[00:00:10] <Xoppa> every entity is in memory anyway, i'd assume, so why the additional map instead of an additional entity member?
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[00:05:14] <kalle_h> Xoppa: I use those EntityViews as filters so I can do some operations only for entities that have certain components(or not have them). But many times entities want to point to others and I don't allow direct pointer access for many reasons so they just refer others wiht ID
[00:05:47] <kalle_h> so I need really fast way to find entity with certain ID from certain view
[00:06:03] <esvee_> sweet, i simplified a 20+ states state machine i wrote last time to just 5 states. took 12 hours to figure out the state minimization and sort out little ugly problems. *happy*
[00:06:36] <kalle_h> esvee_: there are some algorithms for that
[00:07:02] <hextileX> kalle_h: dont remind me at university
[00:07:22] <esvee_> kalle_h, it isn't a traditional state machine, i didn't think correctly about the problem and it caused an explosion of different states (a fsm state min algorithm wouldn't do any good)
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[00:07:24] <kalle_h> state reducing by pen and paper
[00:07:48] <kalle_h> it wasn't any fun
[00:07:56] <esvee_> a lot of the states could be minimized to a simple 'if' statement outside of the state machine
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[00:08:10] <hextileX> I get gradle dependencies problem. But I inserted the repository where gradle can find the artifact.
[00:08:30] <Xoppa> i'm confused, you want to find an enitiy by its id, and its id is the index in the array...
[00:08:52] <esvee_> i really love the ashley framework, it's so fun to see my awful design from last time gets packed in small elegant components
[00:09:35] <hextileX> esvee_: do you have click or gesture listeners on your entities?
[00:09:53] <kalle_h> Xoppa: at first I thought this was so rare event and didn't optimize it al all and used linear search. Then some gameplay code happens and it was using ~60% of frame time. Then I optimized it to use Hash and its <10% anymore but I want to make sure it will scale
[00:09:55] <esvee_> yeah, why?
[00:10:14] <hextileX> esvee_: because I am scratching my head because of this.
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[00:10:26] <esvee_> what's the problem?
[00:10:31] <kalle_h> Xoppa: I said that I can't use array because it would be too sparse
[00:10:40] <hextileX> do you still use scene2d with actor?
[00:10:46] <kalle_h> so I use compacted array. So holes are removed
[00:11:00] <hextileX> and if not: how do can get gesture events on entities?
[00:11:11] <Xoppa> ah, so id != index within the array
[00:11:26] <esvee_> hextileX, i don't use scene2d, way overkill for my needs
[00:11:40] <esvee_> hextileX, i don't use gestures as well
[00:11:42] <kalle_h> Xoppa: yup
[00:11:46] <hextileX> cool. but how do you manage this?
[00:11:54] <hextileX> is your code open source?
[00:12:03] <esvee_> nop, closed source (even paying goddamn github)
[00:12:27] <esvee_> i have one big dumb listener, and i figure out what do to from there
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[00:12:43] <esvee_> depending on the context i might ray pick an entity and send it a message
[00:12:46] <hextileX> one listener for the comlete screen?
[00:13:10] <hextileX> and then you find the entiy yourself?
[00:13:12] <esvee_> yup.. maybe there's a better way, but it does the job
[00:13:12] <Xoppa> if the id's are within specific ranges (read fit memory you want to use for it) then using an index array is a very good method
[00:13:34] <esvee_> yeah, i just do the good ol' brute force search. i have max ~100 entities so i don't care
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[00:13:48] <hextileX> esvee_: I see.
[00:14:02] <hextileX> thanks! do you think you can share this peace of code?
[00:14:26] <esvee_> i'm rewriting the game from scratch, the current code does nothing, and the old code is extremely convoluted
[00:14:51] <Xoppa> kalle_h, whenever id's get out of the range you are willing to use, then you could always re-index them (remove unused indices)
[00:14:52] <hextileX> ok. but thanks for the idea.
[00:15:02] <esvee_> but i don't think there isn't something solvable by ray picking and message passing
[00:15:06] <hextileX> at the moment I stick to scene2d but I want to switch sometimes
[00:15:10] <esvee_> i implemented my own message handling to work with ashley
[00:15:17] <hextileX> kk
[00:15:24] <esvee_> :)
[00:15:50] <hextileX> but at the moment I try my luck with a multiplayer prototype
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[00:16:27] <hextileX> it is such a idea that I think: we did nobody else did this?
[00:16:41] <hextileX> I mean why
[00:16:59] <esvee__> i'm sorry man, i disconnected
[00:17:11] <esvee__> can you c&p what you said?
[00:17:21] <hextileX> 00:14:57 - hextileX: […] ut at the moment I try my luck with a multiplayer prototype
[00:17:21] <hextileX> 00:15:34 - hextileX: it is such a idea that I think: we did nobody else did this?
[00:17:43] <hextileX> arg. im tired
[00:17:53] <hextileX> to many spell mistakes
[00:18:37] <esvee__> i'm also doing a multiplayer game
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[00:18:53] <hextileX> Oh. nice. which server do you use?
[00:18:53] <esvee__> but i'm making a re-make of an old game. :)
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[00:19:15] <esvee__> currently AppWarp since i don't want to invest time in developing the boilerprate infrastructure
[00:19:15] <hextileX> I try Cubeia Firebase at the moment
[00:19:25] <esvee__> if i see i get some players going, i'll rewrite with Kryonet
[00:19:27] <Xoppa> kalle_h, you could index them depending on the existing indices, e.g. if you remove an entity set it to null in the index array, if you create an entity set it's id to the first null index.
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[00:19:41] <hextileX> esvee__: do the player need to register at appwarp?
[00:19:48] <esvee__> nop
[00:19:56] <hextileX> cool
[00:20:02] <hextileX> maybe I should have a look
[00:20:10] <esvee__> it costs too much man.
[00:20:14] <hextileX> I use a open source server in java
[00:20:18] <esvee__> they want 2500$ for a server, and i need two of them
[00:20:25] <hextileX> woooooooo
[00:20:30] <esvee__> but 300 CCU is free, so idc right now
[00:20:31] <kalle_h> Xoppa: its nice for deubbing when id tell the order of creation
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[00:20:53] <hextileX> did not thought that a server cost so much today
[00:21:01] <esvee__> it's not the server, it's the stupid license
[00:21:30] <hextileX> I try to stick to open source and a small server of a friend
[00:21:38] <esvee__> i use two VPS's, a test dreamhost for 8$, and an EU server for 50 EUR
[00:21:44] <hextileX> hope to reduce cost to maybe 50€ / month
[00:21:49] <hextileX> at the biginnung
[00:22:03] <hextileX> ok
[00:22:15] <esvee__> what kinda game are you doing?
[00:22:17] <esvee__> just curious
[00:22:47] <Xoppa> kalle_h, then surround it with #ifndef _DEBUG (trading debug over memory) or add an additional member (debug only) which indicates the order of creation
[00:23:13] <hextileX> esvee__: party game
[00:23:27] <kalle_h> that woudl work
[00:23:30] <hextileX> like mario party
[00:23:39] <hextileX> where people sit together and have fun
[00:23:39] <esvee__> oo
[00:23:49] <esvee__> nice
[00:23:56] <esvee__> hopefully alcohol is also involved
[00:24:04] <hextileX> but at the moment I will only create a small prototype and then think about it
[00:24:14] <hextileX> esvee__: there will be a 18 version
[00:24:28] <hextileX> or 21 for the suck states
[00:24:32] <esvee__> o
[00:24:38] <hextileX> for germany a 16 version :->
[00:24:42] <esvee__> hhh
[00:25:05] <hextileX> mabye also a streaptease version (with cheats)
[00:25:05] <esvee__> well gl with that mate
[00:25:26] <esvee__> i'ma grab a smoke and think about how to implement one more feature before i fall to sleep
[00:25:33] <hextileX> better: streaptease with IAP cheat for maybe 10$
[00:25:58] <hextileX> would be selling like russian bread
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[00:30:43] <hextileX> gradle can not find the dependecy javax.transaction:jta:1.0.1B:jta.jar
[00:31:36] <hextileX> I think the classifier is incorrect. But I can not change them. How can I solve this?
[00:32:00] <kalle_h> Xoppa: it does cause one indirection and one branch extra in avarage. Compared to straight array but data is quite compact and work in general case
[00:34:39] <Xoppa> kalle_h, looks good, but why not use an index array? is it really that much ram you're trading?
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[00:35:37] <kalle_h> 50 * 100k * 4bytes = 20Mb
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[00:35:51] <kalle_h> its not that much after all
[00:36:35] <Xoppa> i meant like the way i suggested, set to null on removal, use first null value on creation
[00:36:49] <kalle_h> so it would be 2Mb
[00:36:59] <kalle_h> that does not sound bad
[00:37:39] <kalle_h> need to benchmark
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[00:38:09] <kalle_h> its not the amount of memory but access patterns which is impossible to theorize
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[00:42:03] <Xoppa> std::vector<T*> indices; on remove: indices.at(entity.id) = 0; on creationg for (std::vector<T*>::iterator it = indices.begin(); it != indices.end(); ++it) if ((*it) == null) return &(*it); // untested et al
[00:44:30] <Xoppa> euhm, iterate on index there, but you get what i mean
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[00:51:35] <kalle_h> Xoppa: I propably should keep free list to make creation as O(1)
[00:52:02] <kalle_h> hmm, sorted free list. start to sound bad
[00:52:30] <Xoppa> free list doesn't sound bad to me
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[00:52:54] <Xoppa> *stack
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[01:15:41] <dauntless26> Hey guys
[01:16:24] <dauntless26> Is there a way to set up a project without using gradle?
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[01:21:09] <dauntless26> Ok. Is that something I can download abe transfer to a computer with no internet access? Because all the Times I've tried to use the set up files it requires internet.
[01:21:21] <dauntless26> And*
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[01:23:53] <dauntless26> Ok I'll try thanks!
[01:25:36] <dauntless26> Should I use the nightly or official release?
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[01:27:22] <Jumblemuddle> What is the best way to 'brighten' a texture? I know I can use SpriteBatch.setcolor() to darken one, but it doesn't seem to accept floats larger than 1f.
[01:31:57] <kalle_h> Jumblemuddle: modify vertex shader a bit. multiply v_color by 2 and then use 0.5f,0.5f,0.5f,0.5f gray as default
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[01:35:08] <dauntless26> If I develop a project on my for desktop and decide I want to support other platforms later what is the best way to go about this? Assume I only created a desktop subproject.
