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[04:34:49]
<TEttinger> worlds are oddly much faster to render when using 3D classic perlin noise than simplex noise. this is much less smooth with simplex. https://i.imgur.com/XL0qnzR.gifv
[04:36:57] <AsukaLSoryu> neat
[04:43:46] <TEttinger> AsukaLSoryu: did you figure out the jvm crash bug?
[04:44:06] <AsukaLSoryu> nope!
[04:44:28] <AsukaLSoryu> I changed it to stop drawing a spritebatch when I change maps, but now I get a malloc crash instead
[04:45:16] <TEttinger> if it involves malloc it's in native code (JNI is a term to look for, JNI is how Java calls C/C++ libraries and malloc is in the C lib)
[04:46:17] <TEttinger> looks like no commits in 8 days?
[04:53:01] <AsukaLSoryu> I haven't committed my stuff in a while yeah
[04:53:07] <AsukaLSoryu> working on some experimental sound stuff
[04:56:56] <AsukaLSoryu> just pushed what I have
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[05:00:32] <TEttinger> oh it's in everything now
[05:02:03] <TEttinger> like you dispose the batch in Class1AScreen.dispose(), but that batch is being used by Seven still
[05:03:21] <TEttinger> dispose() stuff isn't especially straightforward but you're probably fine never calling dispose() in a game like this
[05:03:47] <AsukaLSoryu> oh really? I thought not disposing stuff was a cardinal sin
[05:04:29] <AsukaLSoryu> so it would be better to create a spritebatch once in seven, then never dispose of it even when changing maps? I thought that's what was causing the crash originally
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[05:08:36] <AsukaLSoryu> wait, I remember I ran into a bug before where my audio would never stop playing unless I disposed of it
[05:08:37] <AsukaLSoryu> wouldn't not disposing of anything be a bad idea
[05:10:12] <TEttinger> if you dispose an object it must never be used again. you can make another one, but you can't call any methods on a disposed object
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[05:14:55] <TEttinger> I don't think you can access any variables on a disposed object either, actually
[05:24:08] <AsukaLSoryu> that's weird
[05:24:32] <AsukaLSoryu> I'm working on a sound overhaul right now and I have a bug where a song won't stop playing even after I stop and dispose it
[05:25:00] <AsukaLSoryu> it sounds like it shouldn't do that if I'm calling <sound>.dispose(), right?
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[05:39:53] <TEttinger> if you call <sound>.dispose() then if you want to play that sound again you would need to make a new <sound>
[05:40:26] <TEttinger> you shouldn't need to dispose to stop the sound though
[05:43:24] <grim002> looks like my looping music player is borked
[05:43:56] <TEttinger> the thing with setting up Timer to dispose a sound just before you call other methods that dispose the same sound seems very bad
[05:44:23] <TEttinger> I don't know what disposing sounds does differently, it seems like it also stops them
[05:45:00] <grim002> I dunno what libgdx does, I'm using my own wrapper around openAL
[05:45:16] <grim002> running into an invalid operation error on clearing the buffer though
[05:45:58] <grim002> probably has something to do with the fact that it's streamed data from an ogg vorbis
[05:46:17] <grim002> gotta read about it after eating dinner
[05:47:56] <grim002> but I did run into the error of deleting/stopping/pausing sounds that are already finished and deleted
[05:48:16] <grim002> I just make them no-ops in that case
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[08:00:10] <TEttinger> 19 more days... then I'll have a commit streak of 4 years
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[09:39:32] <bomb> so this LibGDX game is 13 MB on Google Play and 68 MB on Apple AppStore
[09:40:25] <bomb> stupid oracle
[09:40:35] <bomb> they could port JVM to Android and iOS just fine
[09:49:06] <TEttinger> but legal teamz!
[09:50:13] <bomb> yeah :(
[09:53:26] <bomb> no that page is to commercial
[09:53:33] <bomb> opan saurce ^
[09:59:13] <TEttinger> hmmmm?
[10:01:01] <TEttinger> oh, barf ikvm
[10:01:41] <TEttinger> ikvm.net is extremely slow, it emulates the whole JDK on .NET so you have two standard libs in use
[10:02:19] <bomb> it's for UWP target
[10:02:31] <bomb> it uses something called ParparVM for iOS, no?
