[00:20:38] <TEttinger> I had this working for a while but found out it would crash after a few seconds because I was compiling a new shader every frame :D now I don't do that
[00:22:36] <myke> nice
[00:23:48] <jayhost> lol
[00:23:57] <TEttinger> the MSDF one is really sharp
[00:24:01] <TEttinger> SDF is in there too
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[00:58:01] <jayhost> mm
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[01:35:13] <TEttinger> hm. need to find a nice font that isn't fixed-width and attempt to MSDF it
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[03:07:05] <grim002> TEttinger, nice, I'd be interested in seeing that shader
[03:14:14] <TEttinger> open souuuuuurce powers activate!
[03:21:05] <TEttinger> grim002: IIRC the shader is slightly adapted from the MSDF reference shader
[03:22:54] <TEttinger> I needed to get rid of fwidth() IIRC due to webgl and gl es incompatibility
[03:26:23] <grim002> I hade shader code embedded into java strings
[03:27:08] <grim002> they need to hurry up and multiline strings
[03:28:21] <grim002> thanks for the links
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[03:31:32] <TEttinger> msdf is tricky to generate and have all the baselines line up
[03:31:49] <TEttinger> i think i can do variable-width next
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[03:45:43] <bhldev> hey guys
[03:46:49] <bhldev> been dicking around with viewport and camera again, so if I set a world height and width to 100 units for the viewport, and the camera is automatically managed by the viewport... how do I show only a 20x20 unit portion of the world height?
[03:48:11] <bhldev> because the way I am doing it now... I am creating another "world height" and "world width" background outside the viewport and using the viewport's world height and world width as the "window size"... which I am pretty sure is wrong
[04:07:23] <TEttinger> bhldev: so you want to restrict the shown area to 20x20 even though the whole screen is 100x100?
[04:07:57] <TEttinger> I can't remember how the world width works with banana units
[04:08:09] <grim002> I handle that by rendering to a reduced size framebuffer then blitting the result into the backbuffer
[04:08:11] <bhldev> that's was my original intutition of "viewport" even though later I realized it was glviewport and wrong... yeah
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[07:24:25] <jayhost> What's up
[07:59:56] <TEttinger> fontz
[08:00:14] <TEttinger> trying to get the config right for a variable-width MSDF font
[08:00:24] <TEttinger> not entirely sure it will work
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[09:18:23] <TEttinger> howdy smelc. I'm struggling with the variable-width IColoredString text that you originally wrote, I seem to have mistakenly made a font that breaks it
[09:18:39] <smelc> hi Tet
[09:18:55] <smelc> you mean the wrapping method ?
[09:19:09] <TEttinger> uh, not sure. the issue is some chars have 0 width
[09:19:14] <TEttinger> I'll screenshot
[09:21:07]
<TEttinger> it doesn't appear fixed-width yet because I think the width is set too high all around, but it should say "If you wanna contribute, visit..." and instead https://i.imgur.com/dXLHnre.png
[09:21:34] <TEttinger> this is TextPanel
[09:21:50] <TEttinger> I'm trying to make a variable-width MSDF font
[09:22:50] <TEttinger> that's a TextFamily and I may need to make it one of those... hm
[09:23:32] <TEttinger> nope
[09:23:40] <smelc> TextPanel uses libgdx for rendering the font (I mean, no SquidPanel); so I doubt my code is the issue
[09:23:49] <smelc> but this was long ago, I don't remember the details
[09:24:02] <TEttinger> yeah, I also don't remember this code well
[09:25:39] <TEttinger> the color works fine, but contribute is supposed to use a different range of chars to implement bold
[09:25:49] <TEttinger> I may have an idea...
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[09:51:08] <bomb> > IColoredString
[09:51:12] <bomb> do you use C# now?
[09:58:37] <smelc> bomb> no it's Java
[09:59:42] <bomb> do you start your class names with T?
