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   October 2, 2014  
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[02:23:59] <ishid> What's the general performance/feature/API/etc difference between pygame and libgdx? Essentially: is it worth learning Java for libgdx?
[02:24:38] <ishid> Other than the cross-platform support of libgdx which is of course a big plus
[02:28:06] <lukas> Hi, I have a question regarding kryonet. At the moment my server listens for incoming requests and depending on the request the server sends a specific response. Simultaneously (on server side) a thread runs (with box2D) and sends every frame a update-response to all clients (udp). So on server side there are 2 sender threads (listener and mainloop). Should I synchronize the connections before sending to them?
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[03:01:15] <backspace119> Is there a Pixmap format that will store just black and white values? As in simply a boolean value (or something similar)
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[03:02:16] <cobolfoo> They all do :)
[03:02:24] <backspace119> oh rellay?
[03:02:31] <backspace119> excuse the mistype
[03:02:33] <cobolfoo> You could stick 8 booleans in a byte you know
[03:02:42] <backspace119> I know, but I don't need 8 c;
[03:02:53] <backspace119> I'm using this for a map
[03:03:38] <cobolfoo> I mean you can pack all your map into color channels
[03:04:55] <cobolfoo> Let say you have a PixelFormat of RGBA8888, you can store 32 boolean per pixel
[03:05:09] <backspace119> eh, it's a very simple kind of map, wall or no wall. But I suppose Ill just use one of the formats that's already available
[03:05:23] <backspace119> I guess that could be useful in the future...
[03:05:32] <cobolfoo> You have to use it with shaders, right ?
[03:06:41] <backspace119> Hmm? Not that I'm aware of, I'm simply using it to store a representation of my map, what do you mean by shaders?
[03:07:10] <cobolfoo> oh then why not using boolean[][] ?
[03:08:01] <backspace119> Honestly, I don't know....I'll just do it that way then.
[03:08:31] <cobolfoo> Pixmap is used to generate textures
[03:09:19] <backspace119> I've heard of it being used for representing a map before, but it was as you said, packing it into color channels. But yes I know it's used for generating textures
[03:09:34] <backspace119> Thank you so much for the help, it is greatly appreciated.
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[03:10:20] <LiquidNitrogen> using arrays for maps is a good idea ^_^
[03:10:21] <cobolfoo> Using pixmaps and textures make sense when you want to send information to the shader, for everything else that is CPU-bound, you might prefer using boolean[] or boolean[][] maps
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[03:12:23] <backspace119> cobolfoo: noted, I'm certain as I get to be doing more advanced things this information will come in handy c:
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[03:12:41] <backspace119> cobolfoo: not to say that I don't do advanced things in java, I'm just fairly new to libgdx c;
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[03:22:38] <cobolfoo> Someone know a thread-safe replacement for ArrayDeque?
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[03:37:07] <JesusCM> Here me here me. for I am Jesus, Code McChrist
[03:37:15] <JesusCM> hear*
[03:37:25] <JesusCM> i am also struggling with basic English
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[04:30:30] <JesusCM> anyone awake
[04:30:53] <JesusCM> Jesus needs assistance
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[04:44:38] <JesusCM> please some1
[04:44:42] <JesusCM> help Jesus
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[05:01:55] <JesusCM> hey Tett
[05:02:02] <TEttinger> hey JesusCM
[05:02:17] <JesusCM> i got this annoying problem
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[05:02:45] <JesusCM> im trying to detect when a certain sprite is clicked on : http://hastebin.com/pefunujawu.avrasm
[05:03:08] <JesusCM> that code works, but only for the 0,0 position
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[05:03:50] <JesusCM> my batch.draw line in the render sets it to a y value below that, but the "Bye" still only appears when I click 0,0
[05:04:03] <JesusCM> i don't understand why it won't update
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[05:04:45] <JesusCM> any idea?
[05:05:05] <cobolfoo> does both Y values (touch and box) are inverted ?
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[05:07:09] <JesusCM> the problem is cobolfoo, that touch.pos returns 0 for both x and y no matter where i click
[05:07:36] <TEttinger> maybe try using the x you got as a parameter instead of Gdx.input.getX() ?
[05:07:47] <DaGamesta> Hello, it seems the Accelerometer and Vibrator are only implemented for Android and not iOS. Does anyone know of there are plans to implement support for the iOS? Or is the information I'm reading on the wiki outdated?