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[10:12:06] <TEttinger> yeah, that may be better. it compiles Java to C, which is coool
[10:12:30] <TEttinger> it has a reduced class library, which is somewhat concerning
[10:14:30] <bomb> maybe they just omitted stuff like AWT
[10:16:20] <TEttinger> "Initially when we worked at Sun and produced LWUIT we wanted to call it Morpho (butterfly I think in Spanish) but marketing shot it down. Unfortunately MorphoVM is already taken so we decided to go with ParparVM instead.
[10:16:50] <bomb> heh
[10:16:50] <TEttinger> morpho can't possibly be spanish, numbnuts, there's no ph sound in spanish
[10:17:33] <TEttinger> IIRC it's papillon or mariposa, but don't quote me
[10:18:41] <TEttinger> "is this a pigeon?"
[10:18:56] <bomb> morpho = a large tropical butterfly, the male of which has bright blue iridescent wings. Native to the Central and South American rain forests, they are caught in large numbers each year for use in the jewelry trade.
[10:20:01] <bomb> > The genus name Morpho comes from an Ancient Greek epithet μορφώ, roughly "the shapely one", for Aphrodite, goddess of love and beauty.
[10:21:58] <bomb> you know
[10:22:07] <bomb> maybe learning some Swift and Cocoa wouldn't hurt
[10:22:15] <TEttinger> yeah it would need to be greek in root, ph is pretty much phoenician and descendants
[10:22:53] <TEttinger> φ would be the ph
[10:23:16] <bomb> and ώ is omega
[10:23:23] <TEttinger> not sure what greek used for f... I mean, feta cheese is greek
[10:23:29] <bomb> no
[10:23:30] <bomb> of course not
[10:23:40] <bomb> oh yeah
[10:23:43] <bomb> ώ is omega, uppercase
[10:23:46] <TEttinger> lower
[10:23:54] <TEttinger> with a tone marker
[10:25:11] <TEttinger> "GREEK SMALL LETTER OMEGA WITH TONOS"
[10:25:33] <TEttinger> thanks clojure. (Character/getName (int \ώ))
[10:38:09] <bomb> ώ_ώ
[10:38:29] <bomb> wait a sec. it looks like a pair of balls
[11:06:47] <TEttinger> there are so many ancient greek words for nards
[11:15:24] <bomb> > &highlight=testicle
[11:16:32] <TEttinger> they had a word for "grab his balls"
[11:16:48] <bomb> lol
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[19:32:07] <Oxydeme> Hi there
[19:32:40] <Oxydeme> Any way of getting in a simple way, one root table containing several others?
[19:33:35] <Oxydeme> Gdx.graphics.getW/H crashes my tests..
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[19:36:35] <Oxydeme> Hi there
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[19:37:26] <Oxydeme> Any way of getting in a simple way, one root table containing several others?
[19:38:57] <Oxydeme> Nobody?
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[19:39:56] <Oxydeme> Good-bye :)
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[19:43:16] <bhldev__> that guy was impatient lol
[19:43:40] <bhldev__> all he had to do was setFillParent(true) on the root table...
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[21:10:25] <Tomski> he will never know :)
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[22:49:47] <AsukaLSoryu> TEttinger: I fixed the audio bug!
[22:49:52] <AsukaLSoryu> onto the jvm crash I guess :/
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[23:10:36] <TEttinger> woo!
[23:10:50] <TEttinger> what fixed the audio, AsukaLSoryu?
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[23:11:47] <AsukaLSoryu> I switched from making an object of SoundActions in every screen to making one object in Seven then accessing the object in seven through the screens
[23:12:27] <AsukaLSoryu> I forgot that everytime I made an object in a new screen, it was like creating multiple SoundActions instead of just accessing the SoundActions class
[23:12:58] <AsukaLSoryu> still, that's nothing compared to this jvm crash :( no idea how I'm going to go about debugging this
[23:13:23] <AsukaLSoryu> it doesn't even crash the same way each time, sometimes it's the jvm, sometimes it's libc, and sometimes it's i965_dri
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[23:26:05] <AsukaLSoryu> this is probably the most frustrating bug I've ever dealt with
[23:26:27] <Tomski> got the crash log?
[23:31:47] <AsukaLSoryu> I have many
[23:33:29] <AsukaLSoryu> gonna generate a fresh one after cleaning them up and pushing the project
[23:41:35]
<AsukaLSoryu> and finally, here's one where it's a libc crash: http://ix.io/1bzQ
[23:46:42] <Tomski> after how long playing?
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[23:59:08] <AsukaLSoryu> it's not really a time thing, it's an event thing
[23:59:17] <AsukaLSoryu> it always happens when you switch screens