Google Instant Play
[10:09:38] <jayhost1> Sorry I don't know much about fonts
[10:09:42] *** jayhost1 is now known as jayhost
[10:10:01] <TEttinger> I know fonts
[10:10:20] <TEttinger> hi blahblah, you left right after i came online a day or two ago :)
[10:10:56] <TEttinger> looks like you're using a distance field font without the appropriate shader
[10:11:12] <TEttinger> there's a DistanceFieldFont class in libGDX that sets the shader up
[10:11:44] <TEttinger> the batch is what has the shader, so if one looks correct it's using the right batch
[10:11:51] *** OtakuSenpai is now known as Neel
[10:13:04] <TEttinger> your Stage may need to be using the same SpriteBatch you set up with Assets.getFontShader()
[10:20:43] <blahblah> hello TEttinger
[10:22:19] <blahblah> actually I found out how to draw the distance field font with a shader from the draw method of an actor, but I'd like some existing component from scene2d (Label for instance) to use a distance field font. Any clue if I can do that without subclassing Label in my case? or without creating a class which has a label and override draw()
[10:23:13] <blahblah> and sorry to have missed you yesterday, I had to leave in a rush
[10:28:23] <TEttinger> the Batch that the Stage uses should use the DistanceFieldFont (maybe try using that class from libgdx, it does the shader on/off for you)
[10:28:49] <TEttinger> so a shader applies to a batch and a Stage usually has its own batch
[10:29:29] <TEttinger> using DistanceFieldFont will change the shader on the current batch regardless of what batch it is or what has it
[10:29:50] <blahblah> ah, sounds great!
[10:30:01] <blahblah> let me give it a try
[10:30:46] <TEttinger> only downside is text-heavy games will see a lot of shader switches, which may slow down rendering sometimes. but text heavy games don't need 120FPS
[10:31:28] <blahblah> I think it will be fine, it's just a cross word game ^^
[10:31:57] <blahblah> so just something like this in the code that initialize the stage should be enough? stage.getBatch().setShader(fontShader);
[10:32:19] <TEttinger> DistanceFieldFont instead of BitmapFont should do it, I don't thik you need to set the shader yourself
[10:32:53] <TEttinger> if you set the shader to show distance field fonts, it won't show some other textures clearly
[10:33:14] <TEttinger> unless they have no alpha or have distance field effects (they need to be monochrome)
[10:34:20] *** segurb <segurb!~segurb@unaffiliated/segurb> has joined #libgdx
[10:34:35] <TEttinger> yours was showing distance field fonts incorrectly, but other textures were fine, so the earlier code wasn't using the right shader. your latest line should sset it
[10:34:49] <TEttinger> but be careful of non-distance-field things
[10:35:22] <TEttinger> you may need to set it back to the default shader. DistanceFieldFont does this for you
[10:35:55] <blahblah> any example of using DistanceFieldFont?
[10:36:32] <TEttinger> uh
[10:36:44] <TEttinger> it goes in place of BitmapFont
[10:37:02] <blahblah> aah ok
[10:37:39] <blahblah> that wasn't clear to me because on the wiki they create the font with new BitmapFont, not new DistanceFieldFont
[10:37:57] <TEttinger> which page?
[10:38:12] <TEttinger> there's one on distance field effects that's pretty good
[10:39:07] <TEttinger> this apparently needs to be given to a Batch once, like how you had it with stage.getBatch().setShader(DistanceFieldFont.createDistanceFieldShader());
[10:42:04] <TEttinger> I guess the DistanceFieldFont class wasn't around when that wiki page was last updated
[10:43:15] <TEttinger> personally I use BitmapFont with a shader and customize the shader a lot
[10:44:20] *** ariejan <ariejan!~ariejan@static-106-221-78-212.thenetworkfactory.nl> has quit IRC (Quit: Textual IRC Client: www.textualapp.com)
[10:49:05] <blahblah> nice!