[05:08:07] <cobolfoo> yeah final make tour touchPos equals to 0,0,0
[05:08:11] <cobolfoo> your
[05:08:46] <JesusCM> actually i tried it without final
[05:08:46] <TEttinger> oh yeah, take out final
[05:08:51] <JesusCM> it doesn't help
[05:09:01] <TEttinger> since that will prevent unproject from mutating it
[05:09:02] <JesusCM> i also tried using the parameters x and y from the method
[05:09:22] <JesusCM> yeah i caught that but the problem is elsewhere
[05:10:04] <TEttinger> try it with only checking x, then only checking y
[05:10:43] <TEttinger> if it can correctly find the same x-coordinate but not the same y-coordinate, it's a y-flipped thing
[05:10:44] <cobolfoo> DaGamesta: https://github.com/libgdx/libgdx/blob/master/backends/gdx-backend-robovm/src/com/badlogic/gdx/backends/iosrobovm/IOSInput.java#L409
[05:10:51] <cobolfoo> I think it speak for itself :)
[05:11:33] <DaGamesta> cobolfoo: Ah, tyvm. :)
[05:12:08] <cobolfoo> I use vibration in one of my iOS program but it is when the network is down. I use UILocalNotification to do that.
[05:12:20] <cobolfoo> It also generate a text message
[05:13:18] <JesusCM> oh whoops i was mistaken, the problem is with the sprite coordinates
[05:13:27] <JesusCM> touch.pos works perfectly
[05:13:46] <JesusCM> batch.draw(box, 0, -18, 1, 1);
[05:14:01] <JesusCM> despite down shifting the box by 18 meters
[05:14:06] <lukas__> Hi, I have a question regarding kryonet. At the moment my server listens for incoming requests and depending on the request the server sends a specific response. Simultaneously (on server side) a thread runs (with box2D) and sends every frame a update-response to all clients (udp). So on server side there are 2 sender threads (listener and mainloop). Should I synchronize the connections before sending to them?
[05:14:10] <JesusCM> the boxes coords still report 0,0,
[05:14:16] <DaGamesta> cobolfoo: lol... UILocalNotification huh? I don't think I want to generate a text message though. TY for the info though.
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[05:17:09] <DaGamesta> Hm, in that same source code that you linked me to it seems like there actually is code for the accelerometer, although I can't tell if it necessarily is used.
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[05:23:22] <JesusCM> batch.draw(box, 0, -18, 1, 1); System.out.println(box.getY());
[05:23:29] <JesusCM> i have that in my render
[05:23:37] <JesusCM> the console is spammed with 0.0
[05:23:53] <JesusCM> im really confused
[05:26:33] <cobolfoo> DaGamesta: If you have time: https://github.com/robovm/apple-ios-samples/tree/master/SysSound
[05:27:01] <cobolfoo> vibrate in iOS is basically this line of code: AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
[05:27:49] <TEttinger> JesusCM, you aren't changing box's y, just drawing box at a different location. you could draw box 100 times in different locations
[05:27:55] <DaGamesta> You mean if I have the time to implement it myself? LibGDX is an open project?
[05:28:31] <cobolfoo> yes
[05:29:14] <DaGamesta> Hm, I may very well pull request something in the future then, if it becomes important enough to my project. TYVM for the info.
[05:29:59] <JesusCM> ah right i should do box.draw then set position
[05:30:15] <TEttinger> other way around
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[05:30:56] <JesusCM> oh yes i understand that
[05:31:34] <JesusCM> but the line : box.setPosition goes below in the show method
[05:31:40] <JesusCM> since that method is called first it will work
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[05:47:05] <JesusCM> touch position goes from 2.5 to -2.5, regardless of camera position. How do I get the absolute position? http://hastebin.com/cebegiyuyo.java
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[05:56:56] <LiquidNitrogen> add camera position?
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[05:59:49] <JesusCM> i tried
[06:00:06] <JesusCM> its always absolute
[06:00:19] <JesusCM> must be that unproject line
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[06:08:45] <LiquidNitrogen> hmm confusing
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[06:09:53] <LiquidNitrogen> i use unproject simply to turn my screen-space mouse position into game-screen space position, which is in the range 0,0,1920,1080
[06:10:36] <LiquidNitrogen> not sure about if you move the camera around, since i dont to do that
[06:14:11] <JesusCM> oh bloody hell i found out the problem
[06:14:55] <JesusCM> i ditched the Gamescreen object "gameScreen" and just did it like so : GameScreen.camera, GameScreen.box
[06:15:01] <JesusCM> then i changed the camera and sprite to static and it works like a charm
[06:15:10] <JesusCM> why im not sure but it does
[06:15:20] <LiquidNitrogen> thats often the way!
[06:15:57] <JesusCM> yeah people always recommend that i don't make anything static and always use objects
[06:16:09] <JesusCM> in my experience that never works for anything at all
[06:16:26] <JesusCM> in android / libgdx at least
[06:17:57] <JesusCM> well adios amigos
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[06:54:26] <bhldev__> what's the default tapsquaresize for actorgesturelistener
[06:55:18] <bhldev__> nvm
[06:55:20] <bhldev__> I will justl ook
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[07:29:28] <Sadale> Well, don't use static, anyway. :-P
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[07:38:16] <geekchop> Hi guys, I getting the error: Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: img/fonts/small.fnt while trying to load a font via the AssetManager using resolution file resolver
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[08:25:28] <cackling_grandma> geekchop, late reply but how did you try to get the font and which device is it?