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[01:43:57] <mobidevelop> I wish that gdx-pay had its own tests separate from the main tests, makes it a pain to ignore those projects
[01:46:13] <dauntless26> How do I import a new project into eclipse without using gradle?
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[02:01:16] <davebaol> mobidevelop: how to set a private field via libgdx refection?
[02:02:05] <davebaol> ClassReflection.getField() only finds public fields
[02:02:28] <mobidevelop> getDeclaredField
[02:04:16] <davebaol> mobidevelop: looks like it doesn't work if the field is declared in a superclass
[02:04:35] <mobidevelop> That's no different than standard java reflection
[02:05:21] <davebaol> right, you might have private fields with the same name in the hierarchy
[02:05:59] <mobidevelop> Indeed
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[02:29:47] <Delmadan> anyone having issues with RoboVM + iOS8?
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[02:30:24] <Delmadan> resize() doesnt change width or height with orientation changes for me
[02:30:45] <Delmadan> It’s breaking my heart :(
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[02:42:19] <davebaol> Delmadan: yeah there are some issues on the tracker
[02:42:26] <davebaol> they are working on them
[02:42:37] <Delmadan> davebaol: cheers :)
[02:42:54] <Delmadan> good to know im not the only one with the issue :P
[02:44:04] <Tann_> Anyone here done much with music in LibGDX?
[02:44:20] <Tann_> Can't find a good workaround, music.setPosition is missing : (
[02:45:17] <Delmadan> thanks davebaol!
[02:45:57] <davebaol> Delmadan: your specific issue might be already fixed though
[02:46:27] <Delmadan> I’ll update to nighlies and check it that resolved it :)
[02:47:01] <davebaol> yep it's your best bet :)
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[03:25:01] <FrottyZad> Is there any obvious mistake I could have made, when my game draws differently on desktop and android?
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[03:35:05] <TEttinger> FrottyZad, differently how? positions?
[03:35:28] <FrottyZad> no, complete sprites are not drawn
[03:35:31] <FrottyZad> at complete random
[03:35:38]
[03:35:45] <FrottyZad> it always works on desktop
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[03:36:44] <FrottyZad> it's only the background tho
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[03:38:15] <TEttinger> uh... do you have any screenshots? I wonder if this is related to them not being reloaded when your game comes back from sleep or pause on android
[03:38:25] <FrottyZad> TEttinger: making right now
[03:38:37] <FrottyZad> and no, fresh start out of eclipse
[03:38:46] <TEttinger> damn...
[03:39:24]
[03:39:50] <FrottyZad> this on my nexus 5
[03:40:23] <FrottyZad> the stage stuff is drawn properly, but the whole bg cascade is missing
[03:40:30] <FrottyZad> sometimes half of the cascade appears..
[03:40:42] <FrottyZad> it's at the top of my renderfunc
[03:40:46] <TEttinger> I can't see a cascade on desktop
[03:41:04] <TEttinger> ph
[03:41:05] <TEttinger> oh
[03:41:09] <FrottyZad> just called it that way
[03:41:19] <TEttinger> behind the portrait and Fff and stuff
[03:41:24] <FrottyZad> yes
[03:41:59] <TEttinger> and that's a sprite on both, but is maybe the position set differently on different screen sizes?
[03:42:11] <FrottyZad> no it's all dynamic
[03:42:19] <FrottyZad> all with realtive values
[03:42:27] <FrottyZad> and I can resize on desktop w/o probs
[03:42:51] <FrottyZad> And the first screen (main menu) displays fine
[03:43:37] <FrottyZad> is it not ok to being and end a spritebatch multiple times?
[03:43:42] <FrottyZad> begin*
[03:44:21] <TEttinger> it's definitely bad to have multiple spritebatches in begin mode at the same time
[03:44:33] <FrottyZad> no, I have only 1 spritebatch
[03:44:51] <FrottyZad> which begins and ends multiple times
[03:44:58] <TEttinger> can you maybe pastebin the render code?
[03:45:03] <FrottyZad> sure
[03:47:07] <FrottyZad> the header basically does what is done with the topsprite above
[03:47:45] <TEttinger> ok, so header is the part that's not working right on mobile?
[03:47:54] <FrottyZad> the whole background as you can see
[03:47:59] <FrottyZad> it's only the background color
[03:48:07] <FrottyZad> none of the sprites in that batch are drawn
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[03:49:11] <TEttinger> what is yr2a?
[03:50:14] <TEttinger> I wonder if it has to do with the GlClear call filling the background with the correct color on desktop but not on mobile
[03:51:01] <FrottyZad> yr2a just converts the relative float to pixel coords
[03:51:28] <FrottyZad> just a small workaround for now
[03:51:33] <FrottyZad> so
[03:51:48] <FrottyZad> when I first start from eclipse, sometimes the 2 big sprites are drawn
[03:51:52] <FrottyZad> but not the small lines
[03:51:59] <FrottyZad> if I start it again from the device, nothing is drawn
[03:52:00] <FrottyZad> ...
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[03:52:38] <TEttinger> hmmm
[03:52:43] <FrottyZad> I get
[03:52:51] <FrottyZad> GL_INVALID_OPERATION in logcat
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[03:53:07] <FrottyZad> relevant?
[03:53:43] <FrottyZad> I suppose it is
[03:53:44] <FrottyZad> :D
[03:53:47] <TEttinger> sounds like it. I'm guessing that's the clear not working. I'll check the site
[03:54:00] <FrottyZad> any other simple way for a background color?
[03:54:14] <FrottyZad> or just another sprite sufficient?
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[03:57:41] <FrottyZad> I copied that from a libgdx sample somewhere
[03:57:47] <FrottyZad> Thanks for the link
[03:57:48] <FrottyZad> will try
[03:57:55] <TEttinger> try switching to that, FrottyZad, those 2 lines should be different since libgdx 1.0.0
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[04:00:19] <Frotty> TEttinger: no luck
[04:01:48] <Frotty> error persists
[04:02:13] <Frotty> But now the weird behaviour is somewhat consistent
[04:02:25] <Frotty> start from eclipse: most sprites drawn
[04:02:29] <Frotty> start from device: none
[04:02:45] <Frotty> and still the logcat warning
[04:02:51] <Frotty> running latest nightlies
[04:05:26] <TEttinger> that logcat is odd... wonder if anyone else has had this problem. oddly quiet in here.
[04:05:31] <Frotty> 10-04 04:04:06.861: W/Adreno-ES20(28741): <core_glUseProgram:1533>: GL_INVALID_OPERATION
[04:05:37] <Frotty> that's the whole line btw
[04:06:23] <TEttinger> are you doing anything with shaders?
[04:06:27] <Frotty> nope
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[04:16:19] <Frotty> I have no clue
[04:18:13] <Frotty> hm
[04:18:19] <Frotty> always happens after 1 screenchange
[04:18:28] <Frotty> the first mainmenu screen looks fine
[04:18:41] <Frotty> but if i go into settings and back into the mainmenu, it breaks
[04:18:50] <Frotty> and the INVALID_OP warning appears in logcat
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[04:20:07] <TEttinger> that's probably a clue somehow...
[04:20:29] <TEttinger> maybe how you're re-initializing the sprites for main menu?
[04:21:20] <Frotty> what do you mean by "re-initializing"
[04:21:28] <Frotty> they are only created once from the atlas
[04:22:01] <TEttinger> so they aren't disposed when you change screens?
[04:22:31] <Frotty> no
[04:23:35] <Frotty> now the thing is
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[04:23:50] <Frotty> if I start from eclipse now, and change between mainmenu and settings
[04:23:53] <Frotty> everything is fine
[04:24:03] <Frotty> If I close the app and restart from device, it's broken
[04:24:06] <Frotty> how is that even possible
[04:24:07] <Frotty> ?
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[04:24:21] <TEttinger> did you change any code???
[04:24:53] <Frotty> I removed a duplicate render request
[04:24:55] <Frotty> that was all
[04:25:04] <Frotty> ok wtf
[04:25:11] <Frotty> if I start the app now on android from device
[04:25:15]
[04:25:27] <Frotty> Am I not supposed to start from device at all?
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[04:26:42] <mobidevelop> Sounds like someone is using statics incorrectly
[04:26:46] <TEttinger> I always built apks and installed them because my usb connection is spotty
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[04:26:56] <Frotty> mobidevelop: elaborate?
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[04:28:12] <TEttinger> yeah, Frotty: this could definitely be related to android treating static variables as "not worth keeping around"
[04:29:45] <mobidevelop> Actually it is the opposite, Android tends to keep statics around longer than you want
[04:30:13] <Frotty> ok, but the bitiotic article doesn#t offer a solution
[04:30:20] <Frotty> right now i have all the spires in static vars
[04:30:25] <Frotty> since it's only very few
[04:30:31] <mobidevelop> Don't use statics
[04:30:33] <Frotty> what's the correct way to do it?
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[04:31:15] <TEttinger> AssetManager
[04:31:45] <mobidevelop> Have normal non-static variables
[04:31:59] <Frotty> big whoop
[04:32:06] <Frotty> but I somehow would need to access that one class
[04:32:13] <Frotty> all around the app
[04:32:14] <Frotty> how?
[04:32:17] <mobidevelop> That's a design problem
[04:32:26] <Frotty> bleh
[04:32:33] <Frotty> why isn't this garbitch mentioned nowhere
[04:33:24] <Frotty> so a singleton wouldnt work as well?
[04:35:33] <mobidevelop> It is mentioned lots of places
[04:35:48] <Frotty> maybe I wasn't in those places of the wiki
[04:36:02] <mobidevelop> Statics (and singletons) work if you manage them correctly
[04:36:16] <Frotty> which means?
[04:37:00] <mobidevelop> Recreating things when they need to be recreated
[04:37:09] <cobolfoo> there is a hashmap that could have same keys all over the place?
[04:37:31] <Frotty> mobidevelop: is there any reason you are not more specific?
[04:37:55] <mobidevelop> Because it is different for every app
[04:37:57] <Frotty> cobolfoo: how does a hashmap matter?
[04:38:13] <cobolfoo> I want to store and sort elements by timestamp, but several elements could have the same timestamp
[04:38:24] <cobolfoo> a normal hashmap will overwrite the elemetn to keep unique keys
[04:38:40] <Frotty> mobidevelop: how can I find out the way I need to handle things in my app
[04:39:07] <TEttinger> I've been meaning to switch to assetmanager for this reason
[04:39:19] <mobidevelop> AssetManager is a good start
[04:39:39] <Frotty> If your game is very simple, and loading resources doesn't take a lot of time you don't want to use the AssetManager
[04:39:40] <mobidevelop> So is removing static references to sprites
[04:39:44] <Frotty> Which fits to my game
[04:40:05] <Frotty> I copied the line from that site
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[04:40:07] <Frotty> ..
