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[00:35:01] <TEttinger> it probably looks choppy because all my cores are also RNG testing
[00:37:03] <Frotty> what are you testing
[00:37:10] <Frotty> if your dick hangs lwoer than your balls
[00:37:25] <Frotty> and yea looks neat
[00:37:49] <Frotty> what is that icon?
[00:37:53] <Frotty> A WHALE
[00:38:06] <TEttinger> a tentacle
[00:38:10] <Frotty> wtf xD
[00:38:17] <TEttinger> it's squid themed
[00:39:00] <Frotty> what is this for? mission select?
[00:39:00] <TEttinger> Frotty, sadly the test is making my balls sag due to the high heat my computer is emitting
[00:39:05] <TEttinger> sure why not
[00:39:14] <Frotty> why so small tho
[00:39:18] <Frotty> just for video i assume
[00:39:20] <TEttinger> it can generate planets at maybe 60 per second
[00:39:25] <TEttinger> yeah smaller ones generate faster
[00:39:37] <Frotty> only 60 planets
[00:39:38] <TEttinger> oh uh not 60 per second
[00:39:44] <TEttinger> 60 ms per planet
[00:40:04] <TEttinger> that needs to generate a new planet per rotation
[00:40:13] <Frotty> you trying to make no man's sky clone
[00:40:23] <TEttinger> perhaps
[00:40:29] <Frotty> with tentacle porn
[00:40:34] <TEttinger> highly
[00:41:15] <TEttinger> reddit's own /r/spacedicks presents neumann's sky
[00:41:22] <TEttinger> don't go there
[00:41:24] <TEttinger> seriously
[00:41:48] <Frotty> don't worry
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[00:59:08]
<TEttinger> without shrinking the globe to smooth the sketchy details, it looks like this (300x300 instead of 150x150) https://i.imgur.com/0b4rJHN.gifv
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[01:09:40] <jayhost1> Frotty I had been thinking it would be fun to upload Libgdx engine to Play Store and have it so you can try different games dynamically
[01:10:44] <Frotty> TEttinger: cool
[01:13:38] <TEttinger> jayhost1: maybe pico-8 would be good to do
[01:13:47] <TEttinger> or any of its clones
[01:21:56] <jayhost1> Tettinger that is interesting!
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[01:23:41] <jayhost> Tettinger so you think make the console using Libgdx utilities?
[01:24:51] <TEttinger> or just make an interpreter like pico-8
[01:24:58] <TEttinger> possibly using gdx
[01:25:40] <TEttinger> it could interpret java but I wouldn't do that. java+gdx to run the "rom-like" things would work
[01:26:28] <TEttinger> there's some knockoff that's OSS called tico or something
[01:34:20] <TEttinger> it seems like a challenge, especially since it's not easy to make any mid-size games in PICO-8 anyway (64K token source code limit)
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[01:37:11] <TEttinger> I wonder how many tokens are in that single file... one of my classes in SquidLib is 4464 lines of code
[01:37:25] <TEttinger> + 1577 comment lines
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[01:40:35] <jayhost> dang
[01:40:37] <jayhost> we should collab
[01:41:52] <AsukaLSoryu> TEttinger x jayhost droppin 2018
[01:43:00] <Frotty> feat. MC squared
[01:46:34] <jayhost> YA YA..... Easy E=MC Weird Al Franken Tips
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[02:02:24] <jayhost> AsukaSoryu ha, how is your college project coming along
[02:02:34] <jayhost> AsukaLSoryu
[02:03:32] <AsukaLSoryu> could be better
[02:03:34] <AsukaLSoryu> much better
[02:03:40] <AsukaLSoryu> I'm stuck on a bug that crashes the JVM
[02:03:54] <AsukaLSoryu> but I've been able to do a bunch of other stuff that I couldn't last year around this time
[02:04:31] <jayhost> Awesome
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[03:56:00] <jayhost> Silence
[03:57:15] <TEttinger> !