[08:25:55] <cackling_grandma> and I swear to god, noone just grew an another o there.
[08:27:00] <geekchop> i'm just testing on desktop for now, I've written up the full problem here if you wouldn't mind taking a look: http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=16615
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[10:25:58] <Balkep> hello
[10:26:18] <mk1> hello
[10:26:48] <Balkep> are there any specific rules to ask a question here? :)
[10:28:13] <Balkep> I have a question regarding GWT projects and ability to make multiple launchers for them
[10:28:53] <[twisti]> just ask, if its inappropriate someone will tell you where it belongs
[10:29:07] <Balkep> right, thank you
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[10:30:17] <Balkep> Is there any way to automatically generate several html files (similar to index.html) in a GWT project, so that they start different stages in the game logic?
[10:30:46] <Balkep> Or is there a way to pass an argument to the game (or the laucher) to tell what stage to load?
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[10:45:08] <djgummikuh> Hello!
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[10:46:24] <djgummikuh> I want to start my game on a html 5 browser
[10:47:05] <djgummikuh> however, when I navigate to the link (I started the webserver with jettyWarRun) I only get the libgdx logo and a non-filling progress bar
[10:47:20] <djgummikuh> I do not see any kind of error message or such, just the logo and empty progress-bar
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[10:50:05] <Deejay_> djgummikuh Open up Developer Tools in the browser, and look for the JavaScript console
[10:50:16] <Deejay_> You should see any error messages due to thrown exceptions appear there
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[11:02:02] <djgummikuh> huh... it seems I don't find html/assets/assets.txt
[11:02:15] <djgummikuh> which is interesting because I launched the gradle target
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[11:04:59] <djgummikuh> ok the whole assets/ "folder" cannot be found
[11:06:20] <djgummikuh> just checked, the assets folder is not packed into the .war file
[11:09:24] <djgummikuh> It's working now, after I manually copied the assets folder into the webapp subfolder of the html project. Is this a libgdx bug? or did I misconfigure something?
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[11:30:36] <djgummikuh> so can anyone here tell me why the gradle build process does not automatically copy the assets folder over into the war? Is it an error I made while configuration or is it maybe even a known bug?
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[11:33:41] <TOhD> Got a question: I published my first gdx game. I tested it with my samsung s3 mini phone. But now in the google play store, the store tells me that it is not compatible with my phone (samsung s3 mini). How can I change this?
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[11:33:53] <TOhD> https://play.google.com/store/apps/details?id=de.damberg.beerun.android&hl=de
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[11:34:26] <TOhD> any idea what could be wrong?
[11:34:47] <LiquidNitrogen> Diese App ist mit Ihrem Gerät kompatibel.. is that is or is not?
[11:35:10] <dajos7> ja ist es
[11:35:12] <dajos7> :P
[11:35:13] <TOhD> genau
[11:35:35]
[11:35:48] <dajos7> ich hab ja nicht nur eins :D
[11:35:52] <TOhD> bei mir leider nicht
[11:35:55] <TOhD> :-(
[11:35:59] * LiquidNitrogen looks for dictionary
[11:36:54] <TOhD> Where from does google know whether an app is compatible with the devices or not? from the android versions in the manifest?
[11:36:56] <mk1> is compatible with S4 Active
[11:37:06] <mk1> yeah, usually manifest
[11:37:17] <TOhD> got this: <uses-sdk android:minSdkVersion="8" android:targetSdkVersion="14" />
[11:37:46] <TOhD> (developement started long time ago based on an old libgdx version, I think)
[11:37:48] <dajos7> maybe has sth to do with the OS version?
[11:38:03] <mk1> http://developer.android.com/guide/practices/compatibility.html#how
[11:38:54] <TOhD> I don't have any used features in my manifest
[11:38:56] <dajos7> TOhD: I guess then you just have to adapt the android stuff... I dont think it has anything todo with libgdx stuff directly
[11:39:40] <mk1> you should use a newer targetSdkVersion
[11:39:51] <dajos7> mk1: good idea
[11:39:51] <TOhD> like what? 19?
[11:39:57] <mk1> currently 20
[11:40:26] <TOhD> ok, I could try that and recompile it und upload a newer apk
[11:40:45] <dajos7> API 20 is Android L?
[11:41:18] <dajos7> or 4.4w ?
