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[05:38:05] <dissolution2> Can any one point me in the right direction looking for information on how to add levels to one's game after have published it on play store. Eks pay for say 50 ekstra levels.
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[08:47:02] <TheresaJayne> i am just starting to work on stuff using liftoff and ojdk 11
[08:47:32] <TheresaJayne> any up to date tutorials or hints specially when using later jdk versions
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[09:36:25] <TEttinger> hey TheresaJayne
[09:37:20] <TheresaJayne> hey
[09:37:22] <TEttinger> I'm partially the creator and fully the maintainer of gdx-liftoff, is there anything I can help with?
[09:37:45] <TheresaJayne> just a little rusty and not used anything post jdk8 at the moment
[09:38:11] <TEttinger> well openjdk is the right move, there's a few places to get it and i like adoptopenjdk
[09:38:29] <TheresaJayne> any idea when liftoff will be turned into the libGDX official?
[09:39:10] <TEttinger> probably never, I'd be perfectly willing to move it to the official if Tomski gave it the go ahead
[09:39:10] <TheresaJayne> as the current libGX setup is dire and has loads of errors
[09:39:13] <TEttinger> yes.
[09:39:21] <TEttinger> I tried it today and... yow
[09:39:41] <TheresaJayne> classesDir to classesDirs for starters
[09:39:53] <TheresaJayne> also it sets the gradle to jdk 1.6 ????
[09:39:57] <TEttinger> hehe
[09:40:38] <TEttinger> I don't remember the classesDirs thing specifically, though I remember little things like that were problems
[09:40:41] <TheresaJayne> I havent done much libGDX for a while and have been doing UE4 instead and just trying to get back up to speed
[09:41:06] <TEttinger> Gradle updates are pretty much critical because 4.6 doesn't work at all with newer Java
[09:41:12] <TheresaJayne> well you can also use main.java.output.classesDir
[09:41:42] <TheresaJayne> its all erroring due to the splitting of output dirs between languages
[09:41:47] <TEttinger> and Java 8 is only going to be supported by companies like Red Hat for an unknown amount of time
[09:42:01] <TEttinger> at least 2020, that's all I know
[09:42:10] <TheresaJayne> well in the Minecraft realm they are still stuck on 1.7 in places
[09:42:50] <TheresaJayne> and the loss of the reflection functionality means unless the developer has opened the code its gonna be impossible to reflect and patch stuff
[09:42:50] <TEttinger> the Java 9 breakage regarding package ownership is... bad
[09:43:40] <TEttinger> also Java 12 even seems slower in practice than Java 8
[09:44:12] <TheresaJayne> but j11 is supposed to be the LTS
[09:44:32] <TEttinger> Java 11 is also slower than Java 8
[09:45:43] <TheresaJayne> but i am happier this morning due to the release of the new Raspberry Pi
[09:45:52] <TEttinger> hehe yay another space trading game, people liked Peanut Panda's simple onee
[09:45:59] <TheresaJayne> quad core 4GB ram and 2x4K monitors
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[09:46:39] <[AD]Turbo> hi there
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[09:47:05] <TEttinger> wow, that does not sound like a raspi
[09:47:09] <TEttinger> hey [AD]Turbo
[09:47:51] <Corbit> oh hi turbo hi tettinger
[09:47:58] <TEttinger> hallo Corbit
[09:48:51] <TEttinger> TheresaJayne: if you're targeting desktop only, you might be interested in Manifold
[09:49:15] <TEttinger> it sorta fills the gap in missing language features for Java 8+ relative to Kotlin
[09:49:31] <TheresaJayne> I sm not a fan of kotlin
[09:49:54] <TEttinger> it's annotation craziness, but pretty cool
[09:50:32] <TheresaJayne> well the initial plan is to create a 3D solar system and allow you to fly from location to location similar to how they do it in Eve online
[09:51:05] <TEttinger> I'm not a proponent of kotlin, but I do use it when the code is available. gdx-setup was kotlin and that's what I used to make gdx-liftoff, it's mostly a modernized fork
[09:51:29] <TEttinger> "a" 3D solar system? you can make many 3D solar systems!
[09:52:02] <TEttinger> hand-wave the faster than light travel thing!
[09:53:39] <Corbit> you are faster than light
[10:10:01] <TheresaJayne> its a "tutorial" project, so i am starting small
[10:15:33] <TheresaJayne> so double click in a direction and it heads that way
[10:15:49] <TheresaJayne> right click an object and select approach and it will head that way,
[10:16:04] <TheresaJayne> activate sublight and "warp" to the location
[10:16:16] <TheresaJayne> right click and select orbit etc
[10:16:54] <TheresaJayne> so it will test my 2d-3d transformation for detecting what I am clicking on and then performing the move to the item
[10:17:59] <TheresaJayne> I am just glad its using the latest opengl
[10:24:26] <TheresaJayne> TEttinger: the Rpi 4 is not a pi anymore, and the 4GB version is only $55
[10:27:44] <TEttinger> noice
[10:28:09] <Corbit> cool, thanks for the info!
[10:55:26] <[twisti]> i always wanted to play with a raspi, but i love java and hate python, and its always been a bit weak for java code
[10:57:45] <Corbit> what had you in mind for it?
[10:58:07] <[twisti]> idk, game server and iot mostly
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[11:39:27] <Tomski> fwiw, ive updated the setup
[11:39:42] <Tomski> Will be pushed it today after testing on AS. Eclipse and IDEA are good
[11:40:03] <Corbit> thanks tomski
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[23:30:44] <ryanastout> I could be understanding something incorrectly, but it seems like ModelBatch behaves differently with regard to binding depending on whether a Renderable is passed to ModelBatch.render() than when passing a RenderableProvider to ModelBatch's render()
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