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[04:37:57] <AsukaLSoryu>
[05:28:12] <jayhost> __
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[06:52:32] <grim002> finally, finished my audio upgrades
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[08:05:21] <jayhost> nice job grim002
[08:05:25] <jayhost> is that for game or hardware
[08:10:06] <grim002> it is an openAL abstraction layer for the game's audio
[08:11:23] <grim002> at this point I'm sure it's nicer than anything libgdx offers
[08:11:51] <grim002> although I'm not sure what restrictions android compatibility places on audio
[08:13:45] <TEttinger> lots
[08:14:03] <TEttinger> Music and Sound each have limits for how many can be played at a time
[08:23:29] <grim002> I've got preset reverb environments (EAX style), up to 16 effect slots for environmental effects, unlimited concurrent sounds and streaming music (up to OpenAL's limit of 255 sources), async streaming, seamless looping, loop/finish callbacks, filters/DSP/positional effects from OpenAL, ogg vorbis support
[08:23:44] <grim002> I ran out of ideas for things to add
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[08:41:52] <LiquidNitrogen> grim002 that sounds very fun
[08:42:32] <LiquidNitrogen> Specially filters
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[08:43:32] <grim002> I can't take credit for anything other than exposing OpenAL's functionality in that regard in a way that isn't so obtuse to use
[08:44:59] <grim002> I've tried reading about the actual theory behind sound encoding/decoding and dsp, it's crazy complex
[08:46:44] <jayhost> COOL COOL
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[08:51:25] <grim002> fun things to do are: check if an obstructing object is between the player and a sound sorce, if so, filter out high frequency components of the sound
[08:52:09] <grim002> give each area in the game a custom reverb environment and crossfade between them as the player moves about
[08:52:31] <grim002> when drunk, make everything sound dizzy
[08:54:08] <LiquidNitrogen> High freq cutoff would be really useful in 3d environment
[08:54:28] <grim002> positional audio, doppler effect and pitch changes are also fun stuff, but also very easy to accomplish with straight openAL
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[08:56:13] <grim002> even in an overhead isometric game, you can hear the difference when a sound is coming from behind a wall or door, or far off the edge of the screen
[09:07:28] <TEttinger> that's really awesome grim002
[09:08:25] <mk1> what's happening?
[09:13:45] <jayhost> Hmm
[09:13:57] <jayhost> the Pico 8 thing only really seems interesting for it's limitations
[09:14:44] <jayhost> I'm gonna test out the LWJGL 3 on Android and see how small it gets
[09:15:11] <Shockah> i thought LWJGL3 was a desktop thing?
[09:16:29] <jayhost> It is but it has an Android port
[09:16:55] <jayhost> Maybe Libgdx should be a bit more modular
[09:18:00] <mk1> how is it not modular?
[09:18:26] <TEttinger> it really isn't
[09:18:54] <TEttinger> you can't include the library's general data structures without including all of libgdx
[09:19:17] <TEttinger> so if you might want IntIntMap for compatibility, you also get Json, SpriteBatch, etc.
[09:20:12] <mk1> indeed
[09:20:25] <mk1> yet you can skip any frontend or implement your own
[09:20:46] <TEttinger> backend? I dunno, like the android/desktop split?
[09:21:41] <TEttinger> that part is nice, but you can't implement part of a backend, it needs everything I think
[09:22:47] <TEttinger> I guess this is something that JAR minimization handles anyway
[09:23:39] <TEttinger> if I include all of libGDX, but only use Array and IntIntMap, I'm fine if I minimize the jar
[09:27:29] <jayhost> Minimizing the jar seems like something that should be included in the engine?
[09:30:19] <jayhost> Maybe making a one click (Pro Guard Jar) for this
[09:30:55] <jayhost> Something about Imports doesn't feel intuitive. Everything not used should be Excluded in an intelligent way.
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[09:32:39] <jayhost> Probably doesn't bother anyone using an Intelligent IDE
[09:36:25] <jayhost> The Pico 8 project is a neat thing. But the idea is you restrict the user very purposefully and there's no particular reason to do that
[09:37:04] <LiquidNitrogen> Jar size likely doesn't make much difference to a desktop game with one or more music files
[09:42:08] <TEttinger> I guess. I saved 10MB minimizing a text-based game with minimal audio
[09:43:36] <TEttinger> SquidLib's "just the game logic" jar is 1.5 MB
[09:44:00] <TEttinger> stuff like data structures and pathfinding and map gen
[09:45:37] <TEttinger> I think a lot of that 10MB saved was stuff from LWJGL3
[09:46:10] <TEttinger> proguard I still have not gotten to work with a libgdx game
[09:46:15] <TEttinger> something lwjgl related
[09:46:35] <jayhost> Oh right I still havn't tried out the kotlin native
[09:46:40] <TEttinger> oh!
[09:46:43] <TEttinger> nor have I
[10:00:20] <TEttinger> heh, there's a tweet by Mario Zechner (badlogic) on the Kotlin twitter feed
[10:00:21] <TEttinger> "Does libGDX have a Slack channel?". FFS, using Slack for OSS is one of the stupidest ideas ever. Just ask how well it worked out for Kotlin...
