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[01:12:50] <grim002> FattyOwl, that is an arbitrary choice you get to make
[01:15:36] <LadyElderPeace> you don't get to make your own lcd panels
[01:23:43] <notostraca> you can say 0 because the length was the only thing specified and a pixel takes up 2d space, not 1d
[01:24:15] <notostraca> or 3d or 4d depending on how you specify light source and TIME
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[02:41:27] <myke> FattyOwl: ten thousand
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[03:59:15] <DB219> TEttinger3: nice read that xoshiro256 review. Was not aware that clumping/clustering was an issue in PRNGs...
[04:05:35] <jayhost> Yeah me either
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[04:16:18] <notostraca> hm did I link it?
[04:16:27] <notostraca> that's the one on pcg-random blog
[04:16:56] <DB219> yeah a few days ago
[04:18:27] <notostraca> I'm curious what other problems will be foundd
[04:18:39] <notostraca> the "don't multiply by 57" thing is wow
[05:24:28] <jayhost> mm
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[08:09:39] <Lestat> sup
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[08:11:13] <blahblah> hello
[08:13:39] <notostraca> hey blahblah
[08:13:53] <notostraca> I also made a distance field zoom demo
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[08:42:31] <Agnel> Hey Guys!
[08:43:09] <Agnel> I would like to implement a screen like this:
[08:44:03] <Agnel> It's an app called Alarmy. Does anyone have any suggestions as to how do I go about it?
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[08:44:20] <Ashiren> for game?
[08:44:27] <Agnel> Yes
[08:44:54] <Ashiren> looks like some native app, not game
[08:45:09] <Agnel> It's a meditation app. I'm using libgdx for running
[08:45:21] <Agnel> Majority of the app
[08:46:17] <Agnel> So would I have to import a native library for creating this?
[08:46:53] <Ashiren> generally yes
[08:47:09] <Agnel> This is the app.
[08:47:44] <Ashiren> this is a typical app as you would normally write in android studio
[08:48:44]
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[08:49:05] <Ashiren> welp
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[08:53:34] <mk1> Agnel: nothing special about it. just create some skin that resembles what you're looking for and implement it
[08:54:00] <mk1> no need for native development. except if you want to actually accomplish a native style
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[08:58:36] <Ashiren> welp
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[09:36:02] <Agnel> So if I create it using native library it won't work with ios or desktop right?
[09:38:48] <Ashiren> yes, its platform specific
[09:39:03] <Ashiren> you could try with scene2d ui if you want libgdx way
[09:40:44] <smiley_> that app is using what google is calling Material design
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[09:44:07] <Agnel> I'm trying to create a habit app for meditation I want to implement something like this in the app:
[09:44:22] <blahblah> notostraca: nice! looks pretty good
[09:46:25] <notostraca> thanks, I've finally gotten a variable-width MSDF font to work without varying its baseline a lot
[09:46:35] <notostraca> I should put it in that zoom
[09:46:47] <blahblah> notostraca: mind to share your code to enlighten me? ^^
[09:47:15] <notostraca> sure, it's all open source but is probably pretty clunky to port
[09:47:22] <notostraca> the shader shoul work
[09:47:28] <blahblah> I just want to look at your demo and shaders
[09:47:53] <Agnel> Which allows the user to track his meditation progress. I have created the assets and implemented a behavior tree for the visuals and procedures. at
[09:48:40] <Agnel> I'm not sure how do I integrate all these different elements
[09:49:18] <blahblah> Agnel: are you trying to make a portable app?
[09:49:21] <smiley_> for apps users usally prefer native looks
[09:49:25] <Tomski> Make them standalone
[09:49:40] <Tomski> All those widgets are pretty trivial to make in scene2d
[09:50:06] <Agnel> blahblah Portable as in?
[09:50:32] <blahblah> notostraca: thanks
[09:50:44] <notostraca> it's a mobile app right? blahblah, I think portable usually refers to desktop apps that don't need installation
[09:50:50] <blahblah> Agnel: do you want your app to run on Android AND IOS AND Desktop etc?
[09:51:05] <notostraca> oh and portable means that too :D
[09:51:18] <Agnel> It would be nice. But I'm focusing on Android as of now.
[09:51:22] <blahblah> yeah sorry portable might not have been the best choice of word
[09:52:00] <smiley_> Xamarin is a popular one for cross platform (iOS/Android)
[09:52:08] <notostraca> no, it's the right word, it's just the right word for two things for some strange reasons by places that make portable app versions of stuff like VLC
[09:52:10] <blahblah> Agnel: then it's fine using the libs from android, but keep in mind that if one day you want to port it to IOS or desktop or other, you'll have to rewrite the GUI and everything Android specific that you used
[09:52:32] <notostraca> iOS not so bad though
[09:52:41] <notostraca> RoboVM has at least some of the android APIs
[09:53:11] <notostraca> desktop would be pretty different
[09:53:45] <Tomski> and then some
[09:54:48] <blahblah> Agnel: but as Tomski said, it shouln't be too hard to implement this kind of widget with scene2d, which then would be portable to other platforms
[09:55:11] <mk1> although I must say that using opengl to render basic widgets seems a little overkill
[09:55:36] <blahblah> good point!
[09:56:01] <blahblah> hello mk1
[09:56:05] <mk1> morning
[09:56:09] <Agnel> So I make it native? How do you do that from a libgdx project?
[09:56:20] <mk1> you don't. you just write a native app
[09:56:21] <Agnel> Are there any tutorials?