[10:03:59] <bomb> meanwhile
[10:04:17] <bomb> he isn't happy with Scene2d.ui i guess :P
[10:15:32] <smelc> @bomb> no why ?
[10:16:21] <bomb> pascal case is so pascaly :P
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[10:24:17] <Shockah> so, what exactly does this mean when RoboVM calls my classes phantom? i'm getting ClassNotFoundException on them, making my game unusable
[10:24:29] <Shockah> * java.lang.NoClassDefFoundError:
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[11:10:30] <TEttinger> Clojure uses I too, it helps to do that instead of Set (an interface) vs. BitSet (a class that IIRC does not impement Set)
[11:11:03] <TEttinger> if Set were ISet then Set and BitSet would seem more different, though still maybe related
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[11:25:46] <TEttinger> woo smelc... smelc quit
[11:25:48] <TEttinger> aww
[11:25:53] <TEttinger> I just fixed it
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[14:03:34] <wheeler> @bomb - are YOU happy with Scene2d.ui? I'm not!
[14:04:06] <wheeler> I find tables and all the gui stuff pretty poor (based on not having done any GUI work in anything else though, so maybe it's great compared to the alternatives out there)
[14:04:20] <wheeler> quick question, how many of you guys are making games for mobile?
[14:05:00] <wheeler> reading back through a couple of days of posts, you all seem to be doing really crazy things that seem very CPU/GPU intense, and I just wondered if all of you pretty much make PC games, rather than mobile ones
[14:14:38] <mk1> scene2d is pretty powerful. it's just not that easy to get the hang of tables because documentation/tutorials on it are poor
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[14:49:07] <shoe> Hi...is it possible to build the Desktop, iOS, Android, Html projects in parallel with Gradle?
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[15:01:50] <Tomski> wheeler: yes
[15:02:41] <FattyOwl> good question shoe
[15:03:05] <Tomski> should be able to parallel just fin
[15:03:07] <Tomski> e
[15:03:44] <Tomski> html and android will probably steal all your system resources anyway, so might not make a huge difference
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[15:49:01] <wheeler> @Tomski - yes to what :D I asked a few things/made a few comments
[15:49:17] <Tomski> making mobile games
[15:49:30] <Tomski> and scene2dui is one of the best
[15:49:52] <wheeler> is it!!??
[15:49:57] <wheeler> better than this javaFX?
[15:50:16] <wheeler> don't get me wrong, I love all the scene2d stuff about actors and the stage etc
[15:50:25] <wheeler> but I don't think that's what the ui part means, right?
[15:51:09] <Tomski> thats just the scene graph
[15:51:29] <Tomski> scene2d.ui is ui that lives inside the scene graph
[15:52:26] <Tomski> I dont ever use scene2d unless its ui
[16:03:12] <wheeler> oh don't you?
[16:03:20] <wheeler> so you don't use actors and all that stuff?
[16:03:28] <wheeler> you use normal sprites and spritebatch etc?
[16:03:39] <wheeler> I'd love to see the codebase of one of you guys that's made a proper game
[16:03:44] <wheeler> to see how it *should* be done!
[16:04:41] <Tomski> I don't, I wouldnt recommend to use scene2d for gameplay stuff either.
[16:05:36] <Tomski> javafx is good, but if im doing a desktop only project id probably just embed html
[16:17:21] <wheeler> @Tomski - I only have a card game, it's not like I have loads of things flying round the screen or anything. Would you still not suggest it?
[16:17:57] <wheeler> @FattyOwl - I've heard of Ashley but don't really know what an Entity System is, though I have seen the new Unity uses it
[16:18:05] <wheeler> thanks, btw, I'll have a little look at it
[16:18:20] <Tomski> I personally still wouldnt use it for that example
[16:18:34] <Tomski> but i think its one of the more reasonable situations where its viable
[16:19:19] <wheeler> how do you replicate all the things like MoveToAction then?