[04:40:08] <TEttinger> oh ok
[04:40:17] <Frotty> that is why I decided against it
[04:40:21] <mobidevelop> "You don't want to use AssetManager" is a pretty general statement
[04:40:22] <Frotty> also several people told me not to use it
[04:40:30] <Frotty> (for small projects)
[04:40:40] <mobidevelop> I don't use it myself
[04:41:02] <mobidevelop> But there is nothing wrong with using it for small projects or large
[04:41:31] <Frotty> and what do you use or do instead...?
[04:42:02] <mobidevelop> I use statics actually
[04:42:05] <TEttinger> yeah, I've been kinda wondering that myself
[04:42:11] <Frotty> ..
[04:42:19] <TEttinger> so you do the whole mess with re-initializing them?
[04:42:57] <mobidevelop> I reinitialize them on every create
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[04:43:25] <Frotty> ok
[04:43:31] <TEttinger> so try that, Frotty, if your game stays small it won't be a problem
[04:43:32] <Frotty> I can add a simple call to reload textures
[04:43:44] <Frotty> just out of the blue
[04:43:47] <Frotty> i doubt it will work
[04:43:51] <Frotty> but we will see
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[04:46:13] <Frotty> yea
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[04:46:19] <Frotty> TEttinger: mobidevelop didnt change anything
[04:46:40] <Frotty> and still GL_INVALID_OPERATION
[04:47:05] <Frotty> only thing changes is that it takes now 1-2 seconds to change screen due to loading
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[04:52:09] <Frotty> TEttinger: any idea on how to narrow down the invalid op ?
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[04:59:50] <Frotty> TEttinger: TEttinger: any idea on how to narrow down the invalid op ?
[04:59:58] <Frotty> didnt see you disced
[05:00:06] <TEttinger> oh ok
[05:00:10] <Frotty> the reloading/init of the statics didnt do anything
[05:00:13] <Frotty> except enhance loadtimes
[05:00:22] <TEttinger> well that's good
[05:00:31] <Frotty> not enhancing
[05:00:32] <TEttinger> but the invalid op is not
[05:00:42] <Frotty> making them longer
[05:00:45] <TEttinger> oh
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[05:00:58] <Frotty> extends the loadtimes
[05:01:02] <Frotty> sry for my english
[05:01:40] <TEttinger> mobidevelop, that error was this, btw
[05:01:41] <TEttinger> 10-04 04:04:06.861: W/Adreno-ES20(28741): <core_glUseProgram:1533>: GL_INVALID_OPERATION
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[05:07:15] <Frotty> all the google search results have to do with shaders
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[05:19:27] <Frotty> TEttinger: also, the sprites inside the stage-table are the same static ones
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[05:19:39] <Frotty> simple indicator that that is probably not the cause
[05:19:45] <Frotty> I guess I will give Assetmanager a try
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[05:22:18] <Frotty> tho..
[05:22:29] <Frotty> why would spritebatching cause the gl error
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[08:10:41] <Psyfire> Mornin' evenin' and goodnight
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[09:03:31] <nuzz> hello
[09:04:21] <Psyfire> sleepy chat is sleepy
[09:04:46] <nuzz> truly
[09:05:28] <Psyfire> I'm in the middle of major refactoring. The excitement! What are you up to?
[09:05:37] <nuzz> looking for some advice regarding Dialogs, is it possible to cascade them effectively?
[09:05:52] <nuzz> just working on a mini proj for uni
[09:05:58] <Psyfire> not familiar with dialogs :\
[09:06:14] <Psyfire> that is libGDX dialogs
[09:06:38] <nuzz> yep libgdx dialogs
[09:07:10] <Psyfire> Feel free to ask your question anyway. Some people lurk and answer / respond only if they know the answer.
[09:07:27] <nuzz> okay i'll just wait :)
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[09:09:02] <Psyfire> Forums are another good alternative. this time of night is typically a bit sleepy on the irc.
[09:09:46] <nuzz> alright thanks for the tip
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[09:11:25] <Psyfire> The most active times on the IRC tend to be between 9am and 11pm in Central-Standard-Time.
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[09:27:33] <Paul_> hey
[09:28:05] <Paul_> how can I get the rectangle of the current viewport? I use extend viewport, and I want to get the whole background rectangle, so i can draw a texture to fill it all
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[09:30:18] <Paul_> i know that the width and height is viewport.getWorldWidth / Height
[09:30:23] <Paul_> but how to get that x and y positions ?
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[10:45:33] <Radzell> hi
[10:45:58] <Radzell> I want to figure out if a player and enemy are near each other.
[10:46:05] <Radzell> I was going to use a senor.
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[10:46:50] <Radzell> Is their anyway to extend the body to add a additional sensor like function that tells when it's overlapping with something
[10:47:01] <Radzell> in a x radius
[10:47:24] <noone> add another fixture to the body
[10:48:09] <Radzell> great thanks didn't know you could do that
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[11:43:38] <bhldev> does pan use halftapsquaresize?
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[11:47:44] <droidboi> Does java -jar gdx-setup.jar ONLY create the project file or does it ALSO download the libgdx library
[11:48:09] <yuraj> hello guys, I am getting this error: MissingResourceException: Can't find bundle for base file handle lang/lang.properties, locale sk_SK so problem is I have only EN locale, how can I avoid this exception and set default language (EN) for nonexisting localized bundle?
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[11:55:59] <yuraj> fixed it :) I have omitted .properties extension in filehandle
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[13:24:57] <Joozey> Using android studio, the way to get a jar from the desktop project is still via another IDE?
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[13:34:54] <lordjone> hi!
[13:35:30] <lordjone> does anybody know how to set a stage with infinite sized world ?
[13:36:10] <Raziel> ...define infinite
[13:36:49] <lordjone> not bounded
[13:37:12] <lordjone> i need to have Window widgets move freely without any constraints
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[13:38:00] <dermetfan> lordjone: Window#setKeepWithinStage(boolean)
[13:38:10] <lordjone> dermetfan: thanks let me try
[13:38:58] <dermetfan> Joozey: gradlew.bat :desktop:dist
[13:39:22] <lordjone> dermetfan: perfect, but what about other widgets ?
[13:39:38] <lordjone> are they constrained by the stage or not ?
[13:39:43] <dermetfan> they are not
[13:40:52] <lordjone> k good, is it possible to have an Image covering the entire stage considering camera zoom too ?
[13:41:29] <lordjone> i need the illusion of a never ending space grid
[13:41:52] <davebaol> hi lordjone, so long
[13:41:57] <davebaol> hi dermetfan
[13:42:16] <lordjone> hey davebaol :), kinda busy these days with work
[13:43:00] <dermetfan> lordjone: setFillParent(true) maybe - Hi davebaol
[13:43:32] <lordjone> dermetfan: yes, already did, the problem is when i zoom out
[13:44:16] <dermetfan> lordjone: is the image supposed to zoom at all?
[13:44:53] <lordjone> dermetfan: not necessarly, i just need it to cover the entire viewport
[13:45:22] <dermetfan> lordjone: you could not put it on the stage, just draw a sprite or textureRegion separately
[13:45:58] <dermetfan> lordjone: otherwise maybe setScale() works to revert the zoom
[13:46:11] <lordjone> dermetfan: if i can use the tiledDrawable or the Image widget separately i can give it a try
[13:49:06] <lordjone> mmm tried with setscale, but i don’t like the effect on the image, so yes the background image needs to zoom as the camera zoom in out
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[13:55:50] <Joozey> thanks dermetfan
[13:57:19] <evident> hi everybody... can anybody tell me why in a new project I keep getting the error that Gradle version 1.10 is required, but my current one is 2.0? I already changed the gradle-wrapper.properties to use 1.10-all.zip as distribution URL, but as soon as I save that and retry a gradle sync, I get the old error... and it seems to set back the distribution URL to 2.0...
[13:57:25] <evident> I am using Android Studio...
[13:58:06] <evident> the weird thing is that it worked on other projects before... I created a test project a few days ago, that uses the same settings, and there it works... but on the new one it doesnt seem to change the gradle version
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[14:03:11] <evident> All I've done is to create a new project and import it as usual into AS... then in build.gradle I changed the classpath 'com.android.tools.build:gradle:0.10+' to classpath 'com.android.tools.build:gradle:0.12+'
[14:03:35] <evident> usually then it would build the project... but it doesnt :(
[14:03:57] <dermetfan> evident: you probably use your local gradle installation instead of actually using the wrapper
[14:04:15] <Tomski> evident, try using wrapper 1.11 and android gradle build tools 0.12.0
[14:05:27] <dermetfan> make sure to run gradlew.bat (./gradlew on linux) instead of just "gradle" and if you use gradle via an IDE, make sure it uses the wrapper
[14:06:01] <evident> ahhh yes that was it
[14:06:52] <evident> I had to open the gradle settings and instead of "use default gradle wrapper" I entered the path to the gradle/wrapper/ directory in my project... there i could set the distribtuion URL to 1.10-all.zip and it works fine
[14:07:07] <Lecherito> hi all :D
[14:07:11] <Tomski> o/
[14:07:13] <evident> hi Lecherito
[14:07:21] <Lecherito> hi evident
[14:07:25] <Lecherito> dat Tomski !!!1
[14:08:29] <Lecherito> how's it going
[14:09:53] <Tomski> not good anymore
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[14:13:35] <Lecherito> should I go again? :c
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[14:14:45] <qxcb> Hi all, can anyone tell me if there is a file-chooser widgit in libgdx ? AFAIK there is not but has anyone tried making one?
[14:18:50] <[twisti]> first hit on google for "libgdx file chooser"
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[14:29:08] <qxcb> is there any reason there's not one in th eprojet itself though?
[14:32:38] <[twisti]> havent the foggiest
[14:32:54] <Tomski> probs not cross platformy enough
[14:33:03] <Joozey> I tried to convert a libgdx project to gradle and everything went to hell. Where is the fix-it-instantly button?