[10:49:29] <TEttinger> the variant is MSDF and it's a hassle to make a .fnt file for it
[10:49:35] <TEttinger> I have a few I made
[10:49:44] <TEttinger> distance field is easier
[10:50:04] <TEttinger> SDF (regular distance field) also looks better at small sizes
[10:52:32] *** jayhost <jayhost!~ian@c-174-60-11-126.hsd1.pa.comcast.net> has left #libgdx
[10:52:49] *** mk2 <mk2!5098fe1b@gateway/web/cgi-irc/kiwiirc.com/ip.80.152.254.27> has joined #libgdx
[10:52:49] *** mk2 <mk2!5098fe1b@gateway/web/cgi-irc/kiwiirc.com/ip.80.152.254.27> has quit IRC (Client Quit)
[10:53:03] *** codi^r <codi^r!~CoDi@ip4d179dca.dynamic.kabel-deutschland.de> has joined #libgdx
[10:53:15]
*** mk1 <mk1!5098fe1b@gateway/web/cgi-irc/kiwiirc.com/ip.80.152.254.27> has quit IRC (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
[10:53:16] *** mk2 <mk2!5098fe1b@gateway/web/cgi-irc/kiwiirc.com/ip.80.152.254.27> has joined #libgdx
[10:53:31] *** mk2 is now known as mk1
[10:55:35] <TEttinger> nn
[11:00:47] <bomb> TEttinger: take over the libgdx management! it's terrible now!
[11:02:02] <mk1> blahblah: where's the problem?
[11:02:59] <blahblah> for now it seems I'm missing some u_smoothing attribute in my shader
[11:03:13] <blahblah> and I really can't get my head around shaders
[11:04:13] <mk1> do you know how shaders work?
[11:06:29] <blahblah> not at all, I know programming and computers to a pretty low level but nothing about graphics, rendering etc
[11:06:50] <blahblah> ok so ShaderProgram.pedantic = false; helped a bit
[11:07:23] <blahblah> now my example program is not crashing, but the text is displaying under the debug lines, while I would expect it to be inside
[11:07:37] <blahblah> s/displaying/displayed/
[11:07:39] <blahblah> let me show you
[11:09:21] <mk1> okay, first of all, pedantic should be always on
[11:09:23] <blahblah> nevermind -_-
[11:09:27] <mk1> there's a reason for pedantic
[11:09:44] <blahblah> of course, it was just so I could run the program
[11:09:55] <mk1> then: if you declare your uniform it should also actually be used somewhere
[11:09:55] <blahblah> before I had not this issue, not sure when it came in
[11:10:07] <mk1> i.e. in your shader
[11:13:34] <blahblah> and that's where I'm lost :/
[11:14:18] <blahblah> I tried adding uniform float u_smoothing; to both files, but if put pedantic=true then it still complains about missing uniform u_smoothing
[11:14:52] <mk1> not missing
[11:14:56] <mk1> not used
[11:15:03] <blahblah> Exception in thread "LWJGL Application" java.lang.IllegalArgumentException: no uniform with name 'u_smoothing' in shader
[11:15:27] <mk1> somehwere in your code you should have something like gl_fragColor = whatever * u_smoothing;
[11:15:50] <mk1> since it's only used in the fragment program, remove declaration from the vertex program
[11:16:11] <blahblah> oh i see
[11:16:22] <mk1> yeah
[11:16:23] <blahblah> but I don't know what to do with u_smoothing
[11:16:23] <mk1> remove ln3
[11:16:32] <mk1> you don't know what it's for?
[11:17:13] <blahblah> well I guess it's the level of smoothness of round corners etc?
[11:17:24] <mk1> it's the smoothness of edges
[11:17:35] <mk1> the lower the value the sharper the edges will be
[11:17:47] <mk1> remove ln 30 (the constant)
[11:18:05] <mk1> and replace smoothness in smooth by u_smoothing
[11:18:14] <mk1> *in smoothstep
[11:18:30] *** mujjingun <mujjingun!uid228218@gateway/web/irccloud.com/x-ttyblgiolclddhoi> has quit IRC (Quit: Connection closed for inactivity)
[11:18:34] <mk1> now the shader should compile
[11:18:39] <blahblah> aaaah
[11:18:40] <blahblah> thanks!