[16:19:25] <wheeler> without just calling act()
[16:19:41] <wheeler> do you have to calculate all the movements and the deltas?
[16:19:43] <Tomski> I have my own engines to handle that
[16:19:48] <wheeler> or is there already code that does that
[16:19:56] <wheeler> ah, so you've kind of written your own version?
[16:19:59] <Tomski> I create systems that will manipulate components over time
[16:20:08] <Tomski> Yes, one not tied to anything specifically, so it can be used generically
[16:20:14] <wheeler> ok
[16:20:26] <wheeler> at the moment, I'll stick with it, as it's doing what I need it to
[16:20:33] <shoe> @Tomski thanks. I do heavy modifications of the build.gradle files. Is there a way to print out if projects are "coupled" do to one change and therefore can't build in parallel?
[16:21:32] <Tomski> gradle reporting might help you
[16:21:42] <Tomski> Build scans also
[16:23:06] <wheeler> if I ever write anything more serious I might go down your route
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[16:25:22] <shoe> I don't think reporting or build scans will help in that case. Gradle does know for sure if two projects are coupled since it needs to decide if it can build in parallel or not. They should at least print a warning in debug mode about the details of the coupling if there is any.
[16:26:24] <Tomski> you will see coupling in the build logs
[16:26:25] <shoe> @wheeler: maybe the tween engine will be something for you. It's much more general and flexible then the act() stuff.
[16:27:19] <Tomski> wheeler: if you are happy with it, then its a good tool for you. Id always say use tools that help you and you personally find the most useful over what anyone says, after all most of it is opinion
[16:28:47] <Tomski> To be more specific about why i dont use it, the coupling of model and view is too tight so it makes offloading to automated testing and headless backends non-trivial. It also adds a lot of bloat where it is not required. e.g if i have a particle, i need 4 floats to define its state, position and velocity. Thats a very tiny object in comparison to what a subclasses actor would end up being.
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[16:30:43] <wheeler> very true about the tiny object in comparison
[16:30:49] <wheeler> also, you have automated testing!!!??!?!?!
[16:30:56] <wheeler> I'd tried to do stuff like that, but had no shot
[16:31:06] <wheeler> how have you managed to do that, when rolling your own system?
[16:31:08] <Tomski> Not for everything, because i think test driven design is stupid in game dev.
[16:31:23] <wheeler> Have you managed to hook into existing things like Appium
[16:31:26] <Tomski> But i have some complex and fiddly simulation systems that need it to prevent breaking
[16:31:31] <wheeler> well, I wouldn't drive my design by it
[16:31:48] <wheeler> but I'd love a set of regression tests that run on commits to master
[16:32:15] <Tomski> shoe: those tasks will help you evaluate where the coupling is happening
[16:32:21] <shoe> @Tomski: are you deep into Gradle? I would like to use it for some projects more like a library. Without any build.gradle. Define everything in 100% Java.
[16:32:21] <shoe> Moreover I would like to be able to skip the initialization and configuration phase by setting it all up explicitly (again without build.gradle etc.).
[16:32:21] <shoe> Well, Gradle really is a complex beast. Not even direct debugging (default is via Port) is possible after a lot of digging. It looks almost to me that the makers of Gradle made it extra hard to extract parts of Gradle or use them in any other way then via their CLI wrapper/launcher.
[16:32:57] <Tomski> shoe: define what in java?
[16:33:22] <Tomski> I currently dont run via gradle from day to day, i use my IDE and just have the project managed by Gradle.
[16:33:36] <Tomski> So i dont invoke gradle at all when im running/debugging
[16:33:41] <Tomski> or compiling*
[16:34:03] <shoe> Well, in the init/config phase the script (build.gradle) is used to create and config Project instances. I want to do this directly in Java.
[16:34:17] <Tomski> Oh through the Gradle api?
[16:34:39] <shoe> Well, the API doesn't want you to do it this way.