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[14:33:20] <[twisti]> make new project, copy over code and assets, ???, profit
[14:33:29] <Tomski> Joozey, thats me
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[14:33:58] <Joozey> :P there should be a button for that
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[14:34:07] <Button> <
[14:34:13] * Joozey presses Button furiously
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[14:34:26] <qxcb> ok
[14:34:34] *** Button is now known as Tomski
[14:34:38] <Tomski> All fixed
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[14:38:32] <mobidevelop> That Tomski
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[14:46:01] <Oebele> hi guys, please help me check if I recall correctly: the parameter 'pointer' passed to the touch event handling methods is the 'number of the finger' and is always 0 for mouse input, right?
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[14:58:20] <dustContributor> me neither
[14:58:21] <dustContributor> now i know
[14:59:08] <dustContributor> now i have to think what will i do with this newfound knowledge
[14:59:14] <dustContributor> use it for evil? for good?
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[14:59:20] <dustContributor> don't use it at all?
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[15:00:39] <HunterD> is the cpp port updated to latest version? 1.3.1
[15:01:29] <davebaol> don't know HunterD
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[15:09:23] <mobidevelop> No
[15:09:49] <mobidevelop> It probably is only updated to 0.9.8
[15:11:09] <mobidevelop> And even then I don't think it is a complete port
[15:17:21] <davebaol> right, the last commit is 1 year old
[15:18:22] <[twisti]> the "and hopefully ios" bit makes me think its probably not terribly complete
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[16:03:07] <hextileX> I get this gradle error: Artifact 'javax.transaction:jta:1.0.1B:jta.jar' not found. But this project is in the mavenCentral() repositiory.
[16:03:20] <hextileX> How can I solve this?
[16:03:59] <dustContributor> download the lib manually :3
[16:04:16] <[twisti]> that doesnt seem like a reasonable solution
[16:04:16] <hextileX> I tried (even if I do not like). still not work
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[16:05:10] <hextileX> mavenLocal() does also not work
[16:05:12] <Tomski> Sure its in central?
[16:05:39] <Joozey> libgdx64.so... where is that file supposed to be?
[16:06:35] <Tomski> bit weird
[16:06:50] <Joozey> oh its in gdx-natives.jar
[16:07:00] <Tomski> hextileX, 1.1 downloads ok
[16:07:07] <Oebele> the parameter 'pointer' passed to the touch event handling methods is the 'number of the finger' and is always 0 for mouse input, right?
[16:07:25] <[twisti]> the -B might indicate that it was a beta artifact thats not available anymore
[16:07:35] <Tomski> hextileX, B doesnt even have an artifact
[16:07:46] <Oebele> I know the answer is on the wiki, but stangely I couldn't find it anymore
[16:07:59] <hextileX> Tomski: But it is a subdependency from another dependecy.
[16:08:05] <Tomski> What dependency?
[16:08:26] <hextileX> compile "com.cubeia.firebase:firebase-api:1.10.7"
[16:08:38] <hextileX> I want to try firebase for multiplayer game
[16:08:46] <hextileX> this should be the java client api
[16:09:04] <hextileX> I have this as repository:
[16:09:39] <Tomski> You'll have to use another version that doesnt reference an artifact that doesnt exist
[16:09:48] <hextileX> And I guess that firebase themself wants to have jta
[16:10:11] <matthewt> hi gang what's new in the libgdx world
[16:10:17] <hextileX> ok. I try to use another firebase api version
[16:10:37] <hextileX> Or do you know a better open source multiplayer server with java client api?
[16:10:43] <hextileX> maybe firebase is too old
[16:11:22] <Tomski> I just use kryonet
[16:13:01] <Tomski> Looks like their builds are messed up
[16:13:52] <hextileX> Tomski: does kryonet support game romes, lobby, and so on?
[16:13:59] <Tomski> If you build them, yes
[16:14:12] <hextileX> mhhh. Ok I give them a try
[16:14:22] <hextileX> thanks!
[16:14:27] <Tomski> hextileX, try using 1.10.8-SNAPSHOT for api version
[16:15:15] <hextileX> Tomski: still the same error
[16:15:33] <hextileX> but no problem. I can switch to nathan software ;.>
[16:16:12] <hextileX> firebase would have all funktions for multiplayer game server. But I think I can code this by my one
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[16:17:58] <Lecherito> a dialog.setPosition(camera.position.x, camera.position.y); shouldn't be kinda in the middle of the screen?
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[16:18:35] <mobidevelop> No
[16:19:37] <Lecherito> i dont mean the exact center, but it's on top of the screen
[16:20:12] <hextileX> Tomski: kryonet has a nice documentation. thanks for this tip!
[16:24:13] <droidboi> I know how to set a vec3 unform (shader.setUniformf(iMouseLoc, someVector3);), but how to set an array of, say, 10 vec3s?
[16:24:14] <Joozey> okay this whole gradle android studio libgdx linux combination is ridiculous. make new libgdx project, import in eclipse, export generate gradle files, import in android studio, nothing works. Add libraries, add run configurations, add android facet, add .so files, android version works, desktop does not. Decide to ´sync with gradle´... all library settings gone /
[16:24:14] <Joozey> /o
[16:24:14] <Joozey> /o\ darnit
[16:24:15] <Joozey> Weird errors that nobody else on the internet gets or solutions dont work like libgdx64.so could not be loaded, but the gdx-native.jar is loaded fine. Or APplicationListener not found, while the IDE shows ApplicationListener as found in the gdx libs
[16:24:15] <Joozey> ARGH.
[16:24:15] <droidboi> Yes Joozey, is puzzling
[16:24:15] <droidboi> its
[16:24:15] <Joozey> sad thing is that previous month everything worked fine
[16:24:15] <Joozey> maven setups also work fine
[16:24:15] <Joozey> but then I can´t export .jar files from android studio :(
[16:24:15] <droidboi> It's not beginner friendly is it
[16:24:36] <Joozey> I will never get past beginner with gradle, nobody really knows how that voodoo magic is working
[16:26:16] <mobidevelop> O.o that's a pretty weird workflow you got there
[16:26:18] <droidboi> I think I started my proj before Gradle - I'm not sure how it builds
[16:27:11] <Joozey> All I want is to deploy .jar and .apk files from android studio with libgdx
[16:27:16] <mobidevelop> Literally, all it takes is generate gradle project with setup, import into Android Studio.
[16:27:29] <Joozey> If I run setup there is no gradle project?
[16:28:00] <droidboi> That's not good
[16:28:07] <droidboi> That's very very bad
[16:28:23] <Joozey> let me try again
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[16:28:30] <mobidevelop> Joozey: then you are not running the gradle setup
[16:29:32] <Joozey> there is a gradle setup?
[16:29:43] <Joozey> I use gdx-setup-ui.jar
[16:30:44] <droidboi> Does gdx-setup setup Gradle?
[16:31:08] <Joozey> oh, am I using an old libgdx version? I thought I downloaded the latest one
[16:31:43] <droidboi> What does "setup gradle" mean? Install gradle or create gradle directory structure and files?
[16:31:51] <Joozey> the latter
[16:32:07] <Tomski> droidboi, it sets up a gradle managed project
[16:32:15] <Tomski> Using a portable gradle installation
[16:32:25] <droidboi> Tomski: Thanks
[16:32:43] <droidboi> I don't have gradle install on my box
[16:32:50] <Tomski> You dont need it
[16:32:55] <Tomski> Because the wrapper gets generated
[16:32:56] <droidboi> Excellent
[16:32:59] <Tomski> Although you can do it if you wish
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[16:33:07] <droidboi> indeed
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[16:43:11] <Joozey> Oh my derp I lost 4 hours because I was screwing around with an old libgdx version. Well thanks mobidevelop :)
[16:43:55] <droidboi> does the setup loadload libgdx?
[16:43:57] <droidboi> download
[16:44:11] <Tomski> yes
[16:44:27] <Tomski> Unless you select offline mode or you cant access the artificats
[16:44:30] <Tomski> artifacts
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[16:47:13] <droidboi> No mention of offline mode
[16:47:52] <Tomski> droidboi, it is part of Gradle itself, not the tool
[16:48:51] <droidboi> ahh - :o) more behind the scenes voodoo non-Gradlers wouldn't know about
[16:49:09] <bhldev> why doesn't actorgesturelistener have a panstop?
[16:49:13] <droidboi> Thanks for the heads up Tomski
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[17:10:42] <evident> hi everybody... is there a way to increase the accuracy of a Stage's debug renderer? When using the shape renderer to draw a circle(), it only consists of a few vertices... is there a way to increase it, just so that my debug view looks a bit smoother?
[17:12:14] <maximtwo> you dont like hexagons instead of circles?
[17:12:58] <maximtwo> such an elitist
[17:13:16] <evident> i love hexagons actually :D
[17:13:41] <evident> been working on a hexagonal three player chess using libgdx last year :D
[17:13:57] <maximtwo> haha nice
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[17:14:03] <maximtwo> did that game actually work?
[17:14:13] <evident> it's just that those debug circles look a bit too rough for me :)
[17:14:16] <evident> yeah it did
[17:14:28] <evident> I mean it didn't have an AI or so
[17:14:32] <maximtwo> how does one play 3 person chess?
[17:14:37] <Tomski> evident, you can supply # of segments
[17:14:59] <evident> and it wasn't optimized for mobile... but on a desktop, it worked quite nice...
[17:15:06] <Tomski> Give it at least 1000000000000000 segments
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[17:15:28] <evident> but we should have improved all the calculations, which for three players can get heavy...
[17:16:23] <evident> e.g. you are not allowed through a move you want to perform, to put the third player in checkmate by the second player... because then the third player wouldn't have a chance to do anything
[17:16:40] <maximtwo> sounds crazy
[17:16:52] <maximtwo> what about 4 person chess?
[17:17:13] <flogy> what about 8 person chess
[17:17:28] <mobidevelop> Should be one person per piece of course
[17:17:51] <maximtwo> mmo chess
[17:17:53] <maximtwo> hell yeah
[17:18:14] <evident> well we designed it to be quite generic... so basically, you could add more than 3 players... and we made the chessboard generic so using the same algorithms, you can also create a normal 2 player chess...
[17:19:34] <evident> our major problem is that it wasn't optimized in points of memory usage... we still had quite a bit of temporary allocations etc... we were trying to be too generic in some points... so on a mobile device it was quite unplayable... but it was fun on a desktop
[17:20:08] <evident> Tomski: thx for the tip with the segments... didn't see that option in the code... easy solution :)
[17:22:12] <lordjone> how to draw a line using a custom widget ? i mean i need a shaperenderer but this means it has to be passed to th custom widget, any better way ?