[11:18:59] <mk1> now, for actually rendering that shit
[11:19:19] <mk1> rendering is done in "draw calls"
[11:19:39] <mk1> consider a draw call like painting with a single pen
[11:19:52] <mk1> if you want to use another pen, you need to start another draw call
[11:20:12] <mk1> this is fairly inaccurate but suffices for your needs
[11:20:48] <mk1> so: changing shader requires beginning a new draw call
[11:21:53] <mk1> usually they're started using begin and end methods of whatever is rendering, in your case the spritebatch
[11:22:18] <blahblah> i see
[11:22:27] <blahblah> what would be acceptable values for u_smoothing?
[11:23:35] <mk1> now, thanks to the awesome libgdx team, spritebatch (or batch for that matter) also exposes a method called setShader, which ends the current draw call for you and begins a new one
[11:23:46] <mk1> I don't know, you have to test this
[11:25:03] <mk1> I don't know all your code, but from what I see you should set batch.setShader(yourShader) before ln114
[11:25:26] <mk1> and after rendering the text, set it back to default (batch.setShader(null))
[11:25:58] <blahblah> it's done l48
[11:26:09] <blahblah> thanks it feels clearer now
[11:26:30] <blahblah> still not sure how deep I'll have to dive in on vertex etc though
[11:26:58] <mk1> you're still missing a thing
[11:27:16] <blahblah> oh you mean yeah I should set it in draw, and then reset to the default shader
[11:27:16] <mk1> ln198,199 you're setting a lower and upper value there
[11:27:26] <mk1> but you should set u_smoothing there
[11:27:56] <blahblah> yeah I already done that! thanks for pointing it out
[11:28:07] <blahblah> it was copy/pasted from somewhere else
[11:28:34] <blahblah> now the method is just this: setUniformf("u_smoothing", smoothing);
[11:28:54] *** intrigus <intrigus!uid114902@gateway/web/irccloud.com/x-eztsskinyclffuyh> has joined #libgdx
[11:29:02] <blahblah> but I'm not sure what kind of values to put in there, I tried 32, and 128 but it does appear different to me
[11:32:26] <mk1> very small
[11:32:31] <mk1> try 0.02 for starters
[11:33:03] <mk1> since shaders use floating point, you don't have RGB values from 0-255 but rather from 0 to 1
[11:33:25] <mk1> also: do you actually have signed distance field font?
[11:33:30] <mk1> *a
[11:35:48] <blahblah> oh i see
[11:45:59] *** wheeler <wheeler!3efd5782@gateway/web/freenode/ip.62.253.87.130> has quit IRC (Ping timeout: 260 seconds)
[11:49:02] *** mk1 is now known as mk1_lunch
[11:53:37] <blahblah> bon appetit !
[11:59:31] <Oddmonger> bon appétit :)’
[12:14:48] <blahblah> yay! got it to work!
[12:14:59] <blahblah> thx mk1 and TEttinger
[12:20:30] <blahblah> how do you find a correct value?
[12:33:58] *** cackling_ladies <cackling_ladies!~cackling_@171.253.112.55> has joined #libgdx
[12:39:38] *** SuckyNoob <SuckyNoob!~SuckyNoob@2607:fea8:7d1f:fd54:b4e7:6260:7536:e9d2> has joined #libgdx
[13:19:26] *** mk1_lunch is now known as mk1
[13:19:37] <mk1> blahblah: just take a value that suits you
[13:20:14] <mk1> bigger spread doesn't hurt
[13:23:17] *** waterCreature <waterCreature!~waterCrea@203.125.138.178> has joined #libgdx
[13:24:04] *** mujjingun <mujjingun!uid228218@gateway/web/irccloud.com/x-izkhgaghwywtlqhm> has joined #libgdx
[14:04:19] <blahblah> ok thanks
[14:06:27] <blahblah> if rendering is not that great it means spread was too small?