[11:41:59] <TOhD> yes, should be 4.4
[11:42:00] <mk1> 4.4
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[11:42:33] <tommy_the_dragon> hi all
[11:43:26] <dajos7> hi tommy
[11:44:00] <TOhD> ok, I will try with taget 20 and upload agaein. Will be back later
[11:44:19] <TOhD> don't know how long it takes to publish a new version
[11:46:26] <LiquidNitrogen> couple hours
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[11:58:37] <esvee> heya
[11:59:13] <djgummikuh> so can anyone tell me why my war does not contain my assets folder automatically?
[11:59:32] <djgummikuh> I had to manually copy the assets folder into the webapp folder for the build process to actually create a working war
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[12:51:19] <Tomski> djgummikuh, the tasks do this for you
[12:53:40] <mnicinski> Hey guys, im just wondering, did U have any good idea for checking a tiles standing on a road from Vector2 start to Vector2 finish? Take these tiles from tileContainer(map.tiles[][])?
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[12:54:01] <mnicinski> Im sitting on it for a while now and i cant get any good solution
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[12:56:21] <tommy_the_dragon> mnicinski: http://en.wikipedia.org/wiki/A%2a_search_algorithm
[12:56:48] <tommy_the_dragon> some kind of modification of that?
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[13:06:58] <mk1> mnicinski: come again?
[13:07:29] <mk1> find all tiles that lie on that line?
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[13:13:20] <davebaol> mk1: color markup PR has been merged https://github.com/libgdx/libgdx/pull/2387#issuecomment-57331757
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[13:27:09] <SudsDev> are there filename length restrictions on modern OSes, or have we moved past that now?
[13:28:15] <mk1> 255
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[13:29:05] <SudsDev> oh good. that's plenty. My edge case is just over 80 characters.
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[13:29:36] <mk1> why that much?
[13:30:49] <madpew> isn't that 255 limit on the whole path not only the filename?
[13:30:51] <SudsDev> my game ships with content creation tools, so I use a java-esque package system to identify content, author.contentpack.contentroot.individualpart
[13:31:22] <SudsDev> but i would rather use the filename, than nested directories, solely for easier filesystem browsing.
[13:32:02] <SudsDev> much easier to see a bunch of logically sorted content entries, than be ducking in and out of directories with two or three files each
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[13:34:22] <mk1> I suppose, using folders is much safer and also allows faster access
[13:35:16] <SudsDev> that is true.
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[13:45:19] <[twisti]> windows has a hilariously low max path length limit
[13:45:49] <[twisti]> i tried to put my eclipse indto c:\development\ides\eclipse-android and that was already too long
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[16:53:03] <needhash> Hi all
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[16:54:03] <needhash> Help please. Who have built LibGDX tests for Android? How long it normal to take?
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[16:56:17] <JM___> Hi- I have a stupid question; anyone here to answer a newbie?
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[16:56:52] <mnicinski> go ahead
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[16:57:42] <JM___> I created a game in and it works great in android and the desktop...
[16:58:03] <JM___> I want to create an IOS app so I'm gonna get a MAC follow the instructions....
[16:58:13] <JM___> but here is my stupid question....
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[16:58:56] <JM___> if i created the game in windows 7, how to I get my completed Gradle projects over to the MAC?
[16:59:36] <Tomski> Just copy the directory
[17:00:08] <Tomski> USB/Network transfer/git whatever
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[17:00:58] <JM___> So if i understand correctly... copy all projects to a mac folder and then import via eclipse? Do i need to create a blank gradle project in eclipse?
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[17:01:40] <Tomski> Nope
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[17:02:03] <Tomski> Just copy the file system, update any system specific properties
[17:02:09] <Tomski> Like android SDK path
[17:02:22] <JM___> Very cool. thanks for your help! Thought I would ask b4 i started screwing things up!
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[17:03:41] <JM___> Thanks again... off to buy a mac....
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[17:12:36] <needhash> If I have a class that not used anywhere in the project, will it be optimized out from result binary?
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[17:16:21] <mobidevelop> needhash: not that I know of
[17:17:00] <mobidevelop> That's often one of the reasons people use proguard
[17:18:04] <needhash> I know that if's are optimized if based on static final field
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[17:24:32] <mobidevelop> Usually
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[17:26:41] <davebaol> needhash: AFAIK on iOS side robovm excludes all non used class
[17:27:00] <needhash> Thanks
[17:27:02] <davebaol> it can be a problem for reflection
[17:27:03] <kalle_h> needhash: java does not compile to binary. You can just look what jar or apk contains with winzip
[17:27:49] <needhash> I know, I mean source->bytecode->dex
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[17:29:26] <kalle_h> just open the apk and look
[17:29:37] <mobidevelop> Doesn't work the same kalle_h
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[17:29:59] <mobidevelop> In apk all classes go into one classes.dex file
[17:30:10] <kalle_h> hmm, then I remembered wrong. sorry
[17:30:38] <needhash> +
[17:30:41] <mobidevelop> You can use tools like jadx or baksmali to find out though
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[17:31:06] <kalle_h> https://source.android.com/devices/tech/dalvik/dex-format.html
[17:31:23] <needhash> You had give me a good idea, thanks
[17:31:39] <kalle_h> class_def_item[] seems to contain all classes
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[17:33:54] <mobidevelop> Should probably just use jadx if you don't like opening and reading bytecode files
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[17:36:22] <devguy1> Hey guys, does anyone know why my 3d object is being deformed when i run an animation? I imported g3db from blender.