[17:23:06] <maximtwo> Tomski, where to you get access to the ShapeRenderer without extending Stage?
[17:24:35] <maximtwo> nvm, i see that Actor has a drawDebug method
[17:24:43] <maximtwo> carry on
[17:24:43] <evident> :)
[17:25:57] <lordjone> maximtwo: yes but it needs a shaperenderer
[17:26:11] <maximtwo> the ShapeRendere is a parameter of Actor.drawDebug()
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[17:27:50] <lordjone> yes, but i need the same thing without drawDebug :)
[17:28:26] <maximtwo> what are you trying to do?
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[17:29:14] <maximtwo> oh nvm, i saw your comment above
[17:29:43] <lordjone> need to draw a bezier curve
[17:29:44] <maximtwo> it would be nice if you could supply your own ShapeRenderer to Stage
[17:29:55] <lordjone> yes it would
[17:30:07] <Tomski> maximtwo, way to call me out
[17:30:21] <lordjone> or at least access to a common shape renderer from the widgets
[17:31:20] <maximtwo> well you could always make it a static variable in your custom Widget class
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[17:32:24] <Tomski> Make everything static
[17:32:34] <lordjone> maximtwo: i will probably end up passing a ref to a shape renderer
[17:32:49] <maximtwo> i'd prefer that way
[17:33:13] <maximtwo> i just wanted to bring up statics because Tomski and mobidevelop were bitching about them earlier
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[17:35:01] <lordjone> eheheh
[17:36:30] <Lecherito> maximtwo: !
[17:36:38] <maximtwo> hey milkboy
[17:36:45] <maximtwo> how's it going?
[17:37:12] <Lecherito> it could be better, but not too bad
[17:37:13] <Lecherito> and you?
[17:37:23] <maximtwo> same here pretty much
[17:37:29] <Lecherito> ha!
[17:37:40] <Lecherito> trying to change of work
[17:37:47] <Lecherito> freaking retarded bosses
[17:38:04] <dermetfan> "it's static because it's public"
[17:38:05] <maximtwo> that will never change unfortunately
[17:38:49] <Lecherito> and trying to show a dialog :D
[17:39:09] <maximtwo> dermetfan, who said that?
[17:39:27] <maximtwo> i want to shake their hand
[17:39:32] <dermetfan> FrogMaster
[17:39:34] <dermetfan> he will never be forgotten
[17:39:37] <maximtwo> lol
[17:39:44] <maximtwo> that fuckin' guy
[17:39:56] <maximtwo> immortalized forever
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[17:39:57] <dermetfan> you know him?
[17:40:08] <maximtwo> he's kind of a big deal around here
[17:40:14] <Tomski> He still comes around
[17:40:23] <Tomski> Just under different names
[17:40:24] <dermetfan> still? I thought he gave up after 3 days
[17:40:27] <Tomski> No
[17:40:32] <Tomski> He launched a tirade on the forums
[17:40:42] <Tomski> We had to make it valid email only to join
[17:40:43] <Lecherito> lol
[17:40:48] <maximtwo> hahaha
[17:41:03] <dermetfan> have a link? :D
[17:41:10] <Tomski> He used email accounts like "TOMSKIISA$£%£$%$% at gmail dot com
[17:41:19] <maximtwo> haha
[17:41:37] <dermetfan> lol he sure didn't know how to handle the rejection
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[17:47:10] <mobidevelop> noone: why is that Box2D initializer class you made abstract?
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[17:52:11] <Tomski> noooooo :(
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[17:52:47] <maximtwo> i can think of atleast 7 more that should be added first
[17:52:57] <TestingWithLimit> Hey ! Short question does anybody has a link to getting started guide for libgdx WITHOUT gradle?
[17:52:57] <mobidevelop> And 10 that should be removed
[17:52:59] <Tomski> ew
[17:53:00] <Tomski> ew
[17:53:00] <Tomski> ew
[17:53:57] <mobidevelop> Nate's going to love the newly added @Override annotations too
[17:54:05] <maximtwo> mobidevelop, how about just Batch.draw(int n); that just draws n random things in random locations
[17:54:17] <mobidevelop> Seems useful
[17:54:24] <maximtwo> nate doesn't like the @override annotation?
[17:54:42] <mobidevelop> batch.drawStarField(int numStars)
[17:54:52] <maximtwo> yay!
[17:54:52] <mobidevelop> maximtwo: nope
[17:55:01] <maximtwo> that's just silly of him
[17:55:37] <mobidevelop> And for variety, batch.drawStarField(int minStars, int maxStars)
[17:55:58] <maximtwo> does nate atleast like @underride?
[17:56:12] <Lecherito> @Overrated
[17:56:14] <mobidevelop> and batch.drawStarField(int numStars, Random random)
[17:56:27] <maximtwo> mobidevelop, i think it would be better as a class that has to be passed to the constructor of sprite batch
[17:56:56] <maximtwo> public SpriteBatch(StarFieldGenerated cantIgnoreMeSukka)
[17:57:04] <mobidevelop> Lol
[17:58:10] <kjeldahl> Obviously completely unbiased.
[17:58:29] <noone> mobidevelop: why not abstract?
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[17:58:46] <noone> one should not create an instance of it, so I made it abstract
[17:58:54] <mobidevelop> It should be final and have a private constructor
[17:59:24] <mobidevelop> Nobody should subclass it
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[17:59:40] <maximtwo> is that a challenge?
[17:59:51] <noone> hhmmmm okay
[18:00:10] <mobidevelop> I said nobody should, not nobody can maximtwo.
[18:00:39] <maximtwo> =P
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[18:01:14] <mobidevelop> noone: or, be like Bullet and make it not abstract or final with private constructor
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[18:01:52] <mobidevelop> That Xoppa
[18:01:54] <hextileX> Tomski: does kyronet runs on iOS to?
[18:02:12] <noone> I mostly wanted it to not show up when one tries to "new Box2d<ctrl-space>"
[18:02:41] <noone> I didn't actually want to secure it against "weird" usage ^^
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[18:03:12] <noone> I made it final now
[18:03:19] <mobidevelop> Better to secure it against weirdos like maximtwo
[18:03:30] <maximtwo> i was about to go all reflectionfoo on you
[18:03:51] <evident> Am I seeing it right that the Arrive Steering Behavior needs a Steerable Object as target? So basically if I want to select a point I want the user to go to, I need to put a steerable object there? Can't I just give it a Vector2?
[18:04:27] <mobidevelop> Cool beans thanks noone
[18:04:36] <noone> okay, I add a "throw new MaximTwoException()" to the constructor
[18:04:54] <mobidevelop> I like it
[18:05:12] <Tomski> hextileX, yup
[18:05:58] <hextileX> cool. thanks man!
[18:06:03] <Lecherito> authorNotes.setPosition(camera.position.x - authorNotes.getWidth()/2, camera.position.y - authorNotes.getHeight()/2); shouldnt this place the dialog authorNotes in the middle of the screen?
[18:07:02] <noone> evident: I think you are right
[18:07:18] <mobidevelop> I want to express my desire to not add any more draw methods on batch
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[18:07:34] <Lecherito> express all the feels
[18:08:27] <mobidevelop> How to do so without being negative... Hmm.
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[18:09:29] <noone> maybe try it with a self-composed song? or a poem?
[18:09:43] <mobidevelop> I also don't think by his method needs to be there, why can't you pretransform the rectangle?
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[18:14:27] <mobidevelop> Well too bad, Nate already merged it
[18:14:34] <Tomski> ....
[18:14:55] <mobidevelop> Good thing we can discuss things before merging
[18:15:47] <evident> noone: ahh ok thank you... it seems to make sense though, but not intuitive in the first morment
[18:15:47] <evident> i mean intuitive why to have to do it that way but it's alright :)
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[18:29:14] <mobidevelop> TheUnkn0wn0ne: hey, what types of changes are you making related to files?
[18:29:45] <TheUnkn0wn0ne> mobidevelop: For that werid android file issue?
[18:29:51] <mobidevelop> Yeah
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[18:31:05] <TheUnkn0wn0ne> mobidevelop: Right now the changes are in FileHandle, but the tests are failing so I'm not even going to even commit it until the tests pass. I'm altering how external files are created initially
[18:31:40] <noone> mobidevelop: is the gdx-tests-android project broken, or is it just me?
[18:32:06] <mobidevelop> I don't know, I've not opened it since the gdx-pay crap was added to it
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[18:32:17] <mobidevelop> I don't want the additional 8 projects
[18:32:35] <mobidevelop> And corresponding dependencies
[18:32:49] <TheUnkn0wn0ne> It broke my whole build environment until I updated the Android plugin this morning
[18:33:03] <noone> could anyone check it? it says "The container 'Android Dependencies' references non existing library 'D:\Programmierung\gitrepos\libgdx\extensions\gdx-pay\gdx-pay-android-openiab\bin\gdx-pay-android-openiab.jar'
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[18:33:28] <mobidevelop> Yeah, you need to download and provide that jar
[18:33:53] <noone> where do I download that from?
[18:34:00] <mobidevelop> No clue really
[18:34:09] <mobidevelop> This is why I wanted it a separate extension
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[18:34:53] <noone> that was my first comment to that gdx-pay PR... but it was considered rude and was ignored
[18:35:08] <mobidevelop> Yeah, I noticed
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[18:35:54] <mobidevelop> It doesn't belong in the core repo, especially considering the third party dependencies
[18:36:12] <mobidevelop> And it will only get worse
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[18:37:28] <mobidevelop> Actually looks like the jar is still in the repo I'm the libs directory of the extension project
[18:37:42] <mobidevelop> Or not
[18:37:51] <mobidevelop> That's a build artifact
[18:38:00] <mobidevelop> Should depend on the project, not the jar
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[18:39:05] <noone> yeah, that makes more sense
[18:39:41] <mobidevelop> I want to file an issue to have gdx-pay moved to a separate tepo
[18:39:43] <mobidevelop> Repo
[18:40:14] <BlueProtoman> mobidevelop: And the same for all the other LibGDX extensions?
[18:40:27] <BlueProtoman> In fact, the tools could even be moved to separate repos...
[18:40:44] <noone> bullet and box2d are okay I think
[18:40:47] <mobidevelop> At this point I only care about the gdx-pay that has caused me all sorts of headaches
[18:41:31] <BlueProtoman> noone: I feel that leaving those in core while sectioning off everything else would be inconsistent.
[18:41:39] <BlueProtoman> Why not go for it with both barrels?