[09:56:25] <blahblah> Agnel: why do you need libgdx?
[09:56:42] <Tomski> If you want java, you follow mobivm/robovm samples for writing cross platform apps
[09:56:56] <Agnel> For the animations ,AI, and particle effects
[09:57:02] <blahblah> mk1: about what you said the other day, about shaders, upper, lower, smoothing etc, would it allow me to render fonts at smaller scale?
[09:57:07] <Tomski> Agnel: thats opengl
[09:57:52] <Agnel> I've implemented behavior tree and used Actors and particle effects the whole shebang.
[09:58:03] <Tomski> For what?
[09:58:29] <Tomski> what are the actors for?
[09:58:29] <Agnel> For showing how to do the meditation
[09:58:31] <mk1> blahblah: no. it can change the stroke width of your characters and the smoothing of the stroke edge. if you need to render really small fonts you should fall back to an actual bitmap font (because freetype contains algorithms that enhance readability for small characters)
[09:59:07] <Agnel> I'll send a pic one min
[09:59:52] <mk1> Agnel: if you want to show exercises I suggest to create videos and serve those. otherwise I'd still write a native app and just render the 3d view wherever needed. for Android you can create an Android "View"
[09:59:59] <Tomski> Agnel: you can try to mix the two views
[10:01:25] <blahblah> mk1: thanks!
[10:03:02] <FattyOwl> grim002: is it really arbitrary
[10:03:17] <Tomski> FattyOwl: you should never use it
[10:03:17] <Tomski> ever
[10:03:24] <Agnel> This is how it looks
[10:03:56] <Agnel> I've used actions for fade in fade out as well
[10:04:28] <FattyOwl> grim002: what should i never use buddy?
[10:04:28] <Tomski> You'd have to mix views in that case
[10:04:46] <blahblah> Tomski: I thought robovm only supported IOS, Linux, and Mac OS, but not android
[10:05:32]
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[10:05:32] <Tomski> blahblah: you use normal android dev to target android, this can be mixed with mobivm to share codebase and deploy to ios also.
[10:06:10] <blahblah> interesting
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[10:09:57] <blahblah> about sound, I found out I could completely disable the sound system with config.disableAudio = true;
[10:10:07] <blahblah> but is there some way to do this just temporarily?
[10:10:43] <blahblah> my problem is if i don't disable the sound I can hear the speakers making noise as soon as the app start
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[10:11:57] <blahblah> like blank noise
[10:16:48] <blahblah> also I don't use music, just some sound samples there and there, so ideally I would like to disable all sounds, and only activate the sound system when I need to play a sample
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[14:04:35] <DranikProgrammer> What do you think of java's new module system ?
[14:05:02] <DranikProgrammer> Sure it has some security and access features, but ain't it a duplication of the gradle module system in some way ?
[14:23:21] <Tomski> the encapsulation is nice
[14:24:55] <Tomski> i think it muddies the water in terms of build infrastructure
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[15:46:44] <bomb> TEttinger3: can you run libgdx on graalvm?
[15:54:11] <FattyOwl> urk, why does my animation start stuttering and jerking like mad after a few dozen cycles
[15:54:33] <FattyOwl> wonder if it's a camera issue
[15:57:16] <bomb> hmm. are you using open source version or the new libgdx professional?
[15:57:29] <bomb> OSS version had issues like that
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[15:58:18] <FattyOwl> er?
[15:58:51] <Tomski> dont move your camera, if you see same problem, not a camera issue :]
[15:59:14] <FattyOwl> hah, good point
[16:00:40] <FattyOwl> damn now my animation has sailed off screen
[16:01:47] <bomb> lol so camera was actually helping you :P
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[20:07:11] <grim002> FattyOwl, yesterday I was replying to you asking about how many pixels are in a meter
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[20:30:13] <vector2718> Hello guys, does anybody have a problem with building clean default project (desktop + Android) generated by Setup App?
[20:31:25] <FattyOwl> can you be more specific
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[20:33:56] <vector2718> Well.. when I start gradle build, it successfully initializes, configures and calculates task graph, but after that is throws NullPointerException
[20:34:07] <vector2718> at java.util.Objects.requireNonNull
[20:35:56] <myke> try the gradle wrapper instead of your system gradle
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[20:40:32] <vector2718> I'm using gradle wrapper
[20:44:04] <FattyOwl> can you paste the error somewhere
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[22:11:40] <DranikProgrammer> Anyone heard of infinitode ?
[22:12:09] <DranikProgrammer> It's a decent android game made with libgdx, but ain't listed anywhere
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[22:38:49] <notostraca> if vector2718 comes back, this sounds really similar to another error someone had
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[22:48:18] <Tomski> Its due to configure on demand
[22:48:49] <Tomski> But if they are using an old setup, they need to update versions
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[23:31:04] <grim002> I've created something pretty fun
[23:33:47] <grim002> when I was working on motion trails I realized that there are many different ways to interpret the motion trail to create different effects
[23:35:38] <grim002> so: positive colors create an additive trail, negative colors create a darkening trail, and there are sliders for sensitivity to light sources and saturation of the original sprite
[23:36:35] <grim002> with this you can create at least 6 different meaningful blending modes for the trails, along with whatever color setting
[23:37:29] <grim002> and they can all be used simultaneously on a per entity basis
[23:48:32] <jayhost> gif?
[23:58:36] <notostraca> 256 colors oh yeah!