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[17:36:26] <devguy1> code : http://pastebin.com/7sxuzV3E
[17:36:36] <devguy1> normal image : http://tinypic.com/?t=postupload
[17:36:43] <devguy1> animated image : http://tinypic.com/?t=postupload
[17:36:58] <devguy1> it's supposed just to rotate about it's axis : /
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[17:37:44] <devguy1> woops, nomal img - http://i57.tinypic.com/333vj43.png , animated img - http://i58.tinypic.com/2n1vwv9.png
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[17:54:23] <devguy1> anyone?
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[18:37:54] <vixus> i'm getting an ActivityManager: <your process> has died message in logcat in the middle of running my game
[18:38:07] <vixus> the game disappears and i'm dumped to the home screen
[18:38:22] <vixus> but the game is still present in the "running applications" screen
[18:38:47] <vixus> it's basically killing off AndroidLauncher
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[18:40:03] <vixus> i'm not getting any low memory messages
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[18:46:59] <needhash> Are there any developers of LibGDX 3D part?
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[18:47:19] <davebaol> needhash: Xoppa is your man
[18:47:33] <nooooooone> needhash: you should just ask your question
[18:47:35] <needhash> He seems to be offline
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[18:47:55] <needhash> 3D API is crazy slow
[18:48:22] <nooooooone> o_O
[18:48:25] <needhash> 1 animated model from tests on my Android runs 15 FPS
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[18:49:02] <needhash> This absolutely needs to be improved
[18:49:18] <davebaol> vixus: paste the entire error log somewhere
[18:49:40] <nooooooone> needhash: did you try to run the benchmarktest?
[18:49:51] <needhash> I will try it now
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[18:52:47] <vixus> davebaol: http://sprunge.us/XUEJ
[18:52:59] <vixus> my package is com.cne.parody
[18:53:03] <Tomski> needhash, what device?
[18:53:19] <needhash> Others reported that as well: http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=14853
[18:53:33] <needhash> Highscreen Alpha Rage
[18:53:50] <needhash> I'll tell you GPU mark
[18:53:53] <vixus> davebaol: if you search for "has died" starting from the bottom of the log, it'll be like the 2nd result
[18:54:35] <needhash> Tomski, did you develop 3D API?
[18:55:01] <nooooooone> Xoppa mostly did
[18:55:07] <nooooooone> Tomski is the gradlefairy
[18:55:18] <Tomski> Nope, but its pretty performant
[18:55:34] <needhash> Haha, yeah he helped me with that yesterday
[18:56:20] <needhash> Tomski, I am not so sure
[18:57:03] <Tomski> What do you get from the benchmark tests?
[18:57:09] <nooooooone> on desktop I run 5M tris at 60FPS
[18:57:40] <needhash> I will run them now
[18:57:52] <needhash> My GPU is PowerVR SGX544
[18:58:04] <needhash> It doesn
[18:58:12] <needhash> 't lag in other games
[18:58:23] <nooooooone> maybe show some code
[18:58:35] <nooooooone> I bet you create a new modelbatch or something like that every frame
[18:58:35] <Tomski> You should also try with shadows off
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[18:59:22] <needhash> nooooooone, Animation3DTest
[18:59:38] <nooooooone> and that runs at 15FPS?
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[19:00:54] <needhash> Hmm, I just run it second time and now it shows 46 FPS :) Pretty strange
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[19:02:44] <MikaMikuMik> running anothe prog in background?)
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[19:02:56] <nooooooone> sshhhh, Lestat is here now
[19:03:06] <Lestat> :O
[19:03:11] <nooooooone> everyone pretend we weren't talking about him
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[19:03:17] <Ashiren> maybe jit finished work
[19:03:29] <Leeeeeestat> you were talking about me!
[19:03:36] <needhash> MikaMikuMik, I don't think so
[19:04:09] <nooooooone> Leeeeeestat: where were you all this time?
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[19:04:40] <Leeeeeestat> playing an online game :/
[19:04:47] <Leeeeeestat> many months threw away
[19:04:53] <Tomski> what game?