[10:00:40] <TEttinger> no idea what that is referencing
[10:00:54] <jayhost> heh
[10:02:53] <mk1> slack isn't free?
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[10:08:35] <Tomski> TEttinger: referencing a comment on issue tracker
[10:08:48] <Tomski> Or are you asking about the kotlin comparison?
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[10:32:42] <TEttinger> Tomski: yeah, what happened with kotlin's slack?
[10:33:55] <Tomski> TEttinger: turns into a shit show
[10:34:01] <TEttinger> I just took an ambien does that give me racist superpowers?
[10:34:15] <Tomski> End up disabling all features/heavily moderating so it ends up just irc anyway
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[10:36:17] <TEttinger> that Tomski, he'll steal his neighbor's eggs to make something brown and oozy for dinner. because poland is a nation of thieves, which only makes sense if you're on ambien, and all english food is presented terribly
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[10:42:56] <TEttinger> Aunt Maisie's Spotted Dick Blood Pudding
[10:49:01] <Tomski> Too scottish
[10:55:05] <jayhost> Tettinger I had seen that ya
[10:55:37] <jayhost> It's hard for me to imagine why she couldn't get a 3rd party to control her twitter account
[10:58:42] <X-Ray-Jin> hey Tomski: can you maybe have another look at my render test? i cleaned it up and it should run now. i left in the move controls ... i like to be able to move scene around
[10:58:59] <Tomski> Sure, got a link?
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[11:36:35] <Tomski> X-Ray-Jin: that demo runs as expected
[11:36:40] <Tomski> What is your problem with it?
[11:40:23] <X-Ray-Jin> Tomski: the lower 2 melons are drawn with GL_ONE, GL_ONE_MINUS_SRC_ALPHA. the upper ones with GL_SRC_ALPHA. while the lower melons renders colors correct the upper ones render alpha correct. it is barely noticeable but you ll see gray artefacts on the upper melon
[11:40:59] <Tomski> X-Ray-Jin: that is perfectly correct
[11:41:30] <Tomski> Do you want to emulate the top effect of alpha 0.5 for the bottom ones?
[11:41:52] <X-Ray-Jin> yea
[11:41:59] <Tomski> You need to tint all components
[11:42:04] <Tomski> Dont use setAlpha or batch tinting
[11:42:16] <Tomski> Tint each sprite via sprite.setColor(0.5f, 0.5f, 0.5f, 0.5f) for PMA
[11:42:34] <Tomski> If you just tint the alpha channel you will get additive blending
[11:42:42] <X-Ray-Jin> well i am using stage.addAction(alpha) to fade in my ui elemnts when a dialogue is triggered for example
[11:42:48] <Tomski> Well, dont
[11:42:49] <Tomski> :)
[11:42:54] <X-Ray-Jin> ^^
[11:43:09] <Tomski> use a color acction
[11:43:31] <X-Ray-Jin> ah ok
[11:46:18] <X-Ray-Jin> i ll have a try
[11:46:19] <X-Ray-Jin> ty
[11:53:08] <X-Ray-Jin> ok so simple test replacing alpha with color action doesnt do the trick. do i really have to apply color to each actor ?
[11:53:39] <Tomski> Use the test
[11:58:10] <X-Ray-Jin> nice
[11:58:14] <X-Ray-Jin> works in the test
[11:58:51] <X-Ray-Jin> ok so now i have to find the correct way to implement in my game...thanks alot this is bothering me now for so long
[11:59:03] <X-Ray-Jin> never found any approach
[11:59:16] <X-Ray-Jin> thanks a lot
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[12:53:48] <Tomski> np
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[13:56:32] <X-Ray-Jin> Tomski: just another question. so when using sprites i can set the color and it works. but most of our sprite based stuff is directly drawn AtlasRegions from a textureAtlas. is that bad practice? should i create sprites in the first place? or is there another way to solve this when drawing regions? when i set everything up i was just thinking about memory n stuff. why create all the sprites and drawables if i can just directly draw them from the atlas.