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[18:42:33] <noone> okay, bullet and box2d should probably be the last ones to be removed
[18:42:46] <mobidevelop> The problem with moving things with long histories is that the history is lost
[18:43:26] <mobidevelop> Whether that's actually a problem or not, I don't know but it is something to consider.
[18:44:03] <noone> well, it's not completely lost, one can still find it in the core repo commits
[18:44:14] <noone> not that comfortable though
[18:45:19] <BlueProtoman> You already have a 1GB repo.
[18:45:23] <mobidevelop> Aside from that, the only argument I have for keeping bullet and box2d is their jnigen dependency more tightly couples them to core
[18:45:44] <mobidevelop> But that's probably not a big deal
[18:46:47] <BlueProtoman> You'd have to make the same case for gdx-controllers, too.
[18:46:50] <BlueProtoman> And gdx-freetype
[18:46:53] <Tomski> noone, to be fair it was before the project turned into a monster
[18:46:54] <mobidevelop> Right
[18:47:04] <Tomski> And it wasnt factually correct
[18:47:24] <noone> what wasn't correct?
[18:47:33] <mobidevelop> But free type and controllers aren't exactly large
[18:47:33] <Tomski> That extensions dont belong in core
[18:47:55] <Tomski> according to the libdgx devs
[18:48:03] <BlueProtoman> Would gdx-tools still be one repo, or would all of the tools each be put into their own repo?
[18:48:17] <BlueProtoman> (E.g Hiero, the two particle editors, the texture packer, etc.)
[18:48:24] <noone> I've discussed it so much with you and mobidevelop, and for me it sounded like you do not want any new extensions in the core repo
[18:48:55] <Tomski> noone, I dont think extensions as big as gdx-ai or the now much larger gdx-pay are suitable
[18:48:58] <mobidevelop> BlueProtoman: don't know, probably they'd stick together
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[18:49:52] <noone> Tomski: gdx-ai is "big"?
[18:50:03] <Tomski> the scope of ai is huge
[18:50:27] <noone> ah that's what you mean
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[18:51:59] <Lecherito> can't dialogs be in a negative Y axis position?
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[18:52:29] <noone> Lecherito: I think there's a flag to turn that off
[18:52:37] <mobidevelop> Initially, gdx-pay had its tentacles in the Android backend but I think that has since changes so could probably be moved.
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[18:54:41] <mobidevelop> I'd like to do so before we do a libgdx release though
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[18:56:52] <noone> do you think it will be done that quickly?
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[18:57:50] <mobidevelop> Moving it? Or a release?
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[18:58:17] <mobidevelop> I doubt I can convince people we should move it sooner than a release, unfortunately.
[18:58:28] <TheUnkn0wn0ne> I'm starting to grow more and more sick of OEMs breaking things that should not have been touched in the first place
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[18:59:01] <mobidevelop> Lol
[18:59:03] <noone> "Unparsed aapt error(s)! Check the console for output." what does that mean?
[18:59:13] <mobidevelop> Welcome to my world TheUnkn0wn0ne
[18:59:29] <Lecherito> what's an OEM?
[19:00:00] <TheUnkn0wn0ne> Lecherito: They're basically device manufactures, Dell and HP, Sony, Samsung, Apple
[19:00:21] <TheUnkn0wn0ne> I'm referring to the OEMs that alter the Android apis internally and causes headaches for developers
[19:00:22] <noone> doing a release with gdx-pay and then immediately removing it with the next release seems somehow... unprofessional
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[19:00:34] <mobidevelop> I know noone
[19:00:34] <Lecherito> oh, yeah
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[19:01:16] <baseball435_> I am trying to load a .obj file which also has a .mtl file in the same directory. But for some reason the .mtl is not getting applied to the .obj. Can anyone tell me why this is
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[19:03:16] <baseball435> Can anyone answer that for me?
[19:03:54] <noone> you might ping Xoppa
[19:04:12] <mobidevelop> Waiting for Xoppa to say "don't use obj"
[19:04:19] <baseball435> ok ok i converted to g3db
[19:04:21] <noone> :D
[19:04:22] <baseball435> still no luck
[19:04:57] <baseball435> When i convert to g3db the model becomes visible but the mtl still doesn't color it or anything
[19:05:08] <baseball435> when i convert to g3db in the command line to i have to specify to load the .mtl as well or something?
[19:05:27] <baseball435> do i *
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[19:06:21] <TheUnkn0wn0ne> Alright so my changes broke the tests, so I've restarted with the lastest master. I'm going to pull a plan b, which is override the methods in the android implementation and workaround the issue there.
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[19:06:51] <noone> mobidevelop: when you've created an issue for gdx-pay, tell me and I will support it... not that anyone cares about my opinion, but still :D
[19:07:07] <mobidevelop> Lol, OK.
[19:08:03] <noone> I wanna run my android tests again :(
[19:08:22] <mobidevelop> Seems like a reasonable desire
[19:08:57] <Tomski> noone, you still cant run them?
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[19:09:39] <noone> no, I've removed that .jar dependency, but it still depends on the other gdx-pay projects, and those are also broken, lol
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[19:10:22] <noone> no idea what an "Unparsed Aapt Error" is
[19:12:31] <noone> hmmm, seems to be an eclipse bug... -.-
[19:13:28] <Unkn0wn0ne|busy> I think I figured out the issue. :D
[19:13:30] <Tomski> I dont have a problem running the tests
[19:13:39] <Tomski> hmmm
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[19:17:17] <noone> okay, cleaning the gdx-pay projects worked
[19:17:41] <noone> I'll quickly make a PR to remove the .jar dependency
[19:17:52] <noone> it depends on the corresponding project anyway
[19:18:54] <mobidevelop> I actually don't see a jar dependency
[19:19:15] <noone> it's an android library
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[19:19:28] <mobidevelop> In which project?
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[19:20:05] <mobidevelop> Ah, yeah, that's ok.
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[19:25:22] <noone> the slashes have been changed as well... is that a problem?
[19:25:22] <mobidevelop> There isn't actually a jar referenced by that
[19:26:34] <mobidevelop> Technically, that project is an Android library, and should be referenced as such
[19:26:56] <mobidevelop> Without your change it builds for me
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[19:27:06] <noone> hhhmmm
[19:28:03] <noone> I just pulled in the changes, noticed that I need the gdx-pay projects in eclipse, imported them and then had that issue
[19:28:11] <mobidevelop> The reason it needs to be an android library reference is for the manifest merge
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[19:28:55] <noone> why does it run for you and not for me?
[19:29:03] <mobidevelop> Beats me
[19:29:35] <noone> I'll try to undo that change and clean/reimport the projects
[19:29:48] <Tomski> Fine for me too, what errors?
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[19:31:25] <mobidevelop> I suspect a clean alone would have been enough
[19:31:47] <LudziE12> mobidevelop, what is causing black color (texture is clear inside)?
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[19:32:19] <mobidevelop> I wish that the robovm stuff wouldn't cause errors in eclipse for me (on Windows only)
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[19:32:26] <baseball435> Anyone know how to set the ModelMaterial of a Model?
[19:32:35] <LudziE12> One vertex look like that: floats = new float[]{x, y, z, colorR, colorG, colorB, colorA, normalX, normalY, normalZ, u, v};
[19:32:36] <Tomski> Im error free on windows
[19:32:50] <Tomski> :/
[19:32:58] <mobidevelop> I probably need to update something
[19:33:05] <baseball435> Anyone know how to set the ModelMaterial of a Model? Or just load a .mtl to a .g3db
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[19:34:01] <mobidevelop> All better, eclipse hates me and makes me refresh every folder separately
[19:34:04] <baseball435> Because no matter how hard I try I can not get a .mtl to load to a .obj or .g3db
[19:35:39] <noone> mobidevelop: when you find the solution, tell me, I have the same problem
[19:36:10] <lordjone> i can has draggable beziers! :D
[19:36:11] <mobidevelop> Tomski do we need to have the robovm plugin in eclipse even on windows?
[19:36:17] <noone> I don't even have any apple device to run those projects, but the red crosses are buggering me D:
[19:36:40] <lordjone> Xoppa: Yo!
[19:36:42] <Tomski> mobidevelop, nop
[19:36:46] <Tomski> Not like you could run it anyway
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[19:37:41] <mobidevelop> I know
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[19:38:08] <mobidevelop> But eclipse is complaining about things
[19:38:19] <Tomski> resource dirs for gdx-pay is complaining
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[19:38:37] <mobidevelop> Saying that Object.class is referenced from yada yada
[19:38:48] <Tomski> in backend?
[19:38:52] <Tomski> Or the tests?
[19:38:59] <mobidevelop> Tests I think
[19:39:08] <Tomski> I had to manualy link up the jars for the tests
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[19:39:19] <mobidevelop> Ah ok
[19:39:28] <mobidevelop> We should shore that up
[19:39:54] <Tomski> It just has two empty persisted containers
[19:40:20] <Tomski> So that resolves itself when you have the plugin I assume
[19:41:17] <gentlemandroid> baseball435, If you just want to access the Model's materials there's an array field for them
[19:41:31] <iveldesigns> If you have an Actor that when clicked, opens a menu, then clicking a button to do some, say, move to a new location, how would you go about capturing that XY and keeping track of the Actor you need to move?
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[19:41:48] <baseball435> I know the gentlemandroid but does not contain model materials
[19:41:50] <baseball435> only materials
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[19:42:58] <gentlemandroid> Hmm, I don't know what those are
[19:44:42] <gentlemandroid> Why do you want to access that? Looks like that's just part of loading a model
[19:46:45] <baseball435> Well when i try and load a g3db with the assetmanager it doesnt load the .mtl
[19:47:05] <baseball435> in blender i have it so that certain parts of the object are color certain colors but the object only shows up gray in the game
[19:47:12] <baseball435> so it's not loading the .mtl info and i have no idea why
[19:47:16] <mobidevelop> Tomski, having the plugin fixes the build errors for robovm tests
[19:47:50] <Tomski> mobidevelop, plugins smell
[19:48:51] <gentlemandroid> I'm pretty sure the materials are contained in the g3db file
[19:48:57] <Tomski> Oh dear, I think that static thread is gaining momentum
[19:48:58] <mobidevelop> Yeah, and actually it results in other errors when cleaning
[19:49:24] <mobidevelop> Will just close the robovm tests like I usually do
[19:49:28] <Tomski> lol
[19:49:54] <Tomski> Its the first time I've had everything open in eclipse with no errors
[19:50:43] <Xoppa> lordjone, yo!