[19:05:03] <Tomski> It was second life wasn't it
[19:05:12] <Leeeeeestat> CIT (cit2.net) and I just left because admins are crap, but the game is good
[19:05:22] <Leeeeeestat> lol I just started playing imvu xd
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[19:07:00] <nooooooone> Leeeeeestat: stop wasting your life and keep making flappy clones
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[19:08:27] <nooooooone> "The container 'Android Dependencies' references non existing library '...\libgdx\extensions\gdx-pay\gdx-pay-android-openiab\bin\gdx-pay-android-openiab.jar"
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[19:08:42] <nooooooone> where/how do I get that .jar?
[19:09:03] <Tomski> dont
[19:09:04] <Tomski> trap
[19:09:22] <nooooooone> I cannot run the android tests anymore
[19:10:14] <nooooooone> I did ant -f fetch.xml, but that didn't load it
[19:11:28] <vixus> ok one of my problems might certainly be that i'm loading the same texture from disk repeatedl
[19:11:29] <Tomski> should be in libgdx
[19:11:30] <Tomski> libs
[19:11:34] <vixus> assetmanager to the rescue
[19:11:39] <Tomski> gdx-pay-android-openiab/libs
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[19:12:35] <nooooooone> there's only openiab-0.9.7.2.jar
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[19:14:41] <Tomski> Hm
[19:14:42] <nooooooone> :(
[19:14:51] <Tomski> That extension is a mess build wise
[19:14:53] <Tomski> jars everywhere
[19:15:38] <Tomski> I only have that jar for that project
[19:15:48] <Tomski> (with the android 4.4 jar)
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[19:16:17] <Tomski> Which project is it that is erroring?
[19:16:30] <Tomski> gdx-pay-android-openiab? Or something else that has a reference to it?
[19:16:45] <nooooooone> gdx-tests-android
[19:17:03] <Leeeeeestat> clone your way to success
[19:17:14] <Leeeeeestat> king teachings
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[19:23:18] <n3o59hf_atlas> Hello! I'm trying to apply ProGuard to LibGDX desktop project (made by gradle's desktop:dist) and for some reason it seems that there are multiple records of some files inside of final jar
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[19:25:08] <n3o59hf_atlas> unarchiving jar with archiver seems to indicate same thing
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[19:27:57] <n3o59hf_atlas> my code or dependencies outside of GDX seems to be unaffected by this, only GDX classes and dependencies (f.e. javazoom) are doubled
[19:30:37] <prophile> I've experienced this as well but didn't find a solution
[19:33:11] <Tomski> using gradlew clean desktop:dist ?
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[19:37:33] <n3o59hf_atlas> will try
[19:40:17] <n3o59hf_atlas> yes
[19:41:05] <n3o59hf_atlas> I think I found the reason
[19:41:18] <n3o59hf_atlas> clean project without tools checkbox don't have duplicates
[19:41:31] <n3o59hf_atlas> clean project with tools checkbox will have duplicates
[19:41:40] <Tomski> What checkbox?
[19:42:29] <Tomski> the gdx-tools extension?
[19:42:32] <n3o59hf_atlas> yes
[19:42:43] <n3o59hf_atlas> Tools checkbox in libGDX project setup window
[19:42:46] <Tomski> You shouldn't be bundling that in your dist
[19:43:14] <Tomski> gdx-tools is greedy
[19:43:27] <n3o59hf_atlas> then there is bug in libGDX project setup - as it includes tools into Desktop as compile depency
[19:43:40] <n3o59hf_atlas> compile "com.badlogicgames.gdx:gdx-tools:$gdxVersion"
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[19:44:28] <Tomski> Not a bug
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[19:44:43] <Tomski> There isn't a nice way to handle it
[19:45:41] <n3o59hf_atlas> ok :) But I'm just wondering how does it continue to work if jar is somewhat strangely packed
[19:46:30] <Tomski> It doesnt matter which is loaded
[19:46:39] <needhash> nooooooone, I have same problem
[19:46:41] <Tomski> Its not going to break, just might get a different version
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[19:49:29] <Tomski> n3o59hf_atlas, I can share with you my solution if you like
[19:49:35] <nooooooone> needhash: looks like gdx-pay broke it then
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[19:53:50] <n3o59hf_atlas> I'm not using tools extension now so just removing it seems to help for me
[19:54:17] <n3o59hf_atlas> in other projects I'm usually having seperate subproject for tolls related things
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[19:58:57] <kalle_h> hello
[20:01:27] <nooooooone> hiho
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[20:09:31] <kalle_h> Tested Sui generis at work today. It took like 15minutes to even figure how combat stuff work but when I some what get it I liked it in some odd way. Still don't know how it works but its hilarious if you don't take it seriously
[20:10:20] <kalle_h> http://www.youtube.com/watch?v=BuOzmyED5qA&list=UUCG0LnFuFvyT8EkcM9HA7Tw
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[20:14:01] <zambo> Hey guys, I’m getting a crash from box2d that is very difficult to track down. It seems like there’s no way I can remove bodies without getting a random contact filter crash
[20:14:11] <zambo> My body removal code: http://pastebin.com/TEm5gHHA
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[20:17:14] <kalle_h> zambo: what is mWorld?