[16:34:43] <Tomski> No :P
[16:36:15] <shoe> Unrelated: I went one step further and write my IDE files (.classpath, .project, .iwr, etc.) using the Eclipse or IDEA Gradle plugin. Having Gradle mess around inside my IDE is really annoying and also slow.
[16:36:36] <Tomski> You can just remove the facets
[16:36:52] <shoe> facets?
[16:37:15] <Tomski> There is a long standing issue with IDEA's facets and gradle whwen you have an android project
[16:37:22] <Tomski> This is one of the main reasons why its very slow in IDE
[16:37:36] <Tomski> Because android gradle integration always gets fired off, no matter what project you are trying to run
[16:38:11] <Tomski> If you remove all gradle facets from IDEA, it will no longer invoke Gradle to run/config/compile and you have pure java projects, whose structure and dependency management is still handled by Gradle
[16:38:39] <shoe> Yeah. With libGDX I manually kick out everything but Desktop until deploy. I try to stay as slim as possible ;)
[16:38:59] <Tomski> As in unhook them from the build?
[16:39:15] <shoe> edit build.gradle
[16:39:35] <Tomski> yeah, you dont need to do that, just decouple gradle from IDE to avoid the bug
[16:40:48] <shoe> Actually I often thought when just testing projects quickly, that it would be good if libGDX would make this easier. With old projects I can't just do a gradle desktop:run because the Android SDK etc. is missing. I don't even want to run it on Android. So I have to comment out stuff in build.gradle and settings.gradle.
[16:41:40] <Tomski> the problem is it makes it harder for beginners the more complex we make build structure
[16:42:29] <Tomski> The reason why we have a root structure in the way we do, not everyone knows gradle, not everyone wants to know it. Its there so its as easy as possible for people to add/modify dependencies without having to know anything at all about Gradle
[16:43:04] <shoe> Sure. No problem. Gradle should have solved this better. Like an --ignore flag. When I call desktop:task Gradle should know that configuration of android, html and ios projects is not necessary. Still it insists on doing it.
[16:43:25] <Tomski> configuration on demand should do this
[16:43:43] <Tomski> I dont remember what the default is currently in libgdx projects
[16:43:59] <Tomski> IDE integration has broken back and forth with this setting
[16:44:08] <Tomski> So we've flipped it from time to time
[16:44:24] <Tomski> desktop:run should never invoke any android config/init
[16:44:27] <shoe> Hmm...I have the newest Gradle. I thing confondemand should be active by default. Still it insists that I download some Android SDKs I don't have for some old game examples.
[16:44:48] <Tomski> *when you have config on demanad
[16:45:03] <Tomski> Check their gradle.properties?
[16:45:09] <shoe> I will try it...force config-on-demand.
[16:46:05] <Tomski> wheeler: unit testing
[16:47:25] <shoe> Anyway, I try to stay away from Gradle during development. For example in Eclipse code execution happens instantly even on my old laptop. With Gradle this is super slow. Also IDEA is slow in comparison (with and without Gradle). Incremental build seems to work best in Eclipse (at least for me). Other people say IDEA/Gradle also launches immediately for them.
[16:47:50] <Tomski> IDEA is immediate for me, i bypass gradle
[16:48:10] <Tomski> On linux IDEA is pretty much same speed with gradle and without. Much faster than windows
[16:48:16] <shoe> Btw, great what you guys did with libGDX. I wish you would transfer some of the Canvas2D stuff from PlayN. Only thing I am missing. Maybe I should do it ;)
[16:48:27] <Tomski> Running eclipse is same speed for me as for IDEA when running without gradle
[16:48:44] <shoe> I'm on Linux.
[16:49:17] <wheeler> @Tomski - ah you only have unit tests? not UI tests?