[19:50:46] <mobidevelop> Anyway, I said my piece on statics.
[19:51:00] <Tomski> Best advice
[19:51:10] <lordjone> Xoppa: how is going ? just started a new tool, maybe it could be used as shader editor
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[19:51:48] <Xoppa> ow nice, how does it work? can you show something?
[19:52:07] <lordjone> it’s a generic node editor tool, i need it for work so if i came up with something good i will share it
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[19:53:05] <lordjone> just started today, playing with nodes connections now and bezier curves, i’m testing touchup events on input ports now, i guess it could be done using custom changedevents
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[19:56:54] <Lecherito> Tomski: fake, eclipse with no errors?
[19:57:05] <Tomski> Lecherito, no youre fake
[19:57:13] <Lecherito> why
[19:57:29] <Tomski> Its secretly IDEA
[19:57:31] <Tomski> shhhh
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[19:58:56] <Xoppa> lordjone, sounds great, let me know how it goes
[19:59:18] <Xoppa> i think i have a test on that which might be of interest, let me check
[19:59:39] <lordjone> Xoppa: sure, i ll ask you if i have doubts about the scene2d events
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[20:01:09] <mobidevelop> TheUnkn0wn0ne: needs more retries
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[20:01:20] <gentlemandroid> Xoppa, how would one use a cubemap with the default shader?
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[20:01:44] <gentlemandroid> I got it working with that shader you posted but that doesn't do multiple lights
[20:02:39] <TheUnkn0wn0ne> mobidevelop: Haha, I'm throwing things at wall and seeing what sticks. Although apparently the external storage is being limited heavily in newer version of Android. I don't want to migrate to the new APIs because they won't be backwards-compatiable with older libGDX apps that are upgrading
[20:03:32] <mobidevelop> Indeed, in KitKat and higher, you cannot write to the external storage outside of designated areas.
[20:03:52] <mobidevelop> The default we use today is outside those areas
[20:04:29] <lordjone> Xoppa: let me see
[20:04:34] <mobidevelop> We are probably going to have to use the correct way and only write to out apps designated area
[20:04:41] <mobidevelop> *our
[20:04:47] <Xoppa> gentlemandroid, the default shader doesn't support cubemaps by default, you'd have to modify the shader to support it
[20:06:01] <lordjone> Xoppa: cool, did the connection with ports work or they were connected by code ?
[20:06:23] <TheUnkn0wn0ne> mobidevelop: Should we keep the legacy behavior for apps running on < 4.4 or should we totally switch it over?
[20:06:39] <Xoppa> lordjone, iirc it was all set in code
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[20:07:30] <lordjone> Xoppa: k, cause im trying to solve the problem of receving a touch up event on a different widget from the one where the touch did happen
[20:07:50] <mobidevelop> TheUnkn0wn0ne: not sure, it actually only affects devices with an external sdcard (as opposed to an non-removable external storage, like Nexus devices)
[20:08:03] <Azazel> I have an excelent idea that would improve thi libgdx site immensely
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[20:08:39] <Azazel> we could have the site tell us which is the latest version of libgdx without having to search through the whole site
[20:08:46] <Oonej> Hello strangers. Question - is there a way to have a table, with several nested tables to hide/show?
[20:09:19] <Tomski> Azazel, there is a PR on the site
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[20:09:28] <Xoppa> lordjone, i'd say that you could use the parent for that and invoke it manually (or separate the logic, which is probably cleaner)
[20:09:34] <Tomski> mobidevelop, would have to review it and build the site :)
[20:09:34] <Azazel> what's a PR?
[20:10:00] <mobidevelop> Build all the things always
[20:10:32] <lordjone> Xoppa: you mean fire another event on touchup from the input listener ? cause it’s what i’m trying to do now
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[20:11:38] <Tomski> Gotta dash
[20:11:52] <Xoppa> i mean that events are called from child to parent until one of them returns true (at least i assume that, i'm not sure)
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[20:12:51] <Azazel> oh it's in the channel topic
[20:12:54] <Azazel> brillian
[20:12:55] <Azazel> t
[20:13:14] <Oonej> Anyone know how to have several nested tables (that overlap) to hide / show properly? I can't figure it out :(
[20:13:22] <Azazel> however I still couldn't find the information on the site
[20:14:01] <Oonej> oh stack.. i found it!!! nm :D
[20:15:02] <mobidevelop> Azazel: Tomski was saying there is a pending pull request to add version information to the site
[20:15:19] <lordjone> Xoppa: i’m trying to fire an event from a widget to one of its siblings, is that possible ?
[20:16:09] <Xoppa> i don't think so
[20:16:25] <mobidevelop> Create the event then call the fire method on said sibling
[20:16:34] <Azazel> mobidevelop: thanks. I would never have guessed that that's what "PR" means
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[20:17:42] <lordjone> mobidevelop: i don’t know the sibling, it could be any widget
[20:18:01] <lordjone> mobidevelop: do you mean i have to do an hit test to get the deepest widget on the release point ?
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[20:18:48] <tom992> this is little bit of problem from box2d but anyway i have problem to solve , stick body to another body with defined force ,so not pernamently , any ideas ?
[20:19:01] <mobidevelop> Well, you could do a getParent() then getChildren()
[20:19:22] <gentlemandroid> Xoppa, That wasn't so hard, thanks for the help
[20:19:28] <Xoppa> if you don't know the sibling then that might not be the best place to call it, instead place the logic in a separate class
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[20:19:56] <Xoppa> gentlemandroid, screenshots or it didnt happen
[20:20:11] <lordjone> mobidevelop: it works! thanks
[20:20:34] <lordjone> just did an hit test on the touchup event and fire the event on the sibling
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[20:23:02] <mobidevelop> lordjone, can't the sibling just listen to events fired by the actor it is concerned with? Or is there no such relationship?
[20:24:01] <lordjone> no it can’t because in my case there will be many unreleated siblings, it’s not a specific event on the 2 actors, but it’s a relation among 2 of many actors
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[20:24:14] <mobidevelop> I see
[20:24:28] <lordjone> it’s a connection between an input port and an output port of different nodes
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[20:25:46] <mobidevelop> So the input port cares about the output port of the previous node right? So why doesn't it listen to that instead of the other way around (or am I not understanding)?
[20:27:18] <lordjone> an input port of a generic node can listen to any event of CreateConnection fired on it from any output port of another generic node
[20:28:21] <lordjone> so it can’t listen for a specific event from a known actor, but it has to listen to any event of connection request by any other widget, if you know a better way i want to know it mobidevelop
[20:28:37] <Xoppa> very cool gentlemandroid
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[20:29:06] <mobidevelop> lordjone: I'd just use the bubbling nature of events
[20:29:26] <mobidevelop> Have the nodes listen at the top level and decide if they care
[20:30:01] <gentlemandroid> tom992, There's a WeldJoint in box2d that sounds about right for you
[20:30:21] <mobidevelop> The node firing the event should not be responsible for finding other nodes that may or may not care about it
[20:30:25] <Azazel> what's with the GdxTest clasS?
[20:30:28] <lordjone> mobidevelop: exactly how ? cause i have an input listener now on a simple button which deals with the creation of the bezierWidget and fires the event
[20:31:53] <mobidevelop> Fires what event? Some custom event?
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[20:33:13] <lordjone> yes a CreateConnectionEvent which is a subclass of ChangedEvent
[20:33:56] <mobidevelop> If the button calls fire with that event, it will bubble through its hierarchy. So if other nodes listen at say the stage level, they'd get notified of all those events
[20:34:02] <Azazel> honestly, I'm looking at the source of the GdxTest class, and I don't see the point of it. all it does is it extends InputAdapter and implements ApplicationListener
[20:34:15] <gentlemandroid> It's a base class
[20:34:25] <mobidevelop> That's the point of it
[20:34:54] <Azazel> and it's used for... what? unit testing?
[20:34:55] <[twisti]> Azazel: if you use eclipse, select the class name and press alt-shift-g
[20:35:02] <Azazel> I don't
[20:35:15] <gentlemandroid> Then do!
[20:35:22] <mobidevelop> Lol
[20:35:32] <Azazel> I use Android Studio
[20:35:37] <Azazel> because it's an IDE
[20:35:38] <lordjone> mobidevelop: mmm, so i should add an event listener on the other port and fire the event from the input listener
[20:35:43] <Azazel> that has "Android" in the name
[20:35:43] <lordjone> mobidevelop: let me try
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[20:36:04] <mobidevelop> Before we removed gles 1, Gdx test had some additional methods
[20:36:21] <[twisti]> isnt android studio eclipse ?
[20:36:23] <tom992> gentleman , i know about weldjoint but problem is that is quite pernament attraction , i need stick two bodies specified force , now looking on mousejoint ,still dont know
[20:36:32] <Azazel> no
[20:36:33] <mobidevelop> Android Studio is Idea
[20:36:37] <Azazel> android studio is intellij
[20:36:51] <gentlemandroid> I like to use Eclipse and learn slowly over years how to use it, like how [twisti] just said press alt-shift-g there
[20:36:55] <[twisti]> oh its the new one
[20:37:09] <[twisti]> keyboard shortcuts are fun
[20:37:24] <[twisti]> im sure intellij has something similar
[20:37:25] <Azazel> I used Eclipse for all my java projects at school, I thought I'd try something new
[20:37:42] <gentlemandroid> I like to learn them like I'm playing a video game, and random npcs (that's you) tell me how to perform new moves
[20:37:43] <Azazel> just learning viewports
[20:37:45] <gentlemandroid> It's an adventure!
[20:38:02] <[twisti]> cool way to look at it
[20:38:11] <Azazel> I can just get rid of the GdxTest thing then, right?
[20:38:19] <mobidevelop> Azazel: when we had gles 1, GdxTest defined a method to declare whether gles 2 was required
[20:38:31] <mobidevelop> You don't need it for anything you do
[20:38:37] <Azazel> wtf is gles
[20:38:50] <gentlemandroid> A sort of fine lubricant I believe
[20:38:51] <mobidevelop> OpenGL ES
[20:38:58] <[twisti]> gl for embedded systems (like cell phones)
[20:39:07] <Azazel> neat-oh
[20:39:16] <Azazel> that's what I like about this channel
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[20:39:22] <Azazel> each time Iearn something new
[20:39:26] <[twisti]> its what your stuff is going to be in if you use libgdx
[20:40:10] <gentlemandroid> It's opengl minus all the neat stuff from the last 15 years
[20:40:18] <mobidevelop> Lol
[20:40:43] <Azazel> so that's why all the libdx games look like they're from 1998 :D
[20:40:51] <mobidevelop> OpenGL ExtraShitty
[20:43:12] <Azazel> bahahaha
[20:43:29] <Azazel> I just insulted everyone on this channel with a single comment
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[20:43:35] <Azazel> imma get crucified
[20:43:45] <Azazel> I'm wondering
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[20:44:06] <Azazel> ....