[20:17:45] <zambo> That’s my box2d world class
[20:18:13] <kalle_h> do you have some references to shapes/fixtures/joints left
[20:18:20] <kalle_h> after you remove those bodies
[20:18:36] <kalle_h> what line does cause crash=
[20:20:30] <zambo> The crash is in the box2d contact filter: http://pastebin.com/Cv0xvUcy
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[20:22:23] <zambo> I only touch those objects by iterating over the array of bodies returned by World.getBodies() - I do not keep references
[20:23:06] <zambo> Really stumped here, very frustrating to have a random crash for ~8% of users
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[20:24:33] <kalle_h> could you just delete world compleatly isntead of just removing those bodies?
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[20:25:33] <zambo> resetting the world is acceptable in my case, but ideally I’d like to understand why the removal introduces a random crash that must be related to concurrency
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[20:52:48] <jeffol> hey all, anyone using robovm-ios-bindings repo for iOS IAP?
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[20:53:53] <jeffol> I have a peculiar error where the constructor for SKProductsRequest does not accept NSSSet.fromStrings(productIds)
[20:54:08] <jeffol> NSSet*
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[21:01:34] <yuraj> oh still wondering why this is not still in libgdx http://badlogicgames.com/forum/viewtopic.php?f=17&t=13307 works good with CatmullRomSpline and Bezier too!
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[21:15:00] <kalle_h> zambo: do you run box2d concurrently then?
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[21:16:17] <zambo> Nope. But I think box2d must be doing some things asynchronously
[21:16:47] <esvee> what's up kalle
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[21:18:21] <esvee> just seen some dude on youtube playing some pre-alpha hardland
[21:19:03] <esvee> must've been a really old video
[21:19:27] <kalle_h> zambo: based on what? it does not use concurrency
[21:19:57] <Leeeeeestat> First time I touch html version of my game and music seems to be played again even though I check if the music is already playing to not play it again o.o seems to be problem of html only, as android and desktop work fine
[21:19:58] <kalle_h> esvee: I am just rewriting weather system to be fully dynamic and easier to use
[21:20:00] <Leeeeeestat> known issue?
[21:20:14] <esvee> kalle_h, post some screens when got smth to show man
[21:20:34] <kalle_h> I will
[21:20:46] <esvee> kalle_h, i'm rewriting my game from scratch using entity component and messaging systems. i've decided i want to have the bare minimum code possible - in contrast of the tons of abstractions i have now that don't do anything
[21:21:04] <esvee> feels good to be back on the engineering side of things after three months of shaders
[21:21:33] <kalle_h> messages may be bad choise for if you overuse them
[21:22:18] <kalle_h> harder to debug and reason when there are added latency always
[21:22:30] <esvee> well i need one system to comminucate with another system
[21:22:42] <esvee> so the libgdx messageDispatcher seems to do the trick
[21:22:51] <esvee> i don't rely on them for anything but very specific tasks
[21:23:04] <kalle_h> good
[21:25:37] <esvee> i also decided to do very limited unit testing
[21:25:51] <esvee> to check validity of specific algorithms
[21:26:19] <esvee> hopefully it won't turn out to be a maintanence nightmare
[21:27:36] <kalle_h> simple test cases are good for algorithms but can't see benefit of unit testing them
[21:28:15] <kalle_h> for complex algorithms just keep the simple brute force reference somewhere so you can compare results
[21:29:11] <esvee> well i have an interaction across diferrent systems, (e.g a collision between two bodies triggers a chain reaction and i want to verify that after it ends the involved entities are in a specific state)
[21:29:46] <esvee> or some AI algorithms ..
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[21:31:29] <esvee> i hope i can force myself not to over-engineer things
[21:32:08] <kalle_h> unit testing sounds like over-engineering
[21:32:57] <kalle_h> game code changes so fast that keeping tests up to date could be nightmare
[21:33:09] <esvee> i guess i mis-spoke, i'm not unit testing in the classic sense
[21:33:27] <esvee> just instead of making a console test case, i'm using junit
[21:34:21] <esvee> plus i've learnt from last time which components are less likely to be changed
[21:34:53] <kalle_h> junit is classing sense of unit testing
[21:35:14] <esvee> what would you suggest?
[21:35:42] <esvee> last time it was a nightmare, i just ran the game a million times trying to verify a behavior
[21:35:55] <kalle_h> I just use asserts to guard against everything
[21:36:11] <esvee> i can't use asserts to verify a specific behavior..