[16:49:25] <wheeler> that's what I'd prefer to have (if possible)
[16:50:06] <Tomski> I have UI tests, but they are not automated. They could be very easily, but I dont see any real point, they are unlikely to break in the future, and almost never silently :P
[16:51:18] <wheeler> depends how you mean silently
[16:51:28] <wheeler> if you mean after you've released, well yeah you'll certainly hear about it!
[16:51:38] <wheeler> I'd love to have a set of tests that run, take screenshots
[16:51:43] <wheeler> and then can compare them to the previous ones
[16:51:50] <wheeler> if x% is diff, then flag me
[16:52:16] <Tomski> wheeler: as in its very noticable if things break.
[16:52:29] <Tomski> x% is diff?
[16:52:42] <wheeler> i.e. if 10% of the image is diff to the previous one
[16:52:45] <wheeler> then something must have chnaged
[16:53:30] <Tomski> yeah, thats very time consuming to setup and have done automated. every small change to ui would need rewrites, and is only applicable to specific sitatuions where you dont want dynamic ui
[16:53:51] <Tomski> I think its way more efficient to just test this on devices in real time as part of a testing phase before release
[16:53:52] <wheeler> yeah potentially
[16:54:21] <wheeler> though I feel that once it's setup, some things should never change, and if they do, it'll pick it up
[16:54:37] <wheeler> I want to have a nice release pipeline, to go from a single commit, to pushing to the play store in beta
[16:54:38] <shoe> UI tests are in a way like regex. You have a problem and think: let's use regex. Now you have two problems ;)
[16:54:45] <wheeler> haha
[16:55:07] <Tomski> wheeler: you should have some human interaction inbetween then, robots arent good enough at evaluating
[16:55:12] <shoe> I even try to avoid Unit tests. I make no mistakes ;)
[16:55:12] <shoe> I love integration tests though.
[16:55:48] <wheeler> well, I'm testing away as I go, but if there's some rarely used part of my app
[16:55:57] <wheeler> that I broke, I'd love that to be picked up
[16:56:04] <wheeler> plus my beta group is only about 10-15 people
[16:56:34] <wheeler> so I'd like them to find bugs in actual game play, not visual things
[16:56:35] <shoe> maybe also get some alpha males in there ;)
[16:56:49] <wheeler> though I 100% agree that humans are better at recognising real diff
[16:56:57] <wheeler> I would expect to have a lot of false positives
[16:56:58] <wheeler> anyway
[16:57:01] <wheeler> I'm soooo far away from that
[16:57:07] <wheeler> as I can't even get UI tests working!
[16:57:16] <wheeler> I had a very rough thing working
[16:57:30] <wheeler> where I was storing the co-ords of all the buttons, in a shared pref, that my test could grab
[16:57:33] <wheeler> but it wasn't ideal
[16:57:55] <wheeler> my next thought is to try using Sikulix (I think it's called)
[16:57:58] <wheeler> for desktop testing
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[20:34:23] <grim002> I need a pretty odd rendering mode that I don't think opengl can provide
[20:36:57] <deniska> grim002: which is…?
[20:37:45] <grim002> taking me some time to figure out how to articulate it
[20:46:34] <Ashiren> he wants renderMyAwesomeGameIn60fps() and get $$$ for his awesome game
[20:47:07] <grim002> sometimes I just have to break out the marker and slate to reason out the proper opengl state
[20:47:25] <grim002> something I hoped to get done in a single pass will take multiple passes, that's all
[20:48:57] <grim002> rendered once normally, rendered again with depth testing but no depth writes for the motion blur trails, then depth-only with writes enabled
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[21:48:43] <FattyOwl> how many pixels are there in a meter
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[21:52:45] <Ashiren> pi
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[22:31:40] <Tomski> wat
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[23:04:59] <SuckyNoob> 42
[23:06:05] <SuckyNoob> is in fact the answer to everything... so that must be how many pixels are in a meter
[23:06:13] <SuckyNoob> right? :p
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