[20:44:13] <gentlemandroid> Joke's on you, I've never managed to release a game!
[20:44:23] <Azazel> nope, Jesus is not a valid nickname
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[20:44:36] <mobidevelop> There are some games made with libgdx that look better than some 1998 games.
[20:44:37] <lukas> wait waht
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[20:44:54] <mobildevelop> oops
[20:44:57] *** mobildevelop is now known as Azazel
[20:45:10] <Azazel> I'm trying to change my nick to one that's already taken
[20:45:19] <Azazel> to see what kind of message I get
[20:45:33] <Azazel> but I keep either changing to people who just quit or making typos :D
[20:45:53] <mobidevelop> O.o
[20:46:08] <Xoppa> yw
[20:46:44] <mobidevelop> RadialSprite all the things
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[20:47:25] <mobidevelop> What other gems is Xoppa hiding in there?
[20:48:52] <gentlemandroid> What does that do?
[20:49:06] <Azazel> it rains down awesome from the sky
[20:49:13] <Xoppa> most of it is over a year old, i don't think there's much useful in there. although the radialsprite and chasecamera seem to be used regurly
[20:49:26] <Xoppa> *regularly
[20:49:38] <Azazel> I like regurly better
[20:50:09] <noone> RadialSprite can be used for a circular progress bar for example
[20:50:32] <gentlemandroid> Oh I see, neat
[20:51:05] <gentlemandroid> I would call it a PacmanSprite then
[20:51:08] <gentlemandroid> But that's just me
[20:51:27] <noone> you'd also call yourself gentlemandroid
[20:52:06] * noone likes that name.
[20:52:10] <gentlemandroid> Not around my mother though
[20:52:20] <noone> I missed it, I can finally do "noone" jokes again
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[20:53:50] * ABagOfFeralCats can also play this game
[20:55:42] <noone> =D
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[21:00:38] <Fish__> hello?
[21:02:46] <Ashiren> ohayo
[21:02:56] <mobidevelop> hello?
[21:05:56] <Azazel> Ashiren: nihonjin?
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[21:06:52] <Ashiren> nope. nyoro~n
[21:07:52] <Azazel> thought so :)
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[21:08:42] <Ashiren> so, how may we help you
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[21:19:08] <Fish__> im having an error importing my libgdx project into eclipse
[21:19:18] <Fish__> *gradle projedct
[21:19:22] <Fish__> *project
[21:19:41] <Fish__> im useing gdx-setup.jar
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[21:20:29] <Fish__> but when i 'Build Model' i get this popup error...
[21:20:42] <Fish__> "Error in runnable 'Creating Gradle model' org.eclipse.osgi.internal.framework.EquinoxConfiguration$1 See error log for details"
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[21:28:44] <Fish__> noone: yes i have. by default its 'org.gradle.jvmargs=-Xms128m -Xmx512m' and i changed it to what they recommended but the error still exists
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[21:42:07] <bhldev> hey can someone outline the pros and cons of using tween engine versus the built in libgdx actions
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[21:42:28] <bhldev> the libgdx actions seem sufficient for my purposes
[21:43:31] <Ashiren> then do the actions
[21:44:02] <Chumper> hey guys, i am currently trying to build menus with the scene2d ui package. I dont want to use any fancy 9 patch or something like that, i just want my button to have a white background. However, i cant find a way to make a color to a drawable
[21:44:17] <Chumper> is there any way i can set the background of the button to white?
[21:45:13] <Azazel> Chumper: are you using a skin?
[21:45:26] <Chumper> yes, at the moment the default test skin
[21:46:00] <Azazel> well then unless I'm mistaken, your button's background will be the image defined in the skin as button background
[21:46:17] <Chumper> i tried to set the down up and so on in the skin to nothing but then the apps crashes,
[21:46:47] <Azazel> down, up?
[21:47:11] <Chumper> ah, ok, but i can set it to just a color so that works:
[21:47:11] <Chumper> com.badlogic.gdx.scenes.scene2d.ui.TextButton$TextButtonStyle: {
[21:47:12] <Chumper> default: { down: white, up: white, font: default-font, fontColor: white },
[21:47:12] <Chumper> toggle: { down: default-round-down, up: default-round, checked: default-round-down, font: default-font, fontColor: white, downFontColor: red }
[21:47:12] <Chumper> },
[21:47:16] <Azazel> oh I see
[21:47:35] <Azazel> my guess is you have to have a value there
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[21:48:01] <Azazel> why don't you edit the uiskin.png so the button picture is just plain white
[21:48:07] <Chumper> yeah, obviously, but i didnt think about to just set it to white
[21:48:47] <Chumper> if i want to change it to another color later it is much more work than just set the string ;)
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[21:49:27] <Azazel> using a skin is generally not going to make changing colors easy
[21:49:31] <Chumper> i want to achieve some kind of metro style in my app, thats why i dont need any fancy button styles. BUt as i just found out, settint the color in the skin is working fine
[21:49:50] <Chumper> why not?
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[21:50:19] <Azazel> because the skin defines a picture, and that picture is then used by every button that uses the skin
[21:51:10] <Chumper> yeah, that makes sense but is not a problem in my case
[21:51:20] <Chumper> i just dont want to use a picture in the skin but a color
[21:51:46] <Azazel> if you want a button that changes colors, I'd just use a custom 9patch, with a plain white picture, and then set the background color for the patch as you need. that's what I need
[21:52:06] <Azazel> if you don't want to use a picture in the skin, then don't use a skin
[21:52:35] <Chumper> ah, ok, i understand
[21:52:50] <Chumper> so i can also set a color in a nine patch?
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[21:53:12] <Azazel> ya hang on, I'll look at some of my older code
[21:54:00] <Azazel> yes, you can just do patch.setColor()
[21:54:10] <Chumper> ok, perfect. tinting a nine patch would also be a solution to my problem
[21:54:16] <Azazel> but make sure the picture you use for the patch is white
[21:54:41] <Azazel> because otherwise the resulting color will be a blend of the color you set and the color of the 9patch picture
[21:54:44] <Chumper> yeah, i need to experiment a little bit with that to make sure i understand the tinting rules
[21:55:22] <Chumper> ah, ok, just answered my question
[21:55:30] <Chumper> thanks i will look into this direction
[21:56:22] <Azazel> no prob
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[22:03:52] <Azazel> is it just me, or is XML actually more readable than JSON?
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[22:17:18] <noone> it should be pretty much the same
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[22:17:33] <noone> but XML might take up to 30% more space
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[22:20:38] <Chumper> xml has handy autocompletions if it is correctly defined
[22:21:54] <Azazel> I'm not saying it's not less wordy than XML
[22:22:04] <Azazel> I'm just saying to me it seems less readable
[22:23:28] <noone> I think you are just more used to xml
[22:23:53] <noone> if JSON is correctly formatted, it's pretty easy to read, just like xml
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[22:24:02] <Azazel> I think you may be right
[22:25:32] <TEttinger> I don't like the duplication of tags in XML, seems like a waste
[22:25:56] <noone> it IS a waste
[22:26:09] <TEttinger> <sometag><somevalue>Uh-oh</somevalue></sometag>
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[22:42:26] <nexsoftware> Clearly they need to have shortcuts: <sometag><somevalue>Uh-oh</></>
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[22:48:14] <Lecherito> that is kinda what json is
[22:49:39] <nexsoftware> You shut your dirty mouth Lecherito
[22:49:53] <Lecherito> it's fingers
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[22:51:31] <nexsoftware> You shut your dirty fingers Lecherito
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[22:54:21] <Lecherito> done
[22:54:25] <Lecherito> well, almost
[22:59:03] <nexsoftware> So, ouya doesn't provide their sdk via maven central huh?
[22:59:40] <aegamesi> Is it possible to have a 1bit texture? It seems awfully inefficient to have a texture that has 4 or 2 or even 1 byte per pixel if it's only a single color
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[23:28:00] <nexsoftware> Has anyone actually tried the gdx-pay extension via gradle/maven?
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[23:32:21] <Hovaku> Hi, I've been getting these errors when letting my libGDX desktop app run in the background
[23:32:24] <Hovaku> AL lib: (EE) MMDevApiProc: WaitForSingleObjectEx error: 0x102
[23:32:26] <davebaol> <TEttinger> I don't like the duplication of tags in XML, seems like a waste
[23:32:34] <Hovaku> AL lib: (EE) MMDevApiProc: Failed to get padding: 0x88890004
[23:32:37] <davebaol> that's what gives xml more power
[23:33:08] <Hovaku> this is with 64bit Java
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[23:33:59] <davebaol> TEttinger: there are xml-based programming languages
[23:34:02] <TEttinger> I mean I use EDN, which is a subset of clojure, to store data. it's absurdly easy to translate back and forth.
[23:34:35] <TEttinger> davebaol: like Ant?
[23:34:45] <davebaol> yeah and voicexml
[23:34:54] <TEttinger> which even the author of Ant said using XML was a mistake?
[23:34:56] <davebaol> and you have comments support too
[23:36:03] <nexsoftware> davebaol, xml based programming languages can die in a fire
[23:36:43] <davebaol> I'm just sayng that xml has more expressive power than json
[23:36:46] <davebaol> that's all
[23:37:10] <nexsoftware> json and xml have different purposes
[23:37:16] <davebaol> of course
[23:38:10] <nexsoftware> Anyway, I don't personally have strong feeling for or against one or the other (except when it comes to xml based programming languages)
[23:39:41] <nexsoftware> Back to making gdx-pay a separate gradle-based repo...
[23:40:22] <nexsoftware> Publishing android library artifacts to mave is a pita
[23:40:30] <nexsoftware> *maven
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[23:43:36] <davebaol> nexsoftware: nice, did you get the go ahead?
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[23:44:05] <nexsoftware> Not from Mario
[23:45:08] <nexsoftware> But I figured if I wanted it to happen I'd have to just do it
[23:45:26] <davebaol> right
[23:46:26] <nexsoftware> I'll put it on my github to flesh it out then transfer to libgdx when we it is good to go
[23:47:16] <nexsoftware> Stupid Ouya doesn't publish their sdk to central
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