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[14:09:16] <Tomski> X-Ray-Jin: the memory overhead is so minimal, its not worth gimping your classes for it
[14:09:30] <Tomski> Sprites are more flexible, and maintain state themselves
[14:09:55] <Tomski> If you use regions/atlas regions you will need to wrap them or have some other container to keep track of state and then manipulate the spritebatch itself each time you draw a different region
[14:11:09] <X-Ray-Jin> hmm ok sounds like sprites is the way to go then :)
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[15:22:06] <X-Ray-Jin> Tomski: would framebuffers be an option here as a container? i am trying to find out how to implement this now in the game as we are not using any sprites so far. our ui for example has all the styles in a skin loaded from a texture atlas. so i wonder how to apply the stuff to these or ui elements in general. it seems a lot of work to like apply it to each object manually. so far it was so nice and easy to just alpha out a complete node with all actors be
[15:24:03] <Tomski> Actors have color and most widgets can be tinted via that colour
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[15:24:35] <Tomski> i would not use an fbo for this.
[15:26:08] <X-Ray-Jin> ok so the key thing is that it has to be done on each object? becaus setting color on the parent node doesnt seem to work
[15:26:46] <Tomski> It would probably depend on the widget implementation
[15:26:48] <X-Ray-Jin> just asking because at some point we need fbos anyways for correct alpha with spine objects
[15:27:37] <X-Ray-Jin> hmm ok i ll do some checks but we basically just using some of the basic widgets
[15:28:11] <X-Ray-Jin> some are extended but still we dont really changed the rendering of them
[15:30:31] <Tomski> What widgets
[15:30:40] <X-Ray-Jin> Button for example
[15:31:15] <X-Ray-Jin> or images
[15:31:51] <Tomski> image will work
[15:32:10] <Tomski> but you would have to be careful because it also takes into account parent alpha
[15:43:29] <X-Ray-Jin> yea thats what it should in my case ^^ but as we have non images in ui too it would help at all. looks i have to go the way and touch each object manually.
[15:43:44] <X-Ray-Jin> would not* help
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[20:19:56] <Django> Hi everyone. I have a question about serialization. Lets say I have a component which has a state time (for the current animation state time) that I want to serialize over the network (using Kryonet) but not when I serialize a Json. My problematic here is that I cannot simply use the transient keyword since this will cause this field not to be serialized over kryo. What would you propose ?
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[20:21:20] <Django> I tried to roll my own annotation system but it seems like I cannot interfere whatsoever with libgdx Json serialisation
[20:22:01] <TEttinger> you can implement Json.Serializable to customize serialization for that component only
[20:22:55] <TEttinger> you can also use a custom... what's it called, there's a way to change how a specific type is serialized by Json only, which could involve ignoring one field
[20:23:19] <Django> I guess this would be my last solution since I wanted to have something more generic so I don't have to write a new serializer for every component in that case
[20:23:44] <TEttinger> there's actually rather a lot of ways to interfere with libgdx json serialization, which is kinda uncommon in JSON libs
[20:24:07] <TEttinger> let me grab the docs...
[20:25:03] <Django> I managed to use my annotation with the kryo framework (FieldSerializer) but I cannot do the same in the Json lib
[20:27:13] <TEttinger> there aren't field annotations in libgdx json, IIRC, it doesn't look like annotations are used much in libgdx
[20:28:19] <TEttinger> is this component a small class that holds some graphics-related info? does the state time appear in many classes?
[20:28:42] <Django> Thanks for the link I will read it again later. The thing is using kryo I can simply create a class that extends FieldSerializer and then overide the 'rebuildCachedFields()' methods to remove the field with my custom annotation which look like this
[20:28:43] <Django> @Override protected void rebuildCachedFields() { super.rebuildCachedFields(); CachedField[] cachedFields = getFields(); for (CachedField cachedField : cachedFields) { if (cachedField.getField().isAnnotationPresent(Serialization.class)) { // If the field is marked to be ignored on kryo remove it. if (!cachedField.getField().getAnnotation(Serialization.class).serialize
[20:28:58] <Django> oh sorry for the indentation
[20:29:24] <TEttinger> pastebin...
[20:30:16] <TEttinger> hmm
[20:30:42] <TEttinger> I've personally had very good results with json.setSerializer(), since I can serialize things as what is normally invalid JSON but is a tiny fraction the size
[20:31:02] <TEttinger> I think I have some examples
[20:31:04] <Django> My component doesn't hold graphic stuff only reference to it (such as filePath)
[20:31:05] <Tomski> Aye, just gotta use custom serializatioon
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[20:31:34] <Tomski> Or you can can use custom kryo serialization which would probably be a little easier and more flexible
[20:32:03] <Django> Actually it may be possible to use kryo to serialize in Json
[20:32:10] <Django> I haven't check about that
[20:32:34] <Tomski> Why are you using both json and kryo?