[14:07:26] <Tomski> megasoft78: depends
[14:07:34] <Tomski> what ide, how you are running, how you imported etc
[14:09:34] <blahblah> hello Tomski
[14:09:39] <Tomski> hello
[14:13:04] *** jayhost1 <jayhost1!~ian@c-174-60-11-126.hsd1.pa.comcast.net> has joined #libgdx
[14:16:15] <blahblah> I'm trying to use the DistanceFieldGenerator for a monochrome image, but whatever the spread value I use I always obtain the same image (same md5 on the resulting file)
[14:16:38] <blahblah> I tried this: for i in $(seq 1 128); do java -cp gdx.jar:gdx-natives.jar:gdx-backend-lwjgl.jar:gdx-backend-lwjgl-natives.jar:extensions/gdx-tools/gdx-tools.jar com.badlogic.gdx.tools.distancefield.DistanceFieldGenerator --downscale 2 --spread $i imgs/acw_arrow_east.png imgs/acw_arrow_east.df.$i.png; done
[14:17:49] <blahblah> then: $ md5sum imgs/*.df.*.png | cut -f1 -d' ' | sort -u | wc -l => 1
[14:18:18] <megasoft78> Tomski, it's working now
[14:18:23] <megasoft78> :)
[14:18:27] <megasoft78> thank you
[14:18:28] <megasoft78> ;)
[14:19:44] *** intrigus <intrigus!uid114902@gateway/web/irccloud.com/x-eztsskinyclffuyh> has quit IRC (Quit: Connection closed for inactivity)
[14:21:07] <blahblah> shouldn't the resulting image change depending on the spread value?
[14:25:11] <Tomski> Sure
[14:26:38] *** waterCreature <waterCreature!~waterCrea@203.125.138.178> has quit IRC (Quit: Leaving)
[14:26:41] <blahblah> so what am i doing wrong? :/
[14:28:43] <Tomski> Simplify your script
[14:29:00] <Tomski> UJse fixed values for downscale and spread and see what you end up with
[14:30:07] <blahblah> i did that and it was also the same, although my image contains some black pixels and the rest is transparent
[14:30:23] <blahblah> should I change the color or something?
[14:30:39] <Tomski> They should just be black/white
[14:33:42] <blahblah> so transparency is not ok?
[14:37:26] *** SuckyNoob <SuckyNoob!~SuckyNoob@2607:fea8:7d1f:fd54:b4e7:6260:7536:e9d2> has quit IRC (Quit: Leaving)
[14:37:31] <blahblah> hah, I confirm it works better if I replace the alpha layer with white
[14:37:49] <Ashiren> white is always better
[14:37:52] <Ashiren> uh oh
[14:37:58] <blahblah> but how to handle transparency then?
[14:38:25] <mk1> huh?
[14:38:36] <cackling_ladies> what the...
[14:38:50] <mk1> blahblah: please take a look at your shader files
[14:38:59] <mk1> ln35
[14:39:01] <cackling_ladies> no idea why you dont just use alpha channel
[14:39:35] <mk1> it states that the font's color is determined by the vertex color (which you set with batch.setColor(whatever))
[14:39:39] <blahblah> cackling_ladies: I would like to, but apparently the DistanceFieldGenerator tool from libgdx does not process the image correctly if it has transparent pixels
[14:39:50] <mk1> and the alpha channel is determined by the sdf texture
[14:40:19] <blahblah> mk1: I manage to render my fonts correctly, now I'm onto applying the distance field stuff to a monochrome image
[14:42:55] <blahblah> as far as I understand, hiero is to handle fonts, but now I'm trying to render a monochrome image using the same distance field technique
[14:43:26] <blahblah> see at the end of the wiki page you just mentioned
[14:43:37] <mk1> uhm
[14:43:43] <mk1> your input image has transparent pixels?
[14:43:59] <blahblah> I would like to yes
[14:44:02] <mk1> input image should be black and white (NOT monochorme!) image
[14:44:08] <mk1> where the shape is white and background is black
[14:44:18] <mk1> high resolution preferred
[14:45:02] <blahblah> mmm ok I did the opposite so I will fix that first, but then how to render the image with transparent background?