[21:36:31] <esvee> i'm using them regardless
[21:37:05] <kalle_h> I am not using them to do unit test but I am using them to do comments and keep me sane. This is enough for me
[21:37:48] <esvee> oh that's what i'm doing as well
[21:37:50] <esvee> i hardly ever comment
[21:38:22] <esvee> well i'll see how it plays out, it's never too late to delete the 'tests' directory when it causes too much headache
[21:40:42] <esvee> the top lesson from last time is to never abuse the 'template method' pattern
[21:40:57] <esvee> (abstract class with empty methods left to be implemented by sub-classes)
[21:41:08] <esvee> it got so extremely inflexible after a while
[21:44:56] <kalle_h> afk
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[21:45:29] <zambo> kalle_h: The reason I think it’s concurrent is that the World class has an isLocked() method, (which I do check before body removal). The contact filter seems to be processing a body that has been removed before the previous step, indicating that body removal isn’t synchronous
[21:47:15] <nick-drt-nap> anyone use a 9patch window image?
[21:47:37] <nick-drt-nap> an image with a title bar
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[22:02:56] <Leeeeeestat> about my trouble with music playing many times in html even though I check them not to, I just changed this:
[22:02:57] <Leeeeeestat> http://pastebin.com/257PDJK6
[22:03:22] <Leeeeeestat> and now it works fine o.o, does html have trouble with many condition in one if?
[22:06:39] <kalle_h> zambo: I think isLocked is there because you aren't allowed to alter box2d world when step is in process(so all those callback and listeners)
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[23:24:18] <baseball435> Hey would someone be able to answer a question for me?
[23:26:06] <prophile> that would depend on the question, just ask it
[23:26:53] <baseball435> Is there a maximum amount of vertices a .obj can have when loading it?
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[23:28:14] <kalle_h> baseball435: 32k
[23:28:23] <baseball435> shit, that explains why it's not loading
[23:28:29] <kalle_h> or that is limit for java short indices
[23:28:44] <prophile> the obj loader is also not advised for use in production
[23:28:53] <baseball435> well i tried converting it to g3db
[23:28:57] <kalle_h> because vertices need to be identifiable with indices
[23:28:58] <baseball435> and it gave me a warning for too many indices
[23:29:07] <baseball435> what is the conversion between indices and vertices?
[23:29:30] <kalle_h> there should't be max limit for indices but maybe that error message is just misleading
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[23:29:59] <baseball435> http://imgur.com/FzQ4ilK
[23:30:03] <baseball435> that's what i get
[23:30:04] <kalle_h> baseball435: you can't have more vertices that your indice data type can point
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[23:30:29] <baseball435> can you make that more understandable kalle_h? Im not sure what you mean by that
[23:30:34] <kalle_h> that error message is then misleading.
[23:30:44] <baseball435> what does it mean then?
[23:31:06] <kalle_h> vertices need to be adressable by unique "name"
[23:31:23] <baseball435> unique name? Like in blender?
[23:31:31] <kalle_h> this name is just index number
[23:31:48] <kalle_h> so first vertices in file is 0, second is 1. and so on
[23:32:00] <baseball435> ok gotcha
[23:32:07] <baseball435> so what is the problem there
[23:32:08] <kalle_h> then indices point to that list
[23:32:39] <kalle_h> libgdx use short as data type for indices
[23:32:45] <baseball435> so this is what part of the .obj file looks like
[23:32:54] <kalle_h> might be restriction in gles2.0
[23:33:02] <baseball435> http://pastebin.com/E8czPX1f
[23:33:25] <baseball435> im running it on desktop though to test it
[23:33:36] <baseball435> would that matter?
[23:34:13] <kalle_h> I am not sure does libdx support integer indices.
[23:34:22] <kalle_h> but problem is just that yuor model contain way too many vertices
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[23:34:42] <baseball435> that's probably that. There's like 320k or something
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[23:35:07] <baseball435> http://www.badlogicgames.com/forum/viewtopic.php?f=15&t=16636 that's my post
[23:35:11] <baseball435> 358k vertices in it
[23:35:55] <kalle_h> can you break it to couple submodels
[23:36:03] <kalle_h> or just make lower poly version of it
[23:36:09] <kalle_h> 358k is quite much
[23:36:12] <baseball435> hm.. that's not a bad idea
[23:36:32] <baseball435> my modeler loves detail ;)
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[23:37:06] <kalle_h> at work I just don't allow our artist to use more than 64k vertides and 128 bones per model. They seem to understand that hardlimit
[23:37:51] <kalle_h> actually restriction is just per submodel but I let them figure that them self
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[23:38:21] <baseball435> So i could split the 358k into 11 parts or something and place them back together?
[23:38:31] <baseball435> or my modeler could
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[23:39:43] <baseball435> but the game is running on android so that'll lag a shit ton... yeah probably going to restart the model
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[23:56:27] <wreed> with coorinates when would you have the w component not set to 1?
[23:56:35] <wreed> coordinates*
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   October 2, 2014  
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