[20:33:13] <Django> Kryo is for the network stuff and Json for persistence
[20:33:29] <Tomski> Why?
[20:33:57] <Tomski> As in, why not also use kryo for persistence?
[20:34:07] <Tomski> Instead of maintaining two sets of serializers
[20:35:16] <Django> Well I found out about Libgdx.Json implementation and found it very helpful I guess I should have tried to see if I can achieve the same result using kryo
[20:35:24] <Tomski> Yes you can
[20:35:53] <Django> Therefore you are right I shouldn't bother maintaining 2 serializers
[20:36:03] <Tomski> If you want to be able to edit/read on file, then perhaps json too
[20:36:07] <Tomski> Otherwise id just stick to one
[20:36:28] <TEttinger> IMO there are better alternatives to JSON for human editing
[20:36:36] <Tomski> say yaml and you get perm banned
[20:36:39] <TEttinger> too much syntax that can be incorrect
[20:36:48] <Django> What do you propose instead ?
[20:36:49] <TEttinger> oh I can't stand that stuff
[20:37:13] <TEttinger> I like STOBML, but it's largely been superceded by TOML I think
[20:37:23] <TEttinger> the STOB site has been down I think
[20:37:26] <Tomski> If stuff is going over the network/interacting with web json pretty much
[20:37:29] <Django> The thing is I want to edit the component using an external tool lets say to modify the stats of a mob but I want then to send it over the network in a binary format
[20:37:33] <Tomski> For config files, there are a lot of other things
[20:37:57] <Tomski> Django: kryo does the job great for that, I use it in a very large project
[20:38:40] <Django> I'll check this stuff out
[20:38:50] <Tomski> But yeah, you need a robust structure around it for editing/manipulating
[20:39:02] <Django> but I haven't found any kro json serializer in their repo
[20:39:03] <TEttinger> yeah, kryo seems like it will be fine
[20:39:10] <Tomski> Kryo to json?
[20:39:11] <TEttinger> even as binry
[20:39:23] <Tomski> why would you use that?
[20:39:24] <Django> yep
[20:40:04] <Tomski> Django: for what purpose?
[20:40:05] <Django> I want the persistance to be human readble (to edit the file) but the serialization over the network to be as light as possible
[20:40:17] <Tomski> In that case you'd need to be using multiple serializers
[20:40:48] <Django> For the network stuff that already rooling nice and stuff
[20:41:59]
<TEttinger> this looks like an OK parser, but you're probably fine with an editor in your application that just saves in binary form https://github.com/mwanji/toml4j
[20:42:44] <Tomski> aye you need to wrap to be human readable
[20:43:25] <TEttinger> I have some concerns about human-editing JSON just because I get that editing wrong myself
[20:43:49] <Django> Yeah but for now I do not have the tool for editing the data automatically
[20:44:21] <Django> That why I wanted a human readable format rather than a binary one
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[20:45:01] <Django> But you said earlier that I could manage to get kryo write in Json ?
[20:46:54] <Tomski> no
[20:48:16] <Tomski> I mean you could i guess, but you'd be merging in some json serialization with a kryo one
[20:48:19] <Tomski> which wouldnt be nice
[20:48:28] <Django> Ok my bad I misundertood then.
[20:48:58] <Tomski> In that case, Id say make a custom default serializer for kryo
[20:49:01] <Tomski> And leave json to libgdx
[20:49:14] <Tomski> Make a special annotation for classes you dont want serialized over the web
[20:51:09] <TEttinger> you can go pretty hardcore into custom serializers. I use them to handle serialization of maps with non-String keys, for example
[20:51:35] <Django> Yeah I get it.. That why I was using 2 serializer from the begining. My problem actually was that methods in the Json class are mostly private so I had to copy paste the whole class to get my own annotation check but then I realise the field manipulated in this json class reference the libgdx annotation (and not the Java one) so I was just wondering if I was doing something bad about it
[20:51:57] <aurelius> hello friends, i need to implement count down function. when time gets the zero a Json will be send to server. i measure time in render method. in in the render i have got if(callOnce) Gdx.app.postRunnable(new Runnable() { public void run() { Json json = new Json(); } } and it fails on creating json instance
[20:51:59] <Django> pastebin incoming
[20:52:01] <TEttinger> libgdx doesn't have an annotation does it?
[20:52:15] <TEttinger> there's that Json.Serializable interface
[20:52:22] <Tomski> No
[20:53:28] <TEttinger> aurelius: what kind of exception/problem is there?