[14:45:20] <mk1> wtf
[14:45:24] <mk1> sdf renders shapes
[14:45:33] <mk1> shapes are fully opaque
[14:46:02] <mk1> transparency is done by the shader
[14:47:48] <blahblah> ah, understood
[14:47:52] <blahblah> thx
[14:49:38] *** smelc <smelc!~churlin@4be54-1-81-56-4-73.fbx.proxad.net> has joined #libgdx
[15:32:38] *** cackling_grandma <cackling_grandma!~cackling_@171.253.112.55> has joined #libgdx
[15:36:22] *** cackling_ladies <cackling_ladies!~cackling_@171.253.112.55> has quit IRC (Ping timeout: 264 seconds)
[15:36:27] *** []J <[]J!~Z@115.63.172.133> has quit IRC (Ping timeout: 240 seconds)
[15:46:33] <mk1> stops at end of progress bar
[15:47:02] <mk1> oh no, it just took reeeeeaaally long
[15:51:08] <mk1> seems very polished. good German texts, native speaker I assume
[15:53:27] <Oddmonger> FattyOwl: i like the hexagon clouds, very good idea :)
[15:54:34] <mk1> don't like them. they're too flat. could keep hexagon shape, but should have a little more structure
[15:55:15] <Tomski> electron game
[15:55:17] <Tomski> cmonnnnnnnnnn
[15:55:41] <Tomski> I bet their ram requirements on steam is like 10000gb
[15:55:44] <FattyOwl> oh it's not my game, just thought you'd find it cool
[15:56:00] *** segurb <segurb!~segurb@unaffiliated/segurb> has joined #libgdx
[15:57:37] <FattyOwl> do you know why?
[15:57:51] <FattyOwl> looks good
[15:59:52] <Oddmonger> FattyOwl: is this made with libgdx at least ? :)
[15:59:55] <mk1> mostly because there were quite a lot of overlays for each hexagon (fog of war, planets, stargates, ships, nebula, anomalies) and I kinda had my own hexagonbatch
[16:00:20] <mk1> but it recreated a lot each frame, nothing was cached. so when you zoomed out it behaved poorly on my android
[16:03:23] <tribblestuffer> FattyOwl: get fucked aye
[16:03:39] <tribblestuffer> now i don't have to use facebook anymore
[16:03:47] <tribblestuffer> glorious day
[16:04:07] <Tomski> Oddmonger: no, its html
[16:04:09] <tribblestuffer> got any good at dwarven space mining yet?
[16:04:48] *** []J <[]J!~Z@115.63.175.235> has joined #libgdx
[16:04:50] <tribblestuffer> rise to ruins is the beauty of libgdx i reckon
[16:05:49] <FattyOwl> my brother won't play dwarven mining, he reckons it's too scary for him before he goes to sleep
[16:05:55] <tribblestuffer> haha
[16:06:03] <tribblestuffer> was it laggy when you played with us
[16:06:08] <tribblestuffer> i think the relay server is west coast USA
[16:06:21] <tribblestuffer> NZ -> Europe is a bit of an ask for a real time 3d game
[16:06:31] <FattyOwl> it wasn't laggy but sometimes you'd all disappear from the hud? not sure if it was lag or because i was far away from you
[16:06:46] <FattyOwl> anyway i didn't have any problems
[16:06:51] <tribblestuffer> probably PEBKAC
[16:07:04] <tribblestuffer> ^ IT joke
[16:07:08] <tribblestuffer> i'm an IT guy now
[16:08:06] <FattyOwl> itinerant tribblestuffer
[16:15:54] *** SuckyNoob <SuckyNoob!~SuckyNoob@2607:fea8:7d1f:fd54:b4e7:6260:7536:e9d2> has joined #libgdx
[16:20:33] *** intrigus <intrigus!uid114902@gateway/web/irccloud.com/x-orfeocavutwtzznz> has joined #libgdx
[16:38:49] *** samort7 <samort7!~samort7@cam-att-fw-ext.camsys.com> has joined #libgdx
[17:40:30] *** [AD]Turbo <[AD]Turbo!~ADTurbo@93-40-209-27.ip40.fastwebnet.it> has quit IRC ()
[17:41:32]
*** mk1 <mk1!5098fe1b@gateway/web/cgi-irc/kiwiirc.com/ip.80.152.254.27> has quit IRC (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
[18:04:56] *** SuckyNoob <SuckyNoob!~SuckyNoob@2607:fea8:7d1f:fd54:b4e7:6260:7536:e9d2> has quit IRC (Quit: Leaving)
[18:23:32] *** Neel <Neel!~OtakuSenp@117.194.194.77> has quit IRC (Quit: Lost terminal)
[18:38:30] *** mujjingun <mujjingun!uid228218@gateway/web/irccloud.com/x-izkhgaghwywtlqhm> has quit IRC (Quit: Connection closed for inactivity)
[18:58:06] *** hextileX <hextileX!~Thunderbi@2001-4dd3-6131-0-99dc-9eeb-bc4d-5b78.ipv6dyn.netcologne.de> has joined #libgdx
[18:59:57] *** smelc <smelc!~churlin@4be54-1-81-56-4-73.fbx.proxad.net> has quit IRC (Ping timeout: 240 seconds)
[19:04:58] *** mxttie <mxttie!~mattie@94-224-64-59.access.telenet.be> has joined #libgdx
[19:11:51] *** mxttie <mxttie!~mattie@94-224-64-59.access.telenet.be> has quit IRC (Quit: Doodiedoodiedoodiedoooo)
[20:06:03] *** cobolfoo <cobolfoo!~cobolfoo@modemcable234.250-70-69.static.videotron.ca> has joined #libgdx
[20:27:43] *** hextileX <hextileX!~Thunderbi@2001-4dd3-6131-0-99dc-9eeb-bc4d-5b78.ipv6dyn.netcologne.de> has quit IRC (Quit: hextileX)
[20:27:44] *** Xoppa <Xoppa!~Xoppa@5468961A.cm-12-1c.dynamic.ziggo.nl> has joined #libgdx
[20:27:44] *** ChanServ sets mode: +o Xoppa
[20:29:37] *** blahblah <blahblah!~bigtest@78.192.105.72> has quit IRC (Quit: leaving)
[20:36:28] <megasoft78> hi guys
[20:36:46] <megasoft78> Tomski, Did you publish your Play Instant Game?
[20:36:59] <megasoft78> I'm struggle to understand the app link
[20:37:31] <megasoft78> it seems I need to have a website with https support
[20:39:45] <bomb> what is a Play Instant Game?
[20:53:34] <myke> neat
[21:03:59] *** Zta <Zta!~stephan@static-5-186-52-63.ip.fibianet.dk> has joined #libgdx
[21:13:49] <Tomski> megasoft78: not published
[21:32:03] <TEttinger> Let's Encrypt is pretty common for HTTPS certificates
[21:33:46] <TEttinger> also good news on the Java front, in a benchmark of some RNG code I have equivalent calculated results from Rust and Java but Java takes 31 seconds as opposed to 36 for Rust
[21:34:43] <TEttinger> before there was some weirdness where some code was sorta dead and Java wasn't able to figure that out, but Rust was and only took 1/7 the time due to that dead code elimination
[21:35:14] *** jayhost1 <jayhost1!~ian@c-174-60-11-126.hsd1.pa.comcast.net> has quit IRC (Ping timeout: 276 seconds)
[21:48:40] <mutilator> lets encrypt is more than half the web now
[22:05:43] *** jayhost <jayhost!~ian@c-174-60-11-126.hsd1.pa.comcast.net> has joined #libgdx
[22:09:21] *** kjeldahl <kjeldahl!~kjeldahl@124.205.189.109.customer.cdi.no> has quit IRC (Ping timeout: 240 seconds)
[22:12:23] *** kjeldahl <kjeldahl!~kjeldahl@124.205.189.109.customer.cdi.no> has joined #libgdx
[22:33:44] <megasoft78> TEttinger, Tomski Do I really need to have a website? In this guide talk about "Use the Launch API"
[22:33:58] <megasoft78> Not sure what it means
[22:34:15] <Tomski> You can link from outside the store (any website)
[22:34:55] <megasoft78> yes but Do I still need to create an app link to publish my instant game?
[22:35:54] <Tomski> You need to add the app link in the manifest
[22:36:25] <Tomski> the minimum is just the default url
[22:36:53] <megasoft78> ok, but that default url must be on a website that support https?