[20:54:03] <TEttinger> ah ok
[20:54:37] <Django> yeah libgdx has its own annotation
[20:54:55] <Django> that wrap a java annotation
[20:55:00] <TEttinger> that's a pretty good solution, especially since you can just reference the existing classes that are used by libgdx Json like that crazy parser
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[20:57:01] <Tomski> aurelius: pastebin your foll code
[20:57:06] <Django> Yeah I could definitelly just creat my own parser when needed but since I managed to create my custom annotation to strip field from being serialized by kryo I would rather have it working on Json also
[20:58:10] <aurelius> Django: i am a noobe is should not give you any advice, but i also had problems with json serialization implementation. I decided to give up a custom serialization. I use just POJOS
[21:00:43]
<Django> Thanks aurelius but during the discussion I think I just found what I needed if this work that would be perfect: https://pastebin.com/5ZXs5YaF
[21:01:15] <Django> this will allows me with 1 annotation to easely decide which field should be serialised over Json/Kryo
[21:01:40] <Tomski> aye
[21:02:56] <Django> it work ! :D
[21:03:23] <aurelius> Django: will you also do the GWT port?
[21:07:21] <Django> the GWT port ?
[21:07:39] <Django> here a little explaination on my annotation system
[21:07:56] <Django> I hope this could help you with your own problem aurelius
[21:09:36] <aurelius> Django: i do not use anotation because of HTML5 (GWT compatibility)
[21:09:55] <Django> For my game the thing was that some data are relevant when a player arrive on the map (the statetime for a spell that fade when its animation end) but the same data isn't relevant when I save the game state to the database with this annotation I have more granular controler
[21:10:03] <Django> oh yeah I read something about that
[21:10:30] <Django> but I'm developping for desktop exclusively so I don't know sorry
[21:10:56] <Django> The thing is you could still write custom serializer
[21:11:12] <aurelius> Django: do you run your server?
[21:11:20] <Tomski> aurelius: what does your super's render method do?
[21:11:37] <Django> Yeah I do
[21:11:48] <Django> I will check your issue gimme one moment
[21:13:42] <aurelius> public class DeskStage extends BaseStage {} public class BaseStage extends Stage {} there is game hud in scene2d
[21:14:50] <Tomski> you are calling the screen's render method?
[21:14:53] <Tomski> Dont call super in that case
[21:15:06] <Django> what does the method resetTimer(null) ? The stackOverflow error make me think that there might be a circular reference or something does the log(Gdx.app.log("dekstage","clock x");) is getting triggered multiples time ?
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[21:17:25] <TEttinger> a stack overflow definitely is commonly caused by... you got it
[21:18:00] <Tomski> yup
[21:18:29] <aurelius> but i see Gdx.app.log("dekstage","clock x") is writen just once in console
[21:18:49] <TEttinger> it looks like the point where Json was created just happened to be the furthest it got after a zillion channel and message things
[21:19:22] <TEttinger> what does TransportManager.java look like around line 147 ?
[21:19:26] <Django> great you found it
[21:19:32] <TEttinger> unless you've solved it
[21:20:09] <Tomski> dont call the super aurelius
[21:21:48] <aurelius> Tomski: super in the contex is my custom parent and is class BaseStage
[21:22:24] <Tomski> That is most likely calling the child render too
[21:22:34] <Tomski> But you'll have to show the full code so we can actually see whats going on
[21:22:41] <Django> Anyway thank you very much for taking time to answer my question see ya !
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[21:28:31] <TEttinger> what does resetTimer() look like?
[21:29:05] <TEttinger> most of this seems to be related to TransportManager.msg() and DeskSpace.chanel()
[21:29:44] <aurelius> very sorry friends you were right problem is on the lines which i did not post
[21:30:37] <TEttinger> it looks like msg() and chanel() are calling each other and don't stop for some reason
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[21:30:56] <Tomski> ^
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[22:02:44] <aurelius> i was writing and the windows10 update dialog popup and i acidently confirmed that i want install updates immidatelly
[22:12:55] <Ashiren> aww
[22:23:20] <TEttinger> that sucks!
[22:23:29] <TEttinger> it looks like msg() and chanel() are calling each other and don't stop for some reason
[22:28:44] <Ashiren> coco chanel()?
[22:34:32] <TEttinger> chanel no 5
[22:39:57] <aurelius> yes. in my transport manager I called bad method i did not sent data to the server but back to the application. and it was writen in the console, but i fixed on JSON exception, which did not suprise me ...
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[22:52:15] <AsukaLSoryu> it's not msg() now, it's chineseSalt()
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