[22:37:13] <megasoft78> or can be just a fake url?
[22:38:40] <megasoft78> it seems strange that to publish an Instant Game you need your own website
[22:39:32] <myke> is the "instant play" app just a web frame that goes to that url, with restrictions?
[22:39:44] <megasoft78> no
[22:39:48] <megasoft78> it's a native game
[22:39:56] <megasoft78> that run from an url
[22:40:15] <megasoft78> it has a scheme to intercept the intent
[22:41:05] <megasoft78> instead of install the game from Google Play you can try immediatelly using the button Try Now
[22:41:12] <Tomski> myke: they just download tiny versions
[22:41:31] <megasoft78> in my case is the full version :)
[22:41:33] <Tomski> megasoft78: afaik the url is just what you want to link specific activities to
[22:42:18] <megasoft78> Tomski, no because I already tried with a fake url and when I upload I get an error
[22:42:33] <megasoft78> he's trying to validate by accessing to that link
[22:42:59] <megasoft78> it's looking for a file called assetlinks.json
[22:43:01] <Tomski> You would need to verify you won the app and also the domain
[22:43:17] <megasoft78> yep
[22:43:17] <Tomski> So i guess you do need to own and be able to verify the domain
[22:43:30] <megasoft78> there is another problem
[22:43:46] <megasoft78> it seems you can link just 1 instant app per domain
[22:43:54] <megasoft78> that's a mess
[22:44:03] <Tomski> No you can use many urls
[22:44:33] <Tomski> banana.com/firstAppFirstActivity, banana.com/firstAppSecondActivity
[22:45:18] <megasoft78> are you sure?
[22:45:20] <Tomski> yes
[22:45:31] <megasoft78> they seems to talk about subdomains
[22:46:00] <Tomski> they are saying if you want to use subdomains, these are the additional steps you need to do
[22:46:07] <megasoft78> ah ok
[22:46:25] <megasoft78> this mean you need to put all your instant apps into the same assetlinks.json
[22:46:28] <megasoft78> right?
[22:48:12] <Tomski> Right, you'd need to register allof them there
[22:48:23] <Tomski> If you were using the same domain for all
[22:48:56] <megasoft78> ok
[22:49:04] <megasoft78> let's me try Let's Encrypt
[22:49:06] <megasoft78> :)
[23:05:29] *** bomb <bomb!bomb@gateway/vpn/privateinternetaccess/bomb> has quit IRC (Quit: ...)
[23:09:14] *** cackling_grandma <cackling_grandma!~cackling_@171.253.112.55> has quit IRC (Ping timeout: 260 seconds)
[23:10:41] *** megasoft78 <megasoft78!~megasoft7@net-109-115-245-121.cust.vodafonedsl.it> has quit IRC (Read error: Connection reset by peer)
[23:13:28] *** jayhost1 <jayhost1!~ian@c-174-60-11-126.hsd1.pa.comcast.net> has joined #libgdx
[23:15:57] *** jayhost <jayhost!~ian@c-174-60-11-126.hsd1.pa.comcast.net> has quit IRC (Ping timeout: 240 seconds)
[23:27:55] *** jayhost <jayhost!~ian@c-174-60-11-126.hsd1.pa.comcast.net> has joined #libgdx
[23:30:23] *** jayhost1 <jayhost1!~ian@c-174-60-11-126.hsd1.pa.comcast.net> has quit IRC (Ping timeout: 268 seconds)
[23:30:30] *** grim001 <grim001!~grim001@ip70-173-209-228.lv.lv.cox.net> has joined #libgdx
[23:34:53] *** Xoppa <Xoppa!~Xoppa@5468961A.cm-12-1c.dynamic.ziggo.nl> has quit IRC (Quit: Leaving)
[23:35:28] *** jayhost1 <jayhost1!~ian@c-174-60-11-126.hsd1.pa.comcast.net> has joined #libgdx
[23:36:28] *** jayhost <jayhost!~ian@c-174-60-11-126.hsd1.pa.comcast.net> has quit IRC (Ping timeout: 